Salem Witch Trials: Uncovering the Witchcraft Hysteria of the 17th Century

By admin

On the outskirts of Massachusetts lies Salem, a town infamous for its dark history. Once the setting of one of the most chilling events in American history, the Salem witch trials. This excursion takes you on a journey through time as you delve into the haunting past of this small New England town. Stepping back into the late 17th century, you will explore the hysteria and paranoia that consumed Salem in 1692. The excursion starts at the Salem Witch Trials Memorial, a poignant location that honors the innocent lives lost during this tragic period. As you walk through the memorial, the names of the accused are etched into the stone, a solemn reminder of the human toll of fear and superstition.



Thread: Quick question on stat modifying items within FGU

One of my party was lucky enough recently to acquire an "Amulet of Health" - in 5th edition, it raises your con to 19 if it is not there already.

I have assigned him the item, he has identified it and equipped it, but there is no stat change showing on the main char screen.. Is this something I need to set manually? I also had a similar problem with a ring of protection +1 - it SHOULD add +1 to AC and +1 to saving throws. However, I had to manually adjust the AC and have to remember that the char gets +1 on saves.


Anyone any ideas?

May 25th, 2020, 14:51 #2 Moderators
Immortal
Supreme Deity Join Date Dec 2014 Location Scotland Posts 20,400

Yes, you'll need to use effects. Generally magic items like this don't automatically do anything when equipped (apart from weapons and armour).

For the amulet of health the effect will be CON: x where x is the difference between 19 and the players current CON and for the ring it will be SAVE: 1; AC: 1.

If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here http://fgapp.idea.informer.com/

May 25th, 2020, 15:24 #3 Zealot Join Date Mar 2020 Posts 86

Thank you - appreciate the help!

Mind you - though I am totally loving using FG, got to admit I am surprised that the magic items are not built in. I paid the cost for the full DMG (rather than just using the SRD) on the assumption that this sort of thing would be built into the system.

"Mildly peeved", possibly even moving up to "somewhat miffed" :-)

May 25th, 2020, 16:02 #4 Moderators
Immortal
Supreme Deity Join Date Dec 2014 Location Scotland Posts 20,400

You need to understand that the way FG creates effects from items, spells etc is via an internal parser which tries to interpret various phrases and words. This works well for a number of cases because Wizards have used a standard language for many things such as "Melee Weapon Attack", "the target must make a DC x Constitution saving throw" etc. In the case of magic items the text is all over the place. There's no pattern, no standard wording because magic items are generally unique. The only ones which do have standard language tend to be weapons and armour. As a result it is very difficult to create a parser that would pick up on the wording required to create effects for magic items. And if you did you'd need so many words and phrases that the likelihood would be that you'd get hundreds of false positives and effects would be created where they weren't needed or would be incorrect. More information on the kind of things the parser picks up here https://www.fantasygrounds.com/forum. preted-strings and in the Wiki here https://fantasygroundsunity.atlassia. and+Encounters.

As regards the DMG, whilst the magic items may not be coded; for the cost, you are getting a whole lot of rollable treasure tables, random dungeons, encounters, many story templates and a host of other benefits over the paper version - as well as the hundreds of hours that went into creating it.

Amulet of the Blooded

Price varies; Aberrant 15,000 gp; Abyssal 12,000 gp; Accursed 12,000 gp; Celestial 12,000 gp; Destined 10,000 gp; Draconic 12,000 gp; Elemental 12,000 gp; Fey 10,000 gp; Infernal 12,000 gp; Undead 12,000 gp; Slot neck; CL varies; Weight 1 lb.; Aura varies

Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.

Aberrant: This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer’s reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item; Spells blur, enlarge person.

