The Party begins picking up the items, Kenzo takes the Frayed Rope of the Hanged Man, Sterling takes the Scarab Vial of Bonegnasher, Zyblina takes the Spider’s Web decorated Jar of Soulcatcher, Teofila takes the Moldy Spellbook of the Splatter Man, Cole takes the Masterwork Smith’s Hammer of the Mosswater Marauder, Sergei takes the Oversized Bloodstained Handaxe of the Lopper, it feels natural to hold these items for each of you, though you’re not entirely certain why…
Zek and Bastion are left to carry either the Silver Flute of the Piper of Illmarsh or the Collection of Holy Symbols of Father Charlatan. Zek takes the symbols while Bastion takes the Flute.
Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.
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.
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.
NOTE: as soul shepherd, he can pacify haunts so let me know if there are any traces of it detectable. If there are, he will ready an attack: touch attack vs 10+ CR, no save
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
Another chunk of debris lunged at a skeleton near Sterling.
Sergei ducks behind cover and keeps attacking. TK blast is an indirect attack, so it shouldn't break stealth unless I use Gather Power.
Cole swings the falcata at the skeleton, but it's claw manages to deflect the blade at the handle that was a miss, dice roller is killing Cole!.
Bastion brings his blade down in an overhand arc and split s the skeleton in twain! Unfortunately, it explodes in a fiery burst right in front of him. Bastion, make a Reflex save DC 11 to take 1/2 of the 1d6 ⇒ 4 flame damage.
Sergei's teke is simply off the mark at the moment and the rock goes flying but nowhere near the intended foe.
Sterling steps back and calls upon Pharasma to lay the Undead low!
DM ONLY:
Skeleton #2 Will Save 1d20 + 2 ⇒ (4) + 2 = 6
Lay low they indeed are brought as all within range of Pharasma's justice!
This has the unintended consequence of placing Bastion and Cole in the path of the fiery end of those they engage in combat!
Bastion, make a second Reflex save DC 11 for 1/2 or take 1d6 ⇒ 4 fire damage. Cole, you must make two Reflex DC 11 saves as there are two adjacent to you as well, Fire Damage #1 1d6 ⇒ 6 & Fire Damage #2 1d6 ⇒ 5. To be clear, if you fail the save you take the full damage, if you make the save you take 1/2 damage. Any fire immunity is bot being taken into account here so if your PC have some, that further reduces the damage.
Combat Over, PCs win though some of you are scorched!
You close your eyes for a moment, you know that a group is within, the question is which way did they go? You hear sounds you believe come from the right, you attempt to head through those doors and a haunt streaks out at you! But you are ready! Your touch pacifies it and the double doors, which were trying to slam shut once more, stays ajar.
As you peer into this room, a cursory glance to the right shows that the other door on this side of the wall, also opens to the same space.
Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars. The second door leads up to the stage.
A second set of double doors is dead ahead of the now opened doors while on the stage also at the far end is another single door. However, those double doors are open and from that are, you hear the din of battle!
Racing forward through the room and into the next, you see that the northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
There is also a door past that hole to the north.
Yet again, your attention is brought to bear rather easily as hanging down the hole are three ropes tied off on this level. It appears they went down there.
Do you head down one of the ropes? You cannot help but notice that the Tiefling did not follow behind you once you entered the prison.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling throws up an arm to protect his face as the skeletons end in a fiery fit of pique!
The cleric lowers his arm, looks around at the others. Seeing Cole and Bastion somewhat scorched, the hooded figure tilts his head.
"Um. Sorry. They were supposed to go down the FIRST time."
The cleric says flatly.
It is hard to tell. Is he more upset that his companions were injured? Or that the Skellys did not fall like dominoes with the first display of Pharasma's power?
let me know how everyone stands. if needed I can do a group heal-bomb. :) (You front-liner types may have HP to spare. I dont know!) ;P
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Once assuring himself that everyone is OK, and the room holds no more po-up surprises, Sterling examines the remains of the skeletons. AT the very least they seemed resistant to Cole's flames. And he is curious,...
Sterling believes that the horrific deaths of the prisoners due to the fire caused these doomed souls to rise as burning skeletons instead of the normal skeletons that would be reanimated by a necromancer or evil cleric. Such skeletons are indeed resistant to fire. It seems that whatever took place here has left the entire prison as a nexus for undeath specifically haunts and other generally rare types of undead.
What is not clear to the group is EXACTLY what happened here...
*Heat Adaptation (Wild Talent) - @2nd Level
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by ‘endure elements’ against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.
My Burn is currently at 1, so I have Fire Resistance 2 currently.
So I take a total of 4 pts fire damage from the first hit, and none from the second.
Cole, you take 4 fire damage total, first failed save is 6 less the 2 resistance. Second save was successful, 5 damage cut in half is 2 1/2 damage, as your a fire based character, I'll round that damage down instead of up, with 2 resistance that's ZERO damage on the second exploding skeleton.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Against the haunt:
Zek'karis thinks for a moment, going down on unknown number of potential opponents or remain here, but give his position away. The Boar or the Turtle?
