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.
It's deadly stinger strikes Bastion for 1 damage and loss of 1 point of Constitution and the damned thing attaches itself to the big man, just like the smaller version did a bit earlier this day!
The skeletons that are able, open their prison doors and begin staggering in the groups direction! There are six such foes that have been able to break free in this manner.
Teofila Agarici wrote:
Since we didn't place ourselves on the map and Zy was blocking Teofila, I switched their positions. I hope that's alright?
Absolutely no problem! Map updated.
@ Zek, based on the configuration of the fight, the only good ambush strike ATM is against the Stirge latched to Bastion.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
"Cole, Kenzo. Hold the doorways. When the skeletons get close enough, I'LL deal with them."
Presuming the Kenzo & Cole move to the nearest cells doorways, Sterling will move to where Kenzo is at now, wait til the skeletons are bunched up trying to get through the doors, and Channel Positive-Energy Surge.
Cleric, Move action (15' max?) READY an action, (When most/all of skellies are at this end of hallways) and Channel.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
Sergei took a step back to clear Kenzo and Cole's line of fire. All around Sergei spectral figures and voices flickered into being. They were indecipherable and barely visible, a cacophony of ethereal faces and forms speaking in foreign languages that sounded extremely far away, but their emotions came across crystal clear. They did not like the ghost at the end of the hall.
The translucent fencer, Dilisnya, once again took up Van Richten's saber. He lunged, flickering as he stepped, vanishing for a moment before appearing again to directly in front of the Piper.
5' adjust back. Extended Range TK Blast as a full round action, using Gather Power to offset the Burn to 0
Still traumatized by the little blood sucker attacking her earlier, Zy panics when an even bigger stirge swoops into the room. She brandishes her sword in front of her, but opts to take a defensive stance in the hopes of not being attacked again.She's gonna use total defense. Yes, I know you can't take AoOs or fight defensively. The sword bit was mostly flavor.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
As laid out above, Cleric moves to where Cole was standing. (I moved my figure. Carefully.) ;P
"Wait for it,..."
When the skeletons take their turn, and move forward, (up) in the hallways, and reach the doors, THAT is when the above -posted Channel goes off! (Hopefully catching at least 4, if not all of the skellies, in the burst! (30'radius from Sterling)
Zek's flurry manages to bring down the Stirge and it falls off of Bastion thudding to the floor.
Sergei's blast down the hallway rips through the foe and the dirge grows louder in protest!
Zy pauses in disgust but watches Zek slay the offending creature.
Kenzo moves to shoot the Stirge, but as it falls, directs a few arrows at the Skeleton closest to him instead. Both hit, and the "lead" foes drops into a pile of bones.
Cole literally throws fire at the next closest foe and unlike the dead downstairs, this one isn't immune, it crumbles and falls as well.
As the dirge grows louder still!
Everyone make a Will save DC 14 or be shaken.
Sergei, the phantom at the end of the hall stares you down and you lock wills with it!
Sergei make a second Will save DC 14.
DM ONLY:
Piper HP - 1/18!
Skeleton 1 HP 0/7 - (D)
Skeleton 2 HP 0/7 - (D)
Skeleton 3 HP 7/7
Skeleton 4 HP 7/7
Skeleton 5 HP 7/7
Skeleton 6 HP 7/7
Round 2 -
Teo & Bastion - GO!
Foes (Skeletons &4)
Balance of the Party
The Piper
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
will:1d20 ⇒ 4
The eerie music seems to rattle Bastion. He steps back from the edge where the Striges came in and puts the flute to his mouth, blowing with natural talent but no training...
perform,shaken:1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
What emerges makes even the eerie music of the ghostly piper pleasant in comparison.
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
Will Save vs Shaken:1d20 + 1 ⇒ (8) + 1 = 9
Second Chance Reroll:1d20 + 1 ⇒ (14) + 1 = 15
Will Save vs Piper:1d20 + 1 ⇒ (1) + 1 = 2
Possession Reroll:1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
I'm not shaken, but whatever the Piper did with it's gaze worked, and...
Bolstered by her faith in her goddess, the warpriest is completely unaffected by the haunting dirge. Seeing her allies drop several of their foes, including that godsforsaken giant bug, Zy opts to bolster herself for the battle versus The Piper. Casting Divine Favor.
Sorry Teo, I should have removed that stirge as the only one there is dead... I'll have you strike a Skeleton when one comes within range instead.
Bastion plays the flute releasing a dolorous dirge, he feels it almost take over his body, feeling a mania rising within, but to his amazement, the Piper begins screaming in agony and vanishes before the very eyes of all of you! As suddenly as the urge to play rose, it dissipates, the end of the Piper marking the end of the urge it seems.
