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 Kineticist, 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
Teoflia is in a side scene. Our Gunslinger is tied up in RL. Vaneza I texted so she should be checking in soon enough though I don't think that research is her strong suit.
That said, I believe that the delving into the records of the good Doctor has run its course. This is still the FIRST day for the PCs and it has been a long day so probably best to rest for the evening and start exploring the Prison the next day. Of course, the PCs can opt to go right now as well if they wish! LMK what you all choose to do either way and I will move us forward accordingly.
I will finally check PC updates to second level this weekend and inventories to see what items everyone claimed from the Armory before we proceed forward.
Male Human Kineticist, 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
Going over the armory inventory-
We need to Identify the rings and scrolls, and anything else that's magic.
There's two chests listed, but no contents. Did we forget to open something?
Potions should go to our frontliners.
I don't need any of the weapons, but I wouldn't mind having the armor if nobody wants it. I don't have any armor yet, and it's sentimental for Sergei. If anyone who's more likely to be in melee wants it, I'll retract my claim.
As a telekineticist I'm great with anything that needs to be thrown, like Holy Water. So any splash weapons that aren't claimed by others, I'd like to take.
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Did we ever find anybody who could Identify the magical items? Or did someone take the Spellcraft skill when they got to second level? Or an Identify spell?
I think at least half the group would want the magic armor...so get in line I guess? Assuming we identify it of course.
Note: I already grabbed the available alchemist's fire earlier when everyone was in other places. I just didn't tell anybody when I did it...although I think Vaneza went with me so she would probably know.
The chests are indeed books and journals no magic items.
One is filled with tomes and the other with notes from the Doctor!
The tomes include: Manual of the Order of the Palatine Eye, it has a rich purple cover containing a brass scarab set with a single eye in its center, On Verified Madness, a jet-black book, Serving Your Hunger another jet-black book, The Umbral Leaves a book with an engraved holy symbol of Zon-Kuthon, and finally, a yellow tome with a title that is not in a language any of you can read.
The notes include, what appears to be his most recent journal as you can still smell ink. The other notes are manuscripts of what could become tomes if properly bound. The manuscripts include: Van Richten's Guide to Vampires, Van Richten's Guides to Ghosts, Van Richten's Guide to Werebeasts, Van Richten's Guide to the Created, and there are several other scattered smaller tomes, which appear incomplete. They cover the Lich, Ancient Dead, Fiends, and the Walking Dead.
Male Human Kineticist, 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
GM:
Sergei is essentially sleepwalking. His body is under the control of Madame Marcella, who is trying to perform a Harrow divination to get an idea of what the future holds. She's using cards borrowed from Van Richten's collection (I'm assuming he has one somewhere. They're common occult-ish items).
Sergei doesn't have the Harrowing spell, so she has to do it the hard way. But it's likely Madame Marcella knows the Harrowing spell as an Occult Ritual. There's a bunch of things working against her (she's first level, working with borrowed tools, on a different plane of existence so all the occult energies are off-kilter). Regardless, she's trying.
Consider her to be taking 20 on attempting to perform a Harrowing ritual. It's up to you whether she succeeds, whether the ritual does anything, whether it effects Sergei in anyway, or whether she can effectively communicate anything she learns to Sergei (he does speak Vistani, but he doesn't have any knowledge of how Harrow decks work. It might just be gibberish to him).
She's going to leave the Harrow spread on the table so Sergei (and everyone else) can see it when they wake up. So, if you want to do some fun spooky foreshadowing, go ahead.
(5) potions of cure light wounds, &
(2) potions of lesser restoration.
The Haunt Siphons - These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.
To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon.
When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts.
A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
Spirit Planchette (Ouija Board) - We can discus the specifics of this if you attempt to use it but it's not ac active combat item.
The Sword Sithican Saber +1 (Platock's Legacy) + 1d6 Damage versus Undead + Ghost Touch + Spellsword as per the spell 1x day.
The Amulet Amulet of Anubis - +1 to AC (deflection bonus). When presented along with reading the text on the back of the Amulet, the wielder may Turn Undead as per a 5th level Cleric 1x day.
The Ring - Etched with Symbols Ring of Protection +3 + a Ring of the Grasping Grave.
