Bombadil's Ravenloft PBP

Game Master Bombadil

The original I6 Ravenloft adventure

Cover of i6 Ravenloft / Map of Barovia / Fate Cards / Fortune Cards
Road to the Castle / Castle Courtyard and profile
Castle Upper Floors / Castle Main Floors / Castle Larder / Castle Catacombs
Combat Grid



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Here's the discussion page for our I6 Ravenloft campaign. I'll get the links for the maps and images setup over the next few days. Welcome to Barovia!


Build will be 4th level
20 point buy
Max HP at first level and then half for each level after or roll, your choice
Add two extra feats of your choice
Add a trait of your choice
Add four extra skill points spent on Perform skills
10,000 gp buy for each character
Any races/classes are allowed
No evil characters, you're heroes under those theatrical garments and overdone makeup!

Background is you are a successful performance troupe that has traveled together for years. The characters know each other well and they can have longer histories with each other than just the performance troupe aspect.

Due to your success you have greater than average wealth and renown and the troupe often receives requests for performances from far and wide. The type of performances and troupe is completely up to you (let's keep it PG-13 though) and your current location in Golarion is also your choice.

The party has a finely painted traveling carriage and four healthy horses to help pull it along. The large carriage can store lots of items and gear including saddles designed for each character. You're well outfitted for long journeys and your current food stores include several wheels of excellent cheese acquired as a gift during your last performance.


Stats:

Borracho would prefer to start near Magnimar, for that is where Borracho is the most well-known, and many of Borracho's fans would be pleasured to see him.

This is what Borracho wishes.


Magnimar? I'm from Magnimar! Joined the circus there before hooking up with you lot.

I am also trained in the management of a small theater-like troupe and will help with that. Flemming himself is a tumbler, and a dancer, but a better tumbler.


Anthropomorphic Lemming Levels? What are those?

What classes do we have so far? Or should I ask what do we need?


Welcome!!

You should totally play what you'd like. I suspect we'll be pretty well covered for most stuff - though I don't know what everyone is either. :)

I want to invite you to our Slack board for this game also. Just PM me your email address if you're willing to join in and I'll add you.


Stats:
Flemming Bisgaard wrote:
You should totally play what you'd like.

Borracho fully agrees with his loving admirer Flemming in this. One should only play what is true to one's heart, much like Borracho does.


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

OK. I'll go with a Divine Paragon of Sarenrae. Still got a bit of work to do....

I took talented trait to make Perform a Class skill. Hated not getting perception as a class skill, but I have enough bonuses to have +13 anyway....

Is there a limit to how much of the 10K GP that can be used on a single item? Half?


No limit on how much of the 10k can go towards a single item, I expect you'll gain a few levels in the adventure, so it shouldn't be overpowering


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Was considering a +1 Keen scimitar. But I needed more than the remaining 2K gold for other stuff. So I spread it out with lesser cost items.

Got the CS mostly ready except for history. So we're roaming the area around Varisia, entertaining? I think I'll start my history in Sandpoint, working in the Sandpoint Theater and Cracktooth's Tavern, moving on to the Triodea in Magnimar.


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Female Human Fortune Tellya

How adorable. We all have hairy upper lips...


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Updated the combat grid link, it's still a work in progress, but at least it's a map with the character images on it and a numbered grid. Please let me know if you encounter any issues with it loading.


Map looks good! Nice map. :)


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

The entry says DR10 Magic and Silver, meaning the weapon has to be magical and silver to defeat the DR. Vampires are VERY dangerous!


Yeah, I can overcome magic DR, but not silver... 10 is nasty.


I think silver gauntlets let you bypass the silver DR, and Ki strike or an amulet of mighty fists gets past the magic DR, I had look in the forums for that combo working for monks against vampires. Not sure what the noogie is, I searched through Ultimate Equipment and got nothing. Silver/magic scimitars, daggers, and light crossbows are all straightforward, but finding them is the hard part ;)


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

I hadn't thought about the combinations. If you fire a silver arrow from a magic bow, does that combine?

