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]

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 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 frowns. He points out the obvious…at least to him.

”Or she was the one who started the fire. Again, speculation is useless at this point until we learn more.”


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

Sterling shrugs, possibly just resettling his pack on his shoulders.

"Hm, Not everyone likes to start fires you know. Though Some of us do like to cook the sausages over them."

The hood hides it, but Cole is fairly certain he can hear the tiny smirk in Sterling's voice.

Sterling follows the rest to the statue, dutifully walking around it, shaking his hooded head at the size of the thing.

"Was it 'life-sized', or 'EGO-sized'?" he asks no one in particular.


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

Seeing everyone heading off to the townhall the big man sighs. "Ay think the terrors of Harrowstone may pale in comparison to spending hours in the records office." he mutters. However in spite of his words, he happily, and, joins in the hunt.

lots of know(local) aid-another efforts (rolling in spoiler, as may be not be posting tomorrow):

aid another DC10: 1d20 ⇒ 15
aid another DC10: 1d20 ⇒ 16
aid another DC10: 1d20 ⇒ 10
aid another DC10: 1d20 ⇒ 5
aid another DC10: 1d20 ⇒ 14
aid another DC10: 1d20 ⇒ 15
aid another DC10: 1d20 ⇒ 15
aid another DC10: 1d20 ⇒ 9


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 journey with the others to try and find out more about the prison.


Female Tiefling Warpriest

"Perhaps we shouldn't assume the worst about the wife without just cause." Says the *only* female in the group.


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

"No one is assuming anything yet. It couldn't be lunch, at least not something she did regularly because it was noted the wife's presence was strange."

Zek nods to Zyblina.
"Let us get on with it." little dragon enshrouds himself again in the cloak and keeps next to the cleric. Even if he is noticed, he might be maybe considered a helper to the priest.


Shadow's Status

BUMP

GM Dark Shadows wrote:

Ravengro - Shanda's Manse to the Memorial Statue

Teo turns to Sergei, "Before you leave, the Lopper called you by some odd name at the end of that fight, what was it Disilnya? Is that another of your, uh, personalities? How did he even know to say that?"

After Sergei's response the group, minus Teo, heads to Town Hall.


Shadow's Status

Ravengro - Town Hall

Town Hall is the largest building in the town square. Sitting on the Gazebo in the center of town square is a dog. He observes your comings with great interest wagging his tail in response to your presence.

Those few townsfolk present in the square either don't look at you or look at you with mistrust. Standing on the front porch of the town square building is a pudgy fellow, shading towards just past middle age. The way he carries himself though shows that he was once fit and likely a warrior of some sort. His smile is present but not warm, "Greetings adventurers, I am am Councilor Vashian Hearthmount.

The building is made of sturdy local wood, but aesthetically is quite plain. Only its size stands out as it is on of the larger structures in a town with only a half dozen similarly situated buildings.

Shanda told me you would arrive in the morning". He chuckles, "Around here we consider the morning a number of hours ago, but it's alright. Come on in and i'll show you what you face".

You follow him into what looks to be more of a hall than a "Town Hall", the first floor is one bog room with several window on each side. Many chairs and tables are arranged on one side of the room. There is a podium at the back of the room and a door to the right of the podium in the back. From the outside this would have appeared to be a two story building, instead with its vaulted ceiling it has only a single floor, at least on the ground level. He leads you through there where a small hall reveals a few more doors.

Turning left and then right at the end of the short hallway he opens a door that leads down a narrow winding staircase. The staircase is stone, the walls brick. It is damp and stuffy down here, not ideal for document storage. At the bottom you find the object of your quest and a daunting task. This underground space has many, many, many wooden crates.

The looks on your faces leads to yet another chuckle from the Councilman, "Not to worry, I isolated the crates from that contained records from the time of the incident in the middle of the room. If what you are looking for is here, you'll find it there". He points to about fifty such crates. "From the few things I did pull, just out of curiosity, I found crop and weather reports. But I did find a short report discussing that much of the paperwork from the prison was transferred here. Good luck. You've two days. I'll come by later to lock up".

A few rolls were announced to me, I'll do that now.

You all get to work organizing trying to pull out as many crates that aren't relevant as possible to get to what might help you solve the riddle of the Eight.

