Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

Zyblina[dice]1d20+1[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+4[/dice]
Cole Burns [dice]1d20+2[/dice]
Sergei the Haunted [dice]1d20+3[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+0[/dice]
Zek [dice]1d20+5[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Zyblina [dice]1d20+5[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+8[/dice]
Cole Burns [dice]1d20+6[/dice]
Sergei the Haunted [dice]1d20+7[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+5[/dice]
Zek [dice]1d20+7[/dice]
Teofila Agarici [dice]1d20+9[/dice]

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.

B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.

C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.

D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.

E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.

F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.

G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.

H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.

I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.

J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.

K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.

L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

M 1-4: Council Member's Houses.

N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.

O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.

P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.

Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.

R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

Fear, Horror, and Madness:

I will NOT be using Madness rules as the Sanity rules already cover that.

Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Making the Saving Throw

Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.

Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.

If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin Effect

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.

When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.

FEAR SAVES

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.

HORROR SAVES

The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.

Failure Results

If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).

Failure Results

Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.

Moderate Effect: (1) Nightmares, (2) Obsession, (3) Rage, or (4) Revulsion

Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock

Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.

Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.


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Shadow's Status

Harrowstone Prison

I will assume that Teo's action replaced my Round 1 bot miss.

Teo's bolt hits but does not bring down the skull.

Mere seconds later, Ogre claims another head for his trophy mantle as he cleaves yet another skull in half!

Combat Over! What next?


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole merely steps back as the 'Ogre' rushes in and (most likely) finishes off the last skull-thing.

As soon as things settle, Cole then examines the skull remains and the hole...

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion turns around and grins at the rest of the group.
"There be someart of the dead that really grinds me grist, yer know what I be meanin?" he states rather than asks.

The big man then looks around, hoping to see something to wipe skull fragments off his weapon with.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling tilts his head to one side as he surveys the skulls remains.

"I'll add that to my list of 'How to Deal with Undead- Flying, Flaming Skulls'. Perhaps i'll add footnotes to the good doctors' works."

The cleric glides over to take a closer look at the skulls.
Per: 1d20 + 4 ⇒ (7) + 4 = 11

Presuming he sees nothing of interest in the remains?,... ;P

The cleric sniffs, then turns to look around the room.

Per: 1d20 + 4 ⇒ (14) + 4 = 18


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Kenzo collects his durable arrows. He shakes his head and says, "It seems that we can add undead to the list of threats that this place poses. Many terrible things must have occurred here to cause so many haunts and now undead to roam these halls."


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Kenzo Hagetora wrote:
Kenzo collects his durable arrows. He shakes his head and says, "It seems that we can add undead to the list of threats that this place poses. Many terrible things must have occurred here to cause so many haunts and now undead to roam these halls."

"Or one, very large, terrible thing." Sterling murmurs as he looks around the room.

"I wonder which would be worse?""


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole frowns as he waves off the comments.

"Speculation is pointless. Evidence must be here of something or the Professor would not have been interested in this place. Keep your eyes and ears open...and something probably heard that scream. Now they know we have arrived and exactly where to find us."


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

Teofila figures there must be a better way down than through a hole water drains into. In any case, better to finish looking around on the surface before descending.

There is a door in the north wall. I'm assuming the map is standard and north is up. But, it also appears that it would be possible to simply look around the end of the collapsed wall by the edge of the water to get a look into the room behind the door first. She walks over to take a peek, careful to not be noticed in case there's anything nasty on the other side.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


Shadow's Status

Harrowstone Prison

A thorough examination of the room reveals nothing of any use in here. Ogre grimaces as there is nothing but the stone shaft to wie his blade off with it seems.

Sterling believes that these undead are of a specific type but he cannot recall exactly what.

Cole's darkvision allows him to see that the shaft is perfectly smooth, clearly built into the floor and not a hole caused by damage to the building. On the floor below are heaps of fallen stone and charred wood beams but a trip down there would be necessary to fully explore the space.

Teo peeks over the space to the north. However, from this angle, it is difficult to see anything. The room is in ruins and appears to contain nothing of interest based on what Teo sees of it.

Vaneza peers into the pit and then into the water, she sighs. "I fear that the challenges of this place does not suit my skills very well, I we may be better off with my returning to town to watch over Kendra especially as we now know that the Whispering Way must have had several agents, not just one to place all of these runes about the prison walls. If you are all planning on climbing down that pit, I can grab climbing gear or perhaps even a ladder from the general store to assist in easing the way down. So perhaps you can all explore up here and clear the first level so to speak and await my return?"


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

"We grabbed rope before leaving." rumbles Ogre.

"As we knew there would be a pit to go down."

Even as he says this, he glances out the door toward the fetid pond.

