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.


251 to 300 of 1,458 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Shadow's Status

The Lab - Alain, Sergei, and Cole:
Sergei attempts to pick the lock and does so successfully, still, the door will not open. The door appears to be magically sealed despite the lock being disabled.

Each of you give me a straight Wisdom check DC 15.


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

Laughing demon:

"And yet." notes Bastion. "Your father found the place to be of interest in the lead up to his... disappearance."

He is more than happy to drain his own tankard and eyes up the stakes with interest. "You are kidding... these are not from a real vampire are they?" he checks before digging in.

"I mean, that would be like eating another person." he adds in disgust.

"I think after lunch, a trip up to the old prison could be helpful. If nothing else we'll get a chance to see some of the local sights."


1 person marked this as a favorite.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling('s player) facepalms as he notices he is referring to people who are not in the same room as him. Maybe he has been spending too much time in the presence of death? ,... NAH!

Laughing Demon

Spoiler:

Sterling merely shrugs at Kendra's question and takes a sip of his drink.

"Well. Who knows what we may find in the old Prison. But your father seemed to think there were answers to be found there. Now if only he was kind enough to leave us a list of the Questions."


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 ⇒ (8) + 1 = 9


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

The Lab:

Cole Burrns wrote:
”That’s an understatement. It means a lot more than that. Even I only have a vague notion, and it scares the crap out of me. The Doctor left that there as both a statement and warning. Think as evil as the Abyss, as strange the Whispering Tyrant, and as indifferent to light and life as the ancient lost Runelords.”

"I am not familiar with this Whispering Tyrant, or the Runelords. From the context, I can guess they are not forces to be trifled with."

Wis: 1d20 + 1 ⇒ (6) + 1 = 7

Sergei frowned behind his scarf. He knew the locks had given way, but the doors were still shut firmly.

"The doors are being stubborn. I am going to try a bit of force."

He took his hand out of his pocket and made a beckoning motion. The door rattled in it's frame. Is it stuck tight, like it's bolted or barred, or is there something behind it blocking entry?

Introductions were a bit sporadic, but I'm pretty sure Alain didn't give his name yet. He hasn't spoken much.

"Sir, how are you coming with the desk?"


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

Laughing Demon:
Kenzo looks at the food with some distrust, but eats it and hopes it was not once something that could talk to him. He joins in the conversation and says, "Your father was intelligent and great at finding out what was hidden. It is possible that he stumbled upon some hidden darkness that remains hidden in the prison."


Shadow's Status

The Lab:
Alain is a man of few words but one of them has not yet been hi name.

Alain Wisdom Check 1d20 + 5 ⇒ (10) + 5 = 15.

He frowns, "I reckon I might have solved the mystery. The symbol is a ward against evil, but can also be a lock. Here, might be a lock. Can any of you folk draw? I think we might need to use the symbol itself to unlock the drawer".


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

The Lab:

"Against evil? I thought it was was evil. Apologies, I must have misunderstood. I am still learning this language."

"Art was never my strongest-." Sergei stopped mid sentance and stared off into some unseen middle distance. He nodded. "Ah. A clever idea."

He gathered a peice of paper and a chacoal pencil, then knelt near Alain. He pressed the paper against the carving in the desk and used the pencil to make a rubbing.

When he was finished, he handed the paper to Alain, unsure of what needed to be done with it.


Shadow's Status

Laughing Demon:
The vampire stakes are cuts of beef skewered on thick wooden spikes while the Corpse Chowder is a thick stew with
red broth and chunks of meat. Both dishes are quite delicious.

Kendra does not eat, she merely drinks. After a few ales, she is smiling a bit.

She looks back and forth as the group speaks and sits silently for a bit.

"Yes, I suppose that does make sense. Do you... do you think perhaps his explorations I don't know, woke something up that should have been left alone? Is Gibs right? And if he is, should we just live well enough alone too?" She frowns at her own statement.

"I want to know what happened to my father but I don't want to start trouble for Ravengro. I mean, who are these people that have ben seen on the farms lately? Could they have something to do with all of this too?"


Shadow's Status

The Lab:
As Sergei pulls the copied symbol away from the symbol on the drawer, a green light flashes and the symbol vanishes!

The drawer clicks and opens slightly. The glow of magic though, still remains.

Actions?


AC: 17// ST: F +4 R +5 W+5// Sanity: 38 Human Gunslinger 1

Alain looks satisfied at his guess

"That be a cunning lock. I wonder what is in the drawer."

He reaches over to pull the drawer open more, assuming no one objects


Shadow's Status

The Lab:
If the glow has any effect Alain touching the drawer does not trigger it.

He slides the drawer the rest of the way open and sees within two keys.


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

Laughing Demon

Spoiler:

Sterling tilts his head slightly, thinking.