Still, the threat is not over! Teo advances and strikes at a Skeleton as it approaches, though its very nature allows it to resist much of the force from the blade.
The foes, advance and strike back! Suddenly, a wave of positive energy surges forth, injuring, but not destroying three remaining undead and finishing the one that Teo already struck, those who remain attack...
DM ONLY:
Piper HP - 0/18 - (D)
Skeleton 1 HP 0/7 - (D)
Skeleton 2 HP 0/7 - (D)
Skeleton 3 HP 0/7 - (D)
Skeleton 4 HP 2/7 - Claw vs Kenzo 1d20 ⇒ 17 - Damage 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton 5 HP 2/7 - Claw vs Sterling 1d20 ⇒ 8 - Damage 1d4 + 1 ⇒ (4) + 1 = 5
Skeleton 6 HP 2/7 - Claw vs Cole 1d20 ⇒ 15 - Damage 1d4 + 1 ⇒ (2) + 1 = 3
Kenzo's arm is scratched badly take 4 damage.
Sterling's foe misses with its attack, tripping at the last minute on some loose rubble on the floor.
Cole too evades damage as his armor repels the claws of the dead prisoner.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
Sergei blinked and looked down at his hands like he was confused for a moment. "О, не снова"
He stepped around Sterling until he could clearly see the advancing skeletons and pointed. "Dilisnya, that one."
The faint shade of the fencer gave him a reproachful look and mouthed something unheard by the living as Sergei's power calmed. The spirits around him retreated back to invisibility, but Van Richten's sword was clearly still in the hands of an expert bladesman.
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 in agreement. Walking slower than before he seems to be in some discomfort after his second close encounter with blood drinkers.
"We don't want him comin back. On the plus side, it looks like we have a good idea about their artefacts. That which they held dear in life seems to have a profoundly negative effect on them in death."
Bastion finds a locked reinforced door that likely leads outside in the northwest section of these blocks.
The rest of the Party finds nothing of note, though you do find a few more animated skeletons that were unable to escape their prison cells, and you dispatch them with ease.
Sterling investigates the area where the Piper's spirit vanished but his body is not there, perhaps it's in the locked door standing before him to the south?
Do you wish to head outside or investigate the door that Sterling stand before? There is still a small area south (including that door) you have not investigated plus the area to the east. Almost done with this floor!
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling slowly raises a slender finger to point at the locked door before him.
"Perhaps, like before, the criminals' physical remains are still locked up? We should verify. And return the remains to blessed ground. To ensure there are no further interruptions to his walk on the Spiral."
Sterling 'votes' to check for remains first, then he's ok with whatever order after that. Explore door to outside, or clearing the rest of this floor first.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 3/2, Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 0/1) Init +3, Per +7, Hero Points 1/1
Sergei gently tapped Bastion on the arm and pointed to the flute. "Is no haunted now. Maybe still magic?"
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling accepts the key, and puts it in the lock.
The cleric pauses only long enough to point his finger and make a small spiral gesture towards Zek, Guidance on Zek and then unlocks and opens the door.
Sterling pulls the door open swiftly and steps aside, using the door as cover. Just in case someone, or something, is in the room beyond.
The Flute still detects as magical though it properties are not known to you.
Sterling opens the cell to the south and a cell the is rather spacious, but containing no concessions to comfort.
A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.
Sterling peers at the body and his eyes squint, he expected to see the likeness, at least somewhat of the Piper, instead, based on what adorns the remains, Sterling believes that the Party has instead stumbled upon the remains of the villain known as Father Charlatan...
Actions? Note that Zek holds the item associated with this foe.
Hmm...let's see. The biggest one is that I did play in a PbP run of Carrion Crown that made it to the beginning of Book 4 before the GM had to shelve it due to RL stuff - that said, that particular game began August 2015 and ended April 2019 so it's been a while since I've actually experienced any of the material.
I played in a PbP Strange Aeons game for a short while but dropped it due to a combination of slow pacing + hitting some PbP burnout and needing to cut back on games. I don't think I even played my character past the first area where the AP starts.
Also briefly played in a PbP run of I6: Castle Ravenloft but dropped it for similar burnout reasons.
And a loooong time ago, my old home group played through the Ravenloft modules 'The Created' and 'Night of the Walking Dead'. There might've been more but I can't remember what they would've been.
Haven't touched Strange Aeons or Ravenloft. Did my best to prep Carrion Crown, only to collide with Covid come calling, and we also shelved it. Barely made it through its beginning couple of chapters in Book 1.
