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.

Sterling's Holy Symbol

Briarstone Asylum

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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Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Sterling does jerk in surprise as the 'bug-cloud-O-doom' buzzes forth from his pack, and the vial within.

Then the cleric seems to smile, a small but grim thing, but a smile all the same.

Sterling looks upwards, holding his arms wide.

"At last. MY turn."

Then the cleric drops his pack, reaches in, and pulls out the Vial.
Then holding his holy symbol in one hand and the Vial in the other, channels a positive energy burst,... INTO the vial directly.

Free action to drop the pack, Move action to get out the Vial. Not sure if this will 'work', but seeing as how the other spirits have all reacted 'outside the norm' to spells and such, Instead of a 'normal' AoE Energy Burst, trying to channel energy Directly Into the Vial. Let me know if that's OK. :)

Channel Energy (HArm Undead) Dmg: 1d6 ⇒ 5


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Cole's fire strikes the Bonegnasher Cloud and the fire appears to melt away some of the form, but it just as quickly seals those holes appearing whole, whisps of smoke on the floor though reveal that Cole's fire has harmed the damned thing.

Sterling's holy symbol jolts the vial, literally, sparks fly as the positive energy courses through the cursed vial and the foe turns it's head towards the Cleric, it's harsh grating voice speaks just above a whisper but conveys the passion of a violent scream, "Traitor...."

DM ONLY:
Reflex Save 1d20 ⇒ 3
20/25 AC = 0 | 25/25 AC = 15 | 20/25 AC = 20 Stench/Disease + 2 Slams +7 1d6+2 + Bite +5 2d4+2

Against the Dark Cloud of Decay -
Segment 1 - Zek - GO!
Segment 2 - the Bonegnasher
Segment 3 - Kenzo, Acolyte Kevain, Kenzo, Sergei, Bastian


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1
GM DS wrote:
Sterling's holy symbol jolts the vial, literally, sparks fly as the positive energy courses through the cursed vial and the foe turns it's head towards the Cleric, it's harsh grating voice speaks just above a whisper but conveys the passion of a violent scream, "Traitor...."

Sterling's hood tilts curiously.

"Name calling. The final refuge of those who have already lost, but refuse to admit it."

"Besides, That was lame. I've been called SO much worse."


Female Tiefling Legendary Warpriest

Zy sits in one of the proffered chairs. "Teo has found some rather fascinating information that the good Doctor might have somehow visited another realm via his dreams. She can explain it far better than I can."


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

Calming strike Unarmed: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 211d4 + 2 ⇒ (2) + 2 = 4 Will DC 13 or be pacified

If it appears pacified::

"Do not attack! Let us coordinate all our attacks at the same time, it will not react for a heartbeat or two!"


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

DM ONLY:

Will save DC 13 1d20 + 3 ⇒ (9) + 3 = 12
20/25 AC = 0 | 25/25 AC = 15 | 13/25 AC = 20 Stench/Disease + 2 Slams +7 1d6+2 + Bite +5 2d4+2

Zek's strike appears to cause the cloud of death to pause. However, the stench it emitted has permeated the entire room and the hallway beyond!

Everyone make a Fortitude save DC 17 if you fail, you immediately feel as if your body is decaying and you suffer: (i) a –2 penalty on Strength- and Dexterity-based skill checks and ability checks, (ii) a 50% miss chance on attack rolls, and (iii) your speed is reduced by half (minimum 5 feet).

Kevain - Fortitude Save 1d20 + 4 ⇒ (5) + 4 = 9

Acolyte Kevain stumbles backwards against the wall choking, his flesh immediately begins to look green and sickly, "By Pharasma what devirly has this creature wrought! The Lady of Graves smites thee!"

He raises a shaky hand and fires a spell - Miss %1d100 ⇒ 75 - Ranged Attack Disrupt Undead 1d20 + 2 ⇒ (12) + 2 = 14 - Damage 1d6 ⇒ 5

Against the Dark Cloud of Decay -
Segment 3 - Kenzo, Sergei, Bastian - GO!