"Interesting that the water doesn't seem to have entered the shaft. I guess we must be on solid rock... so whatever made that hole... did it with a bit of skill and power."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

"This hole was built here. Part of the structure itself. No idea what for. It's not a well...as far as I can tell."


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling 'Hrmphs' to himself. Apparently not entirely pleased with the result of, whatever it was he was doing.

The cleric straightens up, resettles his pack (still bristling with several covered items that appear to be weapons), and leans on his staff.

Sterling seems content to wait and let the others finish their examinations of the area.


Shadow's Status

Harrowstone Prison

Vaneza nods to Bastion, "I suspected but wanted to offer regardless.

I will be watching over Kendra with Alain, if for some reason you all do not return by tomorrow, I will ask the Gunslinger and the local Priest to accompany me back here to seek you out".

With that, she nods and withdraws from the prison.

Do you all wish to search the rest of this level first or head down through the hole?


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling shifts uncomfortably.

"I suspect we will not find much up here. What monsters might normally use the ruins as shelter will likely be driven away by the haunts."

The cleric turns his hooded gaze towards the hole.

"Let us not waste time. The answers we, and professor, seek, lie deeper beneath the surface. Literally, in this case."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole frowns, but begins looking for a good place to tie off his rope for the hole.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

"I am not sure the undead would care much about the haunts. The flaming skulls were not far from the haunts." Kenzo says.


Shadow's Status

Harrowstone Prison

There is a significant enough amount of rubble that more than one rope could be tied off to climb down.

3 max though. Who wishes to go down first?


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole will lead the way with his darkvision, and will then light up the tip of his sword again to produce light (spell effect) once he's at the bottom so the others can see more easily.

"Cover me. If I need to leave quickly, be prepared to pull me up Ogre."


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Kenzo Hagetora wrote:
"I am not sure the undead would care much about the haunts. The flaming skulls were not far from the haunts." Kenzo says.

Sterling nods, accepting the point.


Shadow's Status

Harrowstone Prison

Cole pretty deftly glides down the rope to bottom.

This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room. To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. Cole fairly quickly surmises that the hole was indeed a fixture of the room as that was the access way for the lift to bring prisoners and guards up and down.

For a moment, Cole gets a sense of serenity as he enters the cavern, but the feeling passes rather quickly, as if some force once here but now gone left but a trace of its calming presence behind.

DM ONLY:
Cole Perception 1d20 + 6 ⇒ (13) + 6 = 19

As Cole looks around the room he notices an oddity, the floor is incredibly clean despite the soot on the walls, before he can contemplate what this means, the residents have a welcoming for him...

The room fills with a cacophonous roar of screams and howls, echoes of the cries! Another haunt? It can be heard from above as well. It ceases as quickly as it began.

An instant later, the surface of the dark pool of water begins rippling around the ruined lift as a pair spirits rise up, dripping and horrible, staring at Cole with unbridled rage.

Cole, how do you react?

DM ONLY Part II:
Cole Initiative - 1d20 + 2 ⇒ (19) + 2 = 21
Ogre Initiative - 1d20 ⇒ 1
Foes Initiative - 1d20 ⇒ 13


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Ogre stands ready at the top of the rope, watching as Cole heads down into the darkness.

As the screaming starts, he begins to tug on the rope, hoping to help pull the scout out of the pit.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

"Pull! UP...FAST!!"

Cole tries not to panic, and wraps some of the rope around his arm with a firm grip as he moves to the nearest debris pile for some cover, lit sword extended.

"A little HELP here guys?"

If I can take the Full defense or similar action I will.


Shadow's Status

Harrowstone Prison

Cole takes a full defense posture and pulls taut on the rope to give himself some room to swing away.

As they advance, Cole realizes they aren't entirely solid, but solid enough to do him harm. Their slimy, shifting mass has the shape of a humanoid, but is made out of what appears to be some form of sticky rope or cloth.

DM ONLY:

Ecto #1 Attack vs. DC 22 - 1d20 + 3 ⇒ (3) + 3 = 6
Ecto #2 Attack vs. DC 22 - 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Both of the ghastly apparitions miss!

Ogre, pulls on the rope and Cole comes flying back up the shaft!

The apparitions looks up menacingly and as quickly as they form, they appear to dissolve into the water beneath them.

Combat Over. Draw!

Knowledge Religion DC 18:
Assuming Cole explains what he encountered just now - you face an Ectoplasmic Creature.

Drawn from energies of the Ethereal Plane, ectoplasm is a vile substance resembling thick tangles of slimy linen or dripping goo. It shapes itself into the form of an undead creature, creating a host for a soul unfortunate enough to be confined within it. The existence of an ectoplasmic being is a cruel one, and few souls willingly choose this painful form of undeath.

They possess the traditional defenses of the undead as well as some immunity to slashing weapons due to their ectoplasmic nature.