In the end he calls out
"Hello, down the well! Rope tiers! Robbers!"
I know the players know I'm coming, but you could make it tense if you start the shouting encounter with me posting responses via PMs :)
He will be persuaded as soon as he recognizes the clergy...and they may even have heard about monster hunter of monsters :p
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:
Sterling Starshadow wrote:
"I swear, if you say 'I told you so' about checking the rest of the ground floor,..." The cleric hisses to Cole.
Cole merely smirks and brushes bits of exploded skeletal matter off his wounds. He then turns and uses his light to examine the area where the skeletons were prone.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
A man with marble-white skin stepped into view down the hole and waved up at the new voice.
The voice responds to Bastion, "Whether it is a coincidence depends on who you all are and why you are here".
Then to Sergei, "That depends too", the voice retorts but with a bit of mirth in its voice.
The figure, whoever it is, is far enough back from the edge that you cannot see it from below.
---
Cole investigates the rubble, there are scratch marks in the rubble and correspondence injuries on the fingers of the skeletons, they appeared to try and dig their way out behind before they succumbed to whatever killed them, likely smoke inhalation and some burning.
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
"Well, long and short of the story has to do with messages from a recently deceased individual. The messages predates his demise..." explains Bastion, while trying to avoid giving too many details away.
The voice calls down once more, "Do tell. Did this person get up from the grave and invite you to tea? Pharasma might object to the deceased doing that...
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
"Yes" sighs Bastion.
"As is was sent before he died. And now we are down here tryin to be findin out whether there be any truth to th' story of a curse and whether it be related to his untimely and somewhat suspicious demise and disappearance."
He pauses for a moment before clarifying that "His disappearance being, surprisingly, after his demise."
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
GM Dark Shadows wrote:
Within Harrowstone Prison
The voice calls down once more, "Do tell. Did this person get up from the grave and invite you to tea? Pharasma might object to the deceased doing that...
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling sighs. Dramatically.
"Ahem. Not to be rude. Not that it would bother me either way, But if you are NOT a spook, specter, spirit, or other form of Pharasma-defying phantasm, would you be so kind as to show your face? Maybe give a friendly wave? I'm finding this interrogation by disembodied voices somewhat uncomfortable." The cleric calls upwards in a flat, almost bored, tone.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
There is a sigh or maybe hissing from above. "Can we agree you won't attack the little guy once you see him smile? And I still don't know why you're here so...understand if I will not stay visible for long. So...watch closely."
Ropes move a bit and right above them appears small draconic head. It retracts scaly lipo showing double row of sharp teeth ( smiles? ). It starts to retreat immediately when it catches sight of Sterling robe and simbol. Small wings flare up from the back and up stands a small black figure spreading its clawed arms and revealing the spiral crudely drawn on its chest.
"Are you here on Council business too? Who did cultists kill?"
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Very cool!
Sterling reflexively makes a small spiral of Pharasma upon seeing the newcomers' chest. He clears his throat, glancing at Teo and Cole, before responding.
"Ah, Council business? No. I'm here on a,... personal matter. As are the rest of these folks."
Sterling looks up, furrowed brow obvious even under his low hood.
"Who did the cultists kill?"
The cleric all but hisses, very similar to the newcomers' speech.
"We were called to this town to meet a friend of our mutual acquaintance. Upon our arrival we discovered our friend had mysteriously died. Before he could be buried, his body vanished as well."
Sterling tilts his head up high enough that you can almost see his eyes under his hood.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
"I am here tracking a cult that uses undead."
Zek'Karis answers
"I know councilor Shanda. And you're still not saying anything specific, who did the cultists kill? Are we here on the same or related matters and can help each other or we go our separate ways without a fight?
Oh, I found a tiefling getting out of prison courtyard, is she one of yours?"
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
"A cult that uses undead? NOW you have my attention."
Is "Counselor Shanda" anyone that I know? Is he referring to the Pharasma church leadership or something?
Sterling shrugs.
"How specific does one need to be? A friend of ours died under strange circumstances. AFTER he called all of us here to meet with him. His name, if it matters, is Professor Van Richten. Whether or not it was these 'Cultists' we do not know."
Sterling again glances at Teo, Cole, and the rest.
"Although, the locals are VERY wary of strangers, due to folks recently being spotted nearby who never stay to talk, and keep themselves hidden. I can't imagine that you garnered a warm welcome when you arrived. No Offense." He adds dryly.
(Is that a small smile Teo and Cole spot under hood? The rest might see it too, but probably think he's having gas or something.)
Sterling holds up his Holy Symbol of Pharasma.
(Zek notices it is unusual for a 'typical' holy symbol, in that it is slightly larger than the ones generally carried by the clergy, and seems to be made of stone.)
