Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

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

Perception:

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

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.

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

"While I appreciate the offer Kendra, I think we should be the ones to take our current findings to the council. At least some of us. We don't want them getting in our way, and talking to them in person should go a long way to allaying their fears." Zy offers. "Besides, I don't think it's a good idea to go back to the prison at night."


Shadow's Status

Ravengro - Shanda's Home[

Kendra grins, "That appears to be a difference of opinion.

Whatever your group thinks is best I am willing to do or not do as the case may be.

Do you all think that in light of these strangers having moved out of the area I can go home? I appreciate Shanda's hospitality but I'd prefer to be home so I can decide what course of action to take next".

Alain grunts, "I can keep an eye out but I cannot be up all day and night..."

You hear the front door open and Shanda enters the dining room, "Greetings friends. I know that Councilor Hearthmount asked for a meeting, I informed him that tonight is probably not for the best. Do you think what you have found is sufficient to present anything?"


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

Sterling shrugs.

"More questions than answers Shandra. We can't seem to agree on whether to tell the Council what we know or not. Yet. We know bits of the story of the Prison, but not what caused the fire. We don't know what happened to the professor or his body. Nor what, if anything, the recent strangers may have had to do with any of it. It's all disturbingly frustrating. If it wasn't all so ominous, it would be fun."

Finishing his last bit of food, Sterling nods his gratitude as he tugs his hood up into it's customary place, hiding his face in shadows once more.

"Personally, I don't care whether we talk to the council now, or never, or who tells them what. In the morning, I'm for heading straight back to the Prison. If I'm right, there are several more powerful undead waiting to get their tickets punched. I say we don't make them wait any longer for their already long-overdue journey to the Boneyard."

Despite his calm monotone, the cleric sounds almost,... happy. Or excited.


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:
Sterling Starshadow wrote:
"And I'm told my delivery can be somewhat, abrasive. I have no idea why." He adds straight-faced, before taking another bite.

Covering his face with his hand, Cole merely suppresses a mild snort at this statement.

Sterling Starshadow wrote:
"Personally, I don't care whether we talk to the council now, or never, or who tells them what. In the morning, I'm for heading straight back to the Prison. If I'm right, there are several more powerful undead waiting to get their tickets punched. I say we don't make them wait any longer for their already long-overdue journey to the Boneyard."

"I can't believe I'm saying this out loud, but I agree with the Priest on this. Our job is investigating this whole thing, not reporting every 5 minutes that we haven't found anything substantive."


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

"I agree that we should be focused on the prison. I would trust Kendra to relay our findings to the Council. I think it is important we have a positive relationship with the locals and so we need to keep them informed. Even if the information is lean." Kenzo says.


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

"They should know about us. It is one less obstacle if they now us both by sight and who we are and what we do. Imagine if one of them saw Zyblina or me without the rest of the group for the first time. What would be the reaction?" little warrior seems apprehensive at the idea.
"This way, we could do safe and short first contact, this very evening. Let them sleep on it. More of an introduction than something important. And we can still go to the prison tomorrow. We will not be able to investigate anything if they think we're some strangers or demonologists or whatever and meddling in their affairs."

To Kendra he nods at her questions
"We don't know how the prison ties to your fathers death. But he did investigate it. So, we're investigating too."

I think we should try to make contact with the council. Both for in-game reasons (they will not burn me at the stake if they meet me without the group) and meta - we need their support so we should play into it a bit even if most of us aren't really social. We do have people with diplomacy, the rest of us can be silent or aid.


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 offers a high-five to Sterling. "Although ta be honest, Ah was thinkin of a return to tha prison in tha light of day. No sense in trying to put your sword through the middle of a mans breastplate when his head is all exposed, is there?"

He sighs as the others however make solid points about the council.

"What if tha council met us at dawn? These be farmin folk and surely used tah risin at the cocks crow. We could get it over and done with before breakfast, and then visit tha prison on a full stomach."


Shadow's Status

Ravengro - Shanda's Home

Shanda listens to the responses and nods to Bastion's suggestion, "That would indeed be something that could work. You obviously already have my support.

The rest of the council is wary and have posted guards outside of the prison for a few days now. The good news is that there have been no reports from those guards regarding any strange occurrences".


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

"I will go check on them before I turn in." Zek'Karis offers.

