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.
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.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
"WHAT in the name of Pharasma's Knickers was THAT?!?" Sterling growls.
Reacting instinctively, the cleric dashes forward, sliding between his companions with dexterous ease, trying to see what abomination they have to deal with. This time.
Full move, 30', (on my initiative turn of course) I think I moved him correctly. Readying defensive actions, in case whatever it is comes out after us. Or fires something at us.
"WHAT in the name of Pharasma's Knickers was THAT?!?" Sterling growls.
Reacting instinctively, the cleric dashes forward, sliding between his companions with dexterous ease, trying to see what abomination they have to deal with. This time.
Full move, 30', (on my initiative turn of course) I think I moved him correctly. Readying defensive actions, in case whatever it is comes out after us. Or fires something at us.
Giving some more time to Sergei and Teo to post before I bot, I prefer to have PCs decide their attack strategy. Probably by tomorrow if they don't check in I'll move along the round.
I submitted a Minotaur monk that turned out better than I anticipated!
Thought about it, I would have submitted if it was just set in Dragonlance but as much as I LOVE the Hickman Weiss series, I don't want to play that module.
Am here! Took last night off from the boards(and in general) to binge watch most of Andor season 1 before the second one drops next month!
Ah, very good! I don't really follow Star Wars anymore but I hear there is great hope for Andor Season 2 to be one of the best things Disney Star Wars has produced :-)
Question,
I keep losing track of which-version-did-what in rules.
Especially since I've only tried to play a cleric like, once before.
In PF1, does a Positive energy burst do BOTH Healing to living, AND dmg to undead at the same time?
OR is it one-or-the-other? (Heal living only, harm undead only)
I know there have been both versions in prior years. (MAy have been during 3.x, or the PF1 playtesting phases)
To be honest, splitting it up like that never really made sense to me.
It's positive energy, it does what is does depending on whose in it. ;P
But I need to know for future reference.
(Hey, if I can heal companions, AND harm undead at same time? YES please!) ;)
Thx in advance.
(You wont get any argument from me. I'm just trying to remember which version we're using!- Thx!) :D
Am here! Took last night off from the boards(and in general) to binge watch most of Andor season 1 before the second one drops next month!
Ah, very good! I don't really follow Star Wars anymore but I hear there is great hope for Andor Season 2 to be one of the best things Disney Star Wars has produced :-)
Yeah, I've heard positive thinsg about Andor Season 1. I should watch it.
But I've been SO burned by the Great-to-stinky-to-middling-at-best Disney+ SW shows, I have not watched the most recent ones.
I keep losing track of which-version-did-what in rules.
Especially since I've only tried to play a cleric like, once before.
In PF1, does a Positive energy burst do BOTH Healing to living, AND dmg to undead at the same time?
OR is it one-or-the-other? (Heal living only, harm undead only)
I know there have been both versions in prior years. (MAy have been during 3.x, or the PF1 playtesting phases)
To be honest, splitting it up like that never really made sense to me.
It's positive energy, it does what is does depending on whose in it. ;P
But I need to know for future reference.
(Hey, if I can heal companions, AND harm undead at same time? YES please!) ;)
Thx in advance.
(You wont get any argument from me. I'm just trying to remember which version we're using!- Thx!) :D
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
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
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
Zek'Karis wrote:
Ragadolf wrote:
Ah yes it would be,
THATS why Sterling has 'Selective channel', for those healing in fights vs living encounters! :)
Feat tax
Yup. PF1 is built around them. Can't even build a ranged combatant without two feats just to be able to target things in combat.
It's always been that way, and trying to fix it tends to make characters unbalanced. It's one of those quirks of the system you just have to begrudgingly accept.
Also, I thought spells hit an incorporeal foe normally, but did half damage(aside from force effects)?
I also thought this?
(Unless the spell effect is 100% physical, like a throwing rocks spell?)
Buuuuuuuut,... to be 110% fair, between D&D 3.xyz, PF Playtesting, PF1 & what little I have read from PF2, i COULD be getting rules from my versions mixed up.
(You know, like my earlier confusion on the Channel energy Question) ;P
Also, I thought spells hit an incorporeal foe normally, but did half damage(aside from force effects)?
I also thought this?
(Unless the spell effect is 100% physical, like a throwing rocks spell?)
Buuuuuuuut,... to be 110% fair, between D&D 3.xyz, PF Playtesting, PF1 & what little I have read from PF2, i COULD be getting rules from my versions mixed up.
(You know, like my earlier confusion on the Channel energy Question) ;P
Which is why I ask too! :D
Yep, I looked it up last night, looks like a Ranged Touch still needs to hit first. So a fireball does what a fireball does but a Scorching Ray can still miss because it needs to be targeted.
As I said, if I'm wrong on that, no worries, I'll make sure I get it right next time. The incorporeal rules seem a bit less clear then I used to think they were... I'm also getting a lot less sleep these days then I used to!
Actually, I would like to point out that even WAY back in the 'Good Ol' Days' of Basic & AD&D rules,
(Keep on the Borderlands module, included with the red basic box set.)
(EDIT- Yes, I have been playing these games a LOoooooooong time!) ;P
That an encounter with a Wraith (considered a lvl 2 monster back then) with a party of 1-2 lvl PC's was tough back then!
(In that module, if you were unlucky on your exploration choices, you would run into the ogre or the wraith while you were still lvl 1. BAD day for those groups. Especially if you were injured from the ogre, and THEN found the wraith!) :( ;P
All I'm sayin' is, we're doing pretty good! AND Sterling is VERY grateful for the preparations the good Doctor left for them!!! ;)
Nice use of the sword with your powers Sergei!
I luv the 'fun' combos!
All I'm sayin' is, we're doing pretty good! AND Sterling is VERY grateful for the preparations the good Doctor left for them!!! ;)
Yep! This is a TOUGH encounter and part of the reason why the good Doctor's gear was made available to you all. Imagine this encounter withOUT the Legacy Weapons?
I'd bet this guy in particular has TPK'ed a party or two in his time...
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
In my opinion this adventure path has the most dangerous opening sequence Paizo has ever published. It's a horror game after all. Played straight, the Harrowstone sequence is a bunch of really nasty boss fights on a timer, with haunt-traps that move around and reset. (I'm enjoying the changes I've seen so far)
And this a%!&& is arguably the most deadly of the boss fights. He's notorious for killing at least one PC during his fight.
If we'd done this the way the authors expected, we'd have gone through the whole top level first and probably leveled up. We have twice the usual party size and we have fancy gear, but we're still doing this on hard mode. Yay horror!
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
Dark Powers wrote:
_Bastian 'Ogre' Zorovich wrote:
Well. at least he does bleed rather than giving negative levels. That really would be a killer.
I would have adjusted that s!@!, that's absurd at low levels.
That is how you end up with a shadowpocalypse.
I still remember AD&D 1E, when wraiths couldn't be harmed at all without magical weapons, and dealt permanent, no save, level removal as damage.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
AD&D, 2nd level on an graveyard Island, researching undead...and we find a wraith.
My cleric needs 19 to turn it, I get lucky...do we run? No, we chased the thing trying to Hurt it.
We, the players, didn't know it cannot be hurt, but the characters did research undead and we manage to convince our (equally inexperienced) DM to reverse TPK