Zek looks to pull lists of names first with Bastion's assistance guided magically by Zy - 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 20

By lunchtime, Zek has the list! The eight are listed as:
(i) the Lopper, birth name - Vance Dilisnya,
(ii) Piper of Illmarsh, birth name - Unknown,
(iii) Father Charlatan, real name - Sefick d’Honaire,
(iv) the Mosswater Marauder, real name - Ispin Hiregaard,
(v) Splatter Man, real name - Hean Boritsi,
(vi) Bonegnasher, real name - Tristan Mordenheim,
(vii) The Hanged Man, real name - Kristoff Godefrey, and
(viii) Soulcatcher, real name - Lucy Drakov.

Bastion made several Aid Another rolls. Most were successful, but a few were not as only FOUR of you will be doing a deep dive on any of the names above, I'll just rule that his successful rolls will be applicable. As it took Zek 4 hours to get a lead on the specific names, the rest of you spent that time looking for a needle in a haystack. BUT as Zek was successful and as Bastion had those Aid Another rolls, you still get that +4 for the specific research rolls + another +1 for Zy's liberal Guidance casting, so +5 PLUS another plus 1 for each hour you spend on a specific Topic. The most time you can spend here is 10 hours and 4 have already gone by so that's another +6 if you focus on ONLY 1 of the Prisoners today. Bottom Line - Cole, Kenzo, Sergei, and Sterling all gain a minimum of +5 and up to +11 for the Knowledge Local check.

Give me some rolls please... DC 25


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 is no Skill monkey, but good luck to everyone!

Know Local (Unskilled) 3 hours: 1d20 + 1 + 8 ⇒ (5) + 1 + 8 = 14 - The Lopper

Know Local (Unskilled) 3 hours: 1d20 + 1 + 8 ⇒ (15) + 1 + 8 = 24 - Piper of Illmarsh

Oh well...I got close.


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:
Teo turns to Sergei, "Before you leave, the Lopper called you by some odd name at the end of that fight, what was it Disilnya? Is that another of your, uh, personalities? How did he even know to say that?"

Sorry, I missed this!

Sergei was quiet and still, clearly taken off guard by the question. After a moment, he sighed. "I suppose there is little point in keeping up the pretense of normality at this point."

"You have the right of it. I do not know how this Lopper knew of Dilisnya. It is possible the wraith could see the other spirits that inhabit this vessel, and somehow recognized him. He is being... tight lipped about it. The women are chastising him, but he is not the sort to give up anything without receiving something significant in return. I'm afraid I have little to offer in the way of explanation."

I'm spending 6 hours focusing on The Lopper. Since I'm unskilled, I'd prefer to use my roll to Aid Another if someone else is researching Lopper too.

Knowledge Local (unskilled): 1d20 + 13 ⇒ (8) + 13 = 21


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

Zek immediately latches on the last name, it sounds like something Pharasma would have a say in.

Soulcatcher: 1d20 + 11 ⇒ (11) + 11 = 22 because 'soulcatcher' obviously


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 have Local as a trained skill. So I will also just make a bunch of Aid checks.

Aid Rolls:

(ii) Piper of Illmarsh, birth name - Unknown,: 1d20 + 0 ⇒ (12) + 0 = 12
(iii) Father Charlatan, real name - Sefick d’Honaire,: 1d20 + 0 ⇒ (12) + 0 = 12
(iv) the Mosswater Marauder, real name - Ispin Hiregaard,: 1d20 + 0 ⇒ (13) + 0 = 13
(v) Splatter Man, real name - Hean Boritsi,: 1d20 + 0 ⇒ (20) + 0 = 20
(vi) Bonegnasher, real name - Tristan Mordenheim,: 1d20 + 0 ⇒ (5) + 0 = 5
(vii) The Hanged Man, real name - Kristoff Godefrey, and: 1d20 + 0 ⇒ (15) + 0 = 15
(viii) Soulcatcher, real name - Lucy Drakov.: 1d20 + 0 ⇒ (9) + 0 = 9


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:

I was just starting from the top of the list, so if we ignore 'The Lopper' then its Father Charlatan instead.


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

Sterling's attention is caught by one name. "Father Charlatan". He snorts derisively.

But if Cole rolls on That, then I'll look for info on the next one, "Mosswater Marauder". Focusing on him specifically for all (rest of) day.

K:Local: 1d20 + 12 ⇒ (9) + 12 = 21

GRRR, close, but no cigar. :(


Shadow's Status

Ravengro - Town Hall

The Party begins digging into the paperwork.

