Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Who Has What:
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.

Initiative:

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

Perception:

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

Van Richtens Journals:

Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.

Harrowstone Map Guard Key

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.

B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.

C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.

D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.

E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.

F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.

G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.

H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.

I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.

J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.

K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.

L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

M 1-4: Council Member's Houses.

N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.

O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.

P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.

Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.

R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

Fear, Horror, and Madness:

I will NOT be using Madness rules as the Sanity rules already cover that.

Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Making the Saving Throw

Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.

Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.

If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin Effect

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.

When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.

FEAR SAVES

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.

HORROR SAVES

The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.

Failure Results

If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).

Failure Results

Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.

Moderate Effect: (1) Nightmares, (2) Obsession, (3) Rage, or (4) Revulsion

Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock

Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.

Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.


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Female Tiefling Warpriest

I am home(returned yesterday), and I am caught up. I'm gonna hold my action to see how everything above is resolved, if that's okay?


Shadow's Status

Harrowstone Prison - Top Floor

Zek falls to the ground, Sergei's blade whizzing over the head of the Kobold.

Bastion pauses, considering his next move as he doesn't want to hurt the Kobold!

Kenzo falls on and rolls up Zek, his body doesn't resist, at all. Zek is totally limp.

Teofila casts Protection from Evil, instead of the aura surrounding Zek, the spell seems to be absorbed into Zek's body, as the spell is absorbed Zek's body shakes...

Knowledge Religion DC 17:
Instead of protecting Zek's body, the spell appeared to instead attack the possessing spirit!

DM ONLY:
1d6 ⇒ 4 HP = 18/22

Round 1 - Cole, you can indeed blast the skeleton if you so wish.
Cole & Zyblina - Go!
Bastion, you can still act if you wish as you are on hold.


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 on, unsure about what to do.
religion: 1d20 + 2 ⇒ (1) + 2 = 3

But he has no idea. Absolutely none.

"Holy water?" he suggests.


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:

"Fire in the hole!"

Stepping to get a clear shot, he blasts the prisoner's skeletal remains!

Blast(Burn 0) RTA Range 30ft.: 1d20 + 3 ⇒ (13) + 3 = 16
Magic(Fire)Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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

K:Religion Roll: 1d20 + 6 ⇒ (14) + 6 = 20

Sterling actually looks surprised.

"The protection spell, attacked the spirit!?! I did NOT see that coming."

Lost track of where we are in the round(s), :P for round 2

"Kenzo, hold him still. Someone grab that blasted bundle of holy symbols and use it against Charlatan. Stand by on the Holy Water Ogre. Zek? THIS might sting a bit."

Sterling points his finger and draws another small spiral,
"Pharasma, take this wayward spirit onto the Path."

Cast 'Disrupt Undead', it cant hurt the living, so not worried about firing into melee, (not that Sterling would mind so much) hoping that Zek's pasivity & being grappled means he has no Dex bonus right now? :)

Touch To hit ray- 20 + 3 = 23
Dmg: 1d6 ⇒ 4
NAT 20! :D
Crit confirm? 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d6 ⇒ 1

Dang dice-roller needs to make up it's mind. Does it like me or hate me?!?!? :P


Female Tiefling Warpriest

The die roller says "heck you and the horse you rode in on!" :p lol

1d20 + 6 ⇒ (14) + 6 = 20 Religion

The warrior priest of Sarenrae picks up the bundle of holy symbols and presses them into Zek (or the Father's body? Unsure what exactly Sterling is asking). She then channels holy power into them, shouting "BEGONE FOUL SPIRT!" Spending one use of Fervor to deal 1d6 ⇒ 4 to the icky


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

"Dilisnya, no stab little drakon! Плохо! Остановись!"

The hovering blade halted, and dipped slightly, but did not sheathe itself.

Readied action, stab if Zek does something hostile.


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

Teofila takes a step back, shocked at Zek's reaction to her spell. It wasn't at all what she expected, and she doesn't know what's happening anymore. She waits to see how Sterling's spell affects the kobold before doing anything more.

"Sterling?"

K Religion: 1d20 + 5 ⇒ (4) + 5 = 9

Gonna hold my action for the moment.


