Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Who Has What:
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.

Initiative:

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

Perception:

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

Van Richtens Journals:

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.

Harrowstone Map Guard Key

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

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

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

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

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

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

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

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

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

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

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

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

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

M 1-4: Council Member's Houses.

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

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

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

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

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

Sanity Rules:

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

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

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

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

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

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

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

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

Fear, Horror, and Madness:

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

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

Making the Saving Throw

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

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

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

Failure Margin Effect

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

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

FEAR SAVES

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

Failure Results

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

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

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

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

Recovering from Fear

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

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

HORROR SAVES

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

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

Failure Results

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

Failure Results

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

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

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

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

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

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

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


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Female Tiefling Warpriest

"Holy water, perhaps?" The warpriest suggests.


Shadow's Status

Within Harrowstone Prison

Despite lingering in this area for some time inspecting the "treasure" and this area of the prison, the Party hears no other sounds and nothing else approaches them. It's as if this place itself is waiting to be discovered.

Zyblina can see that the Heavy Mace (which is masterwork as well) and the Stone are magical.

Sterling inspects the skull, it's pretty clear that the spinal chord was severed by something sharp, whoever this was, was murdered. Exactly how is not clear, at least not yet. Sterling suspects that if he asked at the Church, he may be able to procure or buy at a discount, a speak with dead scroll or two. That might help with uncovering what happened here.

Sterlings' magical investigations on the stone further reveal that this is a

Stone of Alarm:
This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).

Zek tests the keys on the prison cells. One key opens all of these locks. There are several keys though so clearly this was some sort of set of masterkeys that allowed whoever had them access to a great deal, if not all of the locked doors in this prison.


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

"Water is easy." Sterling says softly, glancing up from his inspection of the stone cube.

"A basic prayer. But it would take days to cover the entire building, above and below, with prayer-brought water. Even longer if we were to try and bless it as it was conjured."

He tilts his head thoughtfully.
"Perhaps, for certain concentrated areas of Haunts? It may prove an effective counter to the burning-related ones. Which seems to be most of them."


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

"Positive energy might be useful. But trying to get that much holy water would be costly, even if Sterling was the creator." Kenzo says.


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

"It's odd there's no axe among the things from down there. The wraith emerged from the hole. The skeletal remains from the hole show the same kind of leg injuries we could see on the wraith. So, we know its appearance mimics its corpse. But, the items match those of a guard or warden, keys, weapons and so forth. I would expect an axe though since the wraith used one."


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

"So, We have a new weapon. An excellent alarm device. (usable as either alarm, or distraction) And a set of keys to potentially the entire facility. Not bad for a soul-sucking abomination."

The cleric makes a small spiral of Pharasma over the remains of the Wights' physical remains as he makes the comment though.

"We are also weary, and I for one am running low on stamina to channel the blessings of Pharasma. If we run into another fight like THIS one, we run risk of being seriously injured. Or worse." He adds darkly.

"I feel like we are bumping our heads in the dark. With what we have learned here, we should be able to research more, better knowing what to look for. We can return refreshed tomorrow morn, and be better prepared."

The cleric tucks the stone of alarm away in a pocket and leans on his staff. Clearly done speaking.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Teofila Agarici wrote:
"It's odd there's no axe among the things from down there. The wraith emerged from the hole. The skeletal remains from the hole show the same kind of leg injuries we could see on the wraith. So, we know its appearance mimics its corpse. But, the items match those of a guard or warden, keys, weapons and so forth. I would expect an axe though since the wraith used one."

Sterling rubs his whiskerless chin thoughtfully.

"Many incorporeal undead take a form more attuned to how they saw themselves, as opposed to reality. A heavyset older man might well appear as he remembers himself in his youth, slim and strong. This poor soul may have simply liked Axes. Or perhaps he was the Prisons' executioner. As such he would associate himself with an axe. Not the mace he normally carried."

