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.
Old Ember Maw here must have killed a SHIT ton of PCs. RAW it launches a 4d6 Scorching Ray! That's a huge damage range for 1st and 2nd level characters to face in essentially a random encounter in a already deadly dungeon. Sheessshh.
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 find the balancing in some of the modules to be strange. A huge number of fights are jokes and then randomly there are things that just autokill PCs. If a player makes a bad choice and they die that is part of the game. Having something that is almost guaranteed to kill players making intelligent choices is just bad design.
Back in Living Greyhawk, I play tested a module that had you fall into a huge vat of acid. There is basically no way for most of the party to not end up in the acid and there is no hints ahead of time that you need to prepare for potentially taking a bath in acid. The average damage in the module killed pretty much any character in 2-3 rounds and would have caused a ton of TPK's. After we finished I spent a bunch of time arguing that the average damage from this was absurd and it got toned down.
Heheh, Yeah, WAY back in the 'Good Ol' Days', (AD&D/D&D aka="1st Ed")
Most modules were 'fun' or at least they had good concepts.
(I STILL luv me the original "Keep on the Borderlands" that came with the original Red Box set! AND it's updated 2/3E versions!)
But lets be honest, 'encounter balance' did not exist.
Half of it was pure dice roll luck,
Half was GM fiat, or luck of character choice. (Playing a Cleric when Undead were in the module)
and the OTHER-Other half was players being very clever with what few rules we had! :)
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
I had this whole, awesome writeup about trying to use Gather Power and TK Haul to drag the oven into the water, and then realized Sterling was asking Sergei to move the remains.
If it weighs less than 2000 pounds, I can toss it in the drink.
I had this whole, awesome writeup about trying to use Gather Power and TK Haul to drag the oven into the water, and then realized Sterling was asking Sergei to move the remains.
If it weighs less than 2000 pounds, I can toss it in the drink.
I had this whole, awesome writeup about trying to use Gather Power and TK Haul to drag the oven into the water, and then realized Sterling was asking Sergei to move the remains.
If it weighs less than 2000 pounds, I can toss it in the drink.
ROFLMAO!
Sorry, sorry, But that write up of your reaction,... BWA-hahahaha! ;)
I had this whole, awesome writeup about trying to use Gather Power and TK Haul to drag the oven into the water, and then realized Sterling was asking Sergei to move the remains.
If it weighs less than 2000 pounds, I can toss it in the drink.
Moving it may destabilize the roof :-(
Mmmmm,.. Yeah, Nope.
Let's NOT do that. At least not while we're standing under what's LEFT of the roof, Mm'kay? :)
Sooo, who wants to be a kind soul, and gimme some info on who all those NPCs Shadow just named dropped in his last post? I see that Gibs apparently started a fight at the funeral, so he's clearly a wanker, lol
Didn't see the others listed in the gazetteer at the top.
in answer to your in-game question,
Sterling REALLY wants to leave the ('cursed'?) Prisoners items in the high-security vault.
I see no reason we cannot take the 'normal' items with us (YAY! LOOT!) ;P
And in fact, I thought we had already grabbed it all. (?)
Although, we may not want to start counting or divvying it up in front of the townsfolk. They dont NEED to know (Yet) that we are a bunch of opportunistic treasure-grabbers! ;P
Although to be fair, it was belongings of people who are all now presumed dead. And its been a while, with no relatives coming to try and claim their possessions. I (Sterling) sees it as salvage.
It certainly wasn't officially tomb-robbing, which most adventureres legit get a bad rap for. (ANd rightfuly so!) ;P
OK, besides eating dinner, there's a few options here for the corpses: (1) use the Spirit Planchette, OR (2) head to Father Grimburrow immediately. If you use the Planchette how many people wish to participate? When you see Father Grim, who wishes to go?
Zek appears to be willing to see the Sage this very day, does anyone want to go with?
The trip to "Town Hall" it seems will have to wait till tomorrow.
M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
If we want to risk waiting until we know more to ask something specific then we have to go to the sage and hit doctors books and notes immediately.
We could ask something about the cult, since there is no answers except for yes/no we need to assume few things:
1) they are not here just to loot the prison
2) they are trying to get something - an item, ritual, some knowledge
OR
3) they are trying to release something - a creature, some ancient evil
OR
4) they need the place as a focus for some ritual
If you had any indication which one of 2, 3 or 4 it is, we could ask
"Are the cultists trying to release <whatever>" - I don't remember exactly, but doctors book said he researched some evil
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
But we have no reason to think that either of the skull or wraith would know anything about the cultists, or do we?
With just a yes/no answer I'm not sure we will get much of use out of them. Bastion is keen to head straight to the church, but if someone wants to try the board first, he is more than happy to wait for it, so long as we can likely get them buried before sunset.
Hello! I'm traveling right now and don't have regular internet access. I'll try to keep posting whenever I can, but please bot Teofila as needed. I'll be back home on the 23rd.
Sorry the notice is coming late, but I wasn't expecting the difficulty.
I will update the thread at some point tomorrow, going to be distracted with work all day and with having to have the vet come by the house tomorrow to put my poor pup down so until that's done I'll be spending most of my free time with him today/tonight/tomorrow morning.