Shadow's Status

Harrowstone Prison - Top Floor

Cole's blast smashes the skeletons to smithereens, but it seems to have little impact on Zek.

Zyblina's channel makes Zek's body shudder, but Zek's eyes are still closed!

Bastion continues holding as this problem appears beyond his forte. He's used to hitting things hard to solve problems, but how can he hit Zek hard and solve a problem without harming Zek!? Though Holy Water does seem a fine solution...

Round 2!

ZEK ONLY:
Your eyes flutter open and you find yourself in a coffin. A pleasant red-haired priest of Pharasma is standing over you, though he winces in pain a few times as you observe him.

"My friend, you have been resurrected after your body was recovered from Harrowstone, but several months have passed and your companions have
long ago moved on. Pharasma has plans for you and would not let you go, but I need your help! The ghosts of Harrowstone rise once more after laying dormant for a few months, I need your strength...

my friend, open your mind to me! Aid me!"

Make a Will save DC 18 to resist "aiding" him.

Sterling releases his Disruption spell into Zek, whose body jolts once more!

DM ONLY:
Father - HP = 9/22

Round 2 - ZEK goes first.
Then - Teo, Sergei, Bastion, Zyblina, Cole, Kenzo - GO!


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

Seeing the reaction of Zek to his spell, Sterling nods to Teo.

"Anything that works against undead. Spells, Holy Water, Use it!" Sterling calls out, sounding (nearly) as laconic as usual. But he almost hisses the final part of his statement. Drawing out the "s" in "use" like a snake.


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

DM only:

Will: 1d20 + 5 ⇒ (20) + 5 = 25 add protection from evil if it counts, or maybe those holy symbols?

Zek finds it weird that Pharasma needs him specifically even if his bloodline obviously has something with death and undeath. Wincing in pain doesn't help, but maybe the priest is under attack of unseen ghosts?

But most of all, the priest looks like a description of The Charlatan and calling upon Zeks strength and not teeth or claws...he gets up slowly and bates his teeth

"Let me go, spirit! Walk the spiral as is proper!"


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

Teofila follows Sterling with another ray of positive energy into Zek.

Disrupt Undead: 1d6 ⇒ 5


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

Kenzo tries to pin Zek.

CMB vs Some CMD?: 1d20 + 4 ⇒ (1) + 4 = 5 Yeah...


Shadow's Status

Harrowstone Prison - Top Floor

Despite losing his grip, Zek is not resisting, and Kenzo still has the Kobold in a hold.

Teo blasts Zek once more and his body rocks with the jolt of positive energy!

DM ONLY:
HP = 4/22.
Grasp Attack 1d20 + 6 ⇒ (11) + 6 = 17 - MISS!

ZEK ONLY:
The Red haired priest changes into a fat older balding man, "Fool, I'll take what I need then!" He lunges at you. Just as he is about to grasp you, he is hit with a strange bolt, as if struck with some sort of lighting and he just misses grabbing at you.

You attempt to fight back, but... you simply cannot move your limbs, it's as if you are simultaneously present and yet not present within your own body!

Round 2 - Sergei, Bastion, Zyblina, and Cole - GO!


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

Still confused, and not seeing any way to immediately help, Bastion steps back and keeps a weather eye out for any other trouble that may try to take advantage of the party's distraction.


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

For DM:
OOC: so, crit will save didn't save me :(
Will save: 1d20 + 5 ⇒ (18) + 5 = 23 - trying to resist whatever it is trying to do

"You cannot touch me, spirit, I am Pharasma's chosen. There is nothing for you with me. Now, be at peace."

Zek'Karis focuses inward to his connection with Pharasma and the powers of his blood trying to cast invisibility to undead granted to him.


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

With all the rapid fire commands in a language she barely understood, no time for them to be translated, growing frustrations at Dilisnya's overly eager attempts to murder an ally, and a loss of options, Marcella fell back on what she knew best.

Nagging.

From behind Sergei's eyes the spirit of the Vistani witch glared at the insane ghost. "Bad! You get out of little Drakon!"

Evil Eye. -2 to Will saves for 5 rounds. DC 13 Will save reduces the duration to 1 round.


Shadow's Status

Harrowstone Prison - Top Floor

It's unclear if Sergei's powers have any effect on the currently catatonic Zek or his unwanted rider.

