I didn't check specifically, but moving through grease needs one and standing up is a move action. So I made a conclusion that looked like it would pass a check by common sense.
Stam, want to withdraw from the building? As I shall bot Darius I'm going to throw that spell in that would harm you too. Or want to reconsider your alignment?
Or hope for a good save that would reduce the damage you got to 1/4th. But I'd assume that a wizard wouldn't want to stand in the midst of the fray anyway.
I added the parties damage to the initiative list too. And it doesn't look too well. And Darius has no selective channelling. Not that 4d6 would save you here.
You are level 8 now. And I already told you, you can level up to 9. Raise dead is a 5th level cleric spell. At this stage of the game simply dying isn't enough to get out of it.
spugs is listed as 61 HP and only has 54 dmg on him. There is still fight in him yet.
Oh, I keep my battle stats like hp. mutagen modifications and potions bonuses under the spoiler, since I often have a variety from spells and extracts up, it keeps everything available.
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
A) How do you get a spoiler to work like that in your posts cos I can't seem to. And...
B)I leave you guys alone for one day and Spugs is dying!!?? By an orcs balls man! Seems's like I gotta bring the pain/healing.
Darius does his level up and casts breath of life on Spugnoir. The main boon on that being the lack of costly material components that a raise dead has, that you can't even buy in this godforsaken piece of land.
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
Foxy Quickpaw wrote:
I found an option to fix that in an instant.
** spoiler omitted **
Consider that my next action.
And the action after that is kicking some werewolf butt for hurting my friend!!
Here's a quick question, do I still have DR5/silver even in human form?
Revenge is a dish best served cold. You face three werewolves and soon also the pack leader. And the only one dealing serious damage is Grergof. You'd need a better plan than angrily beating at them with a sword.
And as you can see on page 198 of the Bestiary, you only have DR in hybrid form.
For further planning: Stam is outside. Darius and Spugnoir are outside, only Grergof is still inside with the problem of needing to get out of the puddle of grease.
Between the inside and the outside is the wall of the building and a large double door (8 feet wide).
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
Wolf 1 Fort Save DC20:1d20 + 9 ⇒ (6) + 9 = 15Breastplate round 3 Broken Fort Save DC20:1d20 + 9 ⇒ (12) + 9 = 21Breastplate round 4 Broken Fort Save DC20:1d20 + 9 ⇒ (9) + 9 = 18Breastplate round 5 Destroyed Fort Save DC20:1d20 + 9 ⇒ (19) + 9 = 28Falchion round 6 saved Fort Save DC20:1d20 + 9 ⇒ (5) + 9 = 14Holy symbol round 7 broken Fort Save DC20:1d20 + 9 ⇒ (14) + 9 = 23Holy symbol round 8 broken Fort Save DC20:1d20 + 9 ⇒ (19) + 9 = 28Holy symbol round 9 broken
Wolf 2 Fort Save DC20:1d20 + 9 ⇒ (9) + 9 = 18Breastplate round 3 Broken Fort Save DC20:1d20 + 9 ⇒ (14) + 9 = 23Breastplate round 4 Broken Fort Save DC20:1d20 + 9 ⇒ (6) + 9 = 15Breastplate round 5 Destroyed Fort Save DC20:1d20 + 9 ⇒ (1) + 9 = 10Falchion round 6 Broken Fort Save DC20:1d20 + 9 ⇒ (3) + 9 = 12Falchion round 7 Destroyed Fort Save DC20:1d20 + 9 ⇒ (14) + 9 = 23Holy symbol round 8 saved
Wolf 3 (dean when he fell in) Fort Save DC20:1d20 + 3 ⇒ (17) + 3 = 20Breastplate round 3 saved Fort Save DC20:1d20 + 3 ⇒ (17) + 3 = 20Falchion round 4 saved Fort Save DC20:1d20 + 9 ⇒ (19) + 9 = 28Holy symbol round 5 saved
Wolf 4 not in the pit
You got
2x +1 Brestplate
3x +1 Falchion
3x Holy Symbol of Jezelda
1x Holy Symbol of Jezelda (broken)
And there you see why Acid Pit is not the most popular spell.
HP 4+2+1=7
Will Save +1
+1 Bomb
5d6 Bomb
Feat: Extra Discovery, Holy Bomb
Benefits: When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
+1 all skills
+1 Know History/Geography
+1 1st/3rd le el extract a day
Linguistics is nothing you can take 20 on. And there is still a solution to your problem hidden in Feldgrau. Just because you kill the enemies top down doesn't mean you can skip the village ;)
On the way to Thrushmore there is the town Carrion Hill. It's not as nice as Lepidstadt, but the same size and therefore would be good to sell your stuff.
It is literally the horror. It uses even sanity points.
It probably is even fun if you play just the module and are not too attached to your character. But if you insert it into CC (which was the case when I played it) it doesn't really fit.
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've been enjoying CC, even if I am playing the cleric :)
Also I think Foxy handles these horror games really well on here. It's been really cool. Thanks Foxy.
Also I have a massive list of things that we need to sell asap.
Oh I see how it's disconnected. Honestly the whole Chasing the Whispering way thing seems like it's tacked on.
Not to say I didn't enjoy most of the stories, but the connection between the Harrowstone, Trial and Werewolf section of this book was pretty tenuous.
But I agree Foxy has done a good job keeping this all interesting.
But the stories aren't as well connected as say Rise of the Runelords or Hells Rebels, where the stories seem to tie together into a coherent whole much better.
Now I'm confused. If I assume that the tie in of the adventures in the AP is loose at best, the the Carrion Hill Module would fit in perfectly, as it too has nothing to do with the Whispering Way. I just would have to make the riders pass through and maybe cause a little mayhem, that was the reason for the waking of the horrors.
But the AP-Book to come is again a big distraction from the Whispering Way.
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
Be heroic or die trying amirite!?
Trope wise we are due for vampires and zombies. I suspect the vampires are for last.