Episode 1: Into the Skittering Mists

Game Master laughmask21

A brave group of adventures has set out into the mist shrouded jungles known as the Skittering Mists in the hopes of finding the lost temple, Dokhamandir and the ancient alchemical formula held therein.


Map of Radripal

Vudra Gazetteer

Vudra Player's Guide

NPCs
Calaak A tiefling antiquities merchant who is funding your expedition in the hopes of returning to her former status. Famous as an adventurer and venture capitalist, she lost everything during a failed expedition.

COMBAT
Initiative At the beginning of combat, I will roll all players initiatives in a lump and add their modifiers to get an average (4d20 + 13 => 48 / 4 = 12) and do the same for enemies. The highest average goes first and acts in posting order. I will end a round with a narrative and summary that includes the players' actions followed by GM-PC actions and enemy actions, finishing with a final status of things.

Rest & Regeneration After a full night's rest, characters above half their max HP heal a quarter of their max HP. Characters below half their max HP heal 1 HP per level. Using the heal skill for Long-term Care still doubles the rate of healing.

Example: Max has 12/20 HP and rests for the night. Because he is above half his max HP, he heals for 5 HP raising him to 17/20. Meanwhile, Draga, a 3rd level ranger is at 4/20 HP and only heals for 3 HP raising her to 7/20. If the party healer chooses to spend the day healing the party and succeeds, they will heal at double their rates (10 for Max, 6 for Draga).

Critical Hits Rolling a natural 20 or within your critical chance range is always considered a critical hit without the need for crit confirm.

LEVELING UP
Hit Dice Half your HD (round up) each new level.

PSYCHICS

Psychic Components RAW:
Psychic magic originates from the distinctive qualities of the caster’s composite being, rather than through arcane formulae or rote supplication to divine entities. Therefore, psychic spells never have verbal or somatic components, and have only expensive material components. Psychic spells are purely mental actions, and they can be cast even while the caster is pinned or paralyzed. Focus components work the same way with psychic spells as they do with other spells.
When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell’s component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell’s material component.

Instead of verbal and somatic components, all psychic spells have components related to the caster’s inner being. The two psychic components are called emotion components and thought components. If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal.

Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell’s energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. (The emotion descriptor was originally introduced in Pathfinder RPG Ultimate Magic.) Even if the effect’s emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component.

Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.

Just as spell-like abilities never require verbal, somatic, or material components, these abilities also don’t require thought or emotion components. A psychic spellcaster can replace verbal and somatic components with thought and emotion components only for the purposes of the spell components themselves, not for the purposes of any other rules elements that relate to verbal and somatic components. She can’t use Silent Spell to ignore the thought component of a spell, for example. The new feats Intuitive Spell and Logical Spell serve a similar function for these new components, and appear in Chapter 3.

Spell Detection While the verbal and somatic component of psychic spells has been removed, they are still susceptible to spell detection through Spellcraft. However, I am going to rule that if there are no components involved, then the check receives a -2 penalty. This is going by this post(link). Like others have said, the art depicts lots of visual components(glowing eyes, runes, etc.) so there would still be elements to detect.