Round 2 - Zyblina, and Cole - GO!


Female Tiefling Warpriest

Unsure if Zy has any holy water. If she does, she'll pour out a flask onto Zek. Otherwise, she'll channel fervor again for 1d6 ⇒ 2. However, I would rather *not* do that, as that means she only has one more use left for the day.


Shadow's Status

There were 3 vials, not sure if anyone claimed them, if not, I'm ok with you having and using a vial!


Shadow's Status

Harrowstone Prison - Top Floor

DM ONLY:

HP = 2/22.

Round 2 - Cole GO!


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:

Using the magic ring he aquired, Cole grasps Zek’s hand and attempts to cut the undead’s connection to its negative energy!

Ring of the Undying Grave?


Shadow's Status

Harrowstone Prison - Top Floor

Cole grasps Zek with his hand and the little body shudders again, but still he does not stir!

Round 3

ZEK ONLY:
Despite trying to force the spirit back by willpower alone, it seems you cannot escape whatever hellscape he has trapped you in!

Suddenly, just as he is ready to reach for you once more, you feel a wave of positive energy arc over you, your body is covered in some sort of force field and Father Charlatan eyes go wide in shock and fear!

"NO!"

Suddenly, your eye open and you are staring at the group. Kenzo has you in a grapple while Cole has his hands placed upon you.

Everyone sees Zek's eyes open wide!

DM ONLY:
Perception Sterling Starshadow 1d20 + 4 ⇒ (14) + 4 = 18

Sterling ONLY:
You see the spirit of the Father attempting to sneak from Zek and into his own haunted collection of Holy Symbols!

Round 3 - Everyone Can Act.


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

Sterling blinks.

"Oh? No you DON'T!"

The cleric swiftly points a finger and draws a swift, small spiral. Pointing at,... Zyblina?!? A thin green beam of holy energy lances forth,...

Disrupt Undead: To hit (Touch): 1d20 + 3 ⇒ (10) + 3 = 13
Disrupt undead Dmg: 1d6 ⇒ 6

"Charlatan is trying to escape. Into the bundle of holy symbols."


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

"Here is still active!" little hunter surges against Kenzo and Cole. "Watch out!"

He then relaxes a bit once he sees Sterling doing something against the haunt.
"You can let me go now. It moved on."


Female Tiefling Warpriest

"Maybe now would be a good time to destroy the holy symbols? Cole, set them on fire?" Zy says, as she tries to tear the tangled mass apart. 1d20 + 3 ⇒ (11) + 3 = 14 Str check? Or should I roll a sunder attempt?


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Shadow's Status

Harrowstone Prison - Top Floor

Sterling's beam strikes the chain in Zyblina's hands!

A loud chain jiggling echoes through the chamber then ceases.

Before Zy can even begin and try to pull them apart, the holy symbol chain, once tied so tight even Bastion couldn't move them, loosens... and hangs dangling as several independent holy symbols once more.

Success, the PC's Win!


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

Sterling, once again stone-faced, makes one more small spiral over the now apparently normal bundle of Holy Symbols. But the normally smooth gesture is curt, almost angry.

"You can run, but you cannot avoid it. Sooner or later, we ALL walk the spiral."

The skinny cleric pulls his hood back up, hiding his face in shadow once more. The hood turns to look at the smoldering remains of 'Father Charlatan'. (ignited a few moments ago by Cole's powers.) He walks out of the room at a stately pace. As he passes Cole he mutters;

"Make sure you incinerate it thoroughly. I don't want a charred bone remaining. It's still better than he deserves."

A small snort of what might be amusement comes from the depths of the hood.

"Have fun."


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

Zek'Karis shakes himself, destressing after the ordeal.

"I don't know what you all did, but thank you. Fighting that spirit inside was no fun when you start in chains."


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

The cleric's hooded head nods to Zek.

"I confess a certain, curiosity. I would be obliged to hear about the experience. Later, of course."


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:
Sterling Starshadow wrote:

The skinny cleric pulls his hood back up, hiding his face in shadow once more. The hood turns to look at the smoldering remains of 'Father Charlatan'. (ignited a few moments ago by Cole's powers.) He walks out of the room at a stately pace. As he passes Cole he mutters;

"Make sure you incinerate it thoroughly. I don't want a charred bone remaining. It's still better than he deserves."