Sterling shrugs, and returns to leaning on his staff.
The pointed look he gives the direction they came from silently repeats his previous thoughts on what they should do next.


Female Tiefling Warpriest

Just a quick note(I'll make a proper post after dinner) but I'll generally share with the group if I find anything magical via Detect Magic. So if somebody wants to attempt to ID the mace, feel free.


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

Sterling has Spellcraft, (and Use Magic Item) but not K;Arcana. So he probably wouldnt be able to ID it. (unless I getting my rules messed up again?!?) ;P


Shadow's Status

Within Harrowstone Prison

The Party, some reluctantly, climb the ropes back to the ground floor. Bastion carries the corpse on his back, Sterling the skull in his pack. The ropes are pulled back up, but left tied off for use tomorrow.

You move back through the auditorium where, once again!, you need to tame the haunt cold spot within the room. Cole does so with a release of his fiery blast.

You head to the last door that was not checked, the one next to the caged area. The lock on this door is of excellent quality, it appears that many a would be thief tried to pick it, some even tried to cut through the door as there are chunks chipped out. This door withstood all such attempts. Likely you all would have had an equally hard time getting through had you not found the key in the oubliette. That foe, the door cannot withstand.

The door swings open smoothly, instead of a horror waiting within, there is a pile of assorted items. This appears to be the property room which is a mash up of prisoners effects and perhaps a lost and found for guards in the prison. It is a bizarre collection of antique goods resting upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.

Inventory: (i) a set of masterwork thieves’ tools, (ii) a bronze war medallion from the Shining Crusade, (iii) an unframed Taldan painting of Stavian I, (iv) a set of a noblewoman’s silver hair clips, (v) a masterwork punching dagger, (vi) a pouch containing a dozen masterwork shurikens, (vii) a masterwork silver war razor, and a Wand.

As the rest of the group searches through the goods, Sterling concentrates to attempt to ascertain what that magic mace does, Zyblina picks out the other item worth Sterling taking a second look at from the pile; the Wand. The Mace is a simple +1 weapon. The Wand is a Wand of Lesser Restoration with 12 charges left.

As you move through the piles, more than half of you notice a secret door to the east! You shift the panel and find that this secret door is locked. Once more, Zek the keymaster has the right tool for the job and that door is opened revealing a vault.

The vault contains only eight objects, but as you step into the small room, the sinister energy within is palpable. No Haunts appear, no apparitions arise, but whatever these items are, they make the hair on the back of your neck stand up.

(I) An Oversized Bloodstained Handaxe, clearly the weapon that was in the hands of the Wraith you just defeated.

(II) A Collection of Holy Symbols, a dozen in all. The Gods represented include: Calistria, Cayden Cailean, Desna, Iomedae, Irori, Nethys, Norgorber, Pharasma, Sarenrae, Shelyn, and Torag. The silver chains that attach the symbols are tangled and the symbols appear stuck together.

(III) A Moldy Spellbook.

(IV) A Masterwork Smith’s Hammer.

(V) Tarnished (but Masterwork quality) Silver Flute.

(VI) A Frayed Rope (hemp) with the end tied in a noose.

(VII) A Scarab crafted in the likeness of a Beetle, unlike a normal scarab, this encases a vial, the topper is off though.

And finally.

(VIII) A beautifully crafted Jar decorated in the pattern of a spiders' web. The web is made of flakes of black sapphire ground down into powder and the jar appears to be carved out of a large opal.

Actions?

