Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

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.

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

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

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

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

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

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

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

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

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

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

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

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

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

M 1-4: Council Member's Houses.

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

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

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

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

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

Sanity Rules:

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

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

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

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

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

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

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

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

Fear, Horror, and Madness:

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

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

Making the Saving Throw

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

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

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

Failure Margin Effect

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

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

FEAR SAVES

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

Failure Results

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

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

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

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

Recovering from Fear

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

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

HORROR SAVES

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

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

Failure Results

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

Failure Results

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

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

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

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

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

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

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


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Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

"No, nothing like that." Sergei explained. "Numbers from 1 to 9. The Balok alphabet. The words yes and no. With it, but seperate, was a small wooden triangle with a lens inside it."

Linguistics DC 10:

"Balok" is not a language commonly spoken in Ustalav, or anywhere else in the the Inner Sea region.


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

"Perhaps, when we start exploring these ruins this board will make more sense." Kenzo says.


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

Sterling carefully puts down the stack of papers he has been idly looking through.

"Alchemical items are hardly my forte'. Although undeniably useful at times. And I do not know 'Balok'. But if this item or anything else the Doctor collected has any supernatural significance, I may be able to identify their purpose."

Sterling tugs the locks of his long hair back over his eyes, as if suddenly bashful. He continues in a more subdued tone than usual.

"The doctor ignored nothing in his investigations. He collected the superstitious as well as the Supernatural. It may be difficult for us to differentiate the two. Then again,... maybe the Doctor knew something that we do not? Perhaps the two are not as separate as we believe?"

The priest shrugs.


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

What roll do I need for this mysterious 'board'? ;P K:Religion? Planes?

And/or what roll(s) for anything else that a cleric may be able to help identify? :)


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
Sterling Starshadow wrote:
And I do not know 'Balok'.

Sergei looked baffled. "Balok is the language we are all speaking."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Sterling Starshadow wrote:
Perhaps the two are not as separate as we believe?"

Sighing, Cole answers the question.

”Where I’m from they are one and the same unfortunately.”


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sergei the Haunted wrote:
Sterling Starshadow wrote:
And I do not know 'Balok'.
Sergei looked baffled. "Balok is the language we are all speaking."

<FACEPALM> Seriously?!? I thought it was from some far-off country or something. >_<

Yeah, just ignore the goth-wannabe/moody-blues/angst-ridden Cleric. A genius he (and his player) aint. ;P

Sterling slowly turns his head to look at Sergei.
The cleric blinks once. Slowly.

"Ah. Then why didn't you simply say 'Common' in the first place?"
Sterling murmurs slowly.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

In Golarion, the common tongue of Ustalav (the one we're all speaking) is called Taldane, not Balok.

As far as anyone in the party knows, Balok isn't the name of any language anywhere. (You're right about it being the language of some far off country)

Sergei is either really confused, or something weird is going on

"Common. Hmm. Alright," Sergei said with a shrug.


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

She looks very confused at the discussion of this 'Balok' language but remain quiet.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole finally sits in an overstuffed chair.

"Once everyone can review what the Doctor left in his lair, I think we are all agreed we should go back to the Sanitarium in the morning at first light as a group to explore. If we run into one of these 'Strange People' wandering around the town, we can interrogate them at that point."

He looks around suddenly.

"Has anyone seen my companion? Teofila Agarici?"


Shadow's Status

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

Kendra speaks up, "Did you find my father's journal in the lab? That might help too, we saw many notes this morning but not his specific journal.

I agree with your assessments, somewhat. Remember, while my Father did teach he also practiced "in the field", even at his age he would still aid in slaying creatures that posed a danger to the populace of Ustalav. The lab is what remains of his tools of the trade so to speak. He kept them in case anyone ever needed to visit him for something or perhaps he thought I may carry on the family business. He never asked but I always knew the unspoken question was always there.

I am happy to head to the lab with you all and you can take what you need from there. Rope and other supplies of that nature you would need to acquire from the general store.