If this be on the horizon, I'll need to get to finishing some other tables to make sure I've got the stamina for this gathering :)
Haven't touched Strange Aeons or Ravenloft. Did my best to prep Carrion Crown, only to collide with Covid come calling, and we also shelved it. Barely made it through its beginning couple of chapters in Book 1.
If this be on the horizon, I'll need to get to finishing some other tables to make sure I've got the stamina for this gathering :)
We are looking at probably a February/March timetable to start as I will be heavily pinned down by RL till then.
As I will be modifying a bit or a lot, will need time to get that all figured out as well.
I have started reviewing the first two books of each AP for modifications and selecting some Ravenloft modules to insert into the AP, even if only some chapters of said modules.
If this plays out as I envision it, there may be some chance of moving into Mythic, but that's a while away.
I am considering utilizing a modified version of Automatic Bonus Progression. I will absolutely be utilizing a modified version of Weapons of Legacy. I will also be selecting bloodlines for each PC to tie you to the story more deeply, I will not reveal the nature of those bloodlines as they will be revealed as the story unfolds. At certain levels, each PC will receive abilities related to their bloodlines.
I am seeing this as a 5 PC game, hopefully all of the Shackled City PCs and our DM will be able to participate, if not, I will seek out one or two more PCs to fill in those gaps.
I remember bloodlines from3.5. I imagine they changed a bit. I ran a whole campaign based on bloodlines, and having various classes gated by bloodlines as well. But it was complex.
I remember bloodlines from3.5. I imagine they changed a bit. I ran a whole campaign based on bloodlines, and having various classes gated by bloodlines as well. But it was complex.
Yes, these Bloodlines are something from 3.5 but I'll not be making it overly complex. It's mainly for flavor and storytelling purposes, but it's always nice to have a little extra something as a PC that you don't have to buy with Feats selections!
OK, I think I'm done with the initial conversion on Book 1 of both APs. I will try and go through Book 2 for each AP within the next two weeks or so. Assuming I can get through a book a week, that puts me on pace to get things going in late February early March.
Once we get closer to that timetable I'll issue the character creation rules and we can see if I get all 5 of you or if I need to recruit to complete the group!
A bit farther along on Strange Aeons Book II than Carrion Crown Book II, mainly because I am trying to do my best to replace even some of the mundane NPCs with Ravenloft NPCs and place both adventures within Ravenloft.
I do not think I will run any FULL Ravenloft modules but I will use some chapters from some modules to blend into the story and fit in the cracks between both.
The nice thing about trying to blend both is that I can eliminate some of the more random encounters and make most encounters faced applicable to the plot.
I was hoping to be a further along this week but the last two days were a bit of a mess so I will need to use all my free time tomorrow to prep for my table top game of Vampire this Friday instead of tinkering with this project :-(
Zero progress on this, ended up sick the day after my last post and just been trying to dig out of the hole that being sick created ever since. I am hoping by next week to get back to the background prep work.
Coasty coast coasting here. Holidays are speckled with birthdays and graduations, and I'm fixing to crack a brandy pug in my wife's honor tomorrow night for completing her master's degree at 53 years of age. Gonna be a great day. Hope you all are enjoying what life should be, friends and family abounding.
Coasty coast coasting here. Holidays are speckled with birthdays and graduations, and I'm fixing to crack a brandy pug in my wife's honor tomorrow night for completing her master's degree at 53 years of age. Gonna be a great day. Hope you all are enjoying what life should be, friends and family abounding.
Congrats to your Wife!
Relaxing today, behind at work because of so much going on in RL, but sometimes you just need to downshift and rest. Probably looking at an early April instead of March timeline on this one folks. My apologies, but if this one is going to play well, I need to have the storyline make sense from level 1 to whatever level we finish.
Between resting on the Holidays after a grueling end of year at work and scrambling to move into my house the next few weeks, I have made zero progress here. Still likely an April start date though. When I have an actual update I'll post up again.
Probably May as it turns out, I haven't touched anything at all this year. By this weekend though I will be fully settled in the house, caught up on work, and on the other games I run on the board, then I can get back to this! :-)
Well, that didn't go as planned! Two days and then got sidetracked again. Probably by next week I will be able to actually get back to this in a more meaningful way.
Can I get a roll call on who's still interested? I think even if the entire original gang isn't interested I'm still going to try and get 5 PC
spots.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Greetings all! I was just invited in.
I have pretty extensive experience with the old original Ravenloft module. From there I also have some experience with the World building portion with multiple realms (Dragonlance, Forgotten Realms, etc...). Although I have not dealt with any of the latest published stuff.
