
Jon Kines |
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Okay, I'm still working on fleshing these out but here's the basis for a few side plots I'm developing to flesh out Ravengro a little, as well as resolve issues with the trust point deficit.
A local Ravengro citizen is the descendant of someone who was convicted of a series of murders he didn't commit. This ancestor was sent to Harrowstone for his alleged crimes and perished in the Harrowstone fire of 4661. With the actions of the Whispering Way bolstering the spirits and haunts within Harrowstone, this ancestor has taken to haunting and even possessing his descendant. The descendant is possessed and forced to commit acts of murder against the township and its leaders in an act of vengeance for the ancestor who yet seethes over his own injustice.
Another idea is that the alchemist in town is more than she appears to be. She is actually a witch in service to the Whispering Way. She has concocted a special toxin which can turn transform those who imbibe it into Lebendtods. Lebendtods are a unique form of intelligent undead(first appeared in Ravenloft Ship of Horrors module from the Grand Conjunction storyline) far more subtle and harder to detect yet easily tailored to a low level party. Furthermore, they have some especially creepy abilities that can be used to great affect to instill fear, shock, or just plain old creepiness. Another note here, is since the AP makes it clear that the Sheriff is smitten with the alchemist, he could either be manipulated as an unwilling pawn to spread the plague, one of the first she infects or both. Rather than hitting them with this from the start, these events might start to take affect while the pc's are in Harrowstone, and when they return they begin to suspect all is not right in Ravengro despite their success and you can let the story evolve from there however best suits your campaign style. For ideas on how to play this out, I recommend John W. Campbell’s novella “Who Goes There?”, "Invasion of the Body Snatchers", and "The Thing" as suitable inspirations for how to play out this type of horror.
Here's some information on the Lebendtod excerpted from the Ravenloft Ship of Horrors Module:
“The lebendtod are a greatly feared form of undead, once believed to exist only in rare and isolated instances. Reports of them have increased suddenly, however, and many experts now fear that the lebendtod are more common and wide-spread than previously
believed. The ability of the lebendtod to mask their true nature has apparently kept their existence secret for decades, perhaps centuries.
Lebendtod exist as they did in life. They maintain family units, occupations and skilled trades. They continue their lifestyles as they did before, except that they are at the beck and call of the necromancer who created them (or their “ancestor”). If the necromancer is killed and becomes a form of undead, they continue to serve him.
Entire villages of lebendtod have been reported, since the lebendtod can continue to exist for years and decades. Lebendtod have the ability to hide their undead nature. Twice per day, they can will themselves to resemble their former selves before their death. This change lasts until the lebendtod chooses to cancel it or until the lebendtod is struck
by a magical weapon or spell. When this occurs, the lebendtod is transformed to his or her undead appearance (similar to that of a ghast), to the shock and horror of all who witness the change.
The first lebendtod were created by a powerful necromancer. Thrilled with his new servants, he gave his creations the ability to turn their victims into lebendtod in order to propagate the “species”. Any lebendtod can create another lebendtod by killing a victim and breathing into its mouth as the victim breathes its last breath. The victim must then by isolated and left undisturbed for 72 hours. If these conditions are met, the victim awakens as a lebendtod. If the body is disturbed before 72 hours have elapsed, the victim awakens as a ghast. If the victim breathes its last breath before the lebendtod can breathe
into the victim, the victim dies normally. Only a wish spell can restore a lebendtod to normal life.
Combat: Lebendtod can attack with claw/claw/bite or with a weapon they wielded in life. Damage is normal for the type of weapon used.
Lebendtod also have the ability to detach and reattach their limbs and head at will. They sometimes do this to frighten their enemies, sometimes to use the severed part as a weapon, and sometimes to remove a severely damaged limb. Rumors exist of evil wizards disassembling lebendtod, packing them in crates and shipping them into a city or castle, where the lebendtod reassemble themselves and attack the inhabitants. Lebendtod are immune to sleep, hold, and charm spells. Cold-based attacks slow lebendtod for 2d4 rounds. Lebendtod suffer half damage from normal weapons and full damage from magical weapons.
Habitat/Society: Lebendtod maintain the lifestyles they followed in life. They age extremely slowly, appearing to age only one year per decade. A lebendtod gains 1 Hit Die per 10 years of actual age. Thus, a person who dies at age 30 then lives 50 years as a
lebendtod will appear to be 35 years old. Lebendtod do not gain Hit Dice beyond 100 years of age. Lebendtod retain the skills and abilities they had in life.
Ecology: Lebendtod can be created by magic-users or by the lebendtod themselves.They do not reproduce in the manner of living demihumans.”
Lastly, with regards to gaining trust point, I think it’s appropiate to formulate one side plot for each character, tailored to their own strengths and weaknesses, each of which will earn the party 1-3 trust points based on how they perform. (Converesely if they totally make a mess of it, they could feasibly lose 1-3 trust points).
Here are some examples of simple side plots tailored to each class, I did one for the 4 main archetypes below as most of these can be adjusted or tweaked to fit hybrids. In addition to allowing the party to accrue more trust points on their own merits, these also allow you to segue into other side plots to flesh out the town using these tasks for the hook.
Fighter: Strength is combat and tactics, and most likely weak in everything else. Perhaps the moneylenders need a guard for a courier, or perhaps they would like him to give their guardsmen some combat training, or maybe just a guard has fallen ill or had too much ale at the laughing demon the night before and they need someone to cover a watch.
Cleric: Probably best for a priestly type to be given a task by the local church. Perhaps there is an outbreak of illness and they need help tending to the sick, or perhaps they have uncovered some ancient religious text or prophecy in the vaults or archives which need help translating. Or maybe a villager has become possessed and they seek his or her help to perform an exorcism. Lots of opportunities for spinoff plots here.
Rogue: Rogues excel as scouts, and as such I would probably have the sheriff come to them to assist with an investigation of some sort. This could be used to segue into the murder mystery sideplot I outlined earlier quite easily.
Wizard: Probably best for Kendra Lorrimor to come to the wizard for aid or perhaps the hedge wizard at the unfurling scroll, perhaps Kendra has located a hidden cache of dark prophecies (one idea would be an ancient prophecy tying the haunting of harrowstone to the Whispering Tyrant breaking free from imprisonment), she is afraid to investigate alone and seeks his or her aid. Other possibilities include the hedge wizard at the unfurling scroll seeking aid identifying an item (alternatively this would be a great opportunity to introduce the flesh golem manaul he has obtained and figured out is stolen and belongs to an npc the party will meet in the next adventure). Also perhaps he is sensing something is not quite right in the town with regards to the impending alchemical plague and seeks help in figuring it out and putting a stop to it.
Additionally, I've included one more potential side plot. One of the councilmembers was a royal accuser who the module notes thought a defendant was innocent but was played for a fool and thus lost her position. What if there is more to this than meets the eye? What if she was in fact blackmailed and seeks the help of the pc's to clear her name and restore her position. Alternatively, what if she was bribed and harbors either guilt over allowing a murderer to go free for profit or paranoia that the truth will be found out. Perhaps most insidiously, what if it was a conspiracy, and she is an agent of a larger nefarious plot? Tons of opportunities to flesh out this character in a multitude of ways, or if you really want a layered gothic storyline, some combination of several or all of the above.
I hope this sparks some ideas. Feel free to add in any commentary as I'm basically just brainstorming in preparation to run this.

