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.
Zy will turn the flute back over to Bastion. "It still has some magic, but I'm unsure what it's capable of."
When the open the cell and see the remains of the Father, she'll turn her mystic gaze on his chains and wards, to see if they too might be magickal. Keepin up Detect Magic
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
"Yes. Maybe. But maybe he got some time to think and would rather be free to walk The Spiral? Maybe it was just cruelty? I mean, we learned he was just a cheater? Conman. Not violent. Right?"
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
"Well, what do we do then? Just burn the bones? Bless him? Someone has to enter and I have his holy symbols." asks the kobold
"I will of course follow the priest in this situation."
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling nods once.
"Agreed. Let's enter together. Brandish the fakir's holy symbols, just in case. And we still need to find the body of the Piper."
Sterling holds up his own holy symbol prior to entering the room with Zek, ready to channel a burst of positive energy if the body, or the spirit, of 'Father Charlatan' show any signs of activity,...
Kenzo, Cole, Sergei, and Bastion all begin to hear a soft jingling of chains being jostled when Zek and Sterling enter the "Father's" cell.
As Zek and Sterling present their symbols to the corpse... nothing happens. All is quite still within other than the chests of the two living persons within rising and falling.
Zek does determine that the keys that the Party possesses would be the proper keys to unlock the Father's corpse from his bindings.
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 sound... all the symbols were chained together as well. There is some symbolism there. What if you pray over the symbols while in front of the bound body?"
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling was in the middle of doing a wonderful impression of someone who did not hear Cole say anything. But the Clerics' head snaps around to face Bastion when the barbarian speaks.
"Sound? What, 'sound'?"
once the others explain the sound of chains jingling, which apparently none of those inside the cell heard.
"So. The not-so-good 'Father' is still here. The Piper's body must be nearby. Or, the strength of the Warden's wife is failing, and the spirits are now able to wander farther from their remains."
Sterling turns on his heels and re-enters the room. The cleric motions for Zek follow as well. He murmurs for the Kobold to keep the bundle of false 'holy symbols' ready. Pulling his heavy walking stick, Club from his belt, he holds aloft his own unusual holy symbol, and speaks in a commanding voice none but Cole and Teo had heard before.
"Hear me 'Father Charlatan'! I serve the one Power that all other Powers respect. Or fear. I command you to come forth and face me. Come forth, and receive your judgement. In the name of Pharasma, come forth!" Sterling's usually soft voice echoes almost boomingly in the small solid chamber as he calls out the spirit.
The others note the cleric repeating the command ('Come Forth') three times. Some spirits respond to the rule of 'the power of three'. Which is apparently what Sterling was thinking,... (?)
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
After waiting for a breath or two to see if Sterlings words have any effect, Zek goes to open the locks.
"Apparently he is either absent or needs freeing. Since we're here and ready, let's get it over with. If he becomes unruly, we can set him on the spiral forcefully."
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
"Would fire do it? The criminals here were killed by fire." Kenzo muses as he wonders if fire would cleanse what it had already killed. "Perhaps seeing them buried in holy lands might be a safer way to put the spirits to rest. I am willing to collect and carry the remains out of here to the town's priest to see buried."
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Kenzo Hagetora wrote:
"Would fire do it? The criminals here were killed by fire." Kenzo muses as he wonders if fire would cleanse what it had already killed. "Perhaps seeing them buried in holy lands might be a safer way to put the spirits to rest. I am willing to collect and carry the remains out of here to the town's priest to see buried."
Zek blocks access to the remains.
"Sorry, no. We cannot take these remains outside of the prison. You remember what ghost lady said. She is holding them here. If we take them out we essentially free them from the prison and they may be free to haunt outside. If you want to burn, burn it here. I might be what they fear...but we also risk suffocation then."
Zek looks up at the priest
"What do you suggest then? If he doesn't appear, doesn't attack...do we destroy the remains or try to free the body?"
