Tuesday, April 24, 2018

Winter is Coming Part. 4

Previously I began this journey with discussing some of the optional rules and/or personal house rules I decided to implement for this game and the reason for these rules choices. This is the continuation of that blog which will take several blogs to cover as I plan to showcase these choices in small yet in-depth ways. As a warning I would like to preface this by informing you that this may contain some spoilers for the campaign and thus I give you the earnest of **SPOILER** warnings should you not want anything ruined for you in this amazing Adventure Path.

**SPOILER WARNING**TURN BACK NOW**SPOILER WARNING**
Healing: Potions, Scrolls, and Wands
The processes of brewing a potion can have the thematic potential to be varied in its potency on many levels. As such, all cure potions used will be rolled as per the Core Rulebook unlike any scrolls or wands containing Cure spells which will use averages as listed on the table below. 

Spell                                  Average
Cure Light Wounds            6 points of healing
Cure Moderate Wounds   13 points of healing
Cure Serious Wounds      20 points of healing
Cure Critical Wounds       27 points of healing

Note: 
Wands that have used their charges can be re-enchanted with the same type of magic (Arcane or Divine) at -10% of the cost. This is to capture the feeling that items that have already been affected by magic can take in magic easier. I felt it was a nice bit of flair that isn't unbalancing and can help out the part in a tight gp pinch. Plus, think of all the wasted wands from campaigns past...think of the WANDS!!!

Death and Dying
This concept was inspired by the way Mathew Mercer handles resurrection magic in his campaign setting of Tal'dorei on the Twitch Stream Critical Role. I prefer to think that Pharasma has a greater hold on her domain and the vessels that dwell within it in the Boneyard, rather than being cheated of her judgement on these souls by the divine magics granted by other deities. The standard spells in the game for bringing back someone from death are intended to be a sure thing when cast on a departed soul. I hope you enjoy the concept and the intended nature behind this inspiration of Matthew Mercers' design.

The aspect of death is not one to be trifled with even amongst experienced healers of the gods.  Three spells have been commonly used to cheat death: raise dead, reincarnation, and resurrection.  If a character is dead, and a Resurrection is attempted by a spell or spell effect with a 1 minute casting time or longer, a Fate Challenge is initiated.  Up to 3 members of the adventuring party can offer to contribute to the ritual through a series of skill challenges.  These skills can be any skill of relevance to the deceased character with the connection to the skill determining the DC of the skill check.  The relevance of the skill used varies based on each characters personal story and is classified as: Weak, Moderate, and Strong.

It is highly encouraged that each of the skill challenge checks be made with roleplay elements as the fate of your fellow adventurer is on the line.  Regardless if the spell succeeds or fails, any and all material components are consumed in the casting of the spell.  The table below provides a loose structure of how this process will work as well as modifiers to the overall DC.


Fate Save DC
DC starts at 12
Weak Skill DC
15 + double the deceased characters level
Moderate Skill DC
15+ the deceased characters level
Strong Skill DC
15

Fate Save Modifiers
DC Modifier
Death Related to Background
+2
Death Caused by a Loved One
+5
Previously affected by raise dead, reincarnation, or resurrection spells*
+5
Death blow attack was greater than 50 points of damage
+5
Death caused by a Necromantic spell
+2
Death involved charm,  mind-affecting, or possession effects
-2
Death from member of opposed faith
+2
Caster is of the same faith as deceased character
-2
Character has benefited from breath of life spell
+2
The ritual is cast at a location significant to the fallen PC
-2
*apply this modifier for each time the PC has benefited from these spells
increase the DC modifier by 1 for every benefit of breath of life the PC has received past the first


Resurrection Magic requires a Skill Challenge by the party. The Fate DC starts at 12, as 3 checks set the final DC.

Successes lower the Fate Save DC by 3.
Failures increase the Fate Save DC by 1.

After all skill contributions are completed the DM rolls a single Resurrection check roll (straight d20) to signify if the player’s soul returns, or is lost for all time.

Example of Play:  
Garridan has recently fallen in combat and is at the temple of his deity for a resurrection spell.  Garridan is a 10th level fighter who has recently benefitted from the breath of life spell.  It is at this point when the GM calculates the Fate Save DC, yet this information is kept hidden from the players.  His Fate Save DC is 12 (+12 base, +2 breath of life, -2 same faith) which is only known to the GM.

 It is now when each member participating in the resurrection can make a skill challenge check to lower the DC of the Fate Save.  Player One decides to use Diplomacy (Moderate) to lure him back through reason and rolls a 27 decreasing the Fate Save DC by 3. Player Two uses Knowledge: Arcane (Weak) to assure him to trust in this magic and rolls a 31 which fails increasing the Fate Save DC by 1. Player Three relies on his Knowledge: Religion (Strong) to recant the passages of Calistria regarding vengeance.  The result is a 16 decreasing the Fate Save DC by 3.  Through the efforts of the entire party Garridan’s Fate Save DC lowers from a 12 down to 7.  When all the roleplaying has been done this is when the GM roles against the Fate Save DC needing a result of 7 or higher on the d20 roll.  On a 7 or higher the player is brought back from death. Should the roll fail the character remains in the Boneyard with his soul being lost for all time, and the spell is expended with the material components consumed.  

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of true resurrection or wish spells.  These spells can also restore a character to life who was lost due to a failed resurrection ritual.

This system is more concept than mechanics and therefore DC’s and aspects may change based on various factors.  As such should a player be concerned that the fate of their character, whom they enjoy playing, may be bound for death then a petition may be made with the GM.  All factors will be considered and an open conversation of consequences will be discussed should Fate sentence the character to death and an outside source wish to bring the character back to life at a price (as an example).  Prior to the result of the Fate Save a player must have this discussion otherwise they are firmly bound by the result of the Fate Save.  A player cannot benefit from a petition more than once per campaign per character. 

Recovery: Any character benefiting from either raise dead, reincarnate, or resurrection still suffers the negative levels of those spells and are dealt with per each spells description.


This concludes the variant rules I planned on implementing into my Reign of Winter campaign. I hope you like this small series of blogs showcasing these rules and please stay tuned for more in depth looks into my current gaming group, custom designs, and my gm breakdowns in preparing to run the Reign of Winter Adventure Path. Thank you all for your time and stay awesome my friends!!