After four hours or so, Zek makes a breakthrough and discovers a prison roll call, with eight prisoners specifically listed as on the “watch” list.

Zek finds an interest in the name Soulcatcher, with Kenzo and Bastion’s aid, he is getting oh so close to making a breakthrough. [24!]

Cole starts looking into Father Charlatan, but is having little luck [14], he switches gears and begins to delve into the Piper of Ilmarsh with the assistance of Sergei and Kenzo, he makes a breakthrough! [28!]

Sterling is curious about the Father but he focuses instead on the Mosswater Maurader, with Kenzo’s help, he is oh so close to a breakthrough… [23]

the Piper of Ilmarsh:
Little is known about the origins of the murderer known as the Piper, including is true name or where he originally resided from as even under enhanced interrogation techniques, he refused to answer questions. All the records can show about him are his crimes. He preferred to paralyze lone victims by dosing their meals with lich dust. While paralyzed and isolated, he would taunt his victims with a mournful dirge on his flute. There was indeed a masterwork tarnished silver flute among the items in the vault. The dirge would summon, instead of rats as some old folks tales claim, the Pipers haunting melodies summoned stirges who would drink the paralyzed victims dry of blood.

Councilor Vashian Hearthmount arrives and heads down the stairs waving his hand at all of the dust swirling around, ”Hopefully, you have made great progress, I am sure as students and friends of Van Richten you have. The day though draws to a close so I will have to ask you to vacate until tomorrow!”


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

Sterling looks up from the record he is currently holding, and seems momentarily surprised at the time.

The priest stands up, and nods his head to the councilor.

"There is a wealth of information here. The only issue is putting the pieces together. Thank you for your patience."

Sterling gives Councilor Hearthmount a small spiral of blessing, and starts picking up the papers where he was sitting. Habit from much time in the Church's library no doubt.


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 stands, stretches, and directs a look that, were the papers human, would make them tremble.

"Ah need to see the sun, feel the fresh air on mah skin and to taste an ale and a pie."


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 Grunts softly and heads back, leaving everything in his work space as it is.


Female Tiefling Warpriest

Zyblina was not one who was well versed in research or study, unless it somehow related to her goddess. Thus she instead focuses on granting a bit of divine aid to each of her companions who do decide to hit the books.

She casts an additional blessing on the priest of Pharasma, granting him extra insight into his research.

As stated OOC, she casts Karmic Blessing on Sterling, allowing him to treat Local as a class skill, thereby getting the +3 bonus and achieving a breakthrough.


Shadow's Status

Ravengro - Town Hall

As the night wears on, Zek is getting fatigued. He believes he is so close to finding the right set of pages in the box he is currently looking through, but what he is looking for just isn't tuning up. This is after all, his second day/night in a row focusing on this tedious task.

Zy lays a hand on his shoulder and it suffuses him with the warmth of the Dawnflower, suddenly his mind opens up and he remembers where he saw the name, the real name of this villain! He rifles through an earlier box he put down and he finds the right file!

Soulcatcher:
The true name of Soulcatcher is unknown. Research of her personal history indicates that she was born in Lastwall and served alongside the Knights of Ozem as a summoner. However, she was a natural Medium as well and expanded that talent as she grew in power.

It is not clear what happened, but in an expedition to with a team of Knights to Adorak she was possessed by a spirit and renamed herself Lucy Drakov. Thereafter, her behavior became erratic and she relocated from Lastwall to Ustalav.

While living in Ustalav, she crafted a jar that allowed her to aid in the housing of souls, her claim was that she could heal the sick with no risk of death with their soul housed in the jar.

Soon enough her claims were refuted by family members that claimed that she replaced loved ones with the souls of different spirits or creatures she summoned! What she did with the souls she stole was not explained in the documentation though there was intent to unlock her secrets through enhanced interrogation after her trial and conviction.

It appears that the fires stopped any further query into the matter.


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

As Zek relays what he has discovered, the others can hear Sterling's teeth grinding. Loudly.

-_-_-_-
That evening, Sterling eats whatever is offered (Gratefully if from the good Doctor's Daughter and friends) but fishes out a brick of dried travel rations if nothing else. He then goes off for a silent moment of evening prayers and crashes. Hard.

Teo and Cole know better than to try and wake him when like this. The skinny cleric can go for days on little rest if needed. But his mind-set is one of 'Get sleep while you can when safe', and he fulfills this thought wholeheartedly when the opportunity present itself.