HP 39; San 36/36; Rage 8/8; AC 15 Init +0; Fort +6; Ref +1; Will +3; Per +6 3

Bastion, overcome with fury at the foul creature, and its attempt to guilt members of his own group steps up and slashes at the chained figure.

strike,undead,rage: 1d20 + 9 + 1 + 2 ⇒ (7) + 9 + 1 + 2 = 19
damage,rage (magic,slashing): 2d6 + 9 + 3 ⇒ (5, 4) + 9 + 3 = 21


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Fort Save: 1d20 + 8 ⇒ (11) + 8 = 19

Magenta gritted her teeth as the feeling of rapid decay quickly passed. She reached for the sword at her hip, but it was already out of it's sheath and hovering in front of her. "Oh, alright," she said, and lifted the Lopper's axe from her other hip. "How do you all usually do this?"

Magenta's back straightened and her feet moved into a more refined combat posture. For a moment her face became sly and focused, then doctor's sword flourished in front of her and leapt towards the horrid spectre.

GM, I'm using Magenta's Spirit Surge with Dilisnya. Influence 1/5
TK Blast w/ loose strands, ghost touch, Spirit Surge w/ Dilisnya: 1d20 + 5 + 1d6 ⇒ (9) + 5 + (1) = 15
Damage, bonus vs undead: 1d6 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14

"Oh, I see," she said. "Thank you."

The doctor's sword dipped in acknowledgement.

"Yes, it's quite odd but not uncomfortable. I won't resist you so much in the future."


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

Fort vs stench: 1d20 + 8 ⇒ (7) + 8 = 15

Use hero point to,get Great fortitude feat for the scene

Zek'Karis gags, but finds some internal fortitude by focusing on his black ancestors with their acids and preference for food not quite fresh.


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Fort save vs DC:17= 1d20 + 6 ⇒ (18) + 6 = 24

Sterling coughs once, hacking up and discharging a wad of black phlem. Then he flaps a hand in front of his face, as if someone had passed gas.

"OK. NOW you're just being rude!"


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9

Fort: 1d20 + 5 ⇒ (20) + 5 = 25 Super-success!

Kenzo sends some magical arrows at the dark cloud.

Flurry w/+1 Longbow, PBS, Cover: 1d20 + 3 + 1 - 4 ⇒ (14) + 3 + 1 - 4 = 14

Flurry w/ +1 Longbow Damage, PBS: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Flurry w/+1 Longbow, PBS, Cover: 1d20 + 3 + 1 - 4 ⇒ (19) + 3 + 1 - 4 = 19

Flurry w/ +1 Longbow Damage, PBS: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:

Fort: 1d20 + 8 ⇒ (20) + 8 = 28

Snorting at the smell, Cole looks at the swarming 'spirit' and spits at its feet.

"You got to do better than that monster...I grew up as a slave in an orc village. You have NOTHING on that smell."

More fire begins to grow in his free left hand.


Shadow's Status

Bastian, please roll that Fortitude save as it may affect that attack, slightly

Zek, in the House Rules, a Hero Point cannot be used that way, but I may add that as an option, let me take a look and see. If not, you would add +1d6 to your roll, unless you roll a 1, you'll make that save.

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Bastian's strike hits some force protection on the body but slams home for a major strike! The body does not react, at all to the hit.

Magenta uses the Blade with the same effectiveness as the others who possessed Sergei's body before her, the Cloud is vanquished! It disappears as quickly as it formed.

At that exact moment, the eyes on the body blink, "What no, I'm back in... NOOOOO!" The figure sits up and rips the restraints holding it in place. Despite the huge gash that Bastian created in his torso, he's not finished yet. He looks at Bastian with murderous Rage in his eyes. Bastian's seen the look before, the foe has entered a Barbarian Rage!

Kenzo sees the cloud dissipate, but then he sees the body sit up, he redirects his arrows appropriately. The first arrow misses, but that second arrow lands home in the foes shoulder!

