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.
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
"Ahhh" smiles Bastion as the healing energy pours over him. For a moment he seems to glow, as if his body was fueled by the positive energy in a way beyond that which most mortals can enjoy.
"What did you do? I've never felt something like that before."
He nods to Kenzo. "I agree. We are down here now, unless you really want to do that climb an extra two times, let us explore down here further. There are likely more restless dead that need slumber bestowing upon them."
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
_Bastian 'Ogre' Zorovich wrote:
"Ahhh" smiles Bastion as the healing energy pours over him. For a moment he seems to glow, as if his body was fueled by the positive energy in a way beyond that which most mortals can enjoy.
"What did you do? I've never felt something like that before."
Sterling shrugs.
"Channel Positive Energy. One of Pharasma's blessings. Human,...oids, it heals. Undead,..."
The cleric gestures to the remains of the burning Skeletons.
",... It sends to their final rest. I can only do that another few times before I'm exhausted. I'll conserve them for emergencies. Although it IS very satisfying to watch undead fall at your feet."
Ogre wrote:
He nods to Kenzo. "I agree. We are down here now, unless you really want to do that climb an extra two times, let us explore down here further. There are likely more restless dead that need slumber bestowing upon them."
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
"Before we go, could you quickly summarize what each of you do? You are obviously blessed by Pharasma. You, with the big sword, hit things until they stop moving. The orc here is...a mage? And the lady is the scout?"
Zek'Karis asks/states.
"I am a scout, I see well in darkness, I fit in well with it too and I can be very quiet when needed. And I shred things that want to eat me."
"I'm a Royal Accuser" Teofila says, expecting the title to explain herself well enough.
"Like the others I knew Professor Van Richten; I was a student of his for a while. I also received a letter from him like the others. So, here I am."
Royal Accuser:
From the Wiki: The Royal Accusers are a secretive organization that serves the Ustalavic crown as investigators and enforcers of the law. The Royal Accusers' jurisdiction extends across the whole of Ustalav and, more importantly, they are completely unbeholden to the labyrinthine laws, rights, and obligations granted to the country's nobility that often effectively shield the noble houses from justice. Secretive in nature, the Royal Accusers have a somewhat dark reputation for administering harsh justice, particularly if the matter they are investigating involves national security. Rumours have it that they have ended entire noble dynasties in their relentless pursuit of justice and protection of the crown.
The Party can choose to head north, south, or west to continue to explore down here. All is still silent so there is no indication of which way would be best other than your own best judgment.
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 to the new arrival. "Ah prefer to avoid hittin things if possible. But.." he adds with a shrug "If it comes to pushing and shoving... Ahm pretty good at both a them."
New arrival goes by Cole if he lets him, melding quickly in the darkness ahead.
How far ahead do you wish to go? 35' would out you just out of the range of Cole's burning blade so still within the darkness or you could do 40'. You could do more too, but as this place is a prison basement and not a dungeon proper there's only so much territory to cover!
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
"I, Marcella," the white-skinned man says in heavily accented Taldane common. He sounds like he barely speaks the language. "I... ah...am ghosts?"
He raises his hand. A number a of rocks float. He drops his hand and they fall.
Once introductions were over, he followed the others quickly and quietly.
Teofila silently agrees with Sterling. There are so, so many questions she has about Sergei/Marcella and company, it doesn't look like anyone has the patience to wait and dig into the subject at present.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
GM Dark Shadows wrote:
Zek'Karis wrote:
New arrival goes by Cole if he lets him, melding quickly in the darkness ahead.
How far ahead do you wish to go? 35' would out you just out of the range of Cole's burning blade so still within the darkness or you could do 40'. You could do more too, but as this place is a prison basement and not a dungeon proper there's only so much territory to cover!
Just far enough I'm in complete darkness, but not silhoutted against the group...so 10' outside of light radius of any kind. If he needs to wait for the party, Zek will lay low next to the wall and wait for the group to come forward with the light.
Zyblina, you watch the Kobold ignore your warnings of the danger and run into the prison! You shrug and take a few more steps towards Ravengro. Then turn back and look at the doors once more, you know you can help, you're just not feeling yourself since the Doctor died and then damned well disappeared into thin air. You're worried about his daughter, even though you don't know her, you know he would want her protected.
Now the waters are muddied, what if the Kobold is a foe... you grit your teeth and head back in.