DR10 is nasty, especially at our level. Tural can't do any damage without a crit.


yep, silver bolt from a magic crossbow would bypass that DR. Also, mithral counts as silver for overcoming DR, were you to find some of that precious metal...


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Just checking. Do I get spells back? Or have to work with what I have left after the previous battle? Need to know for planning.

And I say we take any help we can get….


While the nap is refreshing and it will prevent you from getting fatigued through the night, it is not a full rest that recharges spells or daily abilities


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Thanks. That is what I thought as well. Just wanted to be sure before the fight began.


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Female Human Fortune Tellya

Mimi only needs a half an hour each night to feel fully recharged. The rest of the time, she leans over the others and steals their breaths to remain young.


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Stats:
Mimi the Crow wrote:
Mimi only needs a half an hour each night to feel fully recharged. The rest of the time, she leans over the others and steals their breaths to remain young.

Ugh, is there an option to un-read things? Maybe the new store will sell something. Why did I read that?

Borracho's gold:

.391.0 gp starting monies leftover
-.80.0 gp 4 * alch fires
-------
.311.0 gp to spend


Stats:
Borracho Barondo wrote:

Borracho's gold:

.391.0 gp starting monies leftover
-.80.0 gp 4 * alch fires
-------
.311.0 gp to spend

.311.0 gp to spend

+.40.0 gp from Flem/Alch fires
------
.351.0 gp to spend


Stats:

BarrowWight 4Five1:

+7 hp
+0 BAB

+1 Rapid Reload (light xbow)

+1 Diplomacy
+1 Survival
+1 Perception
+1 Spellcraft
+1 UMB

+spells


NEXT LEVEL: 5:
Unchained Monk (5)
+8HP (6 class +2 con) (total 44)
+1 BAB (5)
+1 Feat: Spiritual Balance (link)
+5 skills (4 class +1 human) (Acrobatics, Perception x2, Sense Motive, Stealth)
Purity of Body (Ex) A monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex): A monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
- Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Level 5 changes:

Level 5
Cleric
HP +5
No change to BAB or Saves

Channel Energy 3d6
Gains 3rd Level spells: 2+1

Know-Religion, All +4 to 5 ranks

Feat: https://www.aonprd.com/FeatDisplay.aspx?ItemName=Favored%20Prestige%20Class **** Dawnflower Anchorite **** Perception

At 5th level, he gains access to the first boon granted by her deity.
Sentinel: Firebrand (Sp) produce flame 3/day, fire breath 2/day, or fireball 1/day


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Female Human Fortune Tellya

Five Finger Diss Count:

Level 5 Slayer

+1 BAB

+0 Fort
+0 Reflex
+0 Will

2nd Studied Target

Feat- Iron Will

Adventuring Skills
+1 Acrobatics
+1 Bluff
+1 Disable Device
+1 Disguise
+1 Intimidate
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival

Background Skills
+1 Linguistics(Barovian)
+1 Sleight of Hand


NEXT LEVEL: 6:
Unchained Monk (6)
+8HP (6 class +2 con) (total 52)
+1 to all saves (5/5/2)
+1 BAB (6/1)
+5 skills (4 class +1 human) (Acrobatics, Perception x2, Sense Motive, Stealth)
+1 Bonus Feat: Mobility (link)
+1 Ki Point (9)
+1 Ki Power
Scorching Ray (link) (1 ray, 4d6 dam, 2ki)
+1 AC from Barkskin (3)
+10’ movement (20)


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Stats:

Last Level: Dec 16, 2025.

Peek-A-Bau, I 6 you:

+7 hp
+1 BAB

+1 Diplomacy
+1 Perform Oratory
+1 Perception
+1 Spellcraft
+1 UMD

+spells


Female Human Fortune Tellya

Watch Your Six:

Level 6 Slayer

+1 BAB/additional attack!

+1 Fort
+1 Reflex
+1 Will

Slayer Talent- Combat Trick(Greater Dirty Trick)

Sneak Attack +2d6

Adventuring Skills
+1 Acrobatics
+1 Bluff
+1 Disable Device
+1 Disguise
+1 Intimidate
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival

Background Skills
+1 Linguistics(Abyssal)
+1 Sleight of Han


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Level 6:

Not a great level....
PrC Level 1 Dawnflower Anchorite
+5 HP
+1 Reflex & Will
Perception is now +18
Sense motive is +12

Class Skill: Solar Invocation. At this level it only works when in sunlight.


