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.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling moves forward, even as their new friend hisses the universal battle-cry of the adventurer. (CLERIC!)
"Wraith. Begone. Now."
The cleric leans casually on his staff, and points an imperious finger at the undead being crowded around by his more martial friends. A glimmering ray of golden radiance reaches from his finger for the Wraith.
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 moved into a clear position. Van Richten's sword leapt from it's scabbard and flew towards the maniacal wraith.
Loose the TK bonds to let the weapon deal damage as if I'd thrown it instead of regular blast damage
Despite the wild desperate swing, Bastion still powers through and connects against the apparition, though once more, the bite is not quite the same as it would be against a foe of flesh and blood.
Again, the ball of fury that is Zek is thwarted in most of his attacks, but the tail whip connects!
Cole attempts to use Van Richten's ring against the foe, but it's just out of reach!
Sterling's spell smacks right into the back of Bastion doing no harm to the cleric's ally but no harm to the intended target either.
Sergei's blade lashes out of its own volition, it connects! The foe's eyes widen at this threat and it turns its gaze at him, it whispers a word, "Dilisnya", and turns its gaze away once more.
DM ONLY:
the Lopper HP = 51 - 8 - 2 - 12 = 29!
Round 2 - Teo & Kenzo GO!
Round 3 - Zyblina - Go Ahead and Post your Next Action.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
The others can hear Sterlings snarl.
The cleric raises his right arm high, and draws a large spiral above his own head. There is another pulse of positive energy that washes over the area.
Round 2, Energy burst. I think all allies and the wraith should be in the area? (30' radius is huge) If not, he'll step forward a little.
Energy burst Heal living/Harm undead:1d6 ⇒ 6
Yep. Both Sterling AND Pharasma are ticked. ;) That was 5/7 uses for the day.
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
"RRRRRRRAAAAAAAWWWWWWWWWWWGGGGGGGGGGGGGG" is the unintelligible response from The Ogre. But a keen mind might be able to guess it was supposed to mean something along the lines of "I'm working on it."
Sterling's spell smacks right into the back of Bastion doing no harm to the cleric's ally but no harm to the intended target either.
Sterling draws from the power of his Goddess to heal his allies and hurt the foe!
Everyone gain 6 HP, if you are damage (Bastion gains 8 from his feat/ability). Bleeding damage now ceases.
The creature looks physically pained but grits his teeth and narrows his eyes at Sterling.
Kenzo's shot hits but passes through the foe to no effect.
Teo unleashes another blast of positive energy - Disrupt Undead - Ranged Attack 1d20 + 4 ⇒ (18) + 4 = 22Miss % 1d100 ⇒ 99 but once again, its incorporeal nature protects it from attack.
DM ONLY:
the Lopper HP = 29 - 3 - 7 = 19 +1 = 20
Save vs. Channel Energy Will DC 18 1d20 + 7 ⇒ (14) + 7 = 21
His axe this time aims for Cole and it connects, though he seems a bit off from his previous attacks. Cole, take 1 Negative Energy Damage and 1 Bleed Damage. His wounds heal, but not nearly so much as previously when he was drawing on multiple essences.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Seeing the creature give him the stink-eye, Sterling responds by calmly holding up his fist with first and pinkie fingers extended, shooting the creature the Tines.
"Shooting the Tines"
Spoiler:
"Shooting the Tines" is holding up your fist, with pointer and pinkie extended. It is supposed to represent the two-pronged pitchfork/spear favored by some devils. It is the equivalent of 'Flipping the Bird' in modern society. ;P
The cleric then calmly points his finger at the Wraith, and unleashes a thin beam of radiant energy.
Disrupt Undead. Let's see if my Aim is better this time?,... 1d20 + 3 ⇒ (19) + 3 = 22 YES! MIss chance?:1d100 ⇒ 5 Double yes! Dmg:1d6 ⇒ 1 LeSigh,... I knew that dice streak was too good to hold,...
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.
I have confusion. You said under 50% hits, but your above post makes it *seem* like I missed, despite you rolling a 37 for me. Also, I thought spells hit an incorporeal foe normally, but did half damage(aside from force effects)?
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Another furious assault, but even with the blessing and flanking it seems more of the attacks pass by the wraith then through it. But bite catches some substance and the second claw adjusts at the last moment, little body twisting almost unnaturally to bring it into correct position.
