Vertielle Siepar |
The Aid Another action is gonna be useful here. Wood and Que can aid one another, specifically, Wood help Que, and she'll have a +4 every round he hits a 10, or less, depending on his water bonus. Evangline can use her create water to put out fires- I had to spend this round to start bardic music, but, I'll be back to diplomacy checks soon. Gkirkhan can beat the *#$@ out of the fire. I'll say this in character if it looks like this isn't the plan.
Vertielle Siepar |
An almost feral snarl comes from Gkirkhan as the two skulls come flying in.
Gkirkhan is at G9
HP: 34/34
Power Attacking Skull_1
attack: 1d20+5 okay not likely
Damage: 2d6+9
Just a note, Gkirkhan, you have a +1 insight bonus to attacks against these things from me...not that it mattered this round overmuch.
Wood the Wizard |
Having never been through this AP, I have a better appreciation for this encounter now. It is difficult to simulate characters putting out a fire in a crowded building while evil foes try to complicate things.
Trying to limit the help of NPCs does seem a problem. Giving them their own fires and evacuation duties may have worked thematically and game play wise too.
The_Ninja_DM |
I suspect it may be slightly easier to run in a pencil-and-paper environment.
I've restarted my RL game, having skipped most of the Ravengro stuff with the first group and dumped them straight into Harrowsone.
I think I'll draw the map on our whiteboard and have each townsperson represented by a penny and each named npc a pawn/cardboard hero. It will be easier to move them the required distance and see exatly where everything is. Then I draw the fires in with red markers and have them erase the ones they put out.
Meanwhile, let's get these done and move on to Harrowstone at last!
Vertielle Siepar |
I know this is a mad old conversation, but, I already have a bow, a shortbow... Que you can borrow it or we can split arrows, but, it'll help me be a danger in combat to have magic arrows, not that I'd use them madly often, but still.
Enaris |
I believe in them going to those who can best use them. Suggested distribution: Quiver + arrows to best with bow(Que? as Gkirkan concentrates on melee). One sunrod each to non see in the dim or dark. 2 flasks holy water + belt to Que--one holy water to everyone else. 2 cure lights to Gkirkan, one each to rest but Evangeline, 1 potions lesser restoration to Evangeline+Gkirkan, hide from undead one each to Wood + Vertiele, protection from evil Vertiele (Wood has wand), detect undead Evangeline, brass planchette w/ board to Vertiele, Haunt sipons one each to all but Gkirkann for now.
- To recap:
- Vertielle: Sunrod, Efficient Quiver & arrows, holy water, cure light, protection from evil, hide from undead, brass planchette w/ board, Haunt siphon
- Wood: Sunrod, holy water, cure light, hide from undead, Haunt siphon
- Gkirkhan: holy water, 2xcure light, potion lesser restoration.
- Evangline: holy water, potion lesser restoration, detect undead, Haunt siphon
- Que: Sunrod, 2xholy water on belt, cure light, Haunt siphon
- Spare: Sunrod
The_Ninja_DM |
Wood, could you please list your opposition schools and your spells known (ie your spellbook) in your profile? I didn't realize you didn't have them listed.
Also; in order to fill out the NPC's spellbooks and what spells are available; for Alendru, roll 1d4 three times (once for each level, the 0th option is to see if he has any non-core 0ths) and for Kendra, roll 1d6 for 0ths and 1d4 for 1sts. She has a higher chance for non core 0ths due to the professor's travels.
The_Ninja_DM |
from the spells tab in my profile
Opposition Schools: Abjuration, Necromancy
[spoiler=Known Wizard Spells/Spellbook (CL 1st)]
0 - All.
1st - Read Magic/Summon Mon I/Color Spray/Charm Person/Mage Armor/Grease/Rope Trick/Enlarge Person/Identify
Thanks. If you had them in there before, I simply missed them.
Alendru Spellbook rolls:
0th: 1d4 ⇒ 2
1st: 1d4 ⇒ 1
2nd: 1d4 ⇒ 4
3rd: 1d4 ⇒ 1
Kendra spellbook:
0th: 1d6 ⇒ 2
1st: 1d4 ⇒ 4
The_Ninja_DM |
Just a point; the 500 gp was to be paid after you cleared out Harrowstone. I obviously didn't make that clear, since their seems to have been some confusion on that issue (since getting it now is the only way Wood would have had 450g to buy that stone). I will therefor rule that you were given half up front, 250 gp. Due to being upfront about the stone, the moneylenders will agree to charge the group only 1% interest for any loans.
