DM Haldhin |
Yeah, I've been meaning to do that, one of many things I have on my list to get done.
I have updated the map to show the revealed areas, as well as a copy that shows Firavel's route. He started in S16, passed through S2, passed by S8 (where he got an uneasy feeling), and found Lysa in S7.
Hope that helps explain the layout.
Jean Whitemane |
Although the wand itself could actually go to the Druid, the alchemist, or even my ranger if we wanted to spread the healing potential around. I vote that the both the Scroll of Lesser restoration and the Wand of Cure light wounds be handed over to the Cleric, while the Holy water be evenly distributed to the rest of us. Any objections?
Jean Whitemane |
Okay then, I guess that Means that Lysa gets a flask of holy water as well. She is now very well equipped to destroy the undead. So now that we are done with S8, I vote we should move to S13. Leon, you should probably update your hit points, I have a feeling you'll need them.
Also, what did you folks do with all the undead slaying loot you found earlier? I'm particularly interested in the arrows that you found since I built Jean as an archer.
Jean Whitemane |
Well, that 1st round went particularly well, have to admit I wasn't expecting that.
So I hate to sound like a broken record here but since we have run into a ghost now. Did anyone actually pick up the loot you lot found ealier from the tomb area, or was it just left there?
Also Lysa don't forget to add the wand of cure light wounds, scroll and Holy Water to your inventory. Unless you didn't want it.
Firavel Mandorellian |
Looking back through the posts, I don't see any partitioning of the loot aside from Mithias grabbing the holy water. It was definitely picked up. We said we wanted to get them identified, but I'm not sure anyone actually dropped the 10 gp (assuming it was 10 in total and not each) on Grimborrow to identify the stuff over DC 20 (bane & ghost touch arrows & planchette). The visits to them were fairly quickly glossed over for the conversation with the Sheriff and the move to Harrowstone. I think the items were forgotten once the page changed. Maybe we can assume we "left them with so-and-so to be identified".
Firavel has some archery skills (being an Elf with high Dex) but currently only has a regular non-mighty shortbow. He generally attacks with the blade though.
Not sure what the Spirit Planchette and Haunt Siphons are (still need DM to post them I think).
The scrolls should go to whoever can use them (not sure if arcane or divine).
CLW potions maybe spread around the party.
Lesser Restore, not sure. Front liners or Cleric, I guess.
The sunrods... dunno. Give to those without low-light or darkvision?
The arrows we can split between Firavel and Jean (I don't think anyone else has a bow), with more (e.g. both bane arrows, 3-4 ghost touch, 6-7 +1s, 8-9 silver) going to Jean due to his focus and masterwork bow making better use of them.
DM Haldhin |
Assume you got everything identified. I'm not worried about 10 gp right now. :)
Here are the haunt siphons and spirit planchette. Thought I posted them sorry!
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.
Description
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.
Construction
Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette)
Weight 5 lbs.
Description
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).
Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.
Construction
Requirements Craft Wondrous Item, contact other plane, speak with dead; Cost 2,000 gp (brass spirit planchette)
Jean Whitemane |
Okay, Jean will take one sun-rod, both Undead slaying arrows, 3 Ghost touch arrows, 7 +1 arrows, 8 silver arrows, 1 of the Haunt Siphons and one of the CLW potions.
I suggest that everyone but Lysa should take a CLW potion since she is a positive energy cleric and already has a wand of CLW's. The Lesser restoration potions should be given to the frontliners as Firavel suggested. Scrolls should be held in reserve until we think we might need them. The other Sunrods should probably go to Leon, Lysa, and Mithias. Any of the spell casters should take the spirit Planchette.
Firavel Mandorellian |
Ok, that leaves 2 ghost touch arrows, 3 +1 arrows, and 4 silver arrows for Fir. He'll also take one of the CLW potions. Who else is mostly in the front line? I'll leave it for now, but snap it up later if there are no takers.
I'm conflicted about the Haunt Siphons. It looks like you need to have them in hand and ready to activate on the surprise round when it manifests and likely requires both hands (one to hold, one to twist). I'll leave them for others I think.
Remaining items:
Haunt Siphon x2
Potion: Lesser Restoration
Potion: Cure Light Wounds x2
Jean Whitemane |
"Ding! My level of aptitude has increased. I feel stronger now. My power level has increased. Something... has changed within me. Ta de da da da da!!" BAB+1, CMB+1, CMD+1, HP.+1d10 + 1 ⇒ (4) + 1 = 5, Saving throws. Will +1, Skill points +9, Feat(s)Endurance+ Rapid Shot, Special qualities- Adaption-Darkvision 60ft. 30 minutes/day.
Lysa Arianna |
Yay, my channel energy is now for 2d6 and I get second level spells. Put ranks into diplomacy, sense motive, know relgion, spellcraft and know history. Took feat, improved channel.
Do we get our next level of spells now? Or do we wait until we've had a chance to sleep and prepare new ones?
DM Haldhin |
The holy symbols increased Lysa's energy output, so even though she rolled a 1, it became 5.
The reason I said it healed was because I was thinking of my home game rules. So my mistake, but it's not critical so let's stick with it: everyone received 5 healing, and Father received 5 damage.
Hope that clarifies a bit.
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Now, to explain a bit more:
Neither I nor anybody in my home group are fans of the channel rules in Pathfinder. We use a slightly modified rule as described below:
Basically, a character who channels energy doesn't pick a heal or harm option. Channeling energy causes a 30' burst of either positive or negative energy (selected at character creation). The energy either heals or harms anybody in that radius.
We also allow characters to use channel energy as a ray instead of a burst. The ray is close range, single target, same dice as the burst.
I'm fine using the default Pathfinder rules, but I thought I'd discuss my home version in case people wanted to go that route insted.
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Detect Magic
In one of my other PbP groups, we are going to be tweaking Detect Magic to make it easier to use in this type of game. I'll post the tweaks here for everyone's review in case you guys want to use those rules too.