DM ONLY:
20/25 AC = 0 | 1/25 + Rage = +20 HP NOW 21 to go can go as low as -16 AC = 15 | -1/25 AC = 20 - D

Against the Reborn (sort of) Bonegnasher!
Segment 1 - Sterling, Zek, and Cole - GO!
Segment 2 - the Bonegnasher
Segment 3 - Acolyte Kevain (Afflicted), Kenzo, Sergei, Bastian


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

Zek lunges at the reanimated corpse, biting into the remains. It even improves the aftertaste of that smell earlier.

Bite: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 191d4 + 2 ⇒ (2) + 2 = 4

Hits ac 19 for 4, and if full attack 15 for 3, 25 for 5, I'll assume 9 is a miss...but if not (zombie?) damage is 6

In case he can full attack:

He then goes into a flurry, his whole body a weapon. Although the tail doesn't quite reach over the table to the monster.

Claw1: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d3 + 2 ⇒ (1) + 2 = 3
Claw2: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 251d3 + 2 ⇒ (3) + 2 = 5
Tail: 1d20 + 7 - 5 + 1 ⇒ (6) + 7 - 5 + 1 = 91d4 + 2 ⇒ (4) + 2 = 6


HP 39; San 36/36; Rage 8/8; AC 15 Init +0; Fort +6; Ref +1; Will +3; Per +6 3

Bastion coughs at the horrible smell.
fort: 1d20 + 5 ⇒ (1) + 5 = 6

Gah! Do we have HP for reolls? If so, I'll use one. Oh, and if so, how do we get them back? At level up, or and of day, or? I'm so used to the PFSv2 hero points now that I get confused about others.


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

I think it is per level, you have 2 unless you spent them like me.

And you can perma-lose one to not die


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Bastian eyes go wide at the gruesome effect of the stench upon himself!

Zek ignores Bastian's plight and attacks the reanimated body of the Bonsgnasher with scaly fury! With the exception of his tail, he scores a series of hits against the body though it just screams in defiance not reacting at all to the pain.

DM ONLY:

20/25 AC = 0 | 1/25 + Rage HP = 12 TARGET DAMAGE -16 / AC = 15 | -1/25 AC = 20 - D

Against the Reborn (sort of) Bonegnasher!
Segment 1 - Sterling and Cole - GO!
Segment 2 - the Bonegnasher
Segment 3 - Acolyte Kevain (Afflicted), Kenzo, Sergei, Bastian


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Sterling's hood turns in what might be mild surprise at the dissipation of the Cloud. And then it snaps to the side once more, in definite surprise, at the sight of the corpse suddenly talking and straining at it's restraints!

The cleric's hood tilts in curiosity and, his hood still facing the 'body' on the table, touches his Holy Symbol to the Vial once more.

"I think? Yes. Let's try,... 'Pharasma, grant me your protection against this spirit!' "

Cast Prot vs Evil ON the vial! (Lets see him 'magic jar' his way out of this now! :P


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:

Turning at the dissipation of the bug spirits, Cole snarls and runs over to help kill the corpse…again?

+1 Falcata: 1d20 + 4 ⇒ (17) + 4 = 21
Slashing Damage, Magic, Cold Iron: 1d8 + 3 ⇒ (3) + 3 = 6


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Cole hacks, successfully at the corpse (?) of Bonegnasher, his strike in unerring and further cuts the body. Blood spills out, but ever so slowly like molasses, but the enraged body does not fall!

This time Sterling gets on odd response form the vial, it doesn't seem to be effected in a negative way per se, but it does begin to glow with a soft white light. Still, whatever connection Bonegnasher has with that body, using the spell on the via did not break the connection as he lashes out at your fellow Party members.

