
Ereviss Ladyhunter |

I planned to convert Ereviss to an archer bard as we found many good arrows in the vault in the graveyards.
Level 3 arcane strike feat and buy a longbow. He will also distribute the haunt siphons and CLW potions when we get everyone together.
From the gameplay thread:
When Ereviss quickly looks over the potions, he quickly determines that:
•The set of five with the yellow lables are Potions of Cure Light Wounds.
•The two potions with blue/white lables turn out to be Potions of Lesser Restoration.
•The set of ten arrows are enchanted to +1.
•The set of five white arrows are made of ghostwood, and are +1 Ghost Touch arrows.
•The set of two arrows glowing yellow/white are +1 Undead Bane arrows.
The little liquid vials turn out to be Haunt Siphons.
Haunt Siphon
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
The board and brass device together make up a Spirit Planchette.
Spirit Planchette
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver 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.
Spirit Planchettes
Planchette Questions Will save Confusion True
Type per Use DC Duration Answer Lie
Brass 1 11 1 round 01–60 61–100
Cold Iron 3 15 2 rounds 01–75 76–100
Silver 5 19 3 rounds 01–90 91–100
Construction
Requirements Craft Wondrous Item, contact other plane, speak
with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp
(cold iron spirit planchette), 9,000 gp (silver spirit planchette)

DM-Camris |

Equipment questions:
Because there's been so little loot, the new guys only get 1000gp to make the Level 3 wealth by level instead of the usual 3000gp.
Because the character builds have their own starting equipment, you have the option to ignore that and take the average starting wealth for your class on top of the 1000gp you get for Level 3. Or if you want to do a little more work, you can trade the starting equipment in for the equivalent gp value.
For you veterans, you can upgrade your equpment here in Ravengro.
Just remember, this is a small town. The base value limit for items is max 1000gp. Total combined purchase limit is 5000gp. Spellcasting limit; 3rd Level. It is possible some individuals in town have more exotic items for trade/sale, but you'll have to defeat their suspicions of you first and make them more friendly to you.

DM-Camris |

I took a quick look through the body of the Play board, I think Ereviss listed all the loot you guys have discovered so far.
Domminia: Kendra, on hearing of your desire to upgrade your weapons, recommends you consult Master Jorfa down at the Ravengro Forge. It's actually just 100 yards up the road, she points it out to you from a window.
She thinks that actually enchanting your weapons is probably not available, you probably can find a masterwork version, or a special material version. Perhaps someone persuasive can get you a deal...

Jevault Ardain |

Jevault is almost ready; I just need to choose a feat.
Changes of note: I hope you don't mind but I've changed his hair colour. If you'd rather me not do that, lemme know. :)
DM: would you allow me to take Animate Tools, a 3rd party orizon? I see Jevault using it for gaining access to overgrown tombs, digging pit traps, etc. Again, if you'd rather me choose something else, lemme know. :)
Regarding the ammunition listed above, are we able to use them in both bows and crossbows or are you limiting them to just bows? After all, they are magical and may change size, just as wearable items do!! :)

MacFetus |

I didn't find it too bad. In fact, it's the reason I applied; I quite fancy the challenge. :)
Besides, even if we'd started at the beginning, we'd still be 'taking over someone else's character', being as they were pre-generated!! :)
I've started a number of games lately that have ended soon after. Tis the nature of the beast, I suppose, but it is frustrating.
---------------------------------------------------
DM: Regarding the ammunition listed above, are we able to use them in both bows and crossbows or, because they're listed as "arrows", are you limiting them to just bows?

DM-Camris |

Ysabot, this is YOUR character now. You don't have to do anything previous incarnations did. In an extreme case, you COULD regard the required first level build as a one level dip and switch to a different class subsequently.
But I think enough time has passed for character building.
Is everybody ready to head out again?

DM-Camris |

Oh yes. The arrows you found are arrows and you cannot use them in crossbows.
If you go down to consult Master Jorfa down at the Ravengro Forge, you are pretty sure he can exchange them arrow for crossbow bolt if they are regular, masterwork or made of special matieriels. Not the enchanted ones though.

MacFetus |

DM: Jevault has Undead Sense. Obviously, it's something he's going to make full use of as the group moves. With this in mind, I'll make a Knowledge: Religion roll here to be used the first time he detects anything.
Kn.Rel: 1d20 + 5 ⇒ (20) + 5 = 25
EDIT: Yay!! :)

MacFetus |

DM: do we have any knowledge of Haunts from either a previous successful Kn.Religion roll or from any of the books we've read? Alternatively, what does Jevault himself know, based on his Kn.Religion roll, above?
Specifically, I want to know how we defeat them.
I understand that, sometimes - according to real-world myth/legend/etc. - ghosts manifest due to unfinished business and they disappear should that business get finished. As a servant of Pharasma, Jevault would rather finish that business and allow the spirit continue to its final resting place, rather than have to destroy it outright.

DM-Camris |

MacFetus:
Haunts are like undead traps; they are fixed in place, though the place can be very large in area. They have triggers and when they manifest they can harm and be harmed in varous ways. Unlike regular undead, when you kill them they come back in a matter of days or even hours unless you meet the special solution requirements.
As far as beating a haunt, let me quote another GM:
"Haunts can only be dealt with in 2 ways... the first being Positive Energy, which is only a temporary solution. There is no other way to "damage" a haunt. If the DM is doing things correctly and a player uses positive energy to "kill" a haunt, the haunt resets in the room after a certain amount of time. As Wraithstrike has said, the only way to permanently get rid of a haunt is by doing something determined by the DM. Usually you will get some sort of clue as to what exactly that is."

MacFetus |

It's not dopey, it's a perfectly valid question. :)
I prefer to keep story and mechanics separate.
Also, for things like knowledge rolls, where the result of success is hidden behind a spoiler, it lets me know whether or not I can click it. Had I succeeded, I'd be able to incorporate that information into my next post.
Make sense? :)

DM-Camris |

I don't have a way to do that at the moment. I used to be able to hyperlink to a map in Photobucket, but they shrink to uselessness nowadays.
There's supposed to be a way to do it through Googledocs, but I don't know how.
There is a future update that would allow GM's to do maps here. Is that what you're suggesting?

MacFetus |

Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Str: 1d20 + 2 ⇒ (4) + 2 = 6 <-for when we open the south doors.
For the record, I'm quite happy for players to read what's behind the Detect Undead spoilers. Jevault keeps up a running commentary as to what he can sense. It saves the others having to wait for me to write it into a post. Perhaps the DM can write it as Jevault would say it. :)
"Undead presence is stronger here. A Haunt of some kind lies behind the doors to the south."
Incidentally, who has a light source?
EDIT: These are stiff doors! :(

Ysabot |

Regarding a light source, I gave Ysabot an ioun torch, because I'm weird and hate assigning gear to my PCs. So, I guess she has a light source spinning around her head, unless she's taken it down for the sake of stealth. :P