Sorry, Kenzo, no can do :) small cell, two people inside and you're trying to let the ghost go free. You can of course push through Zek, he will wait for Sterling to tell him to let you do it or not.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sterling raises his hood so his face is clearly visible.
"Zek is correct. While I may not be certain exactly how to send the spirit on its way to Pharasma's Spiral, Other than direct confrontation, I AM sure that removing the body before ensuring it's journey is a VERY bad idea."
Before I continue, can I make a K: check to see if 'know' of a certain, or at least likely, way to send the spirit on? Or at least force it to confront us?
Sterling raises his hood so his face is clearly visible.
"Zek is correct. While I may not be certain exactly how to send the spirit on its way to Pharasma's Spiral, Other than direct confrontation, I AM sure that removing the body before ensuring it's journey is a VERY bad idea."
Before I continue, can I make a K: check to see if 'know' of a certain, or at least likely, way to send the spirit on? Or at least force it to confront us?
K:Religion: d20+6
No idea, each of these spirits is so different that it's hard to determine how to defeat each one individually other than simply winging it. You may wish to attempt to locate this one by Detect Undead as a start, it's usually a good start.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
GM Dark Shadows wrote:
No idea, each of these spirits is so different that it's hard to determine how to defeat each one individually other than simply winging it. You may wish to attempt to locate this one by Detect Undead as a start, it's usually a good start.
Ah yes, my PC (or his player!) can't see the forest for the trees! :P (Still trying to change mindsets from my 'usual' Caster-style-playing!) :( Thank you!
Sterling raises his holy symbol, and intones a brief prayer.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Zek follows with his own casting of the same spell. Except he doesn't really cast, he makes a spiral over his chest where the spiral is badly drawn and growls something in draconic.
Still, his eyes change for a moment, pupils swirling in a spiral for those close enough before he refocuses on the remains first, then the room, then the rest of the hallway.
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Cole raises his smoking sword while still in the hall outside the cell, trying to remain vigilant and more than willing to burn the corpse’s remains once it has been agreed upon.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
K:Religion:1d20 + 6 ⇒ (15) + 6 = 21
Sterling slowly turns, searching the room. When he looks at Zek, he stops cold.
"Oh. THAT'S not good."
The cleric raises a finger and points it directly at Zek. No, he's pointing just over the kobold's head.
"Found Him. He has attached himself to Zek."
Sterling whispers "Pharasma" and draws a small spiral in the air. A thin beam of green light reaches from his finger towards the shade of Father Charlatan.
Disrupt Undead, Yo Hit:1d20 + 3 ⇒ (6) + 3 = 9 Dmg to undead:1d6 ⇒ 6 Well. THATS probably not helpful,... :P
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 looks at his sword, and then at Zek, and finally figures that probably applying the sword to the kobold is not a good idea. Instead he suggests Rattle those symbols... or if you have one of those haunt bottles, maybe try them?"
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
Sterling Starshadow wrote:
I don't think Zek's at home right now. The 'Father' just possessed him."
Gonna have a quick argument with myself to see which spirit gets their way
Will Save (Marcella):1d20 + 1 ⇒ (1) + 1 = 2oof. Will Save (Dilisnya):1d20 + 1 ⇒ (5) + 1 = 6
"Dilisnya, no!" Sergei called out. It was too late. In the blink of an eye, Doctor Van Richten's saber had cleared it's sheathe and launched itself towards the kobold.
TK Blast with Sword:1d20 + 4 ⇒ (8) + 4 = 12I'm guessing that misses Loose the Bonds (to deal damage with the object, not the blast):1d6 + 7 ⇒ (1) + 7 = 8 Bonus Damage vs Undead:1d6 ⇒ 5
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 believe I was right next to Zek, but that was not on the map. So I will walk up to him and attempt to avoid an AoO as I go. I then try and grapple him.
Acrobatics vs CMD:1d20 + 7 ⇒ (1) + 7 = 8That should provoke, which probably stops the touch from provoking.