wraithstrike |

I like the Lebendtod as a monster. I will probably give it the ability to ignore detect undead when its power is active.
I think the dwarf that ran away from battle, IIRC, can have a more intriguing secret. Even if the PC's somehow find out about the secret they won't care. Maybe the dwarf feels bad, but knows the punishment for running away is death unless it can _______, and it is allowed to have allies while it _______.

Jon Kines |

I like the Lebendtod as a monster. I will probably give it the ability to ignore detect undead when its power is active.
I think the dwarf that ran away from battle, IIRC, can have a more intriguing secret. Even if the PC's somehow find out about the secret they won't care. Maybe the dwarf feels bad, but knows the punishment for running away is death unless it can _______, and it is allowed to have allies while it _______.
Re: detect undead and active power that's what I did, going to play that plot up as an invasion of the body snatchers/the thing type feel. I run a slow exp track because I tend to add lots of sideplots to the AP's, and this enables me to do so without the pc's overlevelling the content.
I'm also thinking of tweaking the dwarf's background a bit, but have yet to modify her story. Our group starts Carrion Crown this weekend, and I'll post additional side plots here as they're constructed.

Jon Kines |

If you think of a good story for the dwarf post it here. I can't think of anything write now.
I have the start of an idea now.

wraithstrike |

wraithstrike wrote:If you think of a good story for the dwarf post it here. I can't think of anything write now.I have the start of an idea now. ** spoiler omitted **
I like that, and since Dwarves in Golarion like to leave their name on the deepest part of a cavern, and are willing to die for it that could also be a part of the quest.
If a DM does not want to overshadow the PC's with a DMPC the Dwarf could be just high enough to contribute so keeping the dwarf alive could be a part of the challenge. I am still trying to think of a reason for the humans to agree to give up the fort though if I put it there.

Jon Kines |

Jon Kines wrote:wraithstrike wrote:If you think of a good story for the dwarf post it here. I can't think of anything write now.I have the start of an idea now. ** spoiler omitted **I like that, and since Dwarves in Golarion like to leave their name on the deepest part of a cavern, and are willing to die for it that could also be a part of the quest.
If a DM does not want to overshadow the PC's with a DMPC the Dwarf could be just high enough to contribute so keeping the dwarf alive could be a part of the challenge. I am still trying to think of a reason for the humans to agree to give up the fort though if I put it there.
Perhaps an agreement can be worked out between the humans and the dwarves. The Dwarves mine and craft while the humans trade and caravan the goods. In any event Inner Sea guide makes it fairly clear that the human settlement has not delved into the mines yet.