I draw the line at exploring the prison, I am not saying that the rest of you shouldn't but that's not the sort of thig I am cut out for. I hope that's ok".

She pauses at Cole's question, "I didn't see her, no".

Sterling, the board's purpose will be easier to decipher when you see it in person! At that time, I'll have you make the roll. Based on what I am seeing, to the lab next? Then the prison in the evening or the next day?

I like that Balok nugget, very cool, let's go with it!


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

Sterling looks around the room, his eyes widen in brief but obvious surprise as he apparently just realized Teofila was not in the room.

Meeting Cole's eyes, the cleric gives a brief shake of his head.


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

"I do not think I have seen Teofila since we left the funeral." Kenzo says.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:

Frowning deeply, Cole stands back up.

"I don't think we need a search party yet, but I will try and go look for her. Wandering around in the dark doesn't bother me. If I don't come back within the hour...just stay here and stay vigilant until morning."

Pulling his cloak tighter around his shoulders, Cole leaves the others for now to look for Teofila...but remembering Kendra's words...wanders by the lab and takes all the alchemist's fire vials from the storage there. Just in case of course!

Perception: 1d20 + 5 ⇒ (6) + 5 = 11


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

Before Cole leaves...

" Do you want some company? I am pretty much nocturnal anyway and I don't think it is a good idea for people to go off alone."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole shrugs and waves at the door.

"Its your life. I won't tell you how to live it."


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

Sterling makes a sort of cross between a nod and a shrug at Cole's words. Then raises his hand and makes a small, almost precise, Sign of Pharasma towards the Half-Orc.


Female Half-Elf Inquisitor 2 | HP: 17/22 | 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 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".

Teofila thinks it really is she'd like to discuss with Shanda more privately and at greater length. Besides, she doesn't expect questioning Jominda Fallenbridge to lead to anything new or interesting. She's doing it in the service of thoroughness, so it can wait until tomorrow if it must.

Teofile nods her head once deeply at Shanda's offer.

"Yes, if you don't mind and it's no trouble. I think I would like to discuss at greater length than this walk will allow. Thank you."

And so Teofila did not cross paths with the others coming to, or leaving from the The Laughing Demon. Nor did she arrive back at the Van Richten residence in time to participate in the search of the late Doctor's research materials and lab.

[b]@GMDS: I suppose we can handle the conversation with Shanda as spoilered flashbacks and just proceed forward until tomorrow? Or, if there's not much happening with the conversation between Shanda and Teofila, maybe just a quick summary from you to get it done and move on?


Shadow's Status

Teofila:
Yes, we can handle that conversation in ooc via spoilers, I'll start that up this week.

Shanda makes the introduction to Jominda. Your visit with Jominda Fallenbridge confirms what you heard from Father Grimburrow. You have a long visit discussing her methods and investigation in general. As you both take your leave, Shanda gives you the location of her home and invites you over this evening for dinner. She parts ways with you.

As you head back, you see Cole and the Teifling heading on your direction...


Shadow's Status

Cole and Vaneza head out as the afternoon grows long, though it will not be night for at least a few hours. As you both head to the center of town. You see Teofila walking back in your direction.

---

Do the rest of you head back to the lab and explore further or sit tight and wait?


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion, having had ale and lunch, is more than happy to sit down and "help" in the lab in the afternoon.

Exactly how much help he might be remains a mystery.


Female Half-Elf Inquisitor 2 | HP: 17/22 | 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

Once she's within range to not have to shout, Teofila greets Cole and Vaneza.

"Hello, where are you off to?"


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

Kenzo will go and explore the lab with the others.


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

Sterling's curiosity gets the better of him, and he silently follows the others who head to the lab to see things for himself.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:
Teofila Agarici wrote:

Once she's within range to not have to shout, Teofila greets Cole and Vaneza.

"Hello, where are you off to?"

Sighing slightly, Cole nods.

”Looking for you. You’ve been gone a while. Things have come to our attention, and you need to catch up.”