"Old, abandoned Prisons are hardly my area of expertise. But I am curious about these strangers in the area recently. We ran into a 'disgruntled' farmer only this morning. Seemed to think we were more of these strangers. Seems an odd coincidence,... So many 'odd folk' showing up and then, well, everything."

Sterling trails off rather than mention the recent events involving her father directly.

"What is it about this sudden influx of strangers that has everyone so upset? Have they burgled or vandalized anything? Kidnapped anyone? Why is the town so on edge?"


Shadow's Status

Laughing Demon:
Kendra sighs, "This town is a sleepy town, but it is aware if the history of Ustalav. Anything that upsets the status quo ruffles feathers. Those who moved here without being raised here seek to get away from many of the horrors of this realm and the surrounding lands.

Strangers who act in odd ways and don't introduce themselves qualify as upsetting the status quo immensely".


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:

The LAB:
Cole leans in to look, but keeps his hands to himself as he shakes his head. "Great! More keys. I'm sure eventually we will find something directly useful behind something that is locked. The Doctor must have been very paranoid about this situation for such measures. I wonder if these keys open one of the magically locked doors here?"


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

Laughing Demon:
[b]"Did any of these strangers come to see your father recently?"[b] Kenzo asks.


Female Tiefling Swashbuckler (Inspired Blade) 1 HP:12, AC:17, TAC:15, FFAC:+12, F:+1, R:+7, W:+0, Sanity:38

Laughing Demon:
Vaneza thinks for bit...

"Are these people stranger than me?" She says with a half smile taking a swig of ale still using her tail.


Shadow's Status

Laughing Demon:
Kendra shakes her head in the negative at Kenzo's question, "No, or at least, if they did, I was not present and he did not mention it".

She giggles at Vaneza's question, certainly feeling good from her drink, "I suppose the answer is yes and no. Perhaps not as exotic looking but more mysterious in that anytime they were confronted they merely vacated the area. No one really got close enough to identify any distinguishing features except that their choice of clothing was of a drab mixture of black and gray cloaks and pants.

Some farmers reported there being as few as two or as many as seven of them".


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

laughing demon:

Bastion leans clos. "And how long have these grey strangers been appearing in the area?[/]b" he asks.

"[b]I'm a wonderin if we might want to have a wee talk with them should they decide to avail themselves of our company..."


Female Tiefling Swashbuckler (Inspired Blade) 1 HP:12, AC:17, TAC:15, FFAC:+12, F:+1, R:+7, W:+0, Sanity:38

Laughing Demon:
"That is a good idea...I think we can be a bit more...'persistent' in our pursuit of knowledge than some local farmers.


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

The Lab:

Sergei took a starteled step back at the flash of light, and glanced at Alain to make sure he was alright.

"Lets find out," Sergei replied to Cole.

He brought the keys to the doors and tried them in the locks.


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

Laughing Demon

Spoiler:

GM Dark Shadows wrote:
Kendra Said: "Strangers who act in odd ways and don't introduce themselves qualify as upsetting the status quo immensely".

Sterling 'Hmphs' into his chowder.

"Ah. Then I apologize for being so,... 'upsetting'."

The corner of Sterling's mouth twitches again. The priest hides it by reaching for his mug and taking another drink. He then nods discretely towards the nearest table of priestly acolytes.

"Even among Pharasma's clergy I am considered,... 'odd'. I have learned to accept it as a compliment." He shrugs.


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

Shanda:

"Well, I can assure you that extra years didn't change him. He never was one to chat. Most of our conversations were devoted to teaching me to do this."

Teofila isn't in the habit of sharing personal things easily, especially when it's with someone she doesn't really know. But, Shanda might present an opportunity she will never have again. She has to take the chance.

"My mother was a particular sore spot for him I think. He was even less inclined than usual to talk about her. I know almost nothing about her that isn't self-evident. I had.. have a mother. My mother is an elf. My mother the elf left."

The last part is harder to get out. It's takes an effort for Teofila to say it at an audible level.

"Did you know her well? What was she like?"


Shadow's Status

Laughing Demon:
Kendra shrugs, "Should we search for them if you all believe they may have something to do with these strange events surrounding the death of my father? Or is it better to visit the prison instead?"


Shadow's Status

The Lab:

Sergei takes the keys and each one does indeed open each of the doors. Any traps on the doors do not trigger or are disabled by the use of the keys. At a cursory glance, the door to the right contains a lab. It has many beakers and vials while the door to the left contains an armory. It has weapons and armor.

A more thorough inspection would of course be needed to inventory what is here. However, it does not appear that either room ahs been disturbed.

Where do you wish to begin?


Shadow's Status

Shanda and Teofila:
Shanda gives the hint of a smile, "Is this something you wish to discuss on the walk to visit Jominda? I am happy to share this evening in a more private setting my dear".


