The Party begins picking up the items, Kenzo takes the Frayed Rope of the Hanged Man, Sterling takes the Scarab Vial of Bonegnasher, Zyblina takes the Spider’s Web decorated Jar of Soulcatcher, Teofila takes the Moldy Spellbook of the Splatter Man, Cole takes the Masterwork Smith’s Hammer of the Mosswater Marauder, Sergei takes the Oversized Bloodstained Handaxe of the Lopper, it feels natural to hold these items for each of you, though you’re not entirely certain why…
Zek and Bastion are left to carry either the Silver Flute of the Piper of Illmarsh or the Collection of Holy Symbols of Father Charlatan. Zek takes the symbols while Bastion takes the Flute.
Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.
A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.
B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.
C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.
D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.
E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.
F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.
G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.
H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.
I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.
J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.
K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.
L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.
M 1-4: Council Member's Houses.
N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.
O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.
P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.
Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.
R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.
Sanity Rules:
Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.
Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.
Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).
If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.
If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.
Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything
Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.
Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).
Fear, Horror, and Madness:
I will NOT be using Madness rules as the Sanity rules already cover that.
Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.
Making the Saving Throw
Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.
Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.
If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.
Failure Margin Effect
1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.
When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.
FEAR SAVES
A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.
Failure Results
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.
Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.
Recovering from Fear
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.
Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.
HORROR SAVES
The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.
Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.
Failure Results
If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).
Failure Results
Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.
Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock
Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.
Recovering from Horror
Minor Horror effects last one week.
Moderate effects last two weeks.
Major effects last thirty days.
At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.
Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.
The next three fly in, one to Zy, one to Bastion, and one to Sergei. Before the one attacking Sergei can strike, Zek does and brings the creature low with one strike!
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
As the stirge latches onto Bastion, and is fully engaged with trying to drain the warrior, Sterling steps up beside Bastion and hammers the stirge with a flurry of short, quick jabs.
Is there a bonus to-hit the stirge? Since it is 'grappling' Doesnt that mean it loses some dexc to AC or something?
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
@GM Shadowmeister:
Spoiler:
JUST for fun, IF it looks like that would miss (and hit another person, because of firing into melee) Sterling will use his "Grab Arrow" ability to snatch it before it hits anyone! (Unless it does hit the stirge on-target, in which case i have another Rp idea) :)
Kenzo's arrow strikes true and Bastion is no longer threatened by the Stirge!
Combat Over, the Party wins!
Wisdom Checks DC 10 to Jog your memory:
Stirges were mentioned in the nursery rhyme. Moreover, the records you found stated that the Piper summoned Stirges to feed on his paralyzed victims...
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 goes and picks up his arrow. "I think all the ghosts are below, but that does not mean that the stirges who were fed wanted to remain with all the ghosts." Kenzo says as he examines the arrow and returns it to the quiver.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Wis Check1d20 + 4 ⇒ (10) + 4 = 14
"The 'Piper', yes? Who has that item? Be wary. We do not yet know if carrying these items are more of a help, or a hindrance, when dealing with their particular wraiths."
Sterling prods one of the Stirges with his boot.
"Summoning Stirges to feed on paralyzed victims. Such sadistic, unethical behavior. Admirable and ruthlessly efficient use of resources and abilities though."
"Paralyzation & summoning, So, we're likely dealing with more of a caster than a physical combatant, like the first Wraith. Does that sound right?"
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Sterling Starshadow wrote:
Wis Check d20+4
"The 'Piper', yes? Who has that item?
[b]"Paralyzation & summoning, So, we're likely dealing with more of a caster than a physical combatant, like the first Wraith. Does that sound right?"
"Bard maybe? But possibly ranger controlling animals or even some weird poisoner for paralysis...alchemist who trains vermin? Lots of options." muses the kobold
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 binds his wound up and then looks around. "One side looks as good as the other to me. Shall we go west first? Aim for the beauty of the sunset, rather than blind ourselves with the sunrise at this early hour."
It won't heal naturally over night? Bastion has a 15 con normally, so one point won't affect him, but another will.
I thought the same thing but then looked it up and it seemed that it would not, I'll check the MM (internet isn't always reliable but its quick) when I have a moment!
Teofila hadn't bothered with a readied weapon since she didn't expect there to be anything of consequence higher up. But, now that she has it out she keeps it out.
Whiffing while trying to take care of the stirge that was harassing her and needing to be saved by Cole is a little embarrassing. When she walks by him to move on, Teofila doesn't say 'thanks', but she does raise an eyebrow in acknowledgment. Her face shows a mixture of wryness and ruefulness that communicates it instead.
Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged.