Abyssal: This amulet is a chunk of bright red garnet in which fire seems to dance when light plays across its surface. It hangs from a chain of brass. The wearer gains electricity resistance 5 and a +2 bonus on saving throws against poison. In addition, the wearer can grow claws as a free action. The claws are treated as natural weapons, and allows the wearer to make two claw attacks as a full attack action using his full base attack bonus. The claws deal 1d4 points of damage each (1d3 if the wearer is Small) plus the wearer’s Strength modifier. Moderate abjuration; CL 9th; Craft Wondrous Item; Spells delay poison, magic fang, resist energy.

Accursed: This swirling green malachite hangs from a chain of oxidized copper. Sinister, unblinking eyes are etched upon its surface. The wearer gains a +2 bonus on saving throws against charm, cold, fear, fire, and sleep effects. Three times per day as a standard action, the wearer can fix his gaze on any one creature within 60 feet. The target becomes staggered for 4 rounds unless it succeeds at a Will saving throw (DC 18). Only one target can be affected by the wearer’s gaze at a time; if the wearer attempts to stagger a new opponent, the previous target immediately recovers whether the new attempt is successful or not. Moderate necromancy; CL 9th; Craft Wondrous Item; Spells bestow curse, resist energy, resistance.

Celestial: This large, polished opal hangs from a chain of smoky gray steel. The wearer gains acid resistance 5 and cold resistance 5. Three times per day as a standard action, the wearer can unleash a ray of heavenly fire as a ranged touch attack, targeting any foe within 30 feet. Against evil creatures, the ray deals 1d4+4 points of damage. The damage is divine and not subject to energy resistance or immunity. The ray heals good creatures of 1d4+4 points of damage, but a good creature cannot benefit from the heavenly fire more than once per day. Neutral creatures are unaffected by the ray. Moderate abjuration and evocation; CL 9th; Craft Wondrous Item; Spells resist energy, scorching ray.

Destined: This chunk of uncut quartz hangs on a platinum chain. The wearer gains a +2 luck bonus on all saving throws and to AC during surprise rounds or any time he is otherwise unaware of an attack. Once per day, the wearer can reroll one attack roll, critical hit confirmation roll, or caster level check to overcome spell resistance. He must decide to use this ability after the first roll is made but before the result is revealed. He must take the second result, even if it’s lower. Moderate enchantment; CL 7th; Craft Wondrous Item; Spells aid.

Draconic: This amulet comes in a variety of minerals depending on its powers, as shown in the table below, and is formed into the shape of a dragon’s scale. The wearer gains resistance 5 against the energy type shown in the table, as well as a +1 natural armor bonus to AC. Once per day as a standard action, the wearer can produce a breath weapon. This breath weapon deals 4d6 points of damage of the energy type and shape listed (Reflex DC 13 half). Moderate abjuration and evocation; CL 9th; Craft Wondrous Item; Spells fire breath, resist energy.

d% Material Energy Type Breath Shape
01–25 Malachite Acid 60-foot line
26–50 Azurite Electricity 60-foot line
51–75 Red Agate Fire 30-foot cone
76–100 Calcite Cold 30-foot cone

Elemental: This amulet comes in a variety of minerals depending on its powers, as shown in the table below. The wearer gains resistance 5 against the energy type shown in the table. Once per day as a standard action, the wearer can unleash a blast of elemental power. This 20-foot-radius burst deals 4d6 points of damage (Reflex DC 14 half) of the energy type listed. Creatures that fail their saves gain vulnerability to the energy type until the end of the wearer’s next turn. Moderate evocation; CL 9th; Craft Wondrous Item; Spells elemental aura, resist energy.

d% Material Energy Type
01–25 Anhydrite Electricity
26–50 Hematite Acid
51–75 Beryl Fire
76–100 Forsterite Cold

Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don’t need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item; Spells greater invisibility, hideous laughter.

Infernal: This chunk of black marble hangs from a chain of brass. The wearer gains fire resistance 5 and a +2 bonus on saving throws against poison. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Multiple touches do not stack, but do add to the duration. Moderate abjuration; CL 9th; Craft Wondrous Item; Spells chill touch, resist energy.

