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

"Hmm, so your husband continued to serve as Warden, even in death? Is that normal?" 1d20 + 6 ⇒ (16) + 6 = 22 Religion, on ghosts and being able to control/contain other spirits?


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 listens to the sad ghost.
"But you don't know why you remain here? Are you awaiting your husband's spirit? It sounds like you know he was near, but you say he recently vanished?"


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

Sterling hangs his hooded head as he listens to the spirits tale.

Such conflict.

Technically, the remains of the warden's wife was an abomination at worst. A spirit resisting her final judgement. Even if well-intentioned, and not done specifically to avoid said judgement.

At best, she was being held here as a spiritual prisoner, whether by her own design or outside influence, and still being denied her final judgement. Still quite unacceptable.

Despite the demeanor that he generally presents, the young priest does care for the spirits of those under his care. Even if they do tend be quite annoying while still living.

Inside his hood, Sterling gives a small smile as he recalls being told that becoming a priest would be boring.

"Madam. The fact that your husband's spirit continued to guard and control the spirits of the prisoners after his death speaks well of his character. A fact that Pharasma will surely take into account at his final reckoning. But you spoke of something changing. DO you know what has happened to your husband? Recently?"

Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15


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

"Can you give us an idea of what the lower floor looks like and where these convicts were kept?" Kenzo asks.


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

Zek'Karis relaxes a bit when he sees the priest talking to the creature. There must be some exception for good spirits? Maybe? He is a bit confused, but holds steady. His stance is definitely less tense now.


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 thinks on the ghost situation in the old prison. Nothing inspired comes to mind though.

She does have one idea though, born of common sense maybe. Leaning in close to Sterling, she tries to get her somewhat disorganized thoughts into order with an analogy.

"It is the case that purpose can anchor a ghost to a location yes? Remember the runes we found outside? What if they called upon her husband to act as a sort of guardian spirit with the purpose of containing the other ghosts here?"

"The runes had been tampered with. Maybe this is why Mrs. Hawkran has felt a change. But, even with that change, the other ghosts are not simply free to roam. It's as if things were loosened. They can rattle more than before, but there wasn't a complete break."

"Could it be Mrs. Hawkran is now the one maintaining the barrier, even if she does not know it? Have you ever seen a stream dam naturally due to debris catching at a spot, which catches more debris until the dam is built? What if Mrs. Hawkran's belief in her husband's spirit is keeping all the ghosts contained now? She has inadvertently replaced her husband?"

"If something like this is so, we need her in place until the other spirits are dealt with. She is the natural dam here."

K Religion: 1d20 + 5 ⇒ (4) + 5 = 9


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

Sterling blinks, and turns to look at Teo in surprise.

"Is, is it possible?"

K:Religion: 1d20 + 6 ⇒ (18) + 6 = 24


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

Weren't the runes new? Maybe they were the ones dismissing Hawkrane?I don't remember the meaning - I'll go back and check...


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

"That could be what the cult was trying to do. But for what ends? Releasing the dark spirits without some way of containing them to do what they wanted seems like a strange idea. Unless they seek something below and the ghosts are just as apt to attack them as they would be to attacking us." Kenzo muses over the various implications.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Zek'Karis wrote:
Weren't the runes new? Maybe they were the ones dismissing Hawkrane?I don't remember the meaning - I'll go back and check...

I thought the runes were old, but had been damaged recently? (But I also have CRS. 'Can't Remember Squat') ;)


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:

Puzzling it out loud Cole throws his two coppers into the discussion.

”Could it be possible…and this is from my inexpert view of such things…could the ghostly disturbance here be created/instigated for a grander purpose? Either a distraction for the missing professor, or as some kind of supernatural energy source for a greater reason? Those odd runes seem to be causing, controlling, or creating a big disruption…spiritually speaking. The question isn’t just how, but WHY. Only a few reasons could make sense, unless the creators of this situation are just as insane as the former inmates.”


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Cole wrote:
",...The question isn’t just how, but WHY. Only a few reasons could make sense, unless the creators of this situation are just as insane as the former inmates.”

Sterling snaps his fingers and points at Cole.

"Yes."