DM ONLY:
Perception checks DC 20.
Zyblina 1d20 + 5 ⇒ (16) + 5 = 21
Sterling Starshadow 1d20 + 4 ⇒ (7) + 4 = 11
Kenzo Hagetora 1d20 + 7 ⇒ (17) + 7 = 24
Cole Burns 1d20 + 5 ⇒ (9) + 5 = 14
Sergei the Haunted 1d20 + 6 ⇒ (17) + 6 = 23
Bastian 'Ogre' Zorovich 1d20 + 4 ⇒ (2) + 4 = 6
Zek 1d20 + 7 ⇒ (18) + 7 = 25
Teofila Agarici 1d20 + 9 ⇒ (13) + 9 = 22


Shadow's Status
Sterling Starshadow wrote:
Sterling has Spellcraft, (and Use Magic Item) but not K;Arcana. So he probably wouldnt be able to ID it. (unless I getting my rules messed up again?!?) ;P

For the sake of expediency, let's say you're able to gain insight despite that lack of Arcana skill point, at level 3 earmark 1 skill point for Knowledge Arcana to Ratify today's investigations, as if you had it the whole time!


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

"If this axe belonged to that wraith, the rest of these items may also belong to powerful undead. Which would mean there are at least seven more serious threats here." Kenzo says with a worried frown.


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

Cole looks at Kenzo seriously.

"Then should we destroy the items? Wouldn't that at least...hurt them? I can burn them."


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

"But are any of them magical as well, or just of emotional significance?" muses the big man.

He looks at the tangled holy symbols with an expression of pain. Picking them up he starts to work on untangling the snarl of chains.


Shadow's Status

Within Harrowstone Prison

I'll let Zyblina or Sterling decide if they wish to use Detect Magic on these items.

Cole stares at the items, as if ready to burn them, but then Cole kind of stares at everything that way...

Pry as the big man might, he simply cannot separate the symbols, nor can the untangle the chain. Any separated link merely moves back into place once his fingers move from said link.


Female Tiefling Warpriest

As she enters the vault, Zy can sense the innate wrongness of the room. She subconsciously grips her holy symbol, and holds her flame up high to better illuminate things.She'll do this even the light level is fairly bright, kinda as a way to 'ward off' the evil feeling of the room.

She again casts her minor spell to sense if there's any magic in the items present. Once she does so, she'll go and gather up the discarded holy symbols, though she'll wait till they leave to untangle them.


Shadow's Status

Within Harrowstone Prison

Zyblina casts Detect Magic, every single item detects as magical.

Zyblina observes Bastion struggling with the symbols, she attempts to wrest the symbol of Sarenrae from the rest, her efforts are also met with defeat. The symbols refuse to be pulled apart from one another or untangled.


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

"Maybe we need to do it outside of this room?" muses Bastion.

"Or one at a time, in some sanctified ground? Perhaps in the church in town the symbol of Pharasma maybe separated out? For the moment they appear to want to huddle together as if for safety."


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

"One of these symbols is Pharasma. Maybe channelling would help?"
Zek puts his hand forward asking for them
"Can I try something? I may do nothing, but still...and channelling can be tried once we're out of here. If we want to take things that are potentially focus for ghosts out of here? Not sure if they are bound to location or items? I can never remember who does what."

He looks over the other items, weapons aren't interesting enough, but the gem...and black one too. This would be great for his hoard. But all magical items are dangerous so he just barely contains himself

"When we identify everything, I'd like to claim that black gem if it is not overly useful to any of us. Aren't such games used by the necromancers to raise undead? It may not be safe to leave it here."

Religion: 1d20 + 5 ⇒ (11) + 5 = 16
Using both detect undead in the room and calming touch from soul shepherd on holy symbol tangle


Shadow's Status

Within Harrowstone Prison

Note that the gem is not intact, it's all dust to make the webs sparkle but it's readily identifiable as black sapphire dust.

Despite Zek's efforts, the symbols still do not budge.

Yet again, despite significant time spent here, nothing approaches and no sounds can be heard.

Note. it's probably about mid-day now, you all started exploring this location this morning. Do you want to carry any of this gear with you while exploring the ground level or leave it behind and retrieve it when you leave? Carrying a painting for example, isn't conducive to battle :-). Assuming you want to explore still where to next? On the map I've moved all of your Avatars to the ground floor.