I checked the Stirge entry, and it doesn't say anything about it not being healed normally.
"EWW!! EWW! EWW! Get it off!!' Zy shouts as she's attacked by the big, icky bug. She's so disgusted by the giant blood sucker that all she can do is flail about till Bastion kills it. "Gross, I'm gonna need like three baths before I feel clean again!"
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
@ DM Shadaow- Um, heh, It MIGHT have been me?? (Whistles innocently) Still learning how to operate the maps thingy. (Sorry!)
"Left. Right. East. West. Pick a direction. I just want to send an uncouth undead to Pharasma's Spiral."
Sterling SOUNDS bored and as if he doesn't really care. But the cleric steps slowly forward to follow the meat shield. I mean the burly warrior Bastion.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Zek follows the path of shadow, going westward along the extending wall shadows from the eastern sun.
Instinctively, his movements adapt to the rhythm of the wind, outside sounds and creaking of the old wood in the area. But it is fairly open space with sun streaming inside, his black form can only be inconspicuous for so long before movement or stray beam of light reveals his presence.
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Teofila Agarici wrote:
Whiffing while trying to take care of the stirge that was harassing her and needing to be saved by Cole is a little embarrassing. When she walks by him to move on, Teofila doesn't say 'thanks', but she does raise an eyebrow in acknowledgment. Her face shows a mixture of wryness and ruefulness that communicates it instead.
Wiping the stirge’s remains off with an old rag, Cole then tosses it in a random corner and simply smiles for half a second and nods slightly as Teo walks past. No verbal sparring was necessary where respect and understanding grows.
The first door is a privy, the smell of stale urine remains. That door you close.
South from there is row upon row of ten-foot-square prison cells that line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Zek takes a quick pad down and back and sees Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold. The end of the hall appears to have cells that are a bit larger than the ones in this row while the northwest cell appears to be perhaps something more than just a cell.
As you all contemplate whether to bother with opening these cells, Sterling, Sergei, and Zek begin to hear something...
Sterling, Sergei, and Zek:
it is the faint sound of mournful flute music and the eerie flapping of tiny leathery wings.
Do you want to open any doors and investigate further? Map updated! No worries Sterling, it happens!
Bastion has the flute - posted who has what in the Campaign Tab with a spoiler that will appear at the to of the thread for ease of reference.
Zek reactivates his detect undead ability and can see movement down the hallway as skeletal hand begin to push on the prison doors. He gets the vague sense of a spirit lingering in the hallway as well.
Sergei hears the sound of buzzing, that is getting closer...
We're close to initiative, I'll take a round of free actions from each of you before true combat begins.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
"Prepare yourselves, they are coming," Sergei said quietly.
I'm going to spend my round Gathering Power, putting the Burn into my Burn Shard, and improving my Force Ward by 1. Temp HP is up to 3.
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 takes out Igaz Halál, the greatsword almost whispering as it is drawn.
"If he waants hes flute baack, hee'l need to Come Get It!"
Sorry, trying to work out how to make the southern type drawl I have in my head come out in text. Lots of double vowels is the best I can do at the moment
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Concentrating, Cole’s body starts warming the hallway, giving off waves of heat.
Taking one point of Burn!
Elemental Defense: 2pts Fire!:
*Elemental Defense (Su)
~@2nd Level: Searing Flesh
Element(s) fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.
Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling drops his over-sized pack to the side, pulling his slim but sturdy walking stick Quarterstaff from it as he does so.
The cleric holds aloft his holy symbol, and casts a spell of divine blessing upon himself and his comrades. A burst of radiant, yet oddly greenish, light envelops the group and leaves behind a faint glow on each of them
Cast BLESS: "Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects."
As the Party prepares itself for a fight, they see a stirge as big as a halfling come through the area of the crumbling wall, just vacated. It looks much more formidable than the annoying blood suckers you easily dispatched with.
Meanwhile down the hall, skeletal hands begin moving prison doors which were not as secure as perhaps Zek first believed...
Finally, a spectral figure appears down the hall, and the haunting dirge grows loud enough for all to hear!
Round 1 -
Teo & Bastion- GO!
Foes (Skeletons & Stirges)
Balance of the Party
The Piper
Since we didn't place ourselves on the map and Zy was blocking Teofila, I switched their positions. I hope that's alright?
Teofila moves to the hole in the wall to help Bastion fend off the stirge. She also prepares a strike for it if it comes in through the wall.
As they stand waiting, Teofila does bring up what might be the key subject in the moment to Bastion.
"There are quite a few of us who can do what you and I doing right here. You have the flute. Best you get to figuring out something helpful to do with it."