Spirits in the stone trait question


Legacy of Fire


There is some vagueness in this trait that has come up in a game I'm playing in. The trait reads as: Spirits in the Stone (Human—Mwangi): You have an
almost instinctive ability to sense danger and peril in
ruined structures. Whenever you’re in ruins, you gain a
+2 trait bonus on Initiative checks and a +1 trait bonus
on saving throws against traps and natural hazards.

At one point it says 'in ruined structures', and another point it says 'in ruins'. Does this count in an entire ruined city, such as Kelmarane, or just in structures that are in a state of ruin?


I think it is formulated in this way as to give the GM as much leeway as he needs, as always. Personally I would rule the entire of Kelmerane as a ruined place, as I would a tiny haunted hut or something, but not the remains of a ruined balista or catapult. I think the spirit of the rule is here important: haunted or old, ruined places that invoke a feeling of suspense and fear are what triggers the benefits of this trait. Places that are so gloomy that the wind passing by seems to send whispers of unseen entities in your direction ... something that you have learned or were born with to interpret the right way with this trait.

So, if the place isn't cared for and has gone into derelict and invokes a sense of fear, then this trait should kick in. On the other hand: the hideout of an evil wizzard or cleric of Rovagug could be teen times as scary and gloomy, but lacks the ruined and haunted quality. If you are a player, remind your GM of this trait when you enter something that is clearly a ruined place, but don't try to trick your way into things ("You say this tavern is really run down ... does it then count as a ruin? The landlord certainly doesn't care much for its functionality") and overdo it, then your GM should be finde with you having a little edge from time to time.

What kind of character are you playing? More the adventures indiana jones rogue/fighter type or a the cleric/wizard with a knack for the otherworldly? It can't hurt to incorporate the trait into your role playing habits one way or another.

RPG Superstar 2011 Top 16

This is a bit tricky. I could go with the litmus of "anything that was once inhabited by man, but now no longer is." Replace 'man' with 'intelligent creatures capable of civilization'

Therefore, in my opinion, the majority of Kelmerene would count as ruins. However, the large, central building (I won't mention its name), while heavily damaged, is quite well populated, and to an extent, even renovated. It's more like the Mos Eisley Cantina (from Star Wars), than it is "ruins."

Now, once you get to book 2, this becomes even trickier to define. Hell, I have no idea what I'd do come book 5. This is a badly worded trait. It will cause problems down the line in this AP, and quite a few arguments with your GM, given the specific locations you'll end up encountering :-(

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