DM ONLY:

Slam Attack vs. Bastian - 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 - 1d6 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9
Slam Attack vs. Cole - 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 - 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8
Slam Attack vs. Zek - 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 - 1d6 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12
19/25 AC = 0 | 1/25 + Rage HP = 6 TARGET DAMAGE -16 / AC = 15 | -1/25 AC = 20 - D

Bastian, Cole and Zek are all struck in succession the body appears to be in some sort of frenzy or rage, there's no trace of reason in his eyes. As he strikes electricity arcs to each of you, as if the body is somehow channeling lightning itself!

Bastian, you take 7 damage, 5 lightning (that's after your Undead DR. Cole you take 8 damage, 1 lightning, and Zek, you take 12 damage, 3 lightning.

Acolyte Kevain staggers in next to you Sterling, he places a hand un your shoulder to steady himself and Channels Energy into the vial.

1d6 ⇒ 1

Sterling, you feel the affliction on the Acolyte attempt to pass itself onto you! Make a Fortitude Save DC 17!

Against the Reborn (sort of) Bonegnasher!
Segment 3 - Kenzo, Sergei, Bastian - GO!


Shadow's Status

Bastian, don't forget to roll the 50% miss chance on this next attack, the last one I didn't bother with as the body was lying still on a table!


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Magenta winced in sympathy as she watched her new friends bloodied and fried by the mad ghost.

She raised her hand and a ghostly emblem of Iomedae's sword and crown appeared. Faint images of other spirits became briefly visible in a pulse of golden light.

Channel Energy to heal, gather power to offset burn: 2d6 ⇒ (1, 6) = 7

EVERYONE HEAL 7


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Female Tiefling Legendary Warpriest

See?? We don't need Sterling at all! We have Magenta to heal us, and she's much nicer! LOL


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Waitasec, does THIS effect get my "+1 Fortitude vs. Spells/Spell Like Abilities utilized by Golems and Constructs"?

Fort save vs DC:17= 1d20 + 6 ⇒ (20) + 6 = 26

+1 more IF this is a 'spell/spell effect used by a golem or construct'

Heh. Nat 20. Nvmd! :D

Sterling's head turns in shock as the Acolyte touches his shoulder. He shudders once, as if shaking off an unpleasant sensation.

"This effect is, Pernicious. I can feel it trying to pass from you to me. Almost like, a curse?!?"

Sterling's hood turns to face the room.
"If you are afflicted by this things' poison, don't touch anyone else. It travels!"


Shadow's Status
Sterling Starshadow wrote:
Waitasec, does THIS effect get my "+1 Fortitude vs. Spells/Spell Like Abilities utilized by Golems and Constructs"?

Indeed it would have!


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Sterling's hood turns, again, as positive Energy from Magenta washes over the room.

You can't see his eyes, but you can FEEL his stare at Sergei.

"Multi-talented little Defiance-of-the-Spiral, aren't you?"

Back to full HP. Thx! :)


HP 39; San 36/36; Rage 8/8; AC 15 Init +0; Fort +6; Ref +1; Will +3; Per +6 3

miss low is bad: 1d100 ⇒ 87

Coughing, Bastion continues to hack at the body from the table.

strike,rage,undead: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
damage,rage: 2d6 + 8 + 3 ⇒ (1, 3) + 8 + 3 = 15

"Arrghhhh

HP22+4 -12+7 = 21 real hp left


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Bastian's blade cuts through the body from his left pec down through his right hip, you can se his organs beginning to shift unnaturally and slide down, but the body still stands enraged!

DM ONLY:
19/25 AC = 0 | 1/25 + Rage HP = -9 TARGET DAMAGE -16 / AC = 15 | -1/25 AC = 20 - D

It's clear, you will have to utterly annihilate this body to make the foe stop!

Against the Reborn (sort of) Bonegnasher!
Segment 3 - Kenzo - GO!


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9

Kenzo curses silently as he sends two more arrows at the animated corpse.

Flurry two more arrows at the corpse.