I started with a PbP on the Strange Aeons recently in the last year, but it died quickly once the GM disappeared suddenly.
I have gone through Carrion Crown IRL with one GM years ago, but it was a truncated experience and not the complete AP as I understand because the GM wanted to only use some of it and not all of it. I also started a Carrion Crown PbP last year, but it died quickly too.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Should we start discussing character ideas we might want to try out? I know we don't have build rules yet, but I thought it might be fun to see what everyone wants to try out.
I have tons of ideas, but I'm leaning toward two that I really want to try again if possible. Strangely enough both are Fire based characters, and I have no idea what will be allowed by the GM, but they both still really appeal to me.
Either a Half-Orc Pyro-Kineticist, or a Half-Elf Oracle of Flame.
I started Strange Aeons PbP with a version of the Half-Orc and Started my recent Carrion Crown PbP game with the Half-Elf. I really liked them both before those games quickly died in their infancy. The Half-Orc was from Lastwall basically and the Half-Elf was from Ustalav, so the basic concepts still fit...mostly.
Should we start discussing character ideas we might want to try out? I know we don't have build rules yet, but I thought it might be fun to see what everyone wants to try out.
I have tons of ideas, but I'm leaning toward two that I really want to try again if possible. Strangely enough both are Fire based characters, and I have no idea what will be allowed by the GM, but they both still really appeal to me.
Either a Half-Orc Pyro-Kineticist, or a Half-Elf Oracle of Flame.
I started Strange Aeons PbP with a version of the Half-Orc and Started my recent Carrion Crown PbP game with the Half-Elf. I really liked them both before those games quickly died in their infancy. The Half-Orc was from Lastwall basically and the Half-Elf was from Ustalav, so the basic concepts still fit...mostly.
That's fine, post away.
I have some bells and whistles for the PCs that will be added on to character creation as well. I am going to try and get those rules ironed out this weekend though I probably won't post until May 15th.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
Hey gang, am mulling a Cleric - Roaming Exorcist archetype - will plan to tie them into the lore of Pharasman Penitents somehow also.
Like the idea of a child who was possessed at some point - did something heinous (which caused loss of family) - then raised in a Pharasman Orphanage or Abbey etc to become a Penitent who wanders seeking atonement thru the exorcism and expulsion of daemons, the risen dead and the like.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
If you are keen on a white necro, then go for it.
I'm really in the early stages, probably should be focusing on some type of back story for my character about how they ended up in ravenloft rather than the mechanics.
Just an FYI, this is PF1E. All books will be legal so enjoy speculating away. I'll try and get character creation up this weekend as ideas are percolating.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
_JJ Surabar wrote:
If you are keen on a white necro, then go for it.
I'm really in the early stages, probably should be focusing on some type of back story for my character about how they ended up in ravenloft rather than the mechanics.
Thanks but no, I have a hundred and one ideas running through my head. I was just admiring your thought because I had a similar one!
=)
I think I'm going to try and focus on my Half-Orc pyro-kineticist if I can.
He's literally a pyromaniac for hire.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Black Dow wrote:
Hey gang, am mulling a Cleric - Roaming Exorcist archetype - will plan to tie them into the lore of Pharasman Penitents somehow also.
Like the idea of a child who was possessed at some point - did something heinous (which caused loss of family) - then raised in a Pharasman Orphanage or Abbey etc to become a Penitent who wanders seeking atonement thru the exorcism and expulsion of daemons, the risen dead and the like.
A great choice for this game. Roaming Exorcist? Let's see...OK, Never seen that one before. Looks fun!
1. 25 Point Buy.
2. Max HP at 1st level (roll OR 1/2+1 per level thereafter).
3. Background Skills.
4. Automatic Bonus Progression will be utilized. Bonuses start at Second Level.
5. Skill unlocks will be used.
6. Two Traits.
7. Hero Points Character Gain 1 Hero Point Per Level each time they level capping at 5 (i.e. at 6th level you gain 5 more). Characters can carry over unused points.
House Rules for Hero Points:
Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,
3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,
4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,
5) No more than one Hero Point may be expended per round.
Optional rules mostly in the form of New Feats for Hero Points:
Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),
Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),
Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),
Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),
Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),
Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).
8. Legacies. Each player must select one of the following Legacies:
Dilisnya,
Boritsi,
d’Honaire,
Hiregaard,
Reniers,
Godefroy,
Von Zarovich,
Mordenheim, or
Drakov.
Depending on what you pick will grant you bonuses at the start of character creation. I won't list the bonuses so character creation will be a bit more interesting as you have no idea what you get depending on what you pick. These Legacies will also grant bonus Feats (my choice) at 5th and 10th level.