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

Entering the small vault, Sterling also clearly tenses from the innate feeling of WRONGness in the chamber. He reflexively holds up his own large holy symbol, a minor prayer causing it burst into light, chasing all remaining shadows, if not the feeling of dread, from the vault.

3 light sources now! ;P

He also murmurs a simple prayer/chant of magic detection, and flinches again when every item in the room glows to his Pharasma-blessed sight. But they are glowing in darker, sickly versions of the cheerful colors of magic he is used to seeing when using this prayer.

It's oddly refreshing.

The cleric flinches, again, when bastion picks up the tangle of holy symbols.

"Ah, Zek? I wouldn't be so quick to claim anything in this room. And I'm a noted packrat." He says, jabbing a thumb at his overloaded backpack, with several items sticking out that can only be wrapped weapons of some kind.

(Cole and Teo note that this is delivered in his usual deadpan, but without any of his usual snark or sarcasm. That alone sends minor alarm bells off for both of them.)

"These were left locked in here, precisely because they are NOT safe. Period. IF Kenzo is correct, and if that axe belonged to the Wraith, then there are potentially 7 total undead creatures on par with the Wraith. Yet, these were locked up before the fire,... meaning these items belonged to the prisoners, and were dangerous prior. HMmmmm."

Sterling retreats back under his hood, peering at, but not touching, the various items on the shelves.

K:Religion: Using the Axe/Wraith as a basis, any idea what kind of undead we might face from the other items? Or would that require Item ID first?:
1d20 + 6 ⇒ (13) + 6 = 19


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

Sterling also thinking, Would destroying the items destroy or at least weaken any potential undead caused/influenced by them? They aren't artifacts. (I hope!) so there should be some, relatively easy, way to destroy them? break them and bury them in consecrated ground? Bless them? etc

K:Religion: 1d20 + 6 ⇒ (8) + 6 = 14

Sterling will share his thoughts with the group, if any want ot aid another for the rolls? :)


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

"Perhaps, or perhaps the professor found all of them in his time here and locked them away to weaken what haunts this place or to keep them from the cult. If they are magical, they could have survived a normal fire ravaging this building." Kenzo says.


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 shakes his head sadly.

”We have only speculation now. The objects, cursed or not, should remain locked in the vault until we decide what to do with them or can examine them more carefully with more powerful magic. Let’s find someone who can speak with the dead, and then I feel we will start to get some answers.”


Shadow's Status

You would need to ID the item first via Spellcraft.
You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.
Identify the properties of a magic item using detect magic DC is 15 + item’s caster level. You would need to make a separate ID check for each item in turn.

Your inspection of the axe only further reinforces the idea that this Wraith is unique to whatever befell this place. It stands to reason that indeed these items placed in here were placed in here because they were uniquely dangerous items belonging to uniquely dangerous prisoners. But you gain no further insight on the item without thorough magical investigation.

van Richten's Guide to ghosts spoke about personal effects of spirits, specifically he stated: "it is vitally important to carefully research the background of the ghost one confronts... Only an understanding of the origins and motivations of a spirit will supply the important edge needed for victory... My research into an individual spirit has often led me with evidence indicating a weapon unique to the spirit. Because these objects are almost always things that were of great importance to the ghost when it was alive, I group them under the headings of personal effects... personal effects may be used to destroy and not merely ward off a ghost.

I can offer but one guideline when deciding to hunt the ghostly dead. Begin the investigation with an examination into the creature's death".

Thus, based on your Mentor's advice, these items may be of use in defeating them.

Though you have read in other works that sometimes to destroy a "fetter" can also release a spirit.

The question is, which set of the provided advice is more appropriate here?


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

Which indeed?!? Dun-dun-DUN-dun. Dun-dun-dun-dun-DUNNNNNNNN!!! ;P


Shadow's Status

Within Harrowstone Prison

Cole presses forward, leaving the others to decide whether to take or lock up the items discovered in the vault.