Shadow's Status

The Lab - Minus Cole, Vaneza, and Teofila

Taking a Liberty Here.

The group is able to easily re-enter the lab.

Sterling casts detect magic in both lab rooms.

In the formal alchemy "lab", the following items glow:

the (5) potions of cure light wounds, the (2) potions of lesser restoration, the (8) vials listed as haunt siphons, the scrolls in the wooden cases, and the board in the thin darkwood case also glows.

In the armory, the following items glow:

the two chests underneath the table, the leather armor, the amulet, the crimson and obsidian ring, anotehr ring etched with symbols, and the sword in the scabbard.

Sterling Knowledge Religion DC 15:
The board in the darkwood case is indeed a ouija board.

Shall I place the FULL inventory in the campaign tab until people claim items on their individual sheets?


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

Ogre eyes up the wealth of equipment. "Well, he was certainly prepared against something coming.."

He eyes up the sword What sort of sword is it? for a moment before turning his gaze back to other items. "What does a haunt siphon do?" he wonders, his eyes jumping from one item to the next.

He picks up the black and red ring. "Or this ? Magic is it? But what sort of magic?"


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:

Yes, please list the inventory when you can. Wait…2 chests are glowing?


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
Cole Burrns wrote:
Wait…2 chests are glowing?

Because of Detect Magic


Shadow's Status
Sergei the Haunted wrote:
Cole Burrns wrote:
Wait…2 chests are glowing?
Because of Detect Magic

Correct! The initial group located them but never fully investigated them.


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

Sterling tilts his head as he looks at a couple of the glowing items.

K:Religion: 1d20 + 5 ⇒ (7) + 5 = 12
Bummer

Hm, since there is no (known) 'bad result', can I take 10 on this?


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
_Bastian 'Ogre' Zorovich wrote:

Ogre eyes up the wealth of equipment. "Well, he was certainly prepared against something coming.."

He eyes up the sword What sort of sword is it? for a moment before turning his gaze back to other items. "What does a haunt siphon do?" he wonders, his eyes jumping from one item to the next.

He picks up the black and red ring. "Or this ? Magic is it? But what sort of magic?"

Sterling nods absent-mindedly as he investigates a few glowing items.

"Yes. Something." He agrees quietly.

"A Haunt Siphon can weaken a haunt. Temporarily. Making it difficult for them to reform for a time. It works for weaker, annoying manifestations. Practically worthless for anything more powerful." Sterling says quietly.

The cleric blinks once.
"Once used, the mist inside the vials turns green. It can no longer be used against Haunts. But if you break it on a creature, the negative energy taken from the haunt is released."

Sterling turns to glance at Ogre.
"Useful against living creatures. Ill-advised against undead." The priest says with the ghost of a smile.

Waiting for result (Or not) of 'take 10 +5' on the religion roll, (OK or not?) before moving on to other items. :)


Shadow's Status
Sterling Starshadow wrote:

Sterling tilts his head as he looks at a couple of the glowing items.

K:Religion: d20+5
Bummer

Hm, since there is no (known) 'bad result', can I take 10 on this?

Yes, go ahead and open the spoiler after some "further inspection" of the board.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole will lead the two women back to the others, eventually finding them ransacking the lab…for clues of course.

Just an FYI, I did note earlier that I stopped by the lab on my way to look for Teofila and picked up all the vials of alchemist fire discovered earlier.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

"This is the odd board I mentioned," Sergei said, opening the darkwood case on the desk. "It seems like it was important to the Doctor, but I have no idea what it could be for"

I'm pretty sure it's a magic Ouija board, but Sergei doesn't know that.


Shadow's Status
Cole Burrns wrote:

Cole will lead the two women back to the others, eventually finding them ransacking the lab…for clues of course.

Just an FYI, I did note earlier that I stopped by the lab on my way to look for Teofila and picked up all the vials of alchemist fire discovered earlier.

OK, I'll pull those off of the list, go ahead and put them in your character sheet inventory.