Undead: This chunk of petrified bone dangles from a silver chain. The wearer gains cold resistance 5 and DR 5/— against nonlethal damage. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Touching a creature that is already shaken causes it to become frightened for 1 round if it has fewer than 8 Hit Dice. Moderate abjuration; CL 9th; Craft Wondrous Item; Spells chill touch, resist energy.

Cost varies; Aberrant 7,500 gp; Abyssal 6,000 gp; Accursed 6,000 gp; Celestial 6,000 gp; Destined 5,000 gp; Draconic 6,000 gp; Elemental 6,000 gp; Fey 5,000 gp; Infernal 6,000 gp; Undead 6,000 gp; Feats Craft Wondrous Item; Spells additional spells (see text); Special creator must be a sorcerer of the appropriate bloodline.

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

D&D Dungeons & Dragons 24k Gold Plated Medallion (Amulet of Health)

This embossed Amulet of Health medallion is limited to only 5,000 worldwide and is 24k gold plated. The individually numbered piece is supplied in a presentation box along with a display stand and a note with the Magic item formula.

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As you walk through the memorial, the names of the accused are etched into the stone, a solemn reminder of the human toll of fear and superstition. Next, you will visit the Salem Witch Museum, an immersive experience that brings the trials to life. Through captivating exhibits and narrations, you will gain a deeper understanding of the events that unfolded.

Salem witch trials excursion

Darkened rooms and lifelike displays transport you to the courtroom where accused witches faced their accusers, fostering a sense of unease that lingers. To fully immerse yourself in the history, a trip to the Jonathan Corwin House, known as the Witch House, is a must. This well-preserved 17th-century home was owned by one of the judges of the witch trials. Explore the rooms where accusations were made and decisions were rendered, allowing you to grasp the gravity of the proceedings. No visit to Salem would be complete without a stop at the historic Salem Common. Originally used as a meeting place for militia members during the trials, it stands as a testament to the town's troubled past. The common also offers beautiful views of the surrounding town, allowing you to reflect on the contrast between the idyllic setting and the horrors that unfolded centuries ago. To end the excursion on a lighter note, a visit to the Salem Witch Trials Memorial Park is a perfect way to reflect on the lessons learned. This tranquil space offers a serene atmosphere to ponder the consequences of hysteria and prejudice. Take a moment to honor the victims of the trials and contemplate the importance of tolerance and justice in today's society. In conclusion, the Salem witch trials excursion offers a unique opportunity to immerse yourself in the chilling history of this infamous moment in American history. From the memorial to the museum, the Witch House to the common, you will be transported to a time of fear and suspicion. This excursion serves as a reminder of the dangers of mass hysteria and the importance of fairness and justice in any society..

Reviews for "The Fear of Witchcraft: Exploring the Salem Witch Trials"

1. Emily - 1 star
I was extremely disappointed with the Salem witch trials excursion. The tour guide was boring and didn't provide any interesting information about the trials. It felt like we were just walking around aimlessly, with no real purpose or direction. Additionally, the tour was overcrowded and it was difficult to hear the guide or see any of the exhibits. Overall, I would not recommend this excursion to anyone looking for an insightful and engaging experience.
2. Nick - 2 stars
I had high hopes for the Salem witch trials excursion, but unfortunately, it didn't meet my expectations. The tour guide seemed disinterested and lacked enthusiasm, which made it difficult to stay engaged. The stops along the way were also disappointing, as they were poorly maintained and lacked any significant historical context. I would suggest finding a different tour or experience if you are genuinely interested in learning about the Salem witch trials.
3. Sarah - 2 stars
I was really looking forward to the Salem witch trials excursion, but it ended up being a letdown. The tour guide was knowledgeable, but the tour itself felt rushed and lacked depth. We barely had any time to explore each site, and it felt like we were constantly being hurried along to the next location. Additionally, the group size was too large, making it challenging to ask questions or get a personalized experience. Overall, I was left feeling unfulfilled and would not recommend this tour to others.

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