I see you used the sanity system. How did you handle Bokrug's arrival and the party taking a minimum 27 sanity damage? Essentially going insane unless they pass the DC 42 will save with no current sanity damage plus decent mental ability scores.
I'm using the sanity system and this bit has me worried for the characters next chapter.
Risi managed to assassinate the gnome bard while he slept in the guesthouse of Iris Hill. The players will be looking for a way to resurrect him. Any thoughts on how to do this considering the priestess is missing/dead?
Sorcerer Spells Known (CL 3rd; concentration +9)
1st (6/day)—break[APG] (DC 15), disguise self, ears of the city[HotS], mind thrust I[OA] (DC 15)
0 (at will)—breeze[UM], detect magic, flare (DC 14), mage hand, open/close (DC 14)
----- Tactics ----- Before Combat Eleven will cast disguise self to change her appearance.
During Combat Eleven prefers to use her psychic strike spell-like ability and mind thrust I to make quick work of her enemies.
Morale If Eleven senses her friends or herself are in immediate danger she will use her spell-like abilities and spells. Otherwise, she will attempt to flee.
----- Statistics ----- Str 8, Dex 16, Con 10, Int 12, Wis 9, Cha 18
Base Atk +1; CMB -1; CMD 12
Feats Ability Focus (psychic strike), Eschew Materials, Psychic Sensitivity[OA], Sorcerous Bloodstrike[UM]
Skills Appraise +5, Disguise +5, Intimidate +8, Knowledge (planes) +4, Perception +2, Sense Motive +5
Traits augmented disguise, focused mind
Languages Aklo, Common
SQ bloodline arcana: psychic
Other Gear tattoo[UE], wig[AA], traveler's outfit
----- Special Abilities ----- Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Mental Resistance +2 (Ex) +2 save vs. mind-affecting
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+1, 7/day, DC 17) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points
The Player's Guide states that the PCs are in a fugue state. In the Horror Adventures book the lesser madness Fugue has some penalties with it. Should the PCs start with this madness if we're using the Sanity & Madness system?