A successful strike from them can leave the mind reeling (shaken condition)!

Finally, they can phase through solid objects.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Sergei watches the scene with concern and confusion written on his mostly-hidden face. As the ghosts manifest and fade he makes an unfamiliar hand gesture and mutters something in an unfamiliar language.

For anyone who thinks their character might notice: Sergei hasn't said anything in an understandable language since the Haunt at the doors.


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

religion: 1d20 + 1 ⇒ (14) + 1 = 15

"What in the name of all that is holy were those things?" asks a shocked Bastion.

He pokes at Sergi. "Any ideas?"


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

K: Religion Check: 1d20 + 6 ⇒ (7) + 6 = 13

Quote:
"What in the name of all that is holy were those things?" asks a shocked Bastion.

"Not. Quite. Sure." Sterling admits deadpan. He continues ot peer down the hole, as if willing it to reveal it's secrets.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Thankful of Ogre's quick strength, Cole catches his breath and thanks the titan-sized human with a gruff nod.

Int: 1d20 + 1 ⇒ (18) + 1 = 19

"That was no Haunt. They were...made of slime. Whatever they are, we are going to have to get past them somehow. That's an elevator shaft down there. The remains of the lift are where they came from. Slimy water under it? Oil? Maybe they were originally trapped under it when it fell? So...probably undead of some sort. I could try burning them, but I doubt slime burns very well."

Cole then scratches his chin.

"If we can draw them out, Ogre can toss big rocks at them. Anybody have some decent ranged attacks? Disrupt Undead is a simple spell that could hurt them. Is it not? I am probably best to draw them out...I can light the area for the rest of you to make your shots, but who knows what they can do to me until...if we manage to stop them."

How deep is the actual pit itself? Less than 50ft...I'm assuming.


Shadow's Status

The pit was only 20' down.

Cole, you would say that pool in the basement level is 5' deep, tops. It's probably water that ran from the "Lake" topside which is really just a sinkhole created by the fire. Over the years whether heavy rain or winds caused it, some of the water was driven west into the ruins and down into the hole.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling nods slowly at Cole.

"A good plan."

The cleric frowns slightly.

"If that doesn't work, I can use the power of Pharasma to injure and probably destroy them. But,... I have to be within 30 feet of them. We would still have to lure them out towards this opening. OR, I would have go down far enough to get them in range. Hm."

"Let's try YOUR plan first." Sterling says to Cole.


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

Teofila agrees with Cole.

"Yes, not a ghost or wraith I think. Ectoplasmic. Still undead. There's no special trick for handling such a thing that I know of. Don't expect cuts and slashes to be all the harmful though."

"You mentioned an oddly clean floor down there? Did you happen to notice if the whole floor was like that, or was it around the pool? It might be clean because the ectoplasmic creature picks up anything on the floor it comes in contact with, sweeping it clean. If it's only the area nearest the pool, it might be the thing is linked to the pool and can only venture a certain distance from it."

"Just a theory though, or wishful thinking. And if the whole floor is clean, forget about it."

K Religion: 1d20 + 5 ⇒ (13) + 5 = 18

The spoiler is open if it wasn't already.


Shadow's Status

Harrowstone Prison

As the party gazes into the hole nothing stirs, you all surmise that the presence of the living is what triggers the response of these damned souls seeking your warmth or perhaps just to damn the currently living to their own miserable fate.

Currently, there are 3 ropes tied off. Do you want to send down a three person crew to activate these foes once more? Sterling will remain topside as his range with disrupt undead would reach them if they battle by the "mouth" of the pit.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole frowns again, then shrugs. ”Never said it was a good idea… Everyone get ready. I will head down again and try to stay as long as I can. then we will see if they can burn.”

Giving everyone a minute to prepare, Cole climbs down quickly. He then draws his sword again, lights it up and activates his defenses, causing the air around himself to shimmer as if on a hot desert’s summer day.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
_Bastian 'Ogre' Zorovich wrote:

He pokes at Sergi. "Any ideas?"

Sergei gave Orge a flat look over his dark glasses. His gold eyes seemed half amused, half reproachful. "Я буду благодарен вам, если вы будете держать пальцы при себе, молодой человек."


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

"I'll go as well. I also have the disruption spell. If it keeps moving out of line of sight up here, I'll still be able to hit it."


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Kenzo moves to see down and readies his bow, "Hopefully, my arrows can affect them.


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion shrugs and grabs one of the ropes.

"Mah sword was good against the skulls, maybe it will be okay against the goo too."


Shadow's Status

Harrowstone Prison

Despite Sergei's lack of communication, Ogre shrugs it off and the group focuses on facing the threat below.

Cole, Teo, and Ogre each take a rope down and the creatures rise at the far end of the pool once more!

Those down the rope have been moved to the location farther down the map.