Later that evening he moves silently through the night, checking on the guards, looking over the graveyard (just in case) and praying at the back of the church before turning in.

He's so distracted by the need to remain unobserved that he wouldn't know a ghost if he walked through one.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 13 ⇒ (14) + 13 = 27 - guards, roll for more if you need other checks for graveyard, church etc...


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Cole Burrns wrote:


"I can't believe I'm saying this out loud, but I agree with the Priest on this. Our job is investigating this whole thing, not reporting every 5 minutes that we haven't found anything substantive."

It is the cleric's turn to cover his mouth and hide a small snort.

Bastian "ogre wrote:


Bastion offers a high-five to Sterling.

Sterling tilts his head curiously at the Barbarian's offered hand.

Almost tentatively, the cleric reaches out and touches his palm to Bastion's.
It is the most slow-motion high-five ever.

Afterwards, Sterling shakes his head and mutters to himself.
It is difficult to hear, but it sounded something like,...

'Pharasma help me. Cole's rubbing off on me.'

"We'll meet them in the morning then. Briefly. And straight to the prison after. We'll catch you up on what little we DO know. Hopefully they will accept your filling in what few details we have so we can get to work.'

The cleric steeples his long, thin fingers together in front of his hooded face.
"I am glad the guards have not reported anything 'unusual'. But I cannot help but think that we have delayed overlong already."

"I have a bad feeling about this. This once, I hope I'm wrong."


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:
Sterling Starshadow wrote:
Cole Burrns wrote:


"I have a bad feeling about this. This once, I hope I'm wrong."

Not hiding his disbelief, Cole snorts loudly and rolls his eyes so harshly you can almost hear them creaking in their sockets.


Shadow's Status

Harrowstone Prison

Zek heads out and is able to sneak up on the guards easily enough. There are two present at the gates both fairly well armed. All seems well and its quiet. They do discuss that the duty is "creepy' at night, but as you watch for a while you don;t see or hear anything.

Soon enough you head back to Shanda's and sleep for the remainder of the night.


Shadow's Status

Ravengro - Town Hall

You wake and have a quick breakfast, heading over to Town Hall for your briefing to the Councilors.

Shanda headed over a bit earlier so that you wouldn't all arrive together. Present besides Shanda is Councilor Vashian Hearthmount, Councilwoman Mirta Straelock, and Councilman Gharen Muricar. Besides all of you, no one else is present.

After brief introductions on both sides and a few quizzical looks at the hooded Zek, Shanda speaks, "Thank you all for meeting with us. I understand that you are anxious to get back to the Prison, but the natives are restless.

Our people wish to know if there is a true threat and if there is, whether the Prison should even be entered again, at least by all of you, now".

Muricar chimes in, "Not that I wish to cast aspersions upon any of you, but if this is a potentially catastrophic danger, should we not send for assistance from the Crown or even from the Church of Pharasma instead?"


Female Tiefling Warpriest

"While we appreciate your concerns, I do not believe the dangers the prison might currently present are beyond our collective capabilities. We have several members of Pharasma's faithful among us, and I myself am a holy warrior of The Dawnflower." Zyblina informs the council members, pulling out her symbol of Sarenrae to emphasize her point. "That said, if we feel the need to call for more help, we will do so as quickly as possible." 1d20 + 7 ⇒ (10) + 7 = 17 Diplomacy

Would it be okay to cast Enhanced Diplomacy? It's a 3.5 spell, so just wanna make sure. If yes, that gives me a 19.


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

There will be aids or other rolls, I'm sure, just not from Zek:)
Zek'Karis waits patiently to see if miss Shanda or one of the group goes to introduce them all. He is content to remain hidden, but he always hated accidental reveals as that had usually bad reactions. Not that this will be amy better if the council tries to block them from going back.


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

"Although we have seen dark things within the prison, there has been no sign that they can leave the area. I believe that it is important to deal with the issue, but for now your people should be safe. In the future, if this is not dealt with, it will almost certainly pose a risk to those in the area." Kenzo says.

I am just aiding diplomacy of whoever is our primary diplomat.

Diplomacy: 1d20 ⇒ 16


Shadow's Status
Zyblina Arvanxi wrote:
Would it be okay to cast Enhanced Diplomacy? It's a 3.5 spell, so just wanna make sure. If yes, that gives me a 19.

I'll allow certain 3.5 spells on a case by case basis, this one is fine.