A small snort of what might be amusement comes from the depths of the hood.

"Have fun."

Cole rolls his eyes at Sterling's comments, but doesn't hold back the fire on finishing off the rest of the body. Then he stamps out the cinders to avoid another fire spreading again. A small smile creases his face as the flames illuminate his face...


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

"But is it destroyed or just trapped in the symbols?" Kenzo asks.


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

Sterling points to the bundle of holy symbols.

"The symbols now appear to be separate and, 'normal'. It would seem the combination of holy magics and blessings have destroyed the spirit. Or at least destroyed it's ability to manifest on this plane. I would guess that right about now, the 'Father' is having a VERY unpleasant conversation with a Psychopomp."

"Or worse."


Female Tiefling Warpriest

"Told ya we should have just set his remains on fire." Zy says, as she follows Sterling and the others out.


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

Zek waits until the burning is done and makes the sign of The Spiral over the ashes.

He then moves out to continue his scouting, fading quickly into the shadows in front of the group. The attack left him shaken somewhat, but he bounces back and refocuses, no more carelessness.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32

EDIT: uh, wow, he obviosly got really frightened by the experience


Shadow's Status

Harrowstone Prison - Top Floor

The Party clears the rest of the floor without incident, finding a kitchen and a few skeletons of prisoners trapped in their cells to perish, but none animated by the Piper's power, or any other haunt/ghost for that matter.

IF I am not mistaken the Party agreed to clear out the top floor, (mission accomplished!) and then return to town to review the documents retrieved from downstairs, which Vesorianna stated could be used to pinpoint which prisoners were imprisoned where in the cell blocks below. Assuming that is still true, do you all wish to place the "cursed" magic items of the Hateful Eight back into the vault before you leave? The current time is about 1 pm. You will likely kill the afternoon into early evening reviewing the documents, but you will have a great deal more information to tackle the last 5 foes if you approach the problem this way. Then you can start fresh tomorrow and (hopefully) clear out the last 5 foes!


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

LOL! Go-Go Paranoia! :D

To be totally fair, getting possessed by a spook/spirit wold freak the heck outta me! Even if I did live in a fantasy world with magic and knew such things existed! :P (Maybe even more so in that case!) O_o


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Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
GM Dark Shadows wrote:

Harrowstone Prison - Top Floor

IF I am not mistaken the Party agreed to clear out the top floor, (mission accomplished!) and then return to town to review the documents retrieved from downstairs, which Vesorianna stated could be used to pinpoint which prisoners were imprisoned where in the cell blocks below. Assuming that is still true, do you all wish to place the "cursed" magic items of the Hateful Eight back into the vault before you leave? The current time is about 1 pm. You will likely kill the afternoon into early evening reviewing the documents, but you will have a great deal more information to tackle the last 5 foes if you approach the problem this way. Then you can start fresh tomorrow and (hopefully) clear out the last 5 foes!

I think THIS is still a good plan, lets do that! :) Looks like the benefits far outweigh the chance of a problem with another half-days delay. AND we should for certain lock the 'unused items of terror' back in the friggin vault before we leave! No sense in giving the restless undead a possible back door outta where they are currently trapped!


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:
Zyblina Arvanxi wrote:
"Told ya we should have just set his remains on fire." Zy says, as she follows Sterling and the others out.

Cole smiles broadly at the suggestion, nods knowingly, and follows the woman out.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Cole Burrns wrote:
Zyblina Arvanxi wrote:
"Told ya we should have just set his remains on fire." Zy says, as she follows Sterling and the others out.
Cole smiles broadly at the suggestion, nods knowingly, and follows the woman out.

Cole swears he can HEAR Sterling's eye roll from under his hood.

There is also a distinctly snarky murmuring,...
"Yes yes, You're all bloody geniuses. Can we get the blazes out of here now?!?"


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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:

Snickering, the others can hear Cole laugh out a bit.

"Heh! He said 'blazes'...you must have stuck a cord there Zy. I probably could have heard his eyes roll all the way down in Avernus!"