Initiative:
Foes! 1d20 + 0 ⇒ (11) + 0 = 11

Sterling Starshadow 1d20 + 4 ⇒ (18) + 4 = 22
Kenzo Hagetora 1d20 + 4 ⇒ (13) + 4 = 17
Cole Burns 1d20 + 2 ⇒ (10) + 2 = 12
Sergei the Haunted 1d20 + 3 ⇒ (5) + 3 = 8
Bastian 'Ogre' Zorovich 1d20 + 0 ⇒ (1) + 0 = 1
Teofila Agarici 1d20 + 3 ⇒ (12) + 3 = 15

ROUND 1 - Sterling, Kenzo, Cole, Teo - GO!
The Foes
Sergei & Bastion

Sterling holds as currently, the foes are not within his line of sight of range of his Disrupt Undead effect.


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

As soon as Teofila touches down, she pulls the battle aspergillum from her belt. When the creatures have risen from the pool, she cast [i]Disrupt Undead[/b] and targets the ray on the one she has the best line on.

Attack (ranged touch): 1d20 + 4 ⇒ (8) + 4 = 12

Damage: 1d6 ⇒ 2


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole matches Teo and move up to blast one of the monsters.

Blast(Burn 0) RTA Range 30ft.: 1d20 + 3 ⇒ (12) + 3 = 15
Magic(Fire)Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Shadow's Status

Harrowstone Prison

Round 1

Teo's ray lands and a part of the creature is blasted, but still it comes on.

Cole's blast is a bit more effective, but yet on number two still floats.

As they close, Sterling's ray comes from on high.

Sterling - Disrupt Undead 1d20 + 3 ⇒ (1) + 3 = 4 - Unfortunately, the ray slams into the top of the hole.

DM ONLY:
ECTO 1 - HP - 7
ECTO 2 - HP - 5

Round 1 - Kenzo GO!
The Foes
Sergei & Bastion


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Kenzo sends two arrows flying!

Flurry w/+1 Longbow: 1d20 + 3 ⇒ (8) + 3 = 11

Flurry w/ +1 Longbow Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Flurry w/+1 Longbow: 1d20 + 3 ⇒ (12) + 3 = 15

Flurry w/ +1 Longbow Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Shadow's Status

Harrowstone Prison

Round 1

Kenzo's first arrow just misses, the second is a direct hit and the physical form of the creature heading towards Cole loses is structural integrity (such that ectoplasm has) and disperses into the water below!

The other approaches and attempts to strike Teo, and its slimy form strikes her, leaving a film of ooze upon her and creating a sudden feeling of dread! Teo you take 5 damage from the creatures slam attack, also make a Will save DC 10 or be Shaken for 1d4 ⇒ 1 rounds.

DM ONLY:
Ecto #1 HP = 7 | Attack vs. DC 17 - 1d20 + 3 ⇒ (19) + 3 = 22 - HIT!
Damage - 1d4 + 3 ⇒ (2) + 3 = 5 + Horrifying Ooze.

Round 1 - Bastion & Sergei - GO!


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion steps forward and swings his massive blade at the last of the remaining... things.

strike: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 the +1 is assuming this is undead
damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15

Igaz Halál slices through the goo like a hot knife through butter. He looks on with interest to see whether the thing seems hurt by his sharp blade.


Shadow's Status

Harrowstone Prison

Bastion's strike, which would likely chop a man in twain is slowed down considerably by the goo which sustains the frame of this vile undead. However, the strike is indeed powerful enough to finish it off!

Combat Over, PCs win.

The creature melts away into the pool leaving the sound of sloshing water echoing in this "dungeon" area. You hear no further sounds from within. At least, not yet.

What now? The only way to go from here is West.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole looks more closely at the pool of water, trying to determine if the remains of there lost beings are still there.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Kenzo moves forward to reclaim his arrows.


Shadow's Status

Harrowstone Prison

A search of the pool and the rubble along the edges reveals a large number of shattered bones mixed in with the debris—dozens of guards and prisoners perished here, either from the fire, smoke inhalation, or as a result of being crushed by the dungeon’s collapse. Nothing of value remains. Nothing else rises to challenge you either.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole gives the 'all clear' signal and moves to check the west tunnel. His sword tip, smoking lightly, and lighting the way yet again for those who cannot see in the dark.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

Teofila is unbothered by the attack she suffered aside from a bit of bruising. She moves on down the tunnel with the others.

WILL: 1d20 + 7 ⇒ (13) + 7 = 20

Perception: 1d20 + 9 ⇒ (1) + 9 = 10


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion wipes the goo off his massive blade before joining the others.

"Let's hope there be no more of that type of nonsense. I hope yer made sure the rope is fast up there, I'd not want to be stuck down in this pit for th' rest of mah life."

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