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 just scratches his head. "A mystery indeed. And well beyond my knowledge."

religion: 1d20 + 2 ⇒ (4) + 2 = 6


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Cole Burrns wrote:

Puzzling it out loud Cole throws his two coppers into the discussion.

”Could it be possible…and this is from my inexpert view of such things…could the ghostly disturbance here be created/instigated for a grander purpose? Either a distraction for the missing professor, or as some kind of supernatural energy source for a greater reason? Those odd runes seem to be causing, controlling, or creating a big disruption…spiritually speaking. The question isn’t just how, but WHY. Only a few reasons could make sense, unless the creators of this situation are just as insane as the former inmates.”

"This may be a bit pretentious from me, but I was tracking them for some time, maybe this was to slow me down. Or just general 'Oh, look, undead, lets do some chaos while we continue on our way' kind of thing." Zek comments

"It may be some kind of refuelling they needed and the 'master ghost' was simply 'closest' to the surface. Undead cult using negative energy of which this place is full is not something far-fetched and they may not even be aware of the consequences.

And whatever the reason, we now deal with the consequences. So, let's deal!

Mrs Warden, can you tell us what needs to be done to cleanse this place? What to focus on? And also, would you submit voluntarily to Pharasma after we do this?"


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Shadow's Status

Harrowstone Prison

Zyblina, it is so unusual, you've never heard of the phenomena before.

Sterling and Teofila, you both believe that this theory is precisely what is happening. While Van Richten never spoke of this specific phenomena, trauma is life/death, is what binds spirits to a place. It may be that the activity of Harrowstone was kept at bay because Hawkran was a forceful personality during life, perhaps even in death the prisoners feared his wrath. They had no fear of his wife though and these Haunts may be the restless dead testing the boundaries of their spiritual prison. That begs the question, how long before they push her will to the breaking point and if her will does break, what then?

_Bastian 'Ogre' Zorovich wrote:

Bastion listens to the sad ghost.

"But you don't know why you remain here? Are you awaiting your husband's spirit? It sounds like you know he was near, but you say he recently vanished?"
Sterling Starshadow wrote:
"Madam. The fact that your husband's spirit continued to guard and control the spirits of the prisoners after his death speaks well of his character. A fact that Pharasma will surely take into account at his final reckoning. But you spoke of something changing. DO you know what has happened to your husband? Recently?"

”Until recently, the spirit of my husband, trapped so near yet so far in the dungeons below, had contained the ghosts of these foul prisoners.

A few days ago, unsettling visitors, men and women in dark robes who spoke only in whispers, came to Harrowstone and began to work strange magic around the building’s foundations. Though unable to leave this room, I was nonetheless able to observe through the walls to the northwest as these strange people inscribed runes along the ground. I also witnessed the sad end of the man who had visited by day that I assume, was trying to stop them. He was slain by foul magic wielded by the leader of the black-robed villains. She describes the man who indeed fits the description of Doctor Van Richten!

Later that night, after they murdered the man, the black-robed cultists finished their ritual. Whatever they did, they did so out of sight of my view through the walls, but I felt the repercussions immediately. It felt like a horrific storm, yet one with no wind that chilled the flesh. This windstorm chilled the soul, it felt to me as if my very being was being pulled apart. Yet the horrific sensation passed in an instant... and when it had, the presence of my husband’s spirit was gone”. She pauses and weeps for a moment but regain her composure.

”I can only assume that the black-robed cultists somehow managed to abduct my husband’s spirit, for since that hateful day I’ve neither seen nor felt any sign of either my husband or the black-robed cultists.

Every day since that event, the spirits of the murderers and sadists trapped within the walls of Harrowstone have grown more and more powerful. It must indeed have been my husband’s presence that kept the other haunts in line, and with his ghost gone, they would have escaped to wreak unimaginable havoc, had I not stepped in to do the job my husband, until recently, had done so well…

However, I can feel one particular spirit trying to find a way to reach me, he knows with me gone, nothing will stop them from gaining freedom from Harrowstone”.

Zek, this certainly fits the description of the band you were tracking.

Sterling:
I will send you a PM.