Shadow's Status

Ravengro

Bastion, Alain and Kenzo spend some time at the local Tavern/Restaurant the Laughing Demon where Zokar Elkarid greets them serving up a few Vampire stakes.

Alain barely speaks, but then he barely speaks so this is not unusual!

The crowd has a muted response to your presence despite how friendly Zokar has been.

Bastion and Kenzo, go ahead and roll Diplomacy checks to change residents mood towards our Heroes of Horror!

Town Hall - the Next Day

The Party wakes up a bit earlier the next day to give more time to proceed with the research.

Giving you 12 hours this day to pursue your investigations. As with the previous day, the DC for all Knowledge Local rolls (yes you may check untrained is 25) and every hour you spend gives a +1 bonus to the roll. You will also get a additional +1 from Guidance cast by Zy. Zy, you can cast Karmic Blessing 3x day and I will allow you to wait for PCs to roll and tack on where needed.

There is one Aid Another I am about to make but the other rolls are not made yet so let's see how those play out. The open villains are: (i) the Lopper, birth name - Vance Dilisnya,
(ii) Father Charlatan, real name - Sefick d’Honaire,
(iii) Splatter Man, real name - Hean Boritsi,
(iv) Bonegnasher, real name - Tristan Mordenheim, and
(v) The Hanged Man, real name - Kristoff Godefrey.

As you first arrive, Sterling sets to work on the Mosswater Marauder again with Bastion's aid 1d20 + 1 ⇒ (14) + 1 = 15, he finds what he's looking for!

Sterling, that's your first hour down and the first of Bastion's Aid Another rolls is done.

Mosswater Marauder:
Only 5 years before his hometown of Mosswater was destined to be overrun and ruined by monsters from the nearby river, Ispin Hiregaard was a well-liked artisan and a doting husband. When he discovered his wife’s infidelity, he flew into a jealous rage and struck her dead with his hammer, shattering her skull and his sanity with one murderous blow.

Wracked with shame and guilt, Ispin became convinced that if he could rebuild his wife’s skull she would come back to life—but unfortunately, he could not find the last blade-shaped fragment from the murder site. So instead, Ispin became the Mosswater Marauder.

Over the course of several weeks, the cunning half-dwarf stalked and murdered nearly 20 people while searching for just the right skull fragment. He was captured just before murdering the daughter of a visiting nobleman from Varno, and was carted off to Harrowstone that same night.


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

Other names don't really hold any special interest to Zek'Karis so he simply takes the next one on the list. This splatter man could be gruesome killer, some kind of twisted artist? Or someone who pushed people from cliffs?

He focuses on references for that man for the whole day.

Splatter man: 1d20 + 1 + 12 + 1 ⇒ (8) + 1 + 12 + 1 = 22
I expect Sterling will keep going with Father Charlatan from yesterday?
EDIT: and I could apparently use +3 :(


Shadow's Status

Zyblina's +3 will unlock Splatter Man!


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:

Know Local (Unskilled) 4 hours: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Know Local (Unskilled) 4 hours: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Know Local (Unskilled) 4 hours: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13

Feel free to add any appropriate bonuses. I will start with Father Charlatan, then move on to the Hanged Man.


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

Even with all the bonuses my odds are still 50/50, so I think it would be more useful for me to aim for Aid Another again. I'll do 4 hour blocks.

Knowledge Local, untrained, guidance: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Knowledge Local, untrained, guidance: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Knowledge Local, untrained, guidance: 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9

That's two +2 bonuses for whoever needs them.


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

Kenzo tries to get the people around him in the inn to talk to him, but fails pretty spectacularly in finding anything interesting out.

diplomacy: 1d20 ⇒ 4


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

Sterling slaps the stack of papers he is currently holding on the table with a satisfying sound.

"The 'Mosswater Marauder'. A thoroughly unpleasant fellow. But very dedicated to what he set his mind to."

He slides the papers to the others, and returns to look for information about 'Father Charlatan', spending the rest of the day on that topic.

A certain Cleric may also be 'very dedicated' to something once he sets his mind to it,...

K:Local, including 11 hours, Int bonus, & Guidance.(I can also cast Guidance, but it won't stack) ;P

1d20 + 1 + 11 + 1 ⇒ (4) + 1 + 11 + 1 = 17

So, I need 8 more? SO who added (or can add) their Aid another to the Father Charlatan search? :) DOnt want to use a +3 from Zy unless needed.