wraithstrike |

wraithstrike wrote:Perhaps an agreement can be worked out between the humans and the dwarves. The Dwarves mine and craft while the humans trade and caravan the goods. In any event Inner Sea guide makes it fairly clear that the human settlement has not delved into the mines yet.Jon Kines wrote:wraithstrike wrote:If you think of a good story for the dwarf post it here. I can't think of anything write now.I have the start of an idea now. ** spoiler omitted **I like that, and since Dwarves in Golarion like to leave their name on the deepest part of a cavern, and are willing to die for it that could also be a part of the quest.
If a DM does not want to overshadow the PC's with a DMPC the Dwarf could be just high enough to contribute so keeping the dwarf alive could be a part of the challenge. I am still trying to think of a reason for the humans to agree to give up the fort though if I put it there.
I did not know there was an actual fort. I have the guide, but have not read it in detail. I could see that working. I am sure the humans would not mind the evil being destroyed without them having to deal with it. Of course proving something is down there might be an issue unless the evil is about to emerge, and the dwarf hears about casualties and decides to get involved.

Jon Kines |

Jon Kines wrote:I did not know there was an actual fort. I have the guide, but have not read it in detail. I could see that working. I am sure the humans would not mind the evil being destroyed without them having to deal with it. Of course proving something is down there might be an issue unless the evil is about to emerge, and the dwarf hears about casualties and decides to get involved.wraithstrike wrote:Perhaps an agreement can be worked out between the humans and the dwarves. The Dwarves mine and craft while the humans trade and caravan the goods. In any event Inner Sea guide makes it fairly clear that the human settlement has not delved into the mines yet.Jon Kines wrote:wraithstrike wrote:If you think of a good story for the dwarf post it here. I can't think of anything write now.I have the start of an idea now. ** spoiler omitted **I like that, and since Dwarves in Golarion like to leave their name on the deepest part of a cavern, and are willing to die for it that could also be a part of the quest.
If a DM does not want to overshadow the PC's with a DMPC the Dwarf could be just high enough to contribute so keeping the dwarf alive could be a part of the challenge. I am still trying to think of a reason for the humans to agree to give up the fort though if I put it there.
I'm not sure the human settlement at Hammer Stone is enough to constitute a fort, however ISG does make clear that a human settlement has emerged at the abandoned dwarven mining keep. If you don't want to go the dwarven miners/human traders route, you could always just play it so the members of the human settlement disappear without a trace. This raises yet more questions in light of the Dwarven mine that was abandoned for seemingly no good reason. The latter may, in fact, be more appropiate and workable within the context of a horror themed campaign and it is the route I'm inclined to lean towards at this point.

wizzo |

For the party I am DMing the party earned 2 trust points on the first night that they were in town. They visited the Laughing Demon and while there, the party's halfling bard jumped on a table and sang for the crowd. I had the crowd act wary at first, and had the bard take two checks. First I gave him a diplomacy check vs. 15 (he got a 16) to get the crowd at least somewhat paying attention, and then he rolled a natural 20 on his perform check. All the while, the party was buying rounds for the tavern. I was planning on awarding him 1 trust point if he passed both checks at DC 15, but since he got that natural 20 I doubled it (plus he sang like 4 verses that he made up on the spot which were hilarious).
Now after reading the comment James Jacobs put on another post about miscalculating the trust points. I would have gone with 3 trust points (2 for the performance and another 1 for the free drinks) regardless of the natural 20 on the perform. Plus I like to give xp rewards for exceptional RPing.
Of course, I wouldn't allow the party to get any more Trust Points for doing this again.

Jon Kines |

For the party I am DMing the party earned 2 trust points on the first night that they were in town. They visited the Laughing Demon and while there, the party's halfling bard jumped on a table and sang for the crowd. I had the crowd act wary at first, and had the bard take two checks. First I gave him a diplomacy check vs. 15 (he got a 16) to get the crowd at least somewhat paying attention, and then he rolled a natural 20 on his perform check. All the while, the party was buying rounds for the tavern. I was planning on awarding him 1 trust point if he passed both checks at DC 15, but since he got that natural 20 I doubled it (plus he sang like 4 verses that he made up on the spot which were hilarious).
Now after reading the comment James Jacobs put on another post about miscalculating the trust points. I would have gone with 3 trust points (2 for the performance and another 1 for the free drinks) regardless of the natural 20 on the perform. Plus I like to give xp rewards for exceptional RPing.
Of course, I wouldn't allow the party to get any more Trust Points for doing this again.
That should work fine, given the rate at which they will lose trust, it will balance out as long as they have opportunities to regain it.

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For the dwarven issue, I'd be thinking that this would be something the PCs could come back to as high level play. Perhaps an elder evil or some spawn of Rovagug. Might be worth a mid level adventure to learn what happened to the fort.
For a suggested addition, I gave the inn keeper a daughter who is a sorcerer and who is evil. The PCs have accused the mother of harbouring her daughter which has lost them a point of trust, but once they work out what's really going on, they'll get extra Trust for bringing her out of the magical closet.
I've also started to give Trust Points for positive interactions with the towns folk which seems to work well.