Skinsaw in Ravenloft


Rise of the Runelords

Dark Archive RPG Superstar 2013 Top 32

Yeah, baby!

I've agreed to run a one-shot game on Halloween night for my three best gaming buddies. For this campaign, I have chosen to run The Skinsaw Murders with the added awesomeness of Ravenloft!!!

Since I only have about 5 hours to cram the whole game into, I was only going to run Part 2: The Misgivings. The haunted house atmosphere along with creepy undead should make an awesome Halloween session. There's a few issues that I wanted to discuss here first, though:

1) I only have 3 players. To compensate for this, I've pregenerated characters for them at level 5 (instead of level 4) and given them equipment according to the guidelines for level 6 characters. I've also made them with 36-point buy builds and given them maximum hit points. I would like to know if everyone thinks this is enough or not. Also, if it's too much, that'd be good to know too.

2) Part 2 of Skinsaw is not very combat heavy until the end. Most of the house's challenges are in the form of the haunts. With only 3 characters, many of the haunts will be universals and could possibly TPK them on a batch of poor saves. I've made a "backup character" for each player if their first one should die, but I'd like to know what others' take on the haunt situation is. I've given thought to adding a few random encounters inside the manor, but I also want to do so without upsetting the ambiance.

3) I won't have the opportunity to do any lead-up with Aldern and developing the PCs' relationship with him since this is going to be a one-shot, so I'm thinking about just having the PCs going to this mansion in search of a few lost children from the local town (I'm setting Foxglove Manor in western Richemulot, but I'm going to situate it next to a steep waterfall since there is no coastline in Richemulot). I'm also considering making the Manor it's own domain, with Aldern as the Darklord and the domain borders manifesting as an impenetrable flock of carrionswarms to prevent escape. I could also make Vorel the Darklord and add an additional encounter with his manifested spirit after Aldern is defeated. That's still up in the air, though.

Okay, that's about all I've got so far. Feedback is greatly appreciated!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fatespinner wrote:
1) I only have 3 players. To compensate for this, I've pregenerated characters for them at level 5 (instead of level 4) and given them equipment according to the guidelines for level 6 characters. I've also made them with 36-point buy builds and given them maximum hit points. I would like to know if everyone thinks this is enough or not. Also, if it's too much, that'd be good to know too.

That may be a bit much, unless you plan on upping the encounters to make them tougher.

Three characters at level 5 (especially if optimized for the adventure) should be equivalent to a party of four at level 4. Using CR as a guideline, (CR 5 + CR 5) + CR 5 = CR 7 + CR 5 = CR 8 and (CR 4 + CR 4) + (CR 4 + CR 4) = CR 6 + CR 6 = CR 8. Give them standard level 5 equipment and they should be fine, especially with access to 3rd level spells.

The 36-point buy and maximum hit points are also a bit much. 25-point buy is the "standard" that the modules are designed for. 28-point buy makes things a little easier, but doesn't inflate the PCs too much. Every four points beyond that is almost like giving the PCs another character level as far as their combat power is concerened. I'd recommend sticking with 28-point buy and "high-average" hit points (maximum for 1st, die average rounded up for each level after).

As a one-shot, you (and the players) don't have to be concerned too much about campaign/character continuity, so you should keep things challenging. Especially for a Halloween/Ravenloft session, character deaths should be a possibility!

Fatespinner wrote:
2) Part 2 of Skinsaw is not very combat heavy until the end. Most of the house's challenges are in the form of the haunts. With only 3 characters, many of the haunts will be universals and could possibly TPK them on a batch of poor saves. I've made a "backup character" for each player if their first one should die, but I'd like to know what others' take on the haunt situation is. I've given thought to adding a few random encounters inside the manor, but I also want to do so without upsetting the ambiance.

Having at least one character with high Wis, good Will saves, and Iron Will could help with that, since you are pre-generating ("optimizing") them. You could also use Action Points. Unfortunately, poor dice rolls can still sink the party, but that's part of the game. Without the element of risk, there's no sense of accomplishment.

Fatespinner wrote:
3) I won't have the opportunity to do any lead-up with Aldern and developing the PCs' relationship with him since this is going to be a one-shot, so I'm thinking about just having the PCs going to this mansion in search of a few lost children from the local town (I'm setting Foxglove Manor in western Richemulot, but I'm going to situate it next to a steep waterfall since there is no coastline in Richemulot). I'm also considering making the Manor it's own domain, with Aldern as the Darklord and the domain borders manifesting as an impenetrable flock of carrionswarms to prevent escape. I could also make Vorel the Darklord and add an additional encounter with his manifested spirit after Aldern is defeated. That's still up in the air, though.

Since you're pregenerating the characters, you have full control over their backgrounds. Work Aldern into the backstory of at least one of the characters! In fact you can highten the connection from that presented in the module by making Aldern an "old friend/lover/distant relative."

Having Vorel as the Darklord would probably work better for general creepiness. I'd also hold off having him manifest, unless the PCs manage to succeed completely in the adventure.


Since it's Ravenloft, I wouldn't give them money for 6th level characters. I've always pictured Ravenloft as a low-magic world (it works best if the players don't have all that much magic equipment). Don't worry about someone dying, or even a TPK. It's a one-shot, and I don't think dying would detract from a chilling and great Halloween-experience.

Liberty's Edge

Liking the Darklord thing. Fitting really. Probably place Vorel as the darklord, seeing as Aldern is really just under the influence of the house.

Although it's most likely more work then you're looking for, you could adapt the murders in Sandpoint that build up to the manor as perhaps a dinner party at the manor, or a sort of All Hallows gathering in the neighboring farmland. It requires changing the beginning of the adventure a bit, but could prove fruitful. Perhaps the mansion is said to be haunted, but Aldern, in heavy disguise(magically cloaking the stench of his body), holds a party to celebrate his return to financial freedom. Mingle, chat, start the murders when appropriate. Soon, the other guests will be scared out of their minds. Somehow, the haunts begin acting up.