Shadow's Status

Ravengro - Town Hall

I had no particular DC in mind for this but between the text and the rolls, that's good enough!

Councilwoman Straelock speaks, "Your assistance with the citizens patrol the other night, despite some comments from those less than enthusiastic about your participation went a along way towards building trust with the community Miss Arvanxi. Your House has a certain reputation, but I trust as a follower of The Dawnflower that you have cut ties with those in your family who's nature is less than savory".

Councilman Muricar speaks next, "Shanda has personally vouched for Teo and your cloaked friend Zek.

Assembled you all certainly make a unique band", his eyes linger on Cole for a moment, "but sometimes, it is those you least expect may be helpful that make a difference in our world. Ustalav, especially Ravengro, has had its share of trying times which has led to the insular behavior of many of its people. This town was formed solely to service the prison, a prison that has bee inoperable for decades. It is my hope that after you explore it, its reputation as a haunted sad place can be exterminated and reconstruction can begin allowing us to re-open it once more.

That those who allowed for such a positive development are from walks of life different than our own may lead to the people of Ravengro becoming less insular and that's a good thing in my opinion".

Councilor Hearthmount raises his eyebrows at the suggestion of Muricar, if he has any comments about the substance of what was stated, he does not voice them instead stating, "Those are my fellow Council Members long winded ways of saying that they approve, for now, your further exploration of the Prison.

Should your exploration lead to the worst case scenario, our approval may of course, be rescinded".

Shanda sighs, "I am sure that the assistance of these well meaning folk will lead to only positive outcomes Councilor Hearthmount.

Go now before we bore you to sleep".

Any last commentary or off to the Prison? If off to the prison, do you want to start by exploring the left hand side of the first floor? Do you wish to retrieve the magical items related to the Eight first?


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

I vote to go in order, simply because we don't know anything yet, and we might miss something important (such as keys to the vault)...or XP bags ;)

Zek hesitates when he is mentioned, but not called to uncloak. He looks at Shanda for how to proceed.

The looking being hard given that she is thrice his height and he's trying to remain unseen.

Finally, he decides on a compromise, lowering his hood ever so slowly, keeping his fangs and claws hidden.
i.e. still cloaked and his mouth shut, unless Shandq clearly signs that he shouldn't


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:

He easily feels all the hard stares. He's used to it, and could care less normally. They could all burn as far as he was concerned...as long as he finds out what really happened to the Professor. He snorts lightly at Shanda's attempt at humor in the end.

Cole then hooks a thumb over his shoulder at the exit.

"Sleep we have had enough of for now. Let's go! We're burning daylight."


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 had listened to enough politicians and bureaucrats to know when it was best just to keep quiet and let them put on their show.

The ragtag group of the professor's friends and allies all seemed like they knew they didn't need these people's permission for anything. Still, things would be easier with it.

After the council finished it's surprisingly short session, Sergei followed Cole's lead. The prison awaited.


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 nods at the words of Cole. "Agreed. The sooner we set off, the sooner we get there."

The huge man strides along, his long legs eating up the distance between town and prison.

"We should get the items and take them with us while we explore. If they are a secret toward weakening the restless dead, they will do us no good left behind."


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

Zek muses on the way
"We don't know what the items do. They might serve to strengthen the ghosts unless we know what the weakness is. And Lopper was dangerous, but we still got him in the end even without his axe. But it would be interesting to see if the axe feels different now that he is defeated."

He shrugs under the cloak, the move again exaggerated due his hidden wings. "But we may not always have time to return for them if we're attacked as suddenly as Lopper attacked. Let's just go slow this time, if the cult is away, there may be some time for exploration. But I'd like to hurry and resolve this lest the trail grows cold. We can take the items once we go deeper into the prison."


Shadow's Status

Harrowstone Prison

The walk to the Prison is brief and brisk as the Party is all business today. The two weary guards by the front doors to the outside gates greet you with a polite wave.

One addresses you all, "Well met, I am Garvin.

No disturbances. I suppose if you need help, scream as loud as you can! We haven't stepped inside on order of the Council and we won't allow anyone else in except your group either".

As Bastion steps through, he doesn't get that same odd burning sensation he experienced the last time he was first in. Without a cloud in the sky today the place appears like a run down abandoned building instead of a sinister ruin full of evil spirits.