Shadow's Status

The Lab - All Together Now

Upon further inspection, both of the chests have no lock for a key. In place of a lock is an engraved elder symbol. Similar to what the initial investigation team encountered at the Doctors desk in the study...


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

"Well... nothing ventured, nothing gained. I'm sure the Doctor wouldn't be havin this in his home if it were dangerous." mutters Bastion.

He slips the black and red ring onto his finger.


Female Half-Elf Inquisitor 2 | HP: 17/22 | 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

"Oh, well like I said when I left, I went to check with Jominda about any times when the Professor's body might have been unattended. It seems there weren't any, he told me the same thing as Grimburrow."

"Anyway, what have you found?"

Teofila falls in to walk with Cole and Vaneza.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:

With all seriousness he looks towards their destination.

”An arsenal for the end of the world.”


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
GM Dark Shadows wrote:

The Lab - All Together Now

Upon further inspection, both of the chests have no lock for a key. In place of a lock is an engraved elder symbol. Similar to what the initial investigation team encountered at the Doctors desk in the study...

Upon seeing the chests Sergei fishes a piece of paper out of his pocket, unfolds it, and holds it in front of the symbol on each chest.

Using the rubbing I took earlier.


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Shadow's Status

The Lab - All Together Now

Despite the small ring size as Ogre picks it up, as he slides it onto his finger, it resizes and fits quite well. You don't feel any different wearing it.

As before, Sergei's drawings result in two soft clicks and each chest opens. One is filled with tomes and the other with notes from the Doctor!

The tomes include: Manual of the Order of the Palatine Eye, it has a rich purple cover containing a brass scarab set with a single eye in its center, On Verified Madness, a jet-black book, Serving Your Hunger another jet-black book, The Umbral Leaves a book with an engraved holy symbol of Zon-Kuthon, and finally, a yellow tome with a title that is not in a language any of you can read.

The notes include, what appears to be his most recent journal as you can still smell ink. The other notes are manuscripts of what could become tomes if properly bound. The manuscripts include: Van Richten's Guide to Vampires, Van Richten's Guides to Ghosts, Van Richten's Guide to Werebeasts, Van Richten's Guide to the Created, and there are several other scattered smaller tomes, which appear incomplete. They cover the Lich, Ancient Dead, Fiends, and the Walking Dead.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:

Once they get to the Lab, Cole shows off the details of the area to Teofila quickly.

He picks up the book on the Order of the Palatine Eye out of curiosity and opens it, glancing at it as he speaks.

”What do you think? Was the Doctor paranoid? Possessed? Insane? Or prophetic?”

He then looks up at her.

”Or all of it at once? Read his notes: I would love to hear your opinion as an Inquisitor.”


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

Thank you GM-DS

Sergei the Haunted wrote:

"This is the odd board I mentioned," Sergei said, opening the darkwood case on the desk. "It seems like it was important to the Doctor, but I have no idea what it could be for"

I'm pretty sure it's a magic Ouija board, but Sergei doesn't know that.

That was my guess too. Looks like we were both right! ;P

Sterling opens the case and examines the board within.

"Ouija board." the priest huffs.

"Supposed to be for contacting the dead. Little more than a toy for teens to scare themselves with. But THIS one. Seems to be actually enchanted."

Sterling turns to look at Teofila and Cole, (who have re-joined them as they were looking through the room) as they are the only two the priest truly knows yet. He holds up the case to display it's contents to them.

"Wonder if it works? More importantly, I wonder who, or what, he was trying to contact?"


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

The yong priests' eyes actually bug out as they examine the contents of the chests. The Doctors notes he glances at with an almost wistful look on his face. His look goes from interest to almost excitement for the various "Van Richten' manuscripts.

But when Sterling sees the contents of the other chest, his face goes even more blank than normal.

Making a K:Religion roll to see if He knows as much about these as I think he does?
K: Religion: 1d20 + 5 ⇒ (5) + 5 = 10
<sigh> Guess not? ;P

Cole Burrns wrote:


He picks up the book on the Order of the Palatine Eye out of curiosity and opens it, glancing at it as he speaks.