Flurry w/+1 Longbow, PBS, Cover: 1d20 + 3 + 1 - 4 ⇒ (1) + 3 + 1 - 4 = 1

Flurry w/ +1 Longbow Damage, PBS: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Flurry w/+1 Longbow, PBS, Cover: 1d20 + 3 + 1 - 4 ⇒ (20) + 3 + 1 - 4 = 20

Flurry w/ +1 Longbow Damage, PBS: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Critical Confirmation Flurry w/+1 Longbow, PBS, Cover: 1d20 + 3 + 1 - 4 ⇒ (9) + 3 + 1 - 4 = 9

Critical Confirmation Flurry w/ +1 Longbow Damage, PBS: 2d8 + 2 + 2 ⇒ (2, 7) + 2 + 2 = 13


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:

When he hits me he takes 2 points of Fire damage. (Elemental Defense)


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Bonegnasher catches on fire, but he appears to not feel it all. Suddenly, an arrow streak between all of the melee combatants. The first its the wall behind the foe, the second goes right through his right eye, and then into the wall. The body immediately drops to the ground, now as lifeless as it appeared when you first entered the room. Kenzo as laid the foe low!

Combat Over, but scene not quite over.

Acoylte Kevain steps back and channels energy at the vial once more! 1d6 ⇒ 6

DM ONLY:
13/25 - AC 0

Zek sense that the vial is still somehow connected to the Undead but at the same time, it's different. The glow that lit when Sterling cast his spell on it seems to grow stronger as it is filled with more positive energy.

Actions?


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

"Nice shot." Sterling observes dryly, stating the obvious.

The cleric holds up the vial, after Acolyte Kevain blesses it yet again. It's glow now almost completely illuminates the interior of his deep hood.

"Interesting."

Sterling touches his holy symbol to the Vial again, and Channels once more.

Channel energy: 1d6 ⇒ 1

Well,... THPPPT! :P

"Hrm,... what if I,...?"

Cure Light wounds! 1d8 + 1 ⇒ (1) + 1 = 2

Are you friggin' kiddin' me?!? NOW the dice hate me?!? :P


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Not quite there yet but the vial glows ever brighter!

DM ONLY:

10/25 - AC 0


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9

Kenzo moves to gather his arrow and looks to see what is happening to the vial.

Knowledge Religion: 1d20 + 5 ⇒ (16) + 5 = 21


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:

Still smoking from contact with the monster's body, Cole focuses on burning whats left as quickly as possible. As greasy smoke begins to rise...

"Cover your noses...I'm guessing this thing is probably going to smell like a rotten corpse wrapped in burnt bacon."


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

"Let me try something completely different." the little warrior comes to the priests and focuses inward, drawing the spiral over his chest.

You can see now that the marks on his chest aren't actually drawn, he literally draws the sign on his scales with the claw, leaving over many repetitions, a small etching on his scales.

The spiral repeats itself on his outstretched hand. Laying it down on the glowing vial he intones "By the power granted to me through the spiral of life and death, may the vial be your safe sanctuary, spirit, yield it your fate!"

Casts Sanctuary on the vial so the spirit inside is at peace and surrenders to his fate. Or alternatively, he cannot see it (as if he is attacking someone under sanctuary, and gets locked out of his last receptacle. Unless the young cleric is now "infected" with the spirit


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

The Sanctuary appears to have no discernable affect upon the vial.

Kenzo:
You are wondering if the vial, with enough positive energy, could be used as an antidote to whatever fell plague was released from it. Though it's a gamble that might prove worse if you're guess is incorrect.

Everyone make a Heal check DC 15 on the Acolyte and Bastian. Everyone may also make a Knowledge Arcana roll DC 20 on the vial.

The blood in the body barely leaks out, it still has that molasses like quality several seconds after death. Regardless, it's not going to matter as Cole melts down, or perhaps incinerates is a better word, the body and it smells as bad as he said it would!

A sudden gust of wind blows through the room and the ashes of the body scatter and vanish. Odd.

Perception DC 20 - Cole ONLY:
As you melt it down to nothingness for a split second, it seems like a mist rises up from it, just as quickly it disappears as the ashes blow away.

