Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Two Stirges and Darius' arthritis is acting up so he can't hit Anyhony apparently. Hah
As you are in immediate danger of stumbling over a haunt I'll share something with you I read in the game mastery guide about haunts.
A haunt has an AC of 10 and is only hurt by positive energy (if it is not a special haunt that has additional weaknesses). A haunt might be detected with detect evil or detect undead before it manifests.
If it manifests it has an initiative of 10 for this surprise round and anyone noticing it and rolling higher for initiative may act before. If it is reduced to 0 HP before it's turn the effect does not manifest.
Until you get holy bombs the haunt thing is done and forgotten. Until then, you can use haunt siphons. Just don't waste them on this little annoying ones.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I thought maybe the items that we found would help put these things to rest and save us using the siphons.
Think I should probably just use the siphon on this sucker.
I was waiting for the others to speak up on what they wanted since I already have these,
two full healer kits
3 vials of antitoxin
2 vials of antiplague
3 doses of bloodblock
3 doses of smelling salts
2 vials of soothe syrup
two potions of remove disease
a wand of lesser restoration (11 charges)
Due to two dropping out, I think they got forgotten.
There were the items
A dozen silver arrows, four sun rods, six flasks of holy water, 10 magic arrows wrapped in paper, five ghost touch arrows bound together, two undead bane arrows bound together, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, a scroll of protection from evil, everything labeled.
I was asking about the blood smeared axe, the hammer, the ball of holy symbols on a chains, the spellbook and the silver flute.
All was put on the table in the Lorrimor house and no one told what happened to them afterwards. So either they are still there or you decide who took what.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I thought Gergof carried all those weird items. If not then I would have taken them.
As for splitting gear I think that whoever can use rods and wands should take those. Arrows to Gergof and the rest can be split.
I think some of it got split cos I seem to remember adding a couple things to my inventory.
How about
1 Sunrod each (1 spare)
2 Holy Water Each
1 potion of CLW each (2 spare)
A potion of Lesser Restore to Gerg and to Darius(You used one I think)
Scroll of Hide from Undead to Gerg/Darius
Detect Undead to Darius
Protection from Evil to Darius
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I took:
1x Cure Light Wounds
1x Cure Moderate Wounds
1x Flask of Holy Water
1x Scroll of Lesser Restoration
Paperwork on some of the inmates of Harrowstone
"You can't destroy them. They would reappear. I can hinder that, but to finally put them to rest you must bring me the badge of my husband." Vesorianna replies.
Just as a reminder about the respawning of the five.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I'm trying to see if doing other things like using those items helps against the haunts before we go through all of our daily powers. I have a feeling that we're gonna need them for the lower levels.
Understand. Grergof just couldn't come up with anything to do with a bundle of holy symbols besides give it to the spirit, and he didn't want to do that in case it healed this haunt.
They won't respawn as long as Vesorianna is there. You just need to bring her the badge of her husband for her to make this permanent. As she told you.
Level 3
HP 4+2+1=7
Bab +1
Will +1
Feat:Improved Initiative(+4)
Skills
+1 Everything
Background skills
+1 Know-History and Linguistics(Celestial learned)
Bomb +1 Bomb/day 2d6 damage
Swift AlchemyAt 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
1 New 1st level Extract a day. New Formula:Expeditious Retreat
Class Features:
Mercy (Sickened) - Lay on Hands also Remove Sickened Condition
Aura of Courage - Immune to fear AND allies get +4 moral bonus vs. fear.
Divine Health - Immune to Disease
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Level 3
HP 5+1=6
Bab +2
Ref +1
Feat:Diefic Obedience
Skills:
Know (Religion)
Diplomacy
(Dunno how background skills work so might nt have added them.)
Channel 2d6+3
Spells:
Heat Metal
Ghostbane Dirge
Protection From Evil, Communal
I have a super busy week this week so wont be able to post a lot but should still manage two posts a day.
A knot rope down is pretty easy to navigate. But it is also a slow way to do it. I can tell you from former experience that it is not nice to be the last one standing in line to climb up while you try to flee.
My personal favourite approach would be to dig through the rubble on the stairs. There is nothing like a clear escape path ;) but that would take days... Muhahaha.
Now that you are thoroughly shaken and afraid, please climb down.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Even scarier with just 3 people. The game is good.
Maybe we can clear some rubble to the east and wiggle out that way there appears to be a hole. If the window has bars, SPugnoir could make some acid and melt through them.
Honestly this is more fun then scary.
I get the impression of gothic horror in town, but in the Harrowstone it seems more dungeonlike.
Nothing that you are doing, I just think scary moods are hard enough to do at the table doing it in little chunks over weeks is impossible.
But then this is coming from the player in the head of the immune to fear Paladin. So I may not be the best person to answer.
In the dungeon he is like: Bring them on, I'm doing The Lady's work, and if I die doing it, well the biggest regret will be that I went to my reward early and did not get to do as much here.
Now in town he is much more worried as there is all these innocents around and he is playing defense against something he still does not understand.
That said, as a player I'm having a blast. Thank you so much for running this.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
In answer to your survey.
Yeah I'm having fun and enjoying it immensely. I think that some of the horror will amp up later but like the others say I know it's hard to get the scary across. But when a pack of werewolves show up I'll significantly poop myself. Especially since it's only the three of us.
That said, are you enjoying it? Because if you stop enjoying it then it'll probably end up affecting the game so you must have fun too.
Pretty sure Darius doesn't wanna go all the way back to town so he might just wait outside the Harrowstone of that's the case. He's not as young as he used to be y'know ;)
I'm definitely having fun. I was just wondering how you see it. As you managed to do an entire floor in one swipe without significant damage. I thought you might miss some challenge or such.
But as it seems you're not missing the 'almost died' aspect so far.
I assume that the "almost died" sections are all coming up downstairs.
Of course I also feel like I messed up the father charlitin encounter. Speaking of which, what would have happened if we had taken that spirit away as I'm assuming that is what it was trying to get us to do.
The spirit would just have followed you around doing nothing.
Until the one with the spirit gets hit by something else. Then he would have dropped to the ground immediately and found himself somewhere else. Leaving his company clueless with his body.
And the natural situation for that would have been when facing the piper. That would have been fun in a three member party.