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

Use hero point. And +3. That will leave you in rane od 1 or teo aids (or none if lucky)


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 does his best to get onto the good side of the villagers. He is big, and he knows that scares people. But when he wants to, he can also be quite the charmer.

diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9

Tonight however... the day of reading documents seems to have gotten to him. His throat is dry and dust clogged, his eyes feel weak, and his temper is short. Who would want to be friends with someone like that?


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

Kenzo looks at Bastion as another group of villagers inexplicably moves as far from the pair as they can. "Well, it doesn't seem like the villagers here are all that talkative."


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
Kenzo Hagetora wrote:
Kenzo looks at Bastion as another group of villagers inexplicably moves as far from the pair as they can. "Well, it doesn't seem like the villagers here are all that talkative."

"I'll see what I can do tomorrow. I'm a much better diplomat than I am a researcher." Sergei said with a wry smile.


Shadow's Status

Ravengro - Town Hall

I will assume that Zy aids Zek with his research on the Splatter Man. I will also assume that Zy aids Sterling with Father Charlatan, and that Aid Another from Cole, Bastion, & Sergei pot him over the top for Father Charlatan. I'll have Zy's final +3 go to Kenzo

Kenzo takes a flier at the Hanged Man with Cole's assistance... 1d6 - 1d1d20 + 12 + 2 + 1 + 3 ⇒ (2) - (4) + 12 + 2 + 1 + 3 = 16 but he simply cannot pull enough together to find what he needs to delve into the man's past.

Teo arrives a bit late and spends her time looking at Bonegnasher. She spends a Hero Point for an auto success!

Splatter Man:
Professor Hean Boritsi was a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the
Quartrefaux Archives in Caliphas. Yet an accidental association with a succubus twisted and warped his study, turning it into an obsession. Boritsi became obsessed with the power of a name and how he could use
it to terrify and control.

Soon enough, his reputation was ruined, he’d lost his tenure, and he’d developed an uncontrollable obsession with an imaginary link between a person’s name and what happens to that name when the person dies. Every few days, he would secretly arrange for his victim to find a letter from her name written in blood, perhaps smeared on a wall or spelled out with carefully arranged entrails. Once he had spelled his victim’s name, he would at last come for her, killing her in a gory mess using a complex trap or series of rigged events meant to look like an accident.

A genius level intellect, his Wizardly powers made him a difficult villain to apprehend even when it was realized that he was the culprit.

Father Charlatan:
Of the Eight notorious prisoners, only Father Charlatan was not technically a murderer, yet his crimes were so blasphemous that several churches demanded he be punished to the full extent of Ustalavic law. Although he claimed to be an ordained priest of any number of faiths, Sefick d’Honaire was in fact a traveling con artist who used faith as a mask and a means to bilk the faithful out of money in payment for false miracles or cures. He became known as Father Charlatan after his scheme was exposed and his Sczarni accomplices murdered a half-dozen city guards in an attempt to make good the group’s escape.

He was not kept in the maximum security dungeon as he was not a murderer. His subtlety and Diplomacy almost got him a false release but as he was a compulsive liar who could not help but be deceitful, the Warden placed a muzzle on him so he could not speak with the Guards any longer. His ability to weave a complex believable story was perhaps his greatest power.

Bonegnasher:
The thing formerly known as Tristan Mordenheim was a man who believed in the fundamental evils of the flesh. He was an Artificer by trade but known as a fanatic amongst his peers of which there were few as his inventions were brilliant. He sought to remake himself purifying the impurity of his flesh.

His remake though was a failure that drove him mad. In his arrogance he transferred his psyche, or tried to transfer his psyche is a more appropriate explanation to a new body. The body though could not truly sustain human life it seemed and his giant golem like form had to be taken down with the assistance of a full cadre of Knights after a mass-murderous killing spree. Thereafter, those Knights all died from some sort of virulent plague, as if all who came into contact with him decayed. Quite the frightening effect, and locals sought to simply burn him and his new form alive, if what he could be called was alive!

Still, the law was clear that he be placed into custody even though he was no longer quite human. His new huge form was locked in the dungeon of Harrowstone as his colleagues sought to find a way to return his mind to his original body which he at least had the foresight to preserve. They believed that with a return to his body his sanity would return and he could be rehabilitated.