"You wear the Spiral. If you follow Pharasma, can we call a truce? And talk face to,... face? This shouting upwards is giving me a crick in my neck."
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
For DM:
Maybe some kn (local) for Pharasmans in the party, maybe they heard of the monster in the minastery?
Shanda is that woman that came to the house "WHAT!?
If the kobold was larger and his voice deeper instead of high pitched chitter, this might be a roar.
"They killed good doctor!? I'm with you then all the way."
Shanda is the woman that you first met at Kendra's home upon arrival. She is a Councilor in the town. Teo is becoming acquainted with her.
Sterling ONLY Knowledge Local DC 15:
You do recall whispers of the Church in Ustalav having saved, converted, call it what you like an unusual Kobold. The Monster in the Ministry is the joke, but he has been seen as a stalwart defender of the faith.
Do the rest of you wish to head back up or have Zek'Karis come on down? Also, the Party has sustained some damage, any plans to heal those wounds before you move on?
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Cole, you hear the shout of, "WHAT" rather loudly. However, nothing is forthcoming from the other rooms down here. Whatever secrets lay in this place, you'll have to dig them out (or up!) it seems.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
"A crick in the neck? Imagine if you were my size. Coming down."
With a step forward and flaring of wings,the creature glides down.
"People here call me Zek'Karis. They are afraid of me. My nest name is Vezkaryn."
Now that you see him near, he barely comes to your waist when he stands up, mostly only up to your knees as he usuallygoes hunched or on all fours. 6-year old boy would be bigger. But he is definitely bigger and more muscular than normal kobold.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
"A... lizard?" Sergei asked, confused as the little creature came down the rope and started speaking to the others.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Sergei the Haunted wrote:
"A... lizard?" Sergei asked, confused as the little creature came down the rope and started speaking to the others.
No, just jumped down, no ropes. Gliding wings trait
"I, good sir, am a dragon. Kobold King, good doktor called me."
Zek'Karis puffs up a bit and raises his frills. Then quickly goes back to all fours and hisses.
"I was tracking a cult that attacked my tribe. And I come here to learn that van Richten was killed. Are you sure? Youbsaif something about having a body? Losing it? Tell me!" Good doctor isn't someone to just get killed. Fly:1d20 + 4 ⇒ (6) + 4 = 10
Just reread it, I have to have a feat to not need to roll DC 15, maybe just a little help from the rope :p
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 looks at the small dragon with no small amount of caution. He most pointedly has not put away his greatsword yet.
"He still has his teeth and claws..." he explains to anyone who offers him a warning look.
Eventually he nods to the dragon. "Yeah, body sealed in his coffin... or so we were told. But then when we opened it up, as it felt too light.. nobody was in there. Literally"
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
K:Local:1d20 + 1 ⇒ (10) + 1 = 11 Nope. :(
Sterling takes a step back as the humanoid jumps down to join them, then coughs to cover his chortle at the bold little lizard-person.
The cleric tugs his hood back into its customary place. Hiding his face.
"Pharasma's blessing be upon you Zek'Karis." Sterling intones softly.
"Ahem. WE did NOT 'lose' the body. It vanished. Or was taken. Even though it was supposedly never left alone once discovered. It is one of the mysteries we hope to solve. Along with his death. We are told He showed no signs of injury."
"You said, you knew the good Doctor? Enough for him to have a nickname for you. How did you know him?"
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
The frills deflate, the tail goes limp and the posture slumps a bit. "He followed the same cult I am, right to our mine. I was a hatchling then. You cannot claw and bite those that are already dead. I ran into him and he didn't run me through. Instead, he took me to a monastery where I trained and learned. In time, I protected local community from things in the dark, but always from the dark myself. And I had run in with villagers and townpeople misunderstanding what I do. The inquisitor saved me one time, that's how I know her."
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
In his normal, flat, voice, The cleric continues.
"The good Doctor had a long habit of helping others. And being in the right places at the right times. Seems appropriate that we return the favor by helping others in turn."
Sterling nods his hooded head to the kobold.
Maybe it's the cleric's true nature showing, or maybe he has a soft spot for those who also participate in worshiping Pharasma. But he makes a small gesture towards Zek', and then to the others.
"Care to join us in finding out what the Doctor found so mysterious about this place? Other than Haunts, Slime Zombies, and Burning Skeletons."
And pipe up in OOC and let me know if you need healing. (Missing a few HP doesn't always equal 'i need healing'.) ;) So speak up! I can do AoE positive energy heal for a D6 if we need it. Trying to save the convert spells-to-heals for battles or major HP loss. Until I get a few more spells. (Low lvls is hard!) ;P
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
"Dra-gon?" Sergei said, tilting his head. He paused like he was listening to something, then his golden eyes went wide. "Дракон!"
He took a small step back, then knelt down to try to look closer at Zek'Karis. After a moment he smiled broadly. "Little Дракон. Cute!"