Within Harrowstone Prison
Following along the way you believe the Kobold went. Hearing him banter back and forth with your newfound allies you assume he is no threat, but still, you're here, you should help.
The Gunslinger and her friends can look after her, you need to get to the bottom of hes death.
You climb down the rope to rejoin the group.... feel free to re-insert yourself into the group.
Kenzo sees Zyblina, head down the rope, looks like she changed her mind. Wait, she looks a bit different, maybe she changed hairstyles? Nah, she just took off her hat, she's the same as she always was, no one should question it!
-------
Zek'Karis & Bastion head forward to the north with Cole behind them holding the light source, the balance of the group falls in after.
The Kobold scampers up the hallway and stops just past a door, to the north appear to be several iron doors, a prison cell block with what may be a pit in the middle. The room now slightly behind him has a door that hangs slightly ajar. Within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots.
Bastion pauses as Zek'Karis pauses ahead. Cole sees Bastion stop and also pauses.
Do you wish to scout the room or head forward to the cells?
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling glances as Zyblina rejoins them. Does a small double -take, (so small it is easy to miss under his hood). Then shakes his head slightly, as if to clear it.
The cleric nods at Zyblina, then pads cautiously forward, not wanting their new scout and the heavy hitters to get too far away.
Teofila stays around the middle of the pack, ready to go forward or backward should a threat emerge in either direction. If there's enough distance to make it necessary, she takes the Light coin out of the pocket she's keeping it in, putting it away when it's not needed.
Zyblina, scimitar in hand, moves towards the front of the formation. Her burnished bronze chain mail glints in the light of Teofila's coin, a bit of a stark contrast to the blue and gold robes of Sarenrae she wears underneath. Said robes clash even more with her obviously fiendish appearance: her ashen grey skin, bright red hair and eyes that glow like flame even in the dark, give off the distinct impression of fire. Her long tail swishes in anticipation of any impending fight.
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:
Zyblina Arvanxi wrote:
Said robes clash even more with her obviously fiendish appearance: her ashen grey skin, bright red hair and eyes that glow like flame even in the dark, give off the distinct impression of fire...
Cole perks up at the sight of the fiendish woman, and her amazing eyes. He then shakes his head and tears his gaze away to keep searching.
”Stay behind me m’lady…unless you are immune to fire.”
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
Sergei hung towards the rear of the group as they approached the cells, clearly apprehensive.
As Zek enters the cellblock he sees several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below. As he is deciding whether to go right or left to inspect the cells, a a soul-chilling shriek echoes from the pit!
Rising from its depths is a spectral horror that appears to have once been human. The figure has a bald head and wears no shirt, its elongated arms wield an oversized hand-axe, and its legs appear to be mangled. Despite the chain wrapped around its waist, it makes no sound other than the shriek.
The creature raises its axe above its head to perform a downward chop at Zek, its wide grin showing oversized white fanged teeth.
Note that only Zek and Bastion can currently see this figure as Cole's light source is about 50' away from the creatures current location, but you can all hear that horrible sound!
Zyblina beseeches Sarenrae and her Blessing reach all party members!
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
The horror swings its axe down at Zek and makes contact! Instead of feeling cut, Zek feels drained. Then a moment later an unusual cut opens on his chest, exactly where the blade struck. Blood seeps out and turns to smoke drifting towards the form of the undead and merging with him!
DM ONLY:
the Lopper Attacks 1d20 + 7 ⇒ (13) + 7 = 20 vs. AC 19 - Negative Energy 1d6 ⇒ 5 - Bleed Damage 1d6 ⇒ 3
Zek takes 5 negative energy and 3 bleed damage from the strike.
Round 1 - Balance of the Party GO!
Bastion is 20' from the Foe, the rest of you are 50' plus.
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 and knocks an arrow.
Move and ready a shot for when I can see whatever it is. I have the readied action in a spoiler if it goes off. I assume that it will have cover no matter what and so I have put that into the shot.
"WHAT in the name of Pharasma's Knickers was THAT?!?" Sterling growls.
Reacting instinctively, the cleric dashes forward, sliding between his companions with dexterous ease, trying to see what abomination they have to deal with. This time.
Full move, 30', (on my initiative turn of course) I think I moved him correctly. Readying defensive actions, in case whatever it is comes out after us. Or fires something at us.
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 had been looking into the first room with the cots, so he's closer than I originally thought...