Cole Burrns wrote:
”Could it be possible…and this is from my inexpert view of such things…could the ghostly disturbance here be created/instigated for a grander purpose? Either a distraction for the missing professor, or as some kind of supernatural energy source for a greater reason? Those odd runes seem to be causing, controlling, or creating a big disruption…spiritually speaking. The question isn’t just how, but WHY. Only a few reasons could make sense, unless the creators of this situation are just as insane as the former inmates.”

Vesorianna shrugs, "I do not know the purpose of the cultists ritual, perhaps it was to capture my husband, but I do not know why. If it was a distraction for a grander purpose, that purpose is taking place away from the prison as I have not seen or felt their evil presence in some time".

Kenzo Hagetora wrote:
"Can you give us an idea of what the lower floor looks like and where these convicts were kept?" Kenzo asks.

"I was never privy to the specific names or locations of prisoners, but my husband was a meticulous record keeper. If the paperwork did not burn in the fire then the records should be able to tell you who was kept in which area of the prison with great detail.

If they are trapped as I am trapped, then they cannot roam very far from where they were imprisoned".

It appears the paperwork you sent to town may well hold the key to the prisoners locations after all!

Zek'Karis wrote:

"This may be a bit pretentious from me, but I was tracking them for some time, maybe this was to slow me down. Or just general 'Oh, look, undead, lets do some chaos while we continue on our way' kind of thing.

It may be some kind of refuelling they needed and the 'master ghost' was simply 'closest' to the surface. Undead cult using negative energy of which this place is full is not something far-fetched and they may not even be aware of the consequences.

And whatever the reason, we now deal with the consequences. So, let's deal!

Mrs Warden, can you tell us what needs to be done to cleanse this place? What to focus on? And also, would you submit voluntarily to Pharasma after we do this?"

Sterling, you disagree with the assertion by Zek that the capture of the Warden was at random, the runes contained Hawkran's name so they were specifically targeting him.

Vesorianna smiles, "I knew the town would send Guardsmen who would right the wrongs of the past!

As I said, I don’t know much about the exact nature of the prisoners, their ghosts, or the dangers to be found elsewhere in Harrowstone, but I can feel among the hateful dead eight distinct and powerful personalities. Though one has gone silent in the past few days, I do not know if he is biding his time to come after me once more or if he found a way to escape.

Regardless, I suspect that these correspond to the eight most dangerous criminals who were imprisoned in Harrowstone at the time of the fire. I believe that if you guards can confront and defeat the unquiet spirits of the eight key prisoners, I’ll be able to contain them and keep them from manifesting again.

Moreover, if you can bring to her a symbol of her husband’s office over the prison, his badge of office would work best, I suspect it’s hidden somewhere in the dungeons below; I will be able to banish the haunts from Harrowstone entirely. What happens after that I of course cannot be certain.

If you can find objects of value that once belonged to the eight spirits, you can use those objects against the eight souls. I suggest checking the prison’s property room to the southeast, but beware, while these objects will aid in defeating the deathless inmates, they are likely also cursed by the unholy link to the long-dead criminals, and care should be taken when using the objects lest they corrupt you as well”.


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:

Excellent exposition!

Eyes wide, Cole looks surprised for once, rather than surly and constipated.

"You are a wonder madam! I can see why your husband chose you as a wife. Strength and honor are your hallmarks, obviously! We shall endeavor to fix Harrowstone, and send these monsters to their final rest. Its the least we can 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

"A badge of office. That might be difficult to see in the wreckage. We will need to look carefully." Kenzo says as he wonders how hard such a thing would be to find in a destroyed prison.


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

Excellent exposition indeed! Thx for PM.

Sterling had been standing, hooded head bowed as if in contemplation, or prayer, as he and the others spoke with the spirit of the wardens wife.

At one point, While the warden's wife is describing her observed activities of the robed folks around the prison, he goes perfectly still.

Well, not quite perfectly. Anyone actually watching the priest, instead of the fascinating undead apparition before them, could notice him shaking slightly. As if from fear, or rage.

The moment passes, and when he lifts his hooded head to rejoin the conversation he acts and sounds (almost) as bored as usual.
(I mean, it's not every day your average cleric of Pharasma gets to hold a civilized conversation with those who have already passed on!)