Based on what you are reading, he was imprisoned on collapsed side of the dungeons so that body is likely irretrievable...

It is not clear where his original body was being stored but it was believed to be at the University of Lepidstadt.

Does anyone want to spend a Hero Point to get the info on Hanged Man?


Female Tiefling Warpriest

Apologies, I had meant to wait till everybody rolled, and then decide who to cast on, but I lost track over my busy weekend and then forgot to re-check. I suppose since I have 3 of them and 4 people researching, it sorta doesn't matter.

"Well, that's just about everybody discovered. What an absolutely awful, deplorable, group of people." Zy says, as her friends share the info they've uncovered.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
Zyblina Arvanxi wrote:


"Well, that's just about everybody discovered. What an absolutely awful, deplorable, group of people." Zy says, as her friends share the info they've uncovered.

Sterling 'Hmphs'.

"Yes. Quite the dinner party guest list they must have made. Almost sorry I missed it."


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 spend a hero point for the Hanged Man info.


Shadow's Status

Ravengro - Town Hall

Cole manages to dig up just enough to put the puzzle together as Councilor Hearthmount is coming down the stairs.

the Hanged Man:
Kristoff Godefrey, the Hanged Man, originally from Ardis, was orphaned as a child due to the murder of his parents by Vampires. He grew up seeking vengeance upon the undead and honed his skills as a Vigilante Hangman who specialized in slaying the foul creatures via beheading. As his skills grew and his body count grew, he was convinced, the documents speculate by secret master vampires, to travel to either Caliphas or Castle Kronquist, there are alternative versions of the tale, to slay those secret Master Vampires whose death might destroy a legion of the bloodsuckers with a single kill.

Whatever happened on that journey went terribly wrong and Kristoff returned to Ardis hunting and killing mortals instead of the undead. He was eventually captured having utilized an alias, Simon Belmont, to create an entirely new identity as a decadent nobleman to hide during the day. Befitting his crimes he was to be sentenced to death by hanging from the neck until he died!

At his execution, he survived the hanging and with a hidden dagger, managed to cut himself down and flee before a horrified crowd, though he suffered a grievous wound wherein his neck was twisted and his spine bulged.

He continued a murderous rampage fleeing away from Ardis and was eventually caught by clergy of the Church of Pharasma who suspected that he was able to survive the hanging due to being turned into some sort of partially undead creature.

He was sent to Harrowstone to be confined until the priesthood could find the proper way to fully destroy him. It appears that a huge conflagration at the prison did the trick.

Unfortunately, you're not able to find much of anything on "the Lopper" with the exception of a roll call with his name on it, Vance Dilisnya.

---

As the Councilor reaches the ground floor he states, "I trust you have discovered a great many things? Can I ask you to gather and share your data with the full Town Council? If not tonight perhaps tomorrow?"


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

Definitely going to be an, interesting, party when we get back to the Prison. If the undead manifestations continue." Sterling notes dryly.

Sterling looks surprised by the Councilor's question.
(Meaning he blinks once, slowly, before pulling his hood back up into it's customary place.)

The cleric nods.
"I'm sure we can oblige. Tonight will be fine. Tomorrow We return to the prison to continue our investigation."


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

Hearing the councilor approach, Zek'Karis hides and unobtrusively (quietly) dons his all-encompassing cloak.

He waits for others to agree on the day.
He will have to appear to them at some point.


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:

Confused, Cole waits until the Councilor leaves and looks to the others.

"Should we talk to the council now? We really don't have anything solid to offer them yet. Just some paperwork histories, and some suppositions: Nothing more. Shouldn't we explore the ruins completely and confirm our few suspicions before we subject them to this...stuff? We'd probably just spook them into burning us at the stake for being witches or something."


Female Tiefling Warpriest

SS, if I spend a hero point to auto succeed at learning about 'The Lopper', would it be okay to flavor it as Zy received some sort of divine insight/guidance into the proper books? If so, feel free to narrate her discovery.


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Shadow's Status
Zyblina Arvanxi wrote:
SS, if I spend a hero point to auto succeed at learning about 'The Lopper', would it be okay to flavor it as Zy received some sort of divine insight/guidance into the proper books? If so, feel free to narrate her discovery.

Yes, I'll allow it! Will get that post up when I do a full update this evening or late tonight, whichever time I end up posting.

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