Just a note,
I'm actually getting out of my house (and town, and state!) again. (For the SECOND time in as many months!)
I am making the most of my available Spring break at work (university) and my better-ness after the past 3 years to get out and hopefully have some fun!
SO, I will probably NOT be available for this next week. Leaving Sat early, returning Fri night late.
I will be in a hotel with free wifi, I just dont intend to spend much time in said hotel other than sleeping.;P
PLease bot as needed, and I hope everyone has a Happy Easter!
OK, my pup has crossed the rainbow bridge and Easter is over. My son decided to get sick tonight so that pretty much threw off my entire evening. I will be updating this thread tomorrow, apologies for the delays, it's been a hell of an 8 day run.
OK, so Sergei will work the board, Zek and Sterling will assist.
The question is, what questions to ask the head and the body. I made a few suggestions just to speed things along or you can use what you have all developed.
Let's try and get that squared away by Thursday so we can have that scene play out.
Note that I am getting a procedure done on Friday, minor outpatient so I may not be able to post Friday evening and possibly Saturday, but I think I should be fine by Sunday.
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
We get one question for the head, and one for the body, right?
I don't think we should ask about who ran the prison. That seems like it would be in the town records, or even just remembered by some of the older folks.
We get one question for the head, and one for the body, right?
I don't think we should ask about who ran the prison. That seems like it would be in the town records, or even just remembered by some of the older folks.
Correct!
That's likely true and would be a tough yes/no question to craft.
Have a procedure tomorrow, i'll give it till Saturday to see if you have consensus on a question, if not, I'll move us forward with something that approximates the combined suggestions.
Different corpses for sure as the body was intact with head included.
Alrighty, did we bring any remains from the fire wraith? If so, we can ask that if it worked in the prison. We **think** it was possibly/probably an executioner, yes?
Who did the head and body belong to? That can help us narrow down what to ask.
Different corpses for sure as the body was intact with head included.
Alrighty, did we bring any remains from the fire wraith? If so, we can ask that if it worked in the prison. We **think** it was possibly/probably an executioner, yes?
Who did the head and body belong to? That can help us narrow down what to ask.
You're certain the body belonged to the Wraith you fought, the head, you all have no idea who that belonged to
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
What if we just asked them their names? That might be enough of a lead to dig up other information.
Different corpses for sure as the body was intact with head included.
Alrighty, did we bring any remains from the fire wraith? If so, we can ask that if it worked in the prison. We **think** it was possibly/probably an executioner, yes?
Who did the head and body belong to? That can help us narrow down what to ask.
You're certain the body belonged to the Wraith you fought, the head, you all have no idea who that belonged to
Then, I think we should ask the body if it worked in the prison. That's a fairly straight forward question, and can help us learn more via other means later.
For the head, unsure, since we don't know who it belonged to. Maybe if it was a prisoner or if it was murdered? (perhaps it was decapitated after it died)
Different corpses for sure as the body was intact with head included.
Alrighty, did we bring any remains from the fire wraith? If so, we can ask that if it worked in the prison. We **think** it was possibly/probably an executioner, yes?
Who did the head and body belong to? That can help us narrow down what to ask.
You're certain the body belonged to the Wraith you fought, the head, you all have no idea who that belonged to
Then, I think we should ask the body if it worked in the prison. That's a fairly straight forward question, and can help us learn more via other means later.
For the head, unsure, since we don't know who it belonged to. Maybe if it was a prisoner or if it was murdered? (perhaps it was decapitated after it died)
The reverse, remember, that body the Party is 99.9% certain IS the Wraith.
What if we just asked them their names? That might be enough of a lead to dig up other information.
Speak with Dead you can do that, the Planchette limits you to yes/no.
??
I thought I read that it was a yes/no, OR a short, one-word answer. (it is spelled out on the board)
I'll go back and re-read.
Edit- yep, 'Yes/No or short one word answer' according to the D2opfsrd entry on the Planchette.
So we could ask it it's name, and that seems like something that it wouldnt fight us too hard on(?)
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
Ragadolf wrote:
Storyteller Shadow wrote:
Sergei the Haunted wrote:
What if we just asked them their names? That might be enough of a lead to dig up other information.
Speak with Dead you can do that, the Planchette limits you to yes/no.
??
I thought I read that it was a yes/no, OR a short, one-word answer. (it is spelled out on the board)
I'll go back and re-read.
Edit- yep, 'Yes/No or short one word answer' according to the D2opfsrd entry on the Planchette.
So we could ask it it's name, and that seems like something that it wouldnt fight us too hard on(?)
GM, is this spirit board different? Can we get a 1 word short answer out of it?
What if we just asked them their names? That might be enough of a lead to dig up other information.
Speak with Dead you can do that, the Planchette limits you to yes/no.
??
I thought I read that it was a yes/no, OR a short, one-word answer. (it is spelled out on the board)
I'll go back and re-read.
Edit- yep, 'Yes/No or short one word answer' according to the D2opfsrd entry on the Planchette.
So we could ask it it's name, and that seems like something that it wouldnt fight us too hard on(?)
GM, is this spirit board different? Can we get a 1 word short answer out of it?
Ah yes, you can, again my apologies, still a bit fuzzy after the last few weeks!