"My companion does not give idle praise madam. You indeed deserve to be rewarded when you walk the Spiral. Nor does he make promises lightly. Some good news to bolster your,... spirits. Fear not the powerful spirit you mentioned you can no longer sense. We have already dealt with that one. We will deal with the rest as well."

Sterling's hand idly brushes the belt-pouch holding his chosen prisoner's item from the vault. He makes a grunt of contemplation.

"Another decision before us. Do we delay, yet again, and return to town? By searching through the Warden's office papers, it sounds that we could likely identify the exact location of each prisoner. A Map to these fiends locations would be of much help. But, not strictly necessary. And I hesitate to delay another day, or more, to make such a map. Especially now knowing the details of the current situation."

Sterling bows slightly to the spirit of the Warden's wife.

"I would not extend her suffering, nor her endurance, more than she has already been tested. We should end these abominations post-haste, and release this dear spirit to the welcoming arms of Pharasma, and her well-deserved reward."


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 watches, listens and considers. "Many a decision made in haste may be regretted at length." he suggests.

"We have these items, and know they bear risks as well as rewards. If we could tie each to a particular area, we would minimise our risks, while still extracting the highest rewards. These cultists they have not been seen since they..claimed... the warden.

He tips his hand to the ghost "Maam, we will try to find and free yer husband. But first we must deal with those he caged in life. Ay am sure he would be both mighty proud that you be holdin to her work, and mighty distressed that he be leavin such a burden to you. We won't be too long, but I think we should be trying to work out where each of these here perished prisoners were located and be only takin the relevant tokens to each."


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

"The locations may mean nothing if prisoners were free in a riot. I'd go search for them in places they died. Or where there are energies that might hold them. Such as medical or torture chamber. Maybe graveyard for that dwarf looking for skulll fragments."
Zek is thinking on what places would be interesting to which prisoner.
" A library for the mage. Or alchemist shop. Anyhow, we can clear this level now and look through the papers in the evening. Lady, do any of the spirits roam outside even if temporary or just in the vicinity or are free to roam the grounds? We have militia guards close by."


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 looked less thrilled by the revelations. "The council would appreciate this information," Sergei said. "Ostensibly, that is exactly what they sent us here to discover."

"These whispering cultists give me pause though. Whatever they've set in motion, they'd be fools not to leave someone behind to observe it. Any of the council could be one of them, or anyone else in town for that matter. Who do we trust enough to pass this information to? Kendra? Grimburrow?"


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

Cole waves his glowing sword in the direction of the rest of the prison.

"We cannot waste time debating everything! We need to act. Choosing every decision 'by committee' is hurting us. We need to move on...by choosing a leader: I suggest Sterling. He's a pain in the @$$, but I trust him to do what is best for everyone involved right now. We need decisiveness. If he fails us or dies, then we choose another later. Either way, we move forward."


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

"We don't need a leader, just general understanding of our goals. The council will hear about this in due time, when we return to Ravengro. Why does it matter if someone in the council or even town is in the cult? What can they do? And if they come in the open, one less cultist in the world."
Zek shows his fangs.
"We have the task for today, we already gave papers away, if some cultist gets to them before we do, a bit less information for us, but nothing crucial, we're destroying the ghosts here, right? So, let's get to it."
With one last look at Mrs Hawkrane "We will come back." unclear if that is a promise...or a threat.


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 think we are generally doing fine as we are. I also don't think a cultist in the council makes much sense. This place has been here a long time. Whatever changed was recent. Probably in or around the time of the Professor's death." Kenzo says.


Female Tiefling Warpriest

"The worst prisoners were all kept below this floor, yes? Have we fully cleared everything up here? If not, let's do that, and then we can decide if we should head back to town and check over the papers we sent back. Otherwise, we can at least start working our way through the lower floor, and if we run into any sort of trouble with finding certain prison cells, then we can discuss a return trip." Zyblina offers, hoping her suggestion of compromise gets everybody moving in the right direction.


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

"We're largely following Sterling's guidance already," Sergei shrugged. "Codifying it sounds fine, but I don't expect it to change much one way or the other."