You head to the front door and through to the foyer where once again the Haunts slam the doors in response to your arrival! Zek calms them with a simple touch.

We are back on the Within Harrowstone map, I have placed you all back in the foyer. So far, it appears the group is 2 (Cole & Zek) to 1 (Bastion) against bringing all of the items with you as you explore. Of course as a DM I remain neutral, but in response to Cole's point the problem with just bringing 1 is that you don't know exactly where each of the Prisoners was being kept, at least not yet... Regardless, whether you retrieve or don't retrieve the items, do you wish to go north or west from your current position? Whoever posts first, I am going with so we're not bogged down in the which way debate.


Female Tiefling Warpriest

"I agree it makes more sense to bring the items with us now, instead of waiting to encounter the right spirit and then return here. This place is big, and we have no idea where each one might be." Zy offers, as the group debates bringing the fetishes with them or not.


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

Zek tries the doors to his left; wary of another haunt, he stands ready to slam them back closed.


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

"I am unsure on the items. We were able to defeat one phantom without them, but it is possible we may need them to defeat the others. It is also possible that they simply empower the dead and we will worsen our chances. If we wish to bring them, I am willing to carry one. But I am not sure the wisdom of bringing them out at all." Kenzo says.


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

"In for a penny, in for a pound," Sergei said. "We don't know which of them we will run into next. If we're going to carry the items, we should carry them all."

With a wave of his hand he attempted to open the front doors from about thirty feet away from them.

Keeping my distance in case of haunt activity.


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

Teofila can't be assured of her choice, but she decides to bet on optimism in this situation.

"We're taking a risk either way. But since we're working on the assumption that having the right item will help against its particular matching spirit, we could also reasonably work from the opposite direction to think that having extra wrong items with us won't help a spirit not linked to the extras."

"Think we're better off taking them all with us, working from the theory that only one item will matter at any given time or place until we see it proven wrong."

As before, she finds herself toward the back of the group as they proceed in to explore the so far unseen areas.


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

The cleric remains silent during the, (thankfully brief), council meeting.

Once inside the prison, and the others begin talking, Sterling shrugs.

"Either way, the worst prisoners were all presumably kept below. Let's leave the items locked up until we've cleared the top floor. THEN we can debate whether or not to carry them with us. I'm no conjurer or spiritual mystic. I have NO idea whether their personal items would weaken or empower their restless shades. I just want to send them on their journey."

"Although, I DO profess a certain, morbid professional curiosity, as to how the personal artifacts will affect their shades."

You get the impression that Sterling may be smiling, just a little, under his hood.

"There is a certain, balanced justice, in using their own weapons and magical items to defeat them. Don't you think?"


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

We went 'right' before? should we continue that way again? exploring the areas we've already cleared, (and theoretically know what Haunts to expect) and see if they remain cleared? Sterling will follow either direction.


Shadow's Status
Sergei the Haunted wrote:

"In for a penny, in for a pound," Sergei said. "We don't know which of them we will run into next. If we're going to carry the items, we should carry them all."

With a wave of his hand he attempted to open the front doors from about thirty feet away from them.

Keeping my distance in case of haunt activity.

I will assume you opened the doors but Zek tamed the Haunts with his powers.


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Shadow's Status

Harrowstone Prison

The Party unlocks the vault door and discovers that all is as they left it. 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.

The Group returns to the left as originally selected by Zek. This hallway is filled with small offices. The offices are a mess and there is a ton of paperwork… after all the research you have done the last two days, this might be the most horrifying thing you could have possibly imagined to face here. The ceilings have a little bit of soot but it seems that no fires raged here as the paperwork is not singed, just in disarray.

There are two more doors to the west to explore in this hallway.

Do you wish to spend any time organizing these documents? One never knows what one might find in these prison files that apparently no one bothered to bring back to town…


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 towards the first of the two doors and stand about 15 feet back from it as he waits for others to search and open the door.


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

"More paper. Really?" notes Bastion.

"I know they wanted ta place to be revolting, but there are limits tha' no civilised man should be gona beyond. Ya hear me?"

He looks at a couple of sheets and sighs. "We should be takin this back with us when we return to ta' town. But I cannie see ta point in losin more daylight to them now."


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:

”Agreed.”


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

Teofila goes to work quickly gathering up the documents, expecting some members of the party to be impatient with her 'waste not, want not' philosophy.

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