He heads back the way that's already been tread to investigate the door not opened by Teo. He enters the room and finds that a huge stone furnace dominates this room, large enough for a child to climb inside. An ancient fire has burned away the entire east wall the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.

Much like almost everything else here, the walls and floors are caked in soot, including a copper plaque over the furnace entrance that reads "Ember Maw".

DM ONLY:
Cole Perception 1d20 + 6 + 5 ⇒ (14) + 6 + 5 = 25 The +5 bonus as Cole is staring right at the damned thing!

To the southwest of the room is another door.

As you consider whether to approach that door, you see that the furnace is beginning to take on a life of it's own, taking on the appearance of a face and there is a sudden stink of burning flesh. The furnace also begins to get warm... Cole surmises that once again, he faces a foe like himself, the embodiment of fire.

Action? You essentially have a Round to leave the room, or prepare for whatever this damned thing is going to do.


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

Kenzo will follow ten feet behind Cole as he moves through the building.

If I am in the area with the Haunt and can act, I fall back out of the area.


Shadow's Status
Kenzo Hagetora wrote:
If I am in the area with the Haunt and can act, I fall back out of the area.

I am assuming you are going to fall back to the location already secured and not a new location, avatar moved to just outside that room by the door.


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

Cole will yell a warning, draw his sword, and move into the lake water. If the thing wants to attack him it will have to follow him into the water.


Shadow's Status

Within Harrowstone Prison

The group within the vault hear Cole call out a warning, exactly what he said isn't clear but he's probably not calling out because of how good the prison food is for lunch.

---

Cole, you step into the water and the haunt sinks back into its rest. It seems proximity activates it.

Kenzo, you see Cole step into the lake and away form the haunt. Almost immediately, the smell of burning flesh subsides.

---

DM ONLY:
Perception DC 15 1d20 ⇒ 17 - Rounds 1d6 ⇒ 3


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:

If i blast the furnace with fire, does it react?


Shadow's Status

Within Harrowstone Prison

Kenzo, you see Cole blast the furnace with fire, nothing appears to happen.

---

Hold there for a moment. Kenzo do you wish to re-enter the room? Do any of the rest of you come a runnin?


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

Sterling's hooded head snaps around at the sound of Cole's familiar shout.

No. He's not tense. At all. Why do you ask? ;P

The cleric begins to run out of the room, but stops at the doorway, then turns to point directly at Zek.

"Lock. The. Door."

The cleric then dashes off, at a surprising speed that would make Kenzo or Zek proud.

Will update map when I have a chance. :)


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 peers into the room. "Haunts." he sighs.

"Any idea about how to put this one to rest? Drop the furnace in the lake?"

He flexes his arms, but even his prodigious strength might not be enough to move that massive object.

"At least I think we have found where the fire started."


Shadow's Status

I'll say it's two rounds until anyone who wishes to head to Cole, arrives.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Zek'Karis locks the vault and rushes after the cleric


Female Tiefling Warpriest

Zy continues to fiddle with the holy symbols, trying unsuccessfully to untangle them. "Do we have a means to determine if any of these objects are actually evil? I currently do not, but should we return tomorrow, I will make sure I do." She suggests as they discuss what to do with the items in the vault. Can anybody cast or otherwise use Detect Evil?

Then she hears Cole shout something about an evil furnace, and she sighs in exasperation. She sets the holy symbols down, and follows the others to wherever the fire obsessed half-orc went.


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

When Sterling takes off running, Sergei follows right behind, muttering grumpily under his breath. "Why the fire one always go off alone!?"


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

Kenzo will move back into the room to see if the haunt reactivates.


Shadow's Status

Within Harrowstone Prison

DM ONLY:
Cole Perception DC 10 1d20 + 6 ⇒ (8) + 6 = 14

---

Cole:
As you observe the room, you feel the water begin to slosh back towards you, as if there is something moving in here besides you!