The_Ninja_DM |
I'm going to have minor posting issues this week. My daughter, who is cyber-schooled, is in 11th grade. Here in Pa that means she has to take a battery of state assessment tests. Since she's cyber-schooled, the have to be at an off-campus site. In this case the convention center in downtown Pittsburgh between 2 - 5 PM. It's a 1 hr bus trip. I have to be there, too, as her 'learning coach' and legal guardian.
They do have wi-fi. $50/day. So, I'll be posting either early morning or late evening.
Ack...message board withdrawal!
Wood the Wizard |
Interesting ruling brought up in the advanced race playtest. I was surfing threads yesterday and came upon the following question.
Do spells with person in them affect outsiders?
Are aasiamar and tieflings unaffected by charm person, hold person, and yes enlarge person? Paizo seems to think outsiders are not affected by spells with person in them at the moment.
The_Ninja_DM |
Sorry about the posting delays yesterday. Weird, we've had more internet issues since we went to FiOS than we had before. The speed is nice though.
Here's the info on the haunt siphons:
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.
To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
So the siphons only supress haunts for a period of time related to their 'caster level', ie their effect. Each haunt has a specific trigger to start and a specific method needed to destroy it or it will reset. Using the board and the spirit planchette from the stash may help you determine just what is needed.
For example: the entryway 'slamming portal' is triggered by opening any door other than the front door, and holds the doors shut for one minute before resetting. As it only has 2 hp using a syphon on it will automatically neutralize the haunt and charge the siphon, transfroming it into a negative energy 'bomb'. It's also a CL1 haunt, so with a -5 to reset, it needs a natural 20 to come back. But you are also not doing damage to a stronger haunt that might actually be able to harm you. For example, a cold spot haunt causes damage like a chill touch spell. Note that some haunts can recover their energies (ie reset to full hp) if not destroyed when you first combat them.
Vertielle Siepar |
From the information provided- slamming doors and burnt faces, plus the reports of her colleagues dreams, Vertielle assumes the haunt will also try to burn them alive, given time. Her action stands.
I'm assuming for now I know what destroys the haunt- I'll use the board in a minute, if no remains in cell block s3 are found.
Wood the Wizard |
Vertielle's actions are quite reasonable with her in game knowledge-- I think she is using a very strange device for the first time. All this knowledge can be gained when the siphon 'easily absorbs this small harmless spirit'. Thanks for concern about these crucial resources, but we should be ok. Make us pay through the nose for them from a mystic at the gypsies for one or two more (ways to drain party resources are always a good GM device :-) if we get low.
The_Ninja_DM |
Oh, I understand. And you will pay, oh yes...bwaaahahahahaha...
I was actually thinking like someone who is also playing in it...and hearing my PC yelling 'stop wasting resources on doors!'.
When I ran this for my RL group, my husband took an axe and chopped the doors to pieces. The haunt put them back up since it is described as the only reason they're still in such good shape.
He hates haunts. With a passion.
Vertielle Siepar |
When we played this through the first time, one of us removed the hinges entirely while the haunt was dormant. We had used holy water to destroy it, but Vertielle just doesn't have holy water or the knowledge of where to throw it, nor would she think to remove the hinge barrels.
I'm with Wood on that one, hahaha. Bard is letting my RP surface a little. I play with a really power-central group, usually, and when I do something stupid 'cuz my character WOULD, I get no end of angry glares.
On a side note, let me just point out you can find the information gained so far and copies of maps acquired in Vertielle's Journal by expanding the spoilers "Map Case" and "Information Gained". A helpful compendium!
Wood the Wizard |
Gkirkan: A dip in barbarian could be useful for the raging, nevertheless with the dexterity and strength I would think you make a good two weapon warrior archetype.
Some mithral full plate and a spiked shield and you are good to go.
Light weapon and a spiked heavy may be better than a heavy one hander and a light shield.