Little dragon seems to put everything he has into this last feverish assault
I have confusion. You said under 50% hits, but your above post makes it *seem* like I missed, despite you rolling a 37 for me. Also, I thought spells hit an incorporeal foe normally, but did half damage(aside from force effects)?
That hit and damaged him, he appeared to be burning even though he's incorporeal, bad descriptive on my part (my son woke up six separate times while I was trying to post that)... Spells normally hit, but if it's ranged touch a roll still needs to be made, though if I'm wrong about that, my apologies, I'll make sure I adjudicate the properly moving forward!
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
GM Dark Shadows wrote:
The foe's eyes widen at this threat and it turns its gaze at him, it whispers a word, "Dilisnya", and turns its gaze away once more.
The doctor's sword retreated back and hovered still in front of Sergei like a fencer recovering from a lunge.
As the terrifying spirit spoke, the air in front of Sergei flickered, revealing another ghost partially superimposed with him. Sergei continued his earlier path around the wraith's flank. The newly appeared spirit did not.
It was a man, transparent and monochrome. Straight-backed, tall and thin, with a perfectly manicured handlebar mustache and shoulder length dark hair. His clothes were wealthy, and styled in a fashion similar to old Lastwall, like he'd stepped straight out of an ancestral portrait in some noble's manor.
The aristocratic spectre held the doctor's saber like an expert fencer, his arm straight, his other arm tucked behind his back.
"Do not call up what you cannot put down, wretch," the new ghost sneered.
Then he lunged. His movement flickered, vanishing entirely as the saber leapt forth again, then reappearing as the blade closed on the wraith.
Acrobatics to avoid AoO:1d20 + 8 ⇒ (12) + 8 = 20
Loose the Bonds again to deal damage with the weapon instead of the blast
Just in case wraiths can be crit with ghost touch weapons- Crit Confirm:1d20 + 5 + 1 - 4 ⇒ (2) + 5 + 1 - 4 = 4 Bonus Damage:1d6 + 5 ⇒ (4) + 5 = 9
As the new ghost recovered from it's lunge, it flickered and stepped back to Sergei's new position, holding the doctor's saber protectively in front of them both.
All the stuff with the extra ghost is just fluff. It's just a normal attack, not some new ability.
the Lopper HP = 20 - 1 - 7 - 2 - 3 = 7 - 10 = -3 the Lopper is
Sterling's spell seems to only graze the foe.
Bastion's wild swing connects and connects big! Most mortals would be dead, this though is no Mortal. He gnashes his teeth at Bastion.
Zek's bite and tail once again score hits!
Cole's use of the Doctor's ring once again misses, it's as if the thing can step away just at the right time, like it knows that ring is certain doom.
Kenzo, on the move, fires a shot, but it passes under the damned thing.
Sergei, and, is that yet another spirit, attack. The blade strikes and this time, it's enough. The spirit freezes and turns its gaze to Sergei speaking in the same bizarre language that Sergei himself used, "мы еще встретимся. кузен." then it explodes in a shower of green light as if it were never there!
Combat Over. PCs! Win.
Translation:
"We shall meet again. Cousin".
FYI, yes, I do believe a Ghost Touch can crit incorporeal, there is some hair splitting argument for why it cannot, but the idea that Ghost Touch can crit makes sense to me.
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
The aristocratic ghost stepped backwards into Sergei, flourishing the sabre and sheathing it with practiced precision, then vanished.
Sergei looked around, scanning for more threats before letting out a deep breath. "Is gone. No more haunted here."
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 around for a moment, seems to shake his head and then sits down, heavily. It is almost as if he physically deflates the Ogre departs from his body.
"Well, that be somewart yer not be seein every day." he mutters between panted breathers.
The tiefling keeps her aloft, helping light the room. "Wraith." She says simply, in reply to Cole's question. She'll pat him on the shoulder as she walks by, giving him a slight bit of divine assistance. Casting Guidance which gives Cole a 20 total to his Perception.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Zek'Karis sits down heavily (well, relatively, with his 30lbs) and curls next to Bastion, panting still.
Despite that, he shows all too many teeth in a manic grin. "That one was weird! And not normal wraith!" he adds to Zyblina.
He takes another look and scrambles to his feet.
"Hi, sorry for the deception above. I track a cult and, well, you were coming out of this place...I am Zek'Karis."
He looks around a bit, but doesn't join Cole in looking for several minutes, as his combat tension drains and muscles recover from the jolt of adrenaline.