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 to the others. "Let us return to town, knowing that we have learned a lot and there are some of the restless spirits that won't bother the living again."


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

"It is still day outside which means we could at least scout out the start of the lower level before it gets dangerous. More knowledge is good, but scouting is also knowledge."
Zek comments talk on leaving the prison.
"We can use time better if we know the layout of the starting point for tomorrow and we only lose little time. And if we kill few more undead, bonus!"

When do we level up? We don't want to go down a level, we want to go up :p


Shadow's Status
Zek'Karis wrote:
When do we level up? We don't want to go down a level, we want to go up :p

Soonish, but not yet!

Ah yes, OOTS, been a while since I've read that!


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Zek'Karis wrote:

"It is still day outside which means we could at least scout out the start of the lower level before it gets dangerous. More knowledge is good, but scouting is also knowledge."

Zek comments talk on leaving the prison.
"We can use time better if we know the layout of the starting point for tomorrow and we only lose little time. And if we kill few more undead, bonus!"

When do we level up? We don't want to go down a level, we want to go up :p

I LUV OOTS! I used to read it every time they put up a new post. Now I guess I need to go back and catch up. (A lot!) :P Are they still even posting? Or like Schlock did they officially end their run? (Great, NOW I have to go look, the suspense is killing me!) :(


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:
Sterling Starshadow wrote:
Zek'Karis wrote:

"It is still day outside which means we could at least scout out the start of the lower level before it gets dangerous. More knowledge is good, but scouting is also knowledge."

Zek comments talk on leaving the prison.
"We can use time better if we know the layout of the starting point for tomorrow and we only lose little time. And if we kill few more undead, bonus!"

When do we level up? We don't want to go down a level, we want to go up :p

I LUV OOTS! I used to read it every time they put up a new post. Now I guess I need to go back and catch up. (A lot!) :P Are they still even posting? Or like Schlock did they officially end their run? (Great, NOW I have to go look, the suspense is killing me!) :(

OOTS is still posting. Just much slower. Something about a chronic illness or something like that.


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

"The spirits seem to be scattered. If we scout at all, we run the risk of finding them and having to deal with them immediately. Are we prepared to do that?" Kenzo asks.


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

Sterling sighs. Long and deliberately.

"We COULD keep exploring. We may be fine. Maybe. BUT, if we run into another spirit with strange possession powers like 'Father Charlatan', I am not sure our remaining daily blessings will be enough to defend ourselves, and deal damage to the spirit in question, AND keep us healed from injuries. Besides, We need to go back and review those notes from the office. I for one want to know WHERE each of the 'Hateful 8' were being interred in this iron maze. Looking for the body of the 'Piper', and tripping over the remains of 'Father Charlatan'? I won't be doing THAT again. It's untidy. I like my loose ends tied up neatly. In a hangman's noose if need be."

And the cleric heads back to town. :)


Shadow's Status

Ravengro - Town Hall

The Party returns to Ravengro and to Town Hall where they believe that the guardsmen would have returned the documents. To the surprise of the Party, not only are the documents there, but Councilwoman Shanda Faravan and Councilman Vashian Hearthmount are present organizing the documents already.

"Ah, you've returned!" exclaims Vashian, "have you anything of great interest to report? This documentation is certainly interesting enough, I think that I underestimated just how dangerous those who dwelt within Harrowstone truly were".

Shanda just smiles and continues to sort the documents.

Feel free to RP in any manner you wish, responding to the Councilman's question.

Both refuse to do anything but assist you all in sorting the copious notes that the Warden and his top guards left behind. From these documents you are able to sketch a map as to where the prisoners cells were located.

Wisdom Check DC 15:
You surmise that the bodies might not necessarily be within their cells if there was a jailbreak but this is better than nothing! Also, their spirits may well be bound to where they were trapped versus where they may have perished.

The Harrowstone Map Guard Key is now linked.


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:

Wis: 1d20 + 1 ⇒ (19) + 1 = 20

Turning suddenly Cole changes the tone of his voice and steeples his fingers together, acting pompous and familiar…

”I surmise that the bodies might not necessarily be within their cells if there was a jailbreak. Also, their spirits may well be bound to where they were trapped versus where they may have perished.“

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