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:

The Lab:
Stepping into the armory Cole wonders aloud. “Was the professor expecting a war? Or an invasion?”

Cole begins to search the weapons for distinctive types or materials (wooden stakes, silver daggers, cold iron weapons, etc.), hopefully trying to get a clue as to whom the Professor’s possible enemies were supposed to be.


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

Laughing Demon

Spoiler:

Sterling shrugs, unintentionally imitating Kendra, and takes another spoonful of his soup.

"I really don't have the energy, or the patience, to go traipsing all over the countryside searching for 'odd folk' in drab clothing. Better to explore the prison. We KNOW where it is."


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

Laughing Demon:
Kenzo nods at Sterling's statement and says, "I agree. We may never find these people, and if they were truly nefarious their garb may have been just nondescript disguises. The Doctor felt that the prison was important. It seems like the best place to start our search.


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

The Lab:

"Possibly," Sergei replied. "The laboratory may provide more insight about his motives."

Sergei is cheching the lab while Cole checks the armory.


Female Tiefling Swashbuckler (Inspired Blade) 1 HP:12, AC:17, TAC:15, FFAC:+12, F:+1, R:+7, W:+0, Sanity:38

Laughing Demon:
"Well if we happen to run into any of these drab dressed folk we can always ask them questions than."


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

The Laughing Demon:

Ogre hoists his own pint. "Well, chow down then, and then lets be off to this old prison. Chances are if these folk in grey are up to no good, they will make themselves known to us quick enough."


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

The Laughing Demon

Spoiler:

Sterling sighs a deep sigh of familiarity at Ogre's words. He slowly raises his own mug.

"True enough, in my experience."


1 person marked this as a favorite.
Shadow's Status

The Lab:

Cole heads into the armory. It is hard to tell what if anything he was seeking to combat as he appears to have been prepared for anything.

Wooden stakes several made of pine and several of exotic types of wood. At least one full set of crossbow bolts with wooden instead of metal tips. Holy Symbols of many distinct Gods and Goddesses, all of good alignment. Two short swords made of cold iron. Two long swords made of pure silver. Seven distinct leather collars designed to wrap around the throat, each with the pungent scent of garlic. Three heavy duty crossbows. A strange device that has a metal pipe attached to a bag which appears to be made of the stomach of some sort of exotic animal.

Underneath the table are two chests.

There is a set of leather armor which you believe to belong to the Professor himself! As you approach you see that the armor hangs over a mannequin. The mannequin is adorned with many trinkets that he used to wear when "in the field" including: an amulet, a ring that looks like an odd blend of crimson and obsidian, another ring with etched symbols, and a swordbelt with his saber sheathed.

Hanging from the mannequin's belt is a small sack contained within is a small mirror, a healer's kit, a small mallet, and a small dagger.

More to come this evening.


1 person marked this as a favorite.
Shadow's Status

The Lab:
Sergei explores the laboratory. He is shocked to discover that the Doctor does indeed have some significant knowledge of alchemy, unless this lab belongs to Kendra.

There are dozens of beakers and bottles though nothing that is currently brewing, there is enough equipment here to make just about anything. The ready made items are well organized and labeled: (4) sunrods, (5) potions of cure light wounds, (2) potions of lesser restoration, (8) vials listed as haunt siphons, (2) antitoxin vials, (3) vials of holy water, and (4) flasks of alchemist fire.

A wooden case holds several scrolls, though it would require more than a cursory glance to determine their effects.

On the edge of the table is a thin darkwood case decorated with the image of a scarab with a single eye glaring from the back. The clasp is closed but not locked.

There are several tomes stacked on the side of the table nearest the door which appear to be instruction manuals for alchemical processes. One is in manuscript form and is in the Doctors handwriting.


Shadow's Status

To the Prison!:
By the time you all finish your meals, most of the lunch crowd has dispersed. Zokar bids you all a fine afternoon after refusing several times, Kendra's coin to pay for the meals.

The walk through the town to the north is short, along the way, a local dog follows your trail to the edge of town and then turns back, his head half cocked his tail wagging slowly.

As you all approach the prison with Kenzo leading the way, after all, he just passed this way a few hours ago, its sits on a barren hill. The stark sagging roof of its central structure is visible through a large gap in the surrounding wall. The eastern portion of Harrowstone’s walls have fallen away into a huge sinkhole.

Kendra shivers a bit, "The worst of the worst were housed in this place according to what I understand. I wonder if it is haunted by the prisoners or those they victimized? Do we want to actually enter the grounds today or is this close enough?"


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

The prison:

Ogre eyes up the hole in the ground warily.

"I'm, surprised the place hasn't collapsed. Either under its own weight, or some enthusiastic teen-agers looking for some privacy." he mutters.