He then gets up with a sigh, more of a hiss, as the wound on his shoulder still hurts; he rejoins Cole in looking around, but he is still distracted by combat and Zyblina returning.
Perception aid another:1d20 + 7 ⇒ (2) + 7 = 9 Needs 4 minutes to recover stamina. Also, HP 14/21
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
OK< SO Zek is back to almost full. (Thx Teo) How many are others down? I can still Energy channel 2 more times for the group if needed before I go to individual healing spells. Which I will do for any who need it! :)
Sterling looks around. Teo and Cole can tell he is being 'serious', even though it is the same deadpan, wry delivery as most of his speech.
"We may need to re-group. I am surprised at the variety, and deadliness, of the restless spirits that reside here. Haunts were to be expected. Free-roaming Skeletons? OK. But a Wraith? And a powerful one at that."
Sterling shakes his hooded head.
"We should return to the Doctors' house. Fully heal and rest. Return upon the morrow. And then finish searching the first floor for clues to what happened. This many restless undead,... something terrible happened here. Something far worse than the villagers, perhaps even the good Doctor, realized."
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
Between the channel and spelleater giving me a small amount of fast healing while I rage, I think I'm back to full. Actually, can someone remind me how we are doing HP? Standard PFS?
Between the channel and spelleater giving me a small amount of fast healing while I rage, I think I'm back to full. Actually, can someone remind me how we are doing HP? Standard PFS?
1st level FULL HP, ROLL OR 1/2 +1 per level thereafter. If you choose to roll you have to take what you got though!
These cells are all relatively similar in shape and size, except the ones in the corner which are slightly larger. Each contains a mound of ancient straw, two wooden buckets (one for food, the other for waste), and a tattered blanket. The iron doors for all of these cells hang open. None have any remains within.
As Cole looks down the hole, he sees that it is deeper than his torch can shine. The walls are polished smooth and would be extremely difficult to climb without a rope. While a rope does dangle down the pit, it is only 10' in length and frayed at the end by fire. Something at the bottom of the pit glints in the torchlight.
Cole cannot make out exactly what is down there, but one thing that certainly he can see with his darkvision is a corpse.
Takes about five minutes or so to search thoroughly this cell block. There appear to be no secret doors of any kind. The only thing of value here, is probably in the pit. I presume someone will want to drop a rope down and search, but I don't want to be presumptuous especially with a corpse in the pit!
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 gathers his arrows while the others talk. He then says, "If we have wish to leave and return tomorrow, we can, but I am concerned about taking too long if there is so much spiritual energy here and a cult trying to do something with it."
Upon hearing there's probably a body down in the hole, Teofila begins to wonder... do wraiths tend to wander freely? Remain in a familiar or significant location? Or is there no pattern?
Upon hearing there's probably a body down in the hole, Teofila begins to wonder... do wraiths tend to wander freely? Remain in a familiar or significant location? Or is there no pattern?
K Religion: 1d20+5
From your recollection, they are powerless in the daylight so they generally restrict their activity to dark gloomy locations. Their existence is often theorized to link to tragedies or foul magic that brought them into being. There is evidence that they can also arise from a powerfully evil soul. This particular foes powers were unlike any stories of wraiths encountered that you had ever heard of.
"I too can help with healing, but I could also use a rest, should we decide that's what's best." Zy offers. "Though, it be a good idea to check that corpse before we leave, just in case."
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Teofila Agarici wrote:
Unable to figure out anything with certainty, Teofila decides to speculate anyway.
"What do you want to bet the body down there belonged to the wraith up here?"
Sterling nods, slowly.
"No bet. Although, I wouldn't think that a prisoner deserving enough to be held in a pit would have anything of value on him. Unless,... the remains hold a clue about what transpired here?
The cleric seems uncertain. (Well. It seems certain that he would like to NOT begin another fight like they JUST finished!)
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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 and shrugs.
"If we stop now, some of these haunts and spirits might just regenerate. Right? In places of extreme spiritual energy...like this one? I would rather push on and take our chances now than come back later and face all of these things all over again."
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 wanders over to the pit next to Cole and looks down. He gestures, and every decayed bone, every loose stone, everything in it raises at once and politely deposits itself on the ground nearby.
Telekinetic Haul. As long as what's down there doesn't weigh more than a ton, it's now up here with us. If it's more than 200 lbs, I'll use Gather Power to offset the Burn.