9. Weapons of Legacy. I will be using the Weapons of Legacy rules (modified) to transform one of your weapons or other items depending on the class selected into an item that gains magical abilities with you while you level.
While I allow all official and third party splat books, if something seems a bit mechanically OP'd I reserve the right to veto.
All classes are fine. Most races are fine, though if you want to play a Goblin or an Orc (a race that would receive hostility in a majority Human settlement let's discuss).
-------
All PC's will have either adventured with, been a student of, or met (in whatever manner you wish to described it in your background) the esteemed Dr. Rudolph van Richten of Lepidstadt University. The Doctor has spent a lifetime researching foes of the living, specifically the Undead (though he has tackled other horrors of Ustalav as well). After a lifetime of research as well as adventuring, he has retired to Ravengro, his home city in Ustalav to be with his daughter Kendra as his wife recently passed away. Some of you may have met Kendra (up to you in your background) or just heard about her in passing from the Doctor.
Characters can start within Ustalav or an area near Ustalav in Golarion, but not within Ravengro. You can also know one another if you wish.
You receive from him a missive requesting your urgent assistance.... in fact, the letter is the opening post in Gameplay.
Hello hello! Just found out about this from GM DS.
Looks like the older business was familiarity with the materials. So...
Zero familiarity with Ravenloft. I've heard of it so the name doesn't baffle me. I'll raise familiarity to 2%.
I've started Strange Aeons a couple of times. But, the games never went anywhere. I think between the attempts, I've explored about 8 or maybe 10 rooms.
I've started Carrion Crown once. The game didn't last long enough to make it to the prison or asylum, or whatever it is.
As for character ideas, I do have the Carrion Crown character I made. A Life Oracle that I liked. Life Oracle might be a bit too on the nose though? Here's the character; we started at 4th level so I could lower it to 1st level and rebuild: Magdali Kiritescu
Otherwise a Ranger could be good, Transporter archetype and probably archer. A specialist in getting people from one place to another safely and discreetly. Seems like the kind of service that would be in demand in a place like Ravenloft, or Ustalav.
Also, where can I find out something about the legacies?
@Black Dow & Lady Ladile: Hello you two! I don't think I've seen either of you around since that Jade Regent campaign a few years back. Good to see you!
Black Dow, if you're set on a Cleric and I decide to go with Oracle it looks like we'd both be Pharasman. Maybe we know each other? Work together? I could stick with the Life mystery, which makes for a weird, but perhaps effective undead hunter. Maybe switch races to Aasimar and pick up the first couple of Force Channel feats. Or, if that's too many positive energy eggs in one basket between us, I can switch to say the Occult mystery and take the Spirit Guide archetype. I can choose the Life Spirit if I need to pull extra healing out of my back pocket, or something else if I don't. More versatility on my part that way.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Are the Legacies supposed to be blood related (directly related) to the character or are they just 'Legacies' that each of us has some sort of connection to somehow?
Can we get a third trait if we take a disadvantage?
Optional Rules:
Would you allow Varient Multiclassing?
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
rdknight wrote:
@Black Dow & Lady Ladile: Hello you two! I don't think I've seen either of you around since that Jade Regent campaign a few years back. Good to see you!
Black Dow, if you're set on a Cleric and I decide to go with Oracle it looks like we'd both be Pharasman. Maybe we know each other? Work together? I could stick with the Life mystery, which makes for a weird, but perhaps effective undead hunter. Maybe switch races to Aasimar and pick up the first couple of Force Channel feats. Or, if that's too many positive energy eggs in one basket between us, I can switch to say the Occult mystery and take the Spirit Guide archetype. I can choose the Life Spirit if I need to pull extra healing out of my back pocket, or something else if I don't. More versatility on my part that way.
Hey RDK - long time indeed my friend :)
No set per say - Roaming Exorcist just seemed to fit :) Am also looking at Investigator (Spiritualist) as another option, but again will be Pharasman. Clexorcist is currently the front-runner tho'
Agree though a collaboration and partnership would make sense :)
@GM DS: You know me and my love of Traits - is Additional Traits feat permitted? Also what about Drawbacks?
Are the Legacies supposed to be blood related (directly related) to the character or are they just 'Legacies' that each of us has some sort of connection to somehow?
Can we get a third trait if we take a disadvantage?
Optional Rules:
Would you allow Varient Multiclassing?
Directly related ancestors.
Yes, you can take up to 2 disadvantages for 2 more Traits, forgot about disadvantages, been a while since I ran PF.