"I'm of a mind, that if we want to go in, we should perhaps have a bit more of a plan. I wonder if the doctor had the layout of the prison in his library. Someone in town must know how it was laid out, and a map would help us know what we were looking for."

He makes no mention of the darkness. "I'm not sure why the victims would bother coming here, unless to torment those who killed them. If any unrestful dead await, surely it will be the prisoners, bound here and denied the release of the spiral."

She shivers for a moment. "Maybe we should go find the others and see what they have discovered, aside from a deeper hunger."


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

The Lab:
Sergei knew nothing of alchemy. After a quick scan of the room, he opened the scarab-marked case.

"I think it is time we regrouped with the others," he said, loudly enough to be heard in the armory.


Shadow's Status

The Prison:
Kendra nods, "Yes, I am not sure I would want to enter that place without some supplies, rope at least if there is an underground pit to be explored".


Shadow's Status

The Lab:
Sergei opens the case, within is a thin brass
board printed with numerous letters and numbers. Sitting next to it, in a velvet slot designed to hold it, is a triangle with one edge containing a magnifying glass.

Make a Knowledge Religion or Knowledge Arcana roll DC 13.


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:

The Lab:
Eyebrow raised, Cole makes an obvious point. ”We should have all of this checked for magic auras. We may need to access something here in case it will help with this…situation.”


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

The Lab:

I don't have those skills. Can't make that DC untrained.

The strange board covered in oddly written text meant nothing to Sergei, but it was well made and cared for, and sat in a place of prominence on the desk. It clearly meant something important.

He left the lab, locked the door behind him, and went next door to see what Cole had found.

At the sight of the elaborate armory, with it's highly specific weapons, his blood ran cold.

"This is very disconcerting. It is definitely time for fresh eyes on this place. Let's lock up and find the others."


Shadow's Status

Dr. Van Richten's Humble Abode - Everyone BUT Teofila

By mid-afternoon the two groups reconvene, though Teofila has yet to return.

Kendra makes lunch for those who visited the Lab.

Feel free to catch each other up and decide next moves!


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

"There were apparently some strangers who came through in non-descript clothes before we came to town. But after a conversation over lunch, we thought going to the prison was better then trying to track them down." Kenzo says, "Unless something at the lab showed a different path we might take?"


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:

After much explanations and descriptions, Cole sums up everything the lab showed the explorers in the end.

"So the Doctor was preparing for some sort of invasion or Armageddon, perhaps using information from one of his dreams? There were obvious traps and too many weapons and alchemical items to count easily. So there are 'possible' signs of paranoia here. However, it is not something I ever expected the Doctor to...fall prey to? It seems almost inconceivable knowing what I know of him however. Without more proof of his fears we really don't have a lot to go on other than his inferences to these 'horrible creatures from beyond' he intimated about in his notes."

He then turns to the others who explored the asylum with a frown.

"I wish you had waited for me to explore the asylum ruins! I might have learned something from the remains of the structure. Structures tell stories as much as old men, if you know where to poke and prod them. We should go back tomorrow with supplies and direct effort to breach the structure for further investigation."


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

Sterling actually manages to look even more dismal than usual.

"That, does not sound like the Doctor that I knew. He could be 'overenthusiastic' in his research to be certain. But preparing for an invasion, or Armageddon? His dreams must have been troubling him more than he let me know."

Sterling looks, concerned, instead of his usual lethargic apathy.

The priest shuffles through a few of the doctors notes himself, as if expecting, or hoping, the answers to these troubling questions might leap off the pages.


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

"We didn't get far into the ruins. Figured you might all want to join in an afternoon trek. " he eyes up the remains of the food from the pub.

"Maybe work off lunch. " Then with a grin adds

"And pick up rope, and other useful things too."


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

Sterlings tilts his head thoughtfully, still looking at a sheaf of notes.

"Since the good doctor obviously took his concerns seriously, perhaps an over-abundance of preparation on our part would not be amiss? And seeing as, 'unrestful spirits' tend to be most active during nighttime, May I advise preparing tonight and heading out at first light tomorrow? Give us a full days worth of daylight to explore the ruins."

"And I would REALLY like to sleep in a real bed for ONE blooming night, instead of on powers-accursed rocky ground."


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

"The laboratory also contained many alchemical items and formuals we did not recognize, as well was a strange wooden board covered in letters and numbers. It seemed important. Are any of you versed in such things?"


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

"I can read..." says Ogre, with a degree of "miff" in his voice.

"But if they are arcane symbols and eldritch runes... your guess will be as good as, or likely better than, mine."

1 to 50 of 1,458 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Crown of Aeons - Pathfinder in Ravenloft All Messageboards

Want to post a reply? Sign in.