”What do you think? Was the Doctor paranoid? Possessed? Insane? Or prophetic?”

He then looks up at her.

”Or all of it at once? Read his notes: I would love to hear your opinion as an Inquisitor.”

"Yes." Sterling interjects softly.

"Yes. To all of it. At once."
The priest seems particularly fascinated, or repulsed, by the strange yellow tome.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Once the chests were opened, Sergei pulled everything out of them and put them on the Doctor's desk so the group could more easily sort through the contents.

He picked up the Guide to Vampires and started flipping the pages with slightly trembling hands.

"At this point, the mystery of how he died seems more like a mystery of how he managed to survive for so long. Who were you, my friend?"


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

"He seemed to be trying to pass on his knowledge. Did he know something was coming or was it just a life long desire?" Kenzo muses.


Female Half-Elf Inquisitor 2 | HP: 17/22 | 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
Cole Burrns wrote:

”What do you think? Was the Doctor paranoid? Possessed? Insane? Or prophetic?”

Teofila looks over the cache of books and notes, taking in the sight. She assumes when Cole described what had been found as an "arsenal" he meant the books rather than the weapons, which seem to her to be in reasonable proportion to varied sets of possible threats. In any case, if the Professor does have an arsenal of weapons in his home, she has two arsenals back in her house.

"Well, you're only paranoid if they actually aren't out to get you. Professor is dead under strange and fishy circumstances. We don't have enough information at this time for an opinion on possessed or insane, but Kendra only mentioned changes to his demeanor as being recent. I don't think he threw all this stuff together in a couple of weeks. Prophetic? I guess we'll just have to wait and see."

The last bit is sort of a joke. Teofila glances around with a thin smile to see if anyone got it.

"I'd describe him as comprehensive."

Pointing at the various Van Richten's Guides to... Teofila adds "He had recently retired. Isn't it fairly common for scholars to compile the research and work they've done over the course of their lives for publication? Otherwise all they've done could quickly be forgotten, even if it was widely known at some earlier time. Perhaps these were also meant as a nest egg for Kendra? She would collect the royalties after his death, which I don't expect he thought would come so soon."

I don't know if rolls are needed, most of the books, especially the religious ones are fundamental texts. But, just in case let's see what happens.

K Local(?) (Manual of the Order of the Palatine Eye): 1d20 + 5 ⇒ (6) + 5 = 11

K Religion or Planes (On Verified Madness): 1d20 + 5 ⇒ (16) + 5 = 21

K Religion (Serving Your Hunger): 1d20 + 5 ⇒ (16) + 5 = 21

K Religion (The Umbral Leaves): 1d20 + 5 ⇒ (5) + 5 = 10

K Local, Religion, or Planes (Yellow Tome): 1d20 + 5 ⇒ (10) + 5 = 15


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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 Palatine Eye book would probably be K. History. Can anybody identify magic items too?


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

The last bit is sort of a joke. Teofila glances around with a thin smile to see if anyone got it.

"I'd describe him as comprehensive."

Sterling snorts through his nose. He does not look away from the books and papers. But that IS definitely a hint of a smile on the corner of his mouth.

K: History, but I can also Roll for Religion on the books. I dont think Clerics can cast Identify. But I DO have a decently high Use Magic Device for a 1st level. Once we figure out what things do. ;P

K:Religion OR Planes, Book 1: 1d20 + 5 ⇒ (8) + 5 = 13

K:Religion OR Planes, Book 2: 1d20 + 5 ⇒ (8) + 5 = 13

K:Religion OR Planes, Book 3: 1d20 + 5 ⇒ (17) + 5 = 22

K:Religion OR Planes, Book 4: 1d20 + 5 ⇒ (15) + 5 = 20

K:Religion OR Planes, Book 5: 1d20 + 5 ⇒ (5) + 5 = 10

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