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

Cole waves his glowing sword in the direction of the rest of the prison.

"We cannot waste time debating everything! We need to act. Choosing every decision 'by committee' is hurting us. We need to move on...by choosing a leader: I suggest Sterling. He's a pain in the @$$, but I trust him to do what is best for everyone involved right now. We need decisiveness. If he fails us or dies, then we choose another later. Either way, we move forward."

Sterling's hooded head turns slowly towards Cole.

"Thank You?? I think?"

The cleric shrugs.

"Everyone makes valid points. Whether the rest agree with them or not. Most of us agree that time is at least not our friend, if not already an hour-glass-is-running situation. What we have discovered searching the ground floor has already proven to be invaluable. Even if we only now realize the value of the Warden's office papers. We should continue to make progress, finish exploring the ground floor and discover what else we can. Once we have cleared that,..."

Everyone can almost HEAR the eye-roll from under his hood.

",...THEN we can continue to discuss this in committee, or whatever."

Sterling gives the spirit of the Wardens' wife a slight but polite bow.

"Hold to your courage madam. We shall return, and strive to release your husband, so you may both journey onward together."

Sterling turns to leave the room. As he exits he can be heard muttering,...

"Like I want to be the 'Leader'?!? It's already like herding cats!"


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
Sterling Starshadow wrote:
"Like I want to be the 'Leader'?!? It's already like herding cats!"

"Try it when half of them are spirits trying to take over your body," Sergei said with a smirk as he followed the priest out.


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:

Frowning, Cole just flaps his hand.

”Talk…talk…talk…”


Female Tiefling Warpriest

"Cole, are you coming, or are you gonna just stand there and yap?" Zy calls from out in the hallway.


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:

Bowing elegantly to Zyblina, Cole walks off in the direction everybody is heading...his sword still glowing and smoking lightly in the darkness.


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 walks along with the others thinking to herself. She doesn't really have a firm opinion on the question of whether or not to go looking through the documents again before getting too far into the mess underground. It is true it would be helpful to know where the various spirits are according to the records. It does also make sense though that during the riot the then prisoners who would become the spirits would have been able to move to other locations before dying.

She's instead caught up with a new inconsistency regarding Doctor Van Richten's death.

So it seems the doctor was killed here rather than at home as Kendra told us. Not that Kendra isn't to believed, but I should have her tell me again about the circumstances of her arrival home that night. There may yet be something there...


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sergei the Haunted wrote:
Sterling Starshadow wrote:
"Like I want to be the 'Leader'?!? It's already like herding cats!"
"Try it when half of them are spirits trying to take over your body," Sergei said with a smirk as he followed the priest out.

Sterling pauses, very briefly, and makes a small 'Hmm' of interest. Or possibly amusement.


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

"Let's continue then."
Zek continues the exploration fading out of sight as soon as he moved beyond the next door.

Stealth: 1d20 + 13 ⇒ (20) + 13 = 33


Shadow's Status

Harrowstone Prison

Vesorianna smiles tightly, "I shall persevere Guardsmen, do what you must, I do not believe a single day will break my will, but a week...." she trails off.

In direct response to Zek's query

Zek'Karis wrote:
"Lady, do any of the spirits roam outside even if temporary or just in the vicinity or are free to roam the grounds? We have militia guards close by."

"No, they are as bound by location as I am, for now".

In direct response to Zyblina's question

Zyblina Arvanxi wrote:
"The worst prisoners were all kept below this floor, yes?"

"I believe that one or more may have been kept upstairs, those whose crimes were not as violent, but I am not so familiar with the individuals as their crimes as you would be Guardsman".

The group is able to clear the rest of this floor with little disturbance, a few haunted branding irons in the branding room, the sound of sobs an chains rattling in the receiving room do little to slow your strong and well rested group down. However, evidence of the branding room is simply further proof that the restless spirits of these prisoners did indeed have a a bone to pick with the powers that be.