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Silly question I guess, but why do we want the deck?

I recently had a character forced to take a card. I got to roll my own fate and got a three.... Got a 3. Donjon: You are imprisoned.

"So long and Thanks for all the Fish!" A Wish won't even release you!


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Because we are adventuring fools!

I'm thoroughly enjoying this campaign, but how often do you really get to interact with a relic in gaming? I generally play Adventure Paths, and before that a ton of Pathfinder Society. Before that it was homebrew of course (pre Pathfinder), and I did offer my players the deck in a very, very long ago campaign. And they got lucky - no hideous outcomes. But I've never had the opportunity to draw myself.

If this is our TPK moment, what a way to go!

"Yeah, I was in Ravenloft, and we were doing well. Then we managed to snatch a deck of many things from the jaws of a suddenly friendly mimic. And I was consumed by it's magics!"

That's a story I'll remember.


Female Human Fortune Tellya

Oh, that's a truly silly question, and one that should be totally asked on the game thread. You know, in character ;)


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Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

I will, once we know we are out of the room, door closed and not in immediate danger! Golems?


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One of the things I like about the old AD&D modules is they could really break the mold and have things like an artifact in a 6th level adventure. We had a few TPKs happen in the 80s from the golden chest, either by the golems or the cards. Another great classic is Castle Amber (Chateau d' Amberville), the ghostly feast at the beginning is crazy.


Deck of Many Things for reference...

1 | Balance | XI. Justice | Change alignment instantly.
2 | Comet | Two of swords | Defeat the next monster you meet to gain one level.
3 | Donjon | Four of swords | You are imprisoned.
4 | Euryale | Ten of swords | –1 penalty on all saving throws henceforth.
5 | The Fates | Three of cups | Avoid any situation you choose, once.
6 | Flames | XV. The Devil | Enmity between you and an outsider.
7 | Fool | 0. The Fool | Lose 10,000 experience points and you must draw again.
8 | Gem | Seven of cups | Gain your choice of 25 pieces of jewelry or 50 gems.
9 | Idiot | Two of Pentacles | Lose 1d4+1 Intelligence. You may draw again.
10 | Jester | XII. The Hanged Man | Gain 10,000 XP or two more draws from the deck.
11 | Key | V. The Hierophant | Gain a major magic weapon.
12 | Knight | Page of swords | Gain the service of a 4th-level fighter.
13 | Moon | XVIII. The Moon | You are granted 1d4 wishes.
14 | Rogue | Five of swords | One of your friends turns against you.
15 | Ruin | XVI. The Tower | Immediately lose all wealth and property.
16 | Skull | XIII. Death | Defeat dread wraith or be forever destroyed.
17 | Star | XVII. The Star | Immediately gain a +2 inherent bonus to one ability score.
18 | Sun | XIX. The Sun | Gain beneficial medium wondrous item and 50,000 XP.
19 | Talons | Queen of pentacles | All magic items you possess disappear permanently.
20 | Throne | Four of wands | Gain a +6 bonus on Diplomacy checks plus a small castle.
21 | Vizier | IX. The Hermit | Know the answer to your next dilemma.
22 | The Void | Eight of swords | Body functions, but soul is trapped elsewhere.


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Female Human Fortune Tellya

Why is it suddenly chilly in the Discussion Thread...?


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Hmm.... I don't see a card where you get frozen in a block of ice, but maybe that would be another interpretation of #3?


Aasimar Divine Paragon 5, Dawnflower Anchorite 1 | AC:20, F:17, T:13 | Perception+18, Diplomacy+12 | Channel Energy: 2/7 | Hit Points 27/33

Just for my curiosity....: 1d22 ⇒ 19

Lose all magic items? Does that card return to the deck after it is drawn? That would have really hurt!


dodged that one! yeah, all cards return to the deck on each draw, except for the two that let you draw more cards, and that's just per that person

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