Turning quickly, Cole moves towards the fighting and the noise...bringing his smoking light with him. He moves moves in to swing his glowing sword towards the obviously tormented monster!
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
I was on a phone so not really a good post, but it should go something like this:
Swift: enter turtle stance
Full attack: attacks
Forgot about incorporeal: Miss chance:1d100 ⇒ 2 - I'm going with only one hit, but may 16 too? Miss chance:1d100 ⇒ 77
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
Sergei runs forward at the sound of the shriek and mutters something unintelligible in Vistani.
Double move. Since the squares are 10 feet I think I can move past without being in AoO range.
Sorry Cole, I missed the post where you moved up to the open door. I'll describe that room in further detail post combat. With respect to Incorporeal Miss Chance, let's have UNDER 50% hit and OVER 50% miss. I'll roll the miss chance for Bastion.
Cole moves forward and bathes the creature in light the monstrosity grins as you all begin to close...
Cole swings his Falcata, but the sword passes through harmless.
Kenzo's arrow flies over its head.
Bastion wades into the fray Miss % 1d100 ⇒ 32 and his blade connects! The force of the blow is of course diminished by the foes insubstantiality. Unfortunately, this creature feels no fear... Bastion stands atop the cage which rattles but holds firmly.
Zek turns into a whirlwind of claws and bites and even a tail whip! But only his first claw seems to have any effect.
Sergei moves himself into position, sliding behind Bastion, being careful to stay out of the way of the axe head. Success, move with no AoO for the foe.
Teo moves within range of her Disrupt Undead - Ranged Attack 1d20 + 4 ⇒ (5) + 4 = 9, but her ray hits the ceiling instead of the foe.
DM ONLY:
the Lopper HP = 57 - 3 - 12 = 42
Round 2 - Zyblina GO!
the Foe
the Balance of the Party
I hope Cole doesn't get too excited by this post, lol
Seeing her allies struggle to harm their undead enemy, Zyblina offers some advice. "If anybody has any holy water, that would be effective against this wraith."
She then quickly casts a spell on herself. "Lady Luck grant me your favor to strike true!"Spending one use of Fervor to cast Divine Favor as a swift action, which thanks to the Fate's Favored trait, raised the bonus to +2
The tiefling then draws upon her heritage to summon forth a flame to smite her foe. Standard action, casting Produce Flame via my racial SLA. It lasts for 4 mins
As Zyblina summons her inner flame, the foe glares at her. Despite the look though, the axe head falls upon the shoulders of the one who damaged him the most, Bastion!
DM ONLY:
the Lopper vs. Bastion AC 12 (armor no defense here) - 1d20 + 7 ⇒ (5) + 7 = 12 - Negative Energy 1d6 ⇒ 4 - Bleed Damage 1d6 ⇒ 6
Bleed Damage Zek
the Lopper HP = 42 +5 + 4 =51!1d6 ⇒ 5
The incorporeal axe passes through Ogre's Armor striking him deeply! However, Bastion seems to simply shrug off the negative energy that seeped into Zek leaving him chilled to the Bone Deathless Spirit! As with Zek, a line of blood opens on Bastion's chest and the blood immediately rises into a dark mist that coalesces with the foul being. Bastion, take 4 Bleed damage, I reduced it by you DR already.
And again, Zekk feels pain as his wound also continues to bleed, and the exact same effect takes place, this dark energy seems to heal the foe! Zekk, take 5 Bleed damage.
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
"Arrghhhhhhhh" screams the Ogre, and now it is clear how Bastion acquired the name. Stepping to the side to put the undead into a flank seems instinctive rather than rational. And reason seems to have left him as he slashes wildly at the wraith before him.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
A bit of meta, but 18 hits 16 misses from my last full attack, you should be fine
"This thing heals from our blood! Cleric!" Zek'Karis shouts as he nods to his new flanking companion. "Let's bring this thing down quickly!"
Yet another whirlwind of snapping jaws, lashing tail and swiping claws, but with little effect. What little wisps of protoplasm is taken away will just heal with the next blood.
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:
Feeling his new ring pulse on his hand in the presence of the monster, Cole realizes he can help more directly. Keeping his magical blade up, cole swipes his hand to slap the monster into reality…
The Doctor's Ring:
Ring of Protection +3 & acts as a Ring of the Grasping Grave.
*The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally.