Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

Vaneza [dice]1d20+[/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]
Alain O'Dim [dice]1d20+4[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Vaneza [dice]1d20+[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+7[/dice]
Cole Burns [dice]1d20+5[/dice]
Sergei the Haunted [dice]1d20+6[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+4[/dice]
Alain O'Dim [dice]1d20+10[/dice]
Teofila Agarici [dice]1d20+9[/dice]

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.


351 to 400 of 418 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Shadow's Status
Cole Burrns wrote:
The Palatine Eye book would probably be K. History. Can anybody identify magic items too?

Kendra mentioned having magical aptitude, she could do so. Though she is not with you currently.


Shadow's Status

Neither Teofila nor Sterling can recall ever hearing about the Order of the Palatine Eye.

On Verified Madness is a treatise on aberrations, but notably aberrations that are rumored to have ties to the "Dark Tapestry", aberrations that are not "of" Golarion.

Serving Your Hunger is an unholy text sacred to the Goddess Urgathoa.

The Umbral Leaves is an unholy text sacred to Zon-Kuthon.

The final yellow book gives you no hint as to its origin. Howeverm upon closer inspection, you realize that the cover is not some sort of binding paper but the soft flesh of some once living being, preserved somehow. Once you realize this, handling the book feels unnatural.

Does anyone wish to start reading the Doctors Journal or leaf through these texts? Perhaps retrieve Kendra to assist in identifying any of the items in the Lab?

The Guides, once read through, will grant a PC a +10 check on identifying the weaknesses of the type of foe the Guide takes a deep dive into exploring. The pamphlets grant a bonus as well but a +5 as they are not quite as comprehensive. The Guides will also grant checks if you encounter a variant type of that undead allowing you to recognize that the traditional methods may not work to dispatch a particular unique member of the foe type.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Avoiding the obviously evil texts, Cole will continue to peruse the book on the Palatine Eye.


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

"If we are going to be here for a while, it may pay for all of us to become familiar with these books and pamphlets." suggests Ogre.

Also trained in religion, +1 bonus, for any of the texts that he can help with.


Male Human Kineticist, 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

The guides and religious texts were interesting and unnerving, but Sergei was far more interested in the man himself. He looked for the most recent journal and flipped towards the back, hoping for clues about what Doctor Van Richten was investigating when he died.


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

Teofila takes the three religious texts and piles them together at the side.

"These are all basic texts. I'm guessing the professor used them as general references. I won't say they're not important, but they're not where we should start, too broad in their topics to tell us anything unless we find a reference elsewhere we need to follow up on."

She also sets aside the yellow book.

"This is one we should be very cautious with. There's something about it that isn't normal or right. We should save it for later and see if we find mention of it elsewhere in the professor's writings so we know something about it first. Reading it could be dangerous."

Since the recent journals have already been taken, Teofila chooses the guides covering ghosts and liches to start with. If there's some paranormal creature or creatures involved with the disappearance of the professor's body, amongst the other f$#%ery that's been taking place, she'd bet on strong magic or something incorporeal.


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 also read through the journals looking for anything that might explain what had happened to his friend.

I am assuming there is more then one journal. If not I will just read through his notes.


Shadow's Status
Kenzo Hagetora wrote:

Kenzo will also read through the journals looking for anything that might explain what had happened to his friend.

I am assuming there is more then one journal. If not I will just read through his notes.

Yes, there are earlier journals as well. They will indeed be relevant. This activity will likely take the PCs into the next day as there is a LOT to read and cross reference.


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

With a sigh, Ogre sits down in the most comfortable seat he can find, that will also take his bulk. He picks up the yellow book and starts to read it.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
_Bastian 'Ogre' Zorovich wrote:
With a sigh, Ogre sits down in the most comfortable seat he can find, that will also take his bulk. He picks up the yellow book and starts to read it.

The sight of Ogre opening the yellow book causes Sterling's eyes to widen.

The cleric reaches tentatively, almost timidly, towards the warrior in the oversized armchair.

(This cause mild surprise in Teo & Cole. They were not aware that Sterling could DO 'Timid' or Tentative'.)

"Ah. I,.. Uh, I, Um,... I wouldn't really , advise,... Ah. Who am I kidding. Of course I would."

Sterling picks up another Guide not claimed by Teo, makes himself comfortable, and begins thumbing through it. In moments he is fully engrossed in reading. Turning each page like a kid with a new copper-dreadful story.


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

"I do know how to read you know.." says Bastion.

"I'm not _just_ looking at the pictures." From his expression however it would appear that starting with the pictures was perhaps what he had in mind...


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

Teofila looks up from her reading to see what Sterling is muttering about. She notices Bastion with the yellow book, the goes back to her own text without comment.

She's given her warning and if Bastion wants to ignore it, that's his business. Anyway, she's only making an assumption, so it will be interesting to see if anything happens to him and she was on to something with the book or not.

Tefila will still be keeping her evening dinner date with Shanda at her house.


Shadow's Status

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 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.

Please make a Sanity Check. Will save DC 10.

-------

More to come!


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

will: 1d20 ⇒ 15
Bastion looks at the yellow book, his stomach queasy. "I think something I ate at lunch didn't agree with me.."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
GM Dark Shadows wrote:

Van Richten's Journals

The Order of the Palantine Eye
The Order appears to be a semi-secret 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...

Waving the book he was holding in the air, Cole smiles gently for once...exposing his large lower fangs more than usual.

"I have a lead! A small one mind you...but a lead I think. The 'Order of the Palatine Eye' appears to be a group of scholars who study the past and other hidden secrets...of some sort. Not an evil cult of any kind from the looks of it. The Professor's notes are saying he was hoping he could find some of them to help interpret his odd dreams. Apparently, without much success so far. Do any of you might know, or might guess, where we could find a member of the Palantine Eye? They might be able to help us interpret a lot more of what we found 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

"If I know anyone else who is part of this order, they have never mentioned it." Kenzo says with a shrug.


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

Sterling looks up from his own reading, brows furrowed in thought.
The cleric finally shrugs, shakes his head slightly, and returns to his reading.


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

Teofila can't come up with anything solid, but there are a couple of things she could try.

"I can ask Shanda about them when I see her later. Also, maybe the Professor mentioned something about The Order of the Palatine Eye to Kendra? Can't hurt to ask."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Nodding in agreement, and taking the book with him, Cole goes in search of Shanda and Kendra.

”I shall return before too long…I hope.”


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

Tired of sitting still, Kenzo sets down his book and spends his time searching for any hidden compartments.

I am probably not the best at this, but I will take 20 and search the desk, behind pictures, etc. to look for any hidden compartments we might be missing. That will give me a 28. I search until we are ready to move out or I have searched everything.


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

Vaneza will randomly pick up a book and start looking thru it.


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

Sterling watches Cole leave without comment. Then returns to his own chosen reading.


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

Teofila raises a point with Cole before he leaves.

"I'm already expected at Shanda's house in a little while. No need to go hunting her down. I'll just ask her when I see her."


Shadow's Status

Bastion:
Take 1 point of Sanity damage. Putting the book down absolutely feels like the right move!


2 people marked this as a favorite.
Shadow's Status

Van Richten's Journals

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.

---

Vaneza flips through 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".

---

Kenzo thoroughly searches the entirety of the Doctor's lab. Taking hours to do so as the sun slowly sinks. His search confirms that the group has discovered all that there is to be had. There are no hidden rooms or any hidden dungeons, nor any hidden compartments.

---

Cole heads back to the main house and finds Kendra dozing on the couch. She smiles when he enters, "Sorry Cole. I did not want to bother any of you, but I didn't want to head to bed just yet either. Are you done for the day".

---

Teofila, in my next post I will move you to that dinner with Shanda.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Smiling lightly, Cole does his best to be friendly and unassuming.

Kendra/GM:
"Not quite Lady Kendra. I have a question for you? One of the books we...I...perused includes a treatise on a group called the 'Order of the Palatine Eye' that the Professor was trying to get in contact with? They seem to be some disparate group dedicated to understanding at least some of the horrors that he was looking into. Especially his dreams it seems. His notes are incomplete on this, but do you know if he managed to contact anyone in the Palatine Eye at all? Maybe some strange correspondence or strange person he was talking to? I know I'm being vague, but truth be told, we are all at a bit of a loss as to what he was seeing and hunting for in the end...and one of these people might be able to fill in at least SOME gaps in what we are seeing. Also, do you think Shanda could know anything about this odd duck group?"


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

Bastion looks at the book with disgust. "That tomb... is just wrong." he mutters.

"Should be put in the fire."


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

Teofila looks up from her reading again to stare at Bastion.

"That's what I TOLD everyone before we started. And no, we mustn't burn the book, at least until we know whether it holds anything important to us."

There may be some mention of it in the Professor's notes that will tell us more. If not, there are ways we can protect a reader from its ill effects should we have to do it ourselves."

Teofila puts her reading away and stands.

"I should be on my way to Shanda's house. I'll see you all later."


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Bastion wrote:
"Should be put in the fire."

Sterling looks up in between flipping pages in the second 'Van Richten Guide' he is reading.

"Fire is good."

Teofila wrote:
"That's what I TOLD everyone before we started. And no, we mustn't burn the book, at least until we know whether it holds anything important to us."

Sterling shrugs.

"Or Not." and lowers his head to the Guide once again.


Male Human Kineticist, 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

Sergei stared dumbfounded at the journals for a while, then shook his head and rubbed his eyes beneath his dark glasses. He could only shake his head and try to process the unexpected information. His mind churned with all the things he wished he could say to his deceased friend. Not all of them were friendly.

"Am I to understand that the doctor thinks Barovia is a dream?" Sergei asked.

At the blank looks his new companions gave him in response, he scowled.

"Am I to understand that none of you know of Barovia?"


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

"Nope. Unless it is that iced dessert I tried a couple of weeks ago. That had a name a bit like it. Or maybe it was the serving girls name."

The big man grins. "So, we have ropes, we have a prison to explore. Are there rooms enough here for us to stay in, or do we need to head back to the inn"


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 shakes his head and says, "I have not heard of Barovia before."


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

Sterling looks up again at Sergei's question. The priest's impassive features seem almost curious.

"Barovia?" He shakes his head once in the negative.


Male Human Kineticist, 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

Sergei stared at the floor, trying to make sense of something that seemed impossible.

"It can't be. He must be wrong," he muttered to himself. "The skyline is the same. The language. The trees. There are differences, yes, but just as much is familiar!"

He took off his dark glasses and rubbed his eyes. "Was I simply gone longer than I thought? To forget the very name of the land... it would take millennia."

"This doesn't make sense... Barovia is not a dream! Is this Strahd's doing?"

His eyes flicked about the room seeing things that weren't there. They were gold. Not simply yellow like a cat's, but polished, etched, metal gold.

He shook his head. "No. This doesn't make sense."

"I feel like I'm losing my mind."


Shadow's Status

Van Richten's Journals

Sergei appears to be experience some real distress at the news from these journals!

Sergei:
Make a Will save DC 10 as this news is creating significant agitation! This save is for Sergei to retain control.


Shadow's Status

Cole with Kendra:
She squints as she concentrates, "The 'Order of the Palatine Eye'. I do remember Father recently attempting to write to a few colleagues at the University, perhaps one was from this Order?

My memory on his discussion about the Order is that he found them to be too scholarly. As you can see from his lab, my Father was a man of action. He sought direct confrontation with the darkness instead of merely writing books about it, which of course he also did!


Male Human Kineticist, 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:

If this is considered Possession, I have Advantage. If it's not, ignore the second roll
Will: 1d20 + 1 ⇒ (17) + 1 = 18
Will: 1d20 + 1 ⇒ (1) + 1 = 2

"Let's not kid ourselves, Sergei," he said. "This is exactly the sort of thing that treacherous leech would do to hide his shame. Better to warp the minds of everyone in the land than face what he's done, yes?"

Something about his voice was off for a moment. Rougher, more sarcastic and biting. It was gone a moment later.

"I wish I could refute that, but I agree."

He took a deep breath and settled his glasses back on his face before noticing the odd looks he was getting from his fellows. He tensed, clearly embarrassed.

"That was out loud, wasn't it?"


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Sergei wrote:
"That was out loud, wasn't it?"

Sterling, still looking at Sergei, (his face still trying to decide whether to look curious or bored), nods once.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Kendra:
Nodding, Cole replies.
”That sounds like the Professor indeed. Still if the scholars know anything of use, they could be invaluable in finding the body or at least reveal something of importance that could give us a direction to look in. Better that than all of us stumbling around hoping blind luck will aid us.”


Shadow's Status

Sergei:
Was that a 5E Advantage Disadvantage roll :-). Your save was successful!


Shadow's Status

Cole with Kendra:
"I could write to the University, but I am not sure how long it will take for them to respond. Plus I am not sure who is in the Order or not, still, it's worth a try right?"

She heads to the desk to grab some parchment and ink.


Shadow's Status

Teofila and Shanda:
Teofila walks through the town at dusk, a few residents stare in your direction but say nothing as you pass.

Knocking on the door, Shanda promptly answers, "Enter my dear, enter".

Her home is modest but still one of the larger structures in this small town, a small foyer leads straight into her dining room which is already set with plates and some steaming stew and slices of ham.

She takes the seat next to you and smiles, "Well, this is an unexpected evening for me. Mostly when I host it is locals to speak about the town. Tell me, how did you know the Doctor?"


Shadow's Status

Van Richten's Journals

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...


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

"So we were asked to come because of whatever these sigils are around Harrowstone. I wonder what was in his dreams that linked us to this place. I have never been near here. But perhaps it was some kind of divination of what was to be." Kenzo says as he looks down at the text.


HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3

Bastion listens with interest. "So, the old prison it is. Did it have a list of eveyrone who died there in the diary as well?" he asks, interested.

"If not, we should ask the Phrasamites if they have it... or if the doctor ever got around to asking them for it. But aside from a side trip to the temple, our way is clear. We must to Harrowstone!"

He also licks his lips at the thought of action at last. "Interesting comment about the ghosts. Did he indicate how he expected to keep them at bay? If not, can any of the rest of you work it out?"


Male Human Kineticist, 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

"What is "The Way?" Sergei asked, seemingly back to his odd but usual self.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole thanks Kendra for listening to him, and leaves to return to the main group.

Once back, he will be all for exploring the old ruins. Hearing of ghosts, Cole nods.

"I used to...live near a haunted place. You can learn to hit such things with magic and even weapon skill if needed, but it is not easy to do. Not to mention there are many things that resemble ghosts, but are not. Certain monsters, horrors, and spirits can resemble each other, although the good Doctor should know the difference in most instances I would think. We may need to find access to magics that protect us from Evil and undead corruptions of our souls. Let's review what the Doctor has stored here available to us, before we head to the ruins...tomorrow morning? The Dawnflower's gift of sunlight will gain us certain advantages while we explore I should assume...even in this gods-forsaken country of fog and eternal clouds."


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Sergei the Haunted wrote:
"What is "The Way?" Sergei asked, seemingly back to his odd but usual self.

Cole smiles gently at the odd man...

"That may have been mentioned earlier in a previous journal we looked at: 'The Whispering Way' appears to be a group of necromancers working together toward a singular goal of some sort. Must be what he is referring to."

The Whispering Way description from Oct 7th.


Shadow's Status

Van Richten's Journals

_Bastian 'Ogre' Zorovich wrote:


He also licks his lips at the thought of action at last. "Interesting comment about the ghosts. Did he indicate how he expected to keep them at bay? If not, can any of the rest of you work it out?"

Anyone with Knowledge Religion or who read Van Richten's Guide to Ghosts, make an roll with a DC of 15 to address Bastion's query.


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

Religion: 1d20 + 5 ⇒ (4) + 5 = 9

351 to 400 of 418 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Crown of Aeons - Pathfinder in Ravenloft All Messageboards

Want to post a reply? Sign in.