The contents rise, and Bastion opens the grate to allow for everything to come through, dropping the grate once more in place so no one falls in by accident. Once deposited on the floor, it is clear that the body was that of, well, whoever that was. The legs are broken in the same odd fashion as the apparitions were bent, clearly he fell, or was thrown, into that pit. The body does not rise.
Nor does a single skull that was deposited next to the body. The rest of the body belonging to that skull is not present.
In addition, there is oddly enough treasure down here: (i) 120 gp, (ii) a broken masterwork heavy crossbow, (iii) a masterwork longsword, (iv) a heavy mace, (v) a perfectly smooth stone cube, and finally a (vi) ring of prison keys.
Every object, including the corpse, has a fine layer of soot upon it.
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 eventually climbs to his feet. His face is pale, paler more than normal, as if the fight took more out of him than was obvious at first glance.
"Odd that there is a body here, everywhere else the bodies were reduced to bone by the fire." comments the big man, once he feels up to conversation again.
With a gesture at the equipment he asks "Can any of you sense if they are magical? I'd almost suggest the body came after the skull, and maybe after whatever else happened here... but the wraith certainly seemed to have a similar problem."
He thinks for a moment. "Or maybe the wraith happened after the fire?" He shrugs.
"Ah think we need to go bury the body and the skull out up top. Somewhere that th' sunlight can fall on the earth tis buried in."
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:
Scratching his chin, Cole speculates out loud.
"He jumped in. He was probably trying to get away from the fire and the collapses. He broke both of his legs and was never rescued. He is well armed for a inmate. He has keys. Maybe one of the guards?"
Using his cloak, he cleans off most of the objects covered in soot, and burns off anything that end up being resistant to cleaning and are basically fireproof.
Cole then hands off the weapons to Ogre to examine and the keys to the kobold. The cube he smiles at and hands to Sterling as a peace offering.
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 tilted his head as he thought about Cole's explanation. He seemed to have a brief conversation with himself in Vistani, then shook his head.
"Axe ghost very bad," he said in Marcella's halting common. He pointed to the pit and the bars over it. "Ou-bli-ette," he said slowly, like it was an unfamiliar word to him. "Worst place for worst people."
"He no jump. He thrown in. Locked up, left to die."
"Neat trick" Zyblina says in reply to the body rising out of the hole via some unseen force. She then mutters a minor prayer to her goddess, opening her eyes to the potential mystical energies of the found objects. Casting Detect Magic. She doesn't have Arcana or Spellcraft, so she's just trying to determine if they are magical or not.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling picks up the solitary skull without a corpse, and holds it up level with his own cowled head, facing him.
Per:1d20 + 3 ⇒ (6) + 3 = 9 K: Planes OR Religion:1d20 + 6 ⇒ (6) + 6 = 12 trying to see if there is anything unusual about the skull. At least why it survived but its body did not?
"Alas, poor soul. I knew him not. Was he a fellow of infinite jest? Or was he prone to fits of maudlin introspection? Or does anyone miss him now that he's gone?"
"Meh. Or something like that." He mutters, looking back at the others.
"What? I read it in the Church library. A part of a scroll by some wanna-be-poet or another."
Sterling returns the skull to the floor as Cole offers him the stone cube.
"Hmm. Curious sort of thing for a guard OR a prisoner to have. Isn't it?"
The cleric pushes his hood back far enough to reveal his face. He murmurs a near-silent prayer, and makes a small Spiral with a finger. His eyes glow blue briefly. And he examines the small pile of gathered items before turning his full attention to the cube.
Casting Detect Magic, and I have Spellcraft. First see if anything is magical, and then,examine cube with Spellcraft if it is magic. Spellcraft:1d20 + 6 ⇒ (17) + 6 = 23
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
"The dead sometimes keep an image of themselves as they think of themselves rather than real thing. It might simply be that he had identity bound to the axe. A warrior, maybe magical axe, an executioner? He reacted to the fire, this may be a hole for the irredeemable, but he may have jumped...but that means someone else restored the grate afterward. And possibly took the axe"
Zek'Karis takes the keys, nodding, but all the cells here are open so he just check each of them to see if they are in some way distinct and puts them away.
"There was definitely a bad fire here. The haunt above, it was a whole lot of them in a fire. What could we do to 'extinguish' it? Would some form of water, lots of water, help? Maybe that floating trick can bring water from the lake outside?" he muses