The Acolyte once more channels energy into the vial, it continues to glow brighter. 1d6 ⇒ 6

DM ONLY:

4/25 - AC 0


M Koldemar Fighter 1 / Monk 2 AC 19/FF 13/T 17; F/R/W: +9/+8/+6 HP 35/35; Sanity 35/35; Hero 3/3

Cannot make untrained above DC 10, right?

Arcana: 1d20 + 1 ⇒ (15) + 1 = 16
Heal: 1d20 + 2 ⇒ (4) + 2 = 6

EDIT: LOL


Shadow's Status
Zek'Karis wrote:

Cannot make untrained above DC 10, right?

[dice=Arcana]1d20+1
[dice=Heal]1d20+2

EDIT: LOL

Correct. This might be a check that ONLY Teo can make but what can you do!


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Heal check: (Looking at Kevain) 1d20 + 9 ⇒ (6) + 9 = 15
Just made it! :)


Female Half-Elf Inquisitor 3 | HP: 33/33 | AC: 17 (T: 13, F: 14) | CMB: +4, CMD: 17 | F: +5, R: +5, W: +8 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

When everyone is seated, Teofila goes straight into the matter she's bringing to Shanda. It takes a little while, but Teofila lays out the story as it unfolded for her.

She has only brought two of the books with her. All the documentation involved would require a few sacks to bring along. But, the book requested by the Doctor and hidden by Kendra, and the one containing the Doctor's work on the ritual she has on hand to show to Shanda.

When she has finished her tale and explained what she thinks can be concluded from it, Teofila waits for Shanda's reply. She has specific questions, but those can wait until Shanda has a chance to respond to the scene she has painted on the whole.


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9

"That vial looks like the energy is shifting within it. Perhaps it might be used to create an antidote to the plague it released. Although if I am wrong it might be even worse." Kenzo says as he collects his arrows.


Shadow's Status

Sterling:
This is Living Rot, a horrible disease which is only curable with magic! Magic much more potent than you currently have access to. But, if what Kenzo is stating is true, the disease may well be the cure. Bonegnasher was an Artificer so he had access to both Arcane AND Divine magic so this vial may well have some properties that are unusual.


Male Half-Orc (Pyro) Kineticist 3 / VMC Sorcerer (Orc)
Stats:
HP 39/39 (-0NL) |Current Burn: 0 (Limit+1/rd)| AC 15 T 12 FF 13 | Fort +9 Ref +6 Will +3 | CMB +4 / CMD 16 | Init +2 | Perception +7|Sanity: 33/33 | Hero Pts: 3/-0 | Active:

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Shadow's Status

Ravengro - Teo and Zyblina

Shanda is an extremely patient listener she allows Teo to tell the entire tale without interruption. She reaches for the two books that Teo brought with her and flips through them, to see what is written with her own eyes.

After some time of sitting an contemplating she looks up, "As I said, I do not have experience with all things and this subject matter is esoteric. Outside of the Doctor, perhaps a few scholars in University of Lepidstadt or the Library of Forae Logos in Absolom may have any idea as to what you've uncovered here.

I have never heard of this, folktale or it a theory, this Barovia? Those family names are not familiar to me at least not as the names of any Aristocracy within Ustalav. I have heard the Family name Mordenheim before. Artificers. Many of their members are brilliant but mad. Their skill as Artificers are more substantial than most, though to be fair, there aren't exactly that many Artificers, and what they create are items of greater power than their peers.

I know that a Royal Accuser once arrested one of the cousins for creating a Golem that became sentient, the Golem escaped and the Artificer was put on trial and is locked in a Lepidstadt prison.

As far as the origin of the book, it may well make sense to pay a visit to Gabrina Gogeanu. She lives here in town with her husband and five daughters. She was once a "person of the road". Perhaps she can help you with deciphering if this book has some real origin to it or if it's a tall tale.