---

As the rest of the Party catch up they can see Cole is standing in ankle deep water from the pond which is partially consuming the east side of the prison. However, there's no sign of danger.

As Kenzo steps back into the room though, you all can smell the distinctive reek of burning flesh begin to fire up!

But perhaps more problematic are the three skeletons that emerge from the water behind Cole! However, he is already turning towards that threat...

DM Rolls:

Zyblina1d20 + 1 ⇒ (11) + 1 = 12
Sterling Starshadow 1d20 + 4 ⇒ (17) + 4 = 21
Kenzo Hagetora 1d20 + 4 ⇒ (6) + 4 = 10
Cole Burns 1d20 + 2 ⇒ (3) + 2 = 5
Sergei the Haunted 1d20 + 3 ⇒ (11) + 3 = 14
Bastian 'Ogre' Zorovich 1d20 + 0 ⇒ (4) + 0 = 4
Zek 1d20 + 5 ⇒ (15) + 5 = 20
Teofila Agarici 1d20 + 3 ⇒ (7) + 3 = 10

Skeletons - 1d20 + 6 ⇒ (5) + 6 = 11

Furnace - 1d20 ⇒ 6

Round 1 - Fight by the Furnace!
[1]Sterling, Zyblina, Zek, & Sergei - GO!
[2]Skeletons (3).
[3]Kenzo & Teo.
[4]Ember Maw.
[5]Cole & Bastion


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

You said 2 rounds before we could arrive from the vault? Sterling makes a full move towards the ruckus. Especially once the distinctive smell of burning flesh wafts down the hallway! (IF he can 'run' or 'double-move' to get there this turn? He will hustle! :)

Sterling's soft yet sturdy boots and working robes makes soft sounds as they glide over the stone floor. The clerics' footfalls barely make noise, and kick up surprisingly little dust. His style of running seems familiar to Zek and Tenzo if they notice him.


Shadow's Status

Sorry, i moved you all already, assume you are where you are on the map and act, my apologies for the confusion.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Zek moves forward toward the haunt and slaps the furnace. And the heat stops building.
"Deal with the skellies, I need to concentrate. Don't harm the haunt for now."

Calming touch: 1d20 + 8 ⇒ (11) + 8 = 19


Shadow's Status

DM ONLY:
Will Save 1d20 ⇒ 7


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

Sorry, On the map it looks like were standing next to the pit? I see Cole in water, where is the oven/furnace?

Sterling peers at the skeletons.

K/Religion: (ID undead, normal or exploding skellies??)
1d20 + 6 ⇒ (6) + 6 = 12

The cleric drops his pack, and holds his staff in one hand. He moves forward til he can see Cole and the new skellys clearly.

Sterling slams one end of his staff onto the ground, and mutters,...
"Time to put the REST back in the Restless undead."

He holds out his other hand, makes a small spiral of Pharasma as he murmurs a blessing, and shard of ice flies towards the nearest skeleton.

Icicle, (Water Domain, 6/day): 1d20 + 3 ⇒ (6) + 3 = 9
Presumably the icicle flies wide of it's intended target.
The cleric "TSKS" in annoyance.


Female Tiefling Warpriest

How long has it been since our last fight? Produce Flame lasts for 4 minutes, so just curious if it's still active.


Shadow's Status

Added the furnace and the skeletons...


Shadow's Status
Zyblina Arvanxi wrote:
How long has it been since our last fight? Produce Flame lasts for 4 minutes, so just curious if it's still active.

No, that was probably and hour and a half ago, took a while to look through all the stuff you found in the three locations.


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 skidded to a halt as the burning skeletons emerged. With a flick of his wrist a chunk of rubble careened towards the northernmost foe.

TK Blast: 1d20 + 4 ⇒ (9) + 4 = 13 Doubt that will hit.
Bludgeoning Damage: 1d6 + 6 ⇒ (6) + 6 = 12

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