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  Subtract this value from your gp value  
   
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  Adventure Record# 
  594 CY 
  A D V E N T U R E  
   
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
   
  APL 4 
  max 675xp;  650gp 
   
  APL 6 
  max 900xp;  900gp 
   
  APL 8 
  max 1125xp;  1300gp 
   
  APL 10 
  max 1350xp;  2300gp 
   
  APL 12 
  max 1575xp;  3300gp 
  c The Ravening  
  You have experienced the dread forces of the Far Realm. Your mind and body have been warped 
  by unimaginable alien powers. The effects course their way through you progressively in phases 
  before eventually dying out. Once a new phase begins, the effects of the previous phase end. 
  At the beginning of every scenario played (except the very first scenario after receiving The 
  Ravening), the PC must show this AR to the DM. The PC rolls a d6 and consults the table below. 
  Due to the chaotic nature of the effect, no roll for The Ravening may be rerolled or modified in 
  any way. 
  1 The Ravening is suppressed for this scenario. 
  2-4 The Ravening effect continues in its current phase. 
  5 The Ravening effect continues in its current phase and a major manifestation occurs for this 
  scenario only. 
  6 The Ravening immediately progresses to the next phase. 
   
  The phases are as follows: 
  Phase 1 
  This phase begins on the first scenario played after acquiring The Ravening. 
  Fear of heights (Ex): Whenever you are within 10 ft. of a 10 ft. drop (or higher) you become 
  frightened. Should you ever fall or become airborne, you become panicked as long as you remain 
  airborne and for 1d6 rounds thereafter.  
  Earth Mastery (Ex): You gain a +1 bonus on attack and damage rolls if both you and your foe are 
  touching the ground. If an opponent is airborne or waterborne, you take a –4 penalty on attack 
  and damage rolls. 
  Phase 2 
  Began on AR # _____ DM initial ____ 
  Fear of reptiles (Ex): You become shaken whenever you are within sight of a reptile, and remain 
  shaken for 1d6 minutes thereafter. 
  Poison vulnerability (Ex): You suffer a -2 penalty to saves against poison. 
  Phase 3 
  Began on AR # _____ DM initial ____ 
  Horrid dreams haunt you, causing you to need an extra 2 hours of rest beyond what you would 
  normally require. You also fear bright sunlight. 
  Light Sensitivity (Ex): You are dazzled in bright sunlight or within the radius of a daylight spell. 
  Phase 4
  Began on AR # _____ DM initial ____ 
  Your tongue forks like that of a snake, and your voice gets a distinct hissing quality to it. You 
  occasionally flick your tongue out of your mouth to smell the air, which causes all Diplomacy 
  skill checks with sighted creatures to incur a -4 penalty. 
  Scent (Ex): You gain the scent special ability, as in the DMG pg. 298. 
  Phase 5 (End) 
  Ended on AR # _____ DM initial ____ 
  The Ravening ends. 
   
  Major manifestation 
  If a major manifestation occurs, the effect below occurs for the duration of the current scenario. 
  Once the scenario ends, the major manifestation effect goes away. The player rolls a d6 and 
  consults the following table: 
  1 Your arms are replaced by tentacles. You are no longer proficient with any weapons, any 
  spells with somatic components require a Concentration check (DC 15), you have a +8 bonus to 
  grapple checks, and a +8 bonus to Swim checks. 
  2 Your ears transform into tree leaves. You are deaf. 
  3 Your eyes become black as coal. You are blinded. However, you can somehow sense objects 
  around you. 
  Blindsense (Ex): Using nonvisual senses that rely upon alien insight, you notice things you 
  cannot see. You usually do not need to make Spot or Listen checks to pinpoint the location of a 
  creature within 60 ft., provided that you have line of effect to that creature. Any opponent you 
  cannot see still has total concealment against you, and you still have the normal miss chance 
  when attacking foes that have concealment. Your lack of sight still affects your movement. You 
  are denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see. 
  4 +4 insight bonus to Wisdom. 
  5 -2 penalty to Dexterity but amazing clarity of vision. (+6 Spot) 
  6 SR 10. You cannot lower this effect voluntarily. 
  If the player has a special “Fist of Emirikol” d20 (a special reward from the RPGA), he may choose 
  instead to roll that die and consult the special table as provided by the Pale Triad. This is not 
  related to the Fist of Emirikol magic item. A standard d20 may not be substituted for the Fist of 
  Emirikol. 
  This Record Certifies that 
      
   
  Played by 
   
    
   
  Player 
  RPGA # 
  Has become afflicted by The Ravening in 
  PAL4-07 – The Root of Chaos  
  A Regional Adventure 
  Set in The Theocracy of the Pale 
  Event: 
  Date: 
   
  DM:  
   
    
   
  Signature 
  RPGA # 
  Play Notes:
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained  
   
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
   
   
   
   
  Home Region  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/594/Normal Scenarios/PAL4-07 - The Root of Chaos (APL 4-12)/PAL4-07 The Root of Chaos Special AR.pdf