Applying Fear Rules to Carrion Crown


Advice


Hello everybody, i have many years playing as a PC but now im going to start my first AP as storyteller. My friends are a very experimented players, so i wanna put a challenge to them. I want to add the fear system into the Carrion Crown AP but i don't know how to add it, in which scenes, how to trigger the saves, how to determinate the levels of fear and how to calculate the DCs.

Any advice is more than welcome.

Thank you very much


We approve of the Fear of Undeath, because it will consume you all, and raise you from your pedestrian life into the Perfection that is Death.


Manuchaufa wrote:

Hello everybody, i have many years playing as a PC but now im going to start my first AP as storyteller. My friends are a very experimented players, so i wanna put a challenge to them. I want to add the fear system into the Carrion Crown AP but i don't know how to add it, in which scenes, how to trigger the saves, how to determinate the levels of fear and how to calculate the DCs.

Any advice is more than welcome.

Thank you very much

Manuchaufa,

I believe you are talking about this set of "Other Rules":

Other Rules - Fear

I have used them a few times and they are great to use. Here are some formats I have used:

Format: fear aura (30 ft., DC 17); Location: Aura.
Format: fear touch (Touch, DC 17); Location: Touch.
Format: fear view (View, DC 17); Location: View Picture/See Image in Mirror

Come into contact with/view Haunts, Undead, Aberrations, Outsiders can cause fear.

I had a simple rule anything below or +1 in CR was a lesser fear. Anything +2 or above was a greater fear.

DC's = CR + 10 for any Lesser
DC's = CR + 10 + 2 for anything Greater

This seemed to be a good baseline for when I used it.

I also used Possession rules.

I would also note that with Haunts - add a Knowledge check, Spellcraft, or something to identify the reason behind the haunting.
Weakness -
Destruction -
Calming/Bypassing -

I would include simple means/magical means. Like throwing salt over your left shoulder will calm the haunt for 1d4 minutes... Casting Detect Evil will calm for 2d4 minutes...

Fear Su/Sp - Existing Rule:

Fear Ability

Fear (Su or Sp)
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Fear attacks can have various effects.

Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area.

Fear Cone (Sp) and Ray (Su) These effects usually work like the fear spell.

If a fear effect allows a saving throw, it is a Will save (DC = 10 + 1/2 the fearsome creature’s racial HD + that creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). All fear attacks are mind-affecting fear effects.

Format: fear aura (30 ft., DC 17); Location: Aura.

Format: fear cone (50 ft., DC 19); Location: Special Attacks.

Hope that helps.
Jack


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The Spooked condition is generally given to the players by the GM with no save, and this is a major GM fiat time because you decide when the PC's are spooked or not. The Spooked condition can also be given a Will Saves, but these are also at the GM's discretion to allow a save. All the rest of the Fear steps are done with Will checks vs. whatever the source of fear is.

So in the case of you assigning the Spooked Condition without a Save, this would be a good example:

*the party starts walking through a Graveyard on a moonless night*

GM description: "The wooden window doors on the old caretaker's shack on the far side of the graveyard flap open and closed from the light breeze, making a gentle *thud-- screeeeeeeeeeetch... screetch -- thud— screeeeeeeeeetch... thud— thud* noise over and over. You can see that the glass portions of these wooden windows have been broken out, and a lamp is lit and hanging from the awning over the door-- providing the only light in the graveyard on this moonless night-- but you can see even from across the graveyard that this shack is dilapidated enough to suggest it has either been un-cared for, or abandoned, for months. You can hear the soft hooting of two owls several hundreds of yards in the distance, deep past the tree line that is encroaching on the graveyard’s perimeter picket fencing. You make your way through the twisting, unkempt dirt-trail leading towards the center of the graveyard, and as soon as you reach the center of the yard, the hooting suddenly stops-- abruptly and with purpose. You are far enough from these owls that you're quite confident they didn't stop hooting because of you. A few seconds later, you hear the scratching of metal being dragged upon stone coming from the direction of where the owls are, and this scratching noise is getting louder— and closer— and you get a faint whiff of the unmistakable smell of decaying flesh."

GM: You are now spooked, you take a -2 to Perception and Fear effects and gain a +1 Circumstance bonus to Initiative.

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