Alternatively, you could drug the punch (and it's not really a party without punch), and have the guests wake up in the house transformed. Creepy acts begin happening, maybe a guest dies from a haunt, or is suddenly attacked by ghosts. Murder if it feels appropriate, and voila!

Just a couple thoughts.


Dinner parties...a staple of horror lit. Interesting idea, but would require a bit more work.

Dark Archive RPG Superstar 2013 Top 32

Thanks for the feedback so far. In response to DCP's analysis of the party's levels and wealth, thanks for pointing that out.

Originally, I had not optimized the characters for the adventure (I hadn't even read the adventure before I started generating the characters for it) but, now that I've read it, I realize that the rogue character is probably not going to be useful since Haunts can't be detected as traps and the vast majority of foes are un-sneak-attackable undead.

So, in light of this information, I'm thinking about reducing the average character wealth and toning down the point-buy and hit points a bit. The levels and classes can stay the same (with the exception of the rogue, I will probably remake the rogue into a cleric).

I had my players choose which "style" of character they wanted me to make for them (and I made 2 characters for each player so that they have a 'backup'). Here's what we've got:

One player chose the 'martial' archetype. His characters are a Human Barbarian 5 and an Elf Fighter 5.

Another player chose the 'arcanist' archetype. Both of her characters are Sorcerer 5, one focused more on offensive magic while the other is more focused on buffing.

The last player decided to fill the 'other' category. His first character is a Rogue 5 and the second is a Cleric 5. I'm thinking about tossing the rogue since it seems that there's no specific need for them in this particular adventure. An additional cleric will be very handy (especially if the first one dies).


Instead of making all of the unallocated Haunts Universal, just spread them out across the remaining PCs. Each type of haunt has a "weak" haunt and a "deadly" haunt, and there are 6 types of haunts. In my case, I ended up with 4 PCs each having 3 hauntings plus the universals. In your case, you'd end up with each PC having two entire sets of hauntings (4 each) plus the universals.

I find that some of the haunts are almost gauranteed to kill a character if they're universal. By spreading it out so that there's always someone not affected by the lethal haunts, the adventure becomes a lot more survivable.

Dark Archive RPG Superstar 2013 Top 32

Zurai wrote:

Instead of making all of the unallocated Haunts Universal, just spread them out across the remaining PCs. Each type of haunt has a "weak" haunt and a "deadly" haunt, and there are 6 types of haunts. In my case, I ended up with 4 PCs each having 3 hauntings plus the universals. In your case, you'd end up with each PC having two entire sets of hauntings (4 each) plus the universals.

I find that some of the haunts are almost gauranteed to kill a character if they're universal. By spreading it out so that there's always someone not affected by the lethal haunts, the adventure becomes a lot more survivable.

I thought about doing that, but in the adventure itself it says to avoid "doubling up" on haunts. But yes, you're right. Some of the haunts are downright lethal.

Dark Archive RPG Superstar 2013 Top 32

Something else I thought about - the adventure is supposed to have the characters STARTING at level 4, which means that they should probably be close (if not at) level 5 by the time they reach the Misgivings (Part 2). Should I still tone down the point-buy and equipment, even though they're a party member short?


Fatespinner, 'tis Ravenloft ... 'tis a one-shot ... have fun, both with the characters AND thier antagonists!

You could, for example, lift the BBEG out of Fortress of the Yuan-ti as an example ... a CR 16 undead ... kill 'em all off in time-honored Halloween gaming tradition!

'Course, there are a few elements unique to Ravenloft that are wonderful to 'lift' into the RotRL AP ... goblyns for example ...

"Whaddya mean the bugger ate my face?!"

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fatespinner wrote:
Something else I thought about - the adventure is supposed to have the characters STARTING at level 4, which means that they should probably be close (if not at) level 5 by the time they reach the Misgivings (Part 2). Should I still tone down the point-buy and equipment, even though they're a party member short?

If anything I'd worry more about them being too weak. It's easier on the fly to give a monster 20 more hitpoints or raise the DC of spells and abilities +2 or more then it is to change the characters after you've already started. :)


Cesare wrote:
Dinner parties...a staple of horror lit. Interesting idea, but would require a bit more work.

Just this line has me thinking of the Voracious Thingy from Pans Labyrinth. Anyone plan on using that thing as a monster? I know I am.

Great one Turin. I always loved the Ravenloft Goblyns. Face eating really puts the scare into players. Severed limbs, etc, don't quite create horror quite the same as face eating.


Yasha0006 wrote:
Cesare wrote:
Dinner parties...a staple of horror lit. Interesting idea, but would require a bit more work.

Just this line has me thinking of the Voracious Thingy from Pans Labyrinth. Anyone plan on using that thing as a monster? I know I am.

Great one Turin. I always loved the Ravenloft Goblyns. Face eating really puts the scare into players. Severed limbs, etc, don't quite create horror quite the same as face eating.

Yup - face eating, gender bending and being slowly, brutally fragged (examples are a full-round brain extraction by squidbat, eaten alive while ghoul/ghast-paralyzed by the same, feeling the Ceti Alpha 5 brain-tick chew into your character's skull...) are pretty good ways to get the PCs both scared ... and either they'll QMF (quivering mound of flesh) on you, or go hardcore and make the game REAL intense for a time... ^_^

Dark Archive RPG Superstar 2013 Top 32

*sigh*

One of my players is sick tonight, and called to let me know he wasn't going to make it. The game has been called off.

*double sigh*

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