As far as this ritual goes, that is again, esoteric. But this time, esoteric Arcana not Knowledge. Rituals are magical formulae that allow a caster to create a magical effect of their choosing through a combination of chanting, gesturing, and the use of magical focuses and ingredients. Rituals may take minutes, hours, or even days to perform, often requiring the use of a magical laboratory or temple and the expenditure of rare components.

They are impractical because of this and rarely do such practitioners adventure. I am aware of the existence of the magic but have never met anyone that practiced it.

That said, Kendra, the Doctor's daughter, is a Sorceress. Perhaps he thought if he researched the spell enough her could have her employ it, and thereby use it to determine the truth which his dreams asserted? This is pure speculation on my part.

Of course, this all begs the question, how much of it matters to Ravengro? How much of it matters to Kendra? How much of it matters to you?

If you quiet these spirits in the prison, will it matter whether you can ever divine their connection to this mysterious tome?

The Doctor is dead, his bodies disappearance is a mystery to be sure, but barring finding a powerful Wizard or Cleric, or both, to cast a divination, is there any way to even discover how he disappeared? The Council is indeed considering doing just that".


Male Human Pharasman Cleric (Ecclesitheurge) 2/ Unchained Monk 1

Sterling peers closer at the Acolyte. Then he straightens back up.

"Ah. This is 'Living Rot'. I have heard tales of it. But to my knowledge have never met anyone else who had actually encountered it before."

"It is a Horrible disease that is incurable except by magic. We will need far greater prayers than I have at my disposal. However, if what Kenzo says is true, the disease may well be the cure."

"This, 'Bonegnasher' was an Artificer, so he had access to both Arcane AND Divine magic. This vial may well have some properties that are,... unusual. It is now glowing more than before. Perhaps a little more positive energy?"

Sterling holds the vial out to the Acolyte again.
"Save your spells for the final spirit. Channel into the vial once more."


Shadow's Status

Harrowstone the Enhanced Interrogation Room - Sterling, Kenzo, Cole, Sergei, Bastian, and Zek

Acolyte Kevain swallows hard and channels once more, and yet again, and yet again... he and Bastian just look awful.

Channel 1d6 ⇒ 1 & Channel 1d6 ⇒ 2 & Channel 1d6 ⇒ 2.

"I fear I have no more to give, I hope that does it..."

Each time the vial glows a bit more brightly.

With the final channel, the vial ceases to glow and instead the vial bubbles and almost overflows, then whatever liquid was contained within settles.

Zek's eyes narrow as he stares at the vial, he does not sense any menacing presence about it any longer.

Encounter Compete! Bonegnasher has been defeated. One more to go.

Actions?


Skills:
Acrobatics +8, History +5, Nobility +4, Religion +6, Linguistics (B) +6, Perception +9, Sense Motive +11, Sleight of Hand (B) +6, Stealth +8
Attacks:
[dice=Unarmed Attack]d20+5[/dice][dice=Unarmed]d6+3[/dice] [dice=+1 Longbow, DA]d20+7-1[/dice][/dice=+1 Longbow, DA]d8+1+2[/dice][dice=Flurry w/+1 Longbow, DA]d20+6-1[/dice] [dice=Flurry w/ +1 Longbow, DA]d8+1+2[/dice]
ZA Monk 3; HP: 36 ; Init +4; AC: 16, T: 16, FF: 13; CMB +5, CMD 21; Fort +6, Ref +6, Will +7 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +9

Kenzo says, "It is good that spirit has been laid to rest. We should seek out the last one now if we are all still able to do so." Kenzo says.


Male Human Kineticist 2, AC 13, HP: 33/39, Temp HP 3/3, Non-Lethal taken: , Sanity 38, Burn 0/8, Burn Shard 0/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

"If Living Rot contagious?" Magenta asked. "Bastion and Kevain look like they should find a bed in town, but if it will spread it might be best for all of us to stay here where we aren't going to infect anyone else."


HP 39; San 36/36; Rage 8/8; AC 15 Init +0; Fort +6; Ref +1; Will +3; Per +6 3

Kind of curious about what state I am in. Was this poison from the cloud?

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