The Ring - Crimson and Obsidian Death Ward
The Armor Leather Armor +2 - Defiant vs Undead (Grants an Additional +2 AC vs Undead + DR 2/- vs Undead).
---
Anything NOT listed here, is not magical but has special properties by virtue of design (silver swords, cold iron daggers, etc.).
Well, I don’t need the saber, but I would say any of us could use the rest of the items more or less.
Do we want to roll-off? Whoever rolls highest picks first? Then the next highest picks and so forth…
Or something like that?
How many people do we have active right now? That’s like 5 major magic items for 8 people…right?
Currently Vaneza and Alain have been pretty dormant with respect to posting. Teofila is not with the group at the moment (she will staying at Shanda's the night before).
HP 24/24; San 35/36; AC 10; Init +0; Fort +5; Ref +0; Will +0; 2 3
We may want to be a little more scientific about this. The amulet for example maybe better on someone who is not a front liner.. and maybe has a good charisma. Rings look good for front liners. Don't we each have a legacy weapon already?
We may want to be a little more scientific about this. The amulet for example maybe better on someone who is not a front liner.. and maybe has a good charisma. Rings look good for front liners. Don't we each have a legacy weapon already?
But if roll off is what folk want then...
[dice=1 to 100]1d100
Correct, you each indeed have a Legacy Item already. :-)
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
So I miss out because all my stuff is average, huh?
That's also going to be a lot of going back and forth to see who gets what. If we need to trade items later, we can look into that. I say just roll off.
Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Do we know which 'Weapons (or Items) of Legacy' rules we are using? I've seen a couple of different ones for 3.5 D&D/Pathfinder 1st edition. Or are the rules unique for this game?
Teofila can't use the saber, no proficiency. Anyone know what "Sithican" or "Platock's Legacy" means? Sounds important. Maybe we should take it even if nobody is currently using it?
The amulet is okay, but really sounds better for Sterling.
The Rings work fine, who can't benefit from some more AC? But, Teofila might not be quite melee focused enough to take a ring over a fully committed melee character. She'll be casting some as well, and would probably take the first round to buff herself if possible. Depends.
The armor doesn't hurt, but doesn't help much either. Her current armor is +4 AC, so she breaks even there, with the Defiant enchantment offering a situational benefit.
Don't know what to make of the Spirit Planchette. Sounds kind of like a group item?
In any case, Teofila's AC seems to be tied Vaneza's as best. Is Bastian's AC seriously 10? If the rest of you can put the items to better use than Teofila, I'm fine with passing on taking anything.
I'm usually thinking of who can best use the item, (And then roll-off between equally needed toons) but as noted, we can always trade! :)
In this case, there are certainly a lot of (actually) useful (Fairly powerful) items! :)
For the 'normal' items, I'd say healing potions for the front-liners in case of emergency? Restore potions can be carried by anyone and distributed as needed.
How many Haunt siphons are there? We may want to distribute them around. Multiple uses in a round if needed for powerful haunts.
In short, the only 'big' items that Sterling could use are the defensive ones, amulet & rings. Death ward ring should go to a front liner, agreed! And he already has a magic amulet (His legacy item) ;P
That means the Ring of protection is most tempting to his skinny, armor-less self! :D
Whoa! I really botched that first paragraph of Teofila's in my gameplay post. The intent is Teofila is comparing Kendra's and her own relationships to their respective fathers. It reads more like she's comparing Kendra's relationship with her father to her own relationship to the Professor.
That's what I get for rushing posts at work I guess.
Do we know which 'Weapons (or Items) of Legacy' rules we are using? I've seen a couple of different ones for 3.5 D&D/Pathfinder 1st edition. Or are the rules unique for this game?
Unique. I'll roll them out when I have a moment, trying to find the notes I created for each characters item.
Whoa! I really botched that first paragraph of Teofila's in my gameplay post. The intent is Teofila is comparing Kendra's and her own relationships to their respective fathers. It reads more like she's comparing Kendra's relationship with her father to her own relationship to the Professor.
That's what I get for rushing posts at work I guess.
OK, I will roll with intent rather than plain language when I respond :-)