The final room to be explored is, or was a chapel to Pharasma. A rectangular chamber with once thick cobwebs now lying on the floor. The size of the cobwebs suggest that the spiders that once resided within were larger than the average house spider, lack of food likely drove them away from this place as a long term home. A brief search of the far cabinet reveals a small treasure trove of useful items: (i) a scroll of lesser restoration and (ii) a wand of cure light wounds (with 17 charges remaining).

---

Despite a few haunts, the first floor was largely devoid of any substantial threats.

The group has yet to attempt to head upstairs. A portion of the dungeon area and one of the hateful eight was encountered and destroyed down there by the group already.

It is about noon once the ground floor is finally cleared.

Do you: (I) head back to the town and spend some time organizing the documents to ascertain where each prisoner was held? (II) head upstairs now and attempt to clear that area? Based on Vesorianna's statements, one or more of the hateful eight were housed up there. (III) Head back down to the dungeon? (IV) Something I have not already suggested?


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 suggest we head upstairs for now. We should use as much of the day as we can and then we can go through what we find over dinner." Kenzo suggests.


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

"Agreed," Sergei said


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

"I'll sneak up. Come if you hear me scream."
Zek appears next to the stairs before going into the shadows again.

if new stealthn and perception is needed, please roll for me


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

"That be soundin like a solid plan ta me." agrees Bastion.

"Let us see the view from above."


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

Sterling becomes almost positively ,... happy,... for a moment, upon discovery of the scroll and the wand. He swiftly coughs, and becomes his mono-toned self once again.

The scroll and wand he tucks away for safekeeping, and use as needed.

The cleric nods agreement with the others.

"Let us not waste daylight. The spirits are weaker during the day. Even if it may only be because our own fears are lessened under the light of the sun."

The cleric moves into line with the others as they (cautiously?) ascend the stairs,...


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

"Yes, upstairs is good."


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:

Sighing, Cole follows everyone up the stairs.


Female Tiefling Warpriest

"Upstairs sounds good. Once we clear that, we can decide what to do next." Zy says in agreement with the rest of the group.


Shadow's Status

Harrowstone Prison - Top Floor

Zek heads upstairs and after a time you hear no sound and proceed after him. On the way up, you pass a guard area blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs.

He stares around at the sight or many many prison doors up here, Zek stands among the wooden benches of a large mess hall. The benches are now stacked in a jumble and others are overturned in disarray. Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond. The view of the lake beyond would be beautiful if the silence were not so eerie.

Perception:

Zyblina 1d20 + 5 ⇒ (9) + 5 = 14
Sterling Starshadow 1d20 + 4 ⇒ (12) + 4 = 16
Kenzo Hagetora 1d20 + 8 ⇒ (20) + 8 = 28
Cole Burns 1d20 + 6 ⇒ (2) + 6 = 8
Sergei the Haunted 1d20 + 7 ⇒ (14) + 7 = 21
Bastian 'Ogre' Zorovich 1d20 + 5 ⇒ (12) + 5 = 17
Zek 1d20 + 7 ⇒ (16) + 7 = 23
Teofila Agarici 1d20 + 9 ⇒ (7) + 9 = 16

Kenzo, Sergei, and Zek all hear the sound of flapping wings, intermittent, but absolutely not your imagination, coming from that area where the wall crumbled.

Map updated, Avatars moved.


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

Zek throws a board piece along the floor to simulate steps and hides again


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

"Nice view." Sterling says softly, peering out the hole in the wall. Clearly appreciating the eerie-ness.


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 best, at least for the largest of us, to maybe not get too close to viewing it." rumbles Bastion.

"Or perhaps we might view it a bit more closely than anticipated."


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

Sterling "Hmph"'s in acknowledgment.

Then steps behind the burly Bastion.


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:

Trying not to get distracted by the burn pattern of the building, Cole keeps his mouth shut and his sword ready.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Zek'Karis wrote:
Zek throws a board piece along the floor to simulate steps and hides again

After waiting for a haunt or ghost or *something* to react to the presence of his companions, Zek creeps into the area, keeping close to the wall, trying to check the broken off part for anything important. Or maybe just to get a full view of the area.

He still has detect undead and he concentrated on it while other came up the stairs. Zek should be about 10' into the room, next to the wall.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Stealth: 1d20 + 13 ⇒ (5) + 13 = 18

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