I'm on a congress this weekend starting this afternoon. I will try to have a look for new posts now and then but I don't know if I have time and/or internet access. If it comes to the worst it may happen that I can't post before Monday evening (CEST). In best case you won't notice a difference to my usual posting.
Just a thought: Six flasks of holy water won't make much of a change.
Well, maybe I'm wrong with an alchemist throwing them :) But I would suggest to do a little more here at the Harrowstone on your own resources and then give Father Grimburrow a report and claim all the stuff.
If not it is:
We found a haunt slamming doors and a haunted scythe, we need the holy water (ten posts two days)
Two rooms further: we found something else and need the arrows. Go back and ask for it (ten posts two days).
If you stay a bit it is either: Oh, the rest is empty, lets solve the mystery
Or: Every damn room is full of every kind of undead, we need everything on that table.
Normally I wouldn't interfere here and let you decide without my advice (read: I'd bite my tongue and try really hard to keep my opinion to myself), but I think going for every item once again will slow down the game massively and take out quite some fun.
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 say press on then. :)
Just wanna say we totally shoulda grabbed stuff before we got here. :P
But I;m good to keep going.
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
Darius, you might want to ask GM Foxie how he is playing light. Because unless there is a house rule I missed, the last paragraph of the spell limits the number of active light spells at one time. See the spell description here.
Not a huge deal, but I figured you might want to know as you are new to this.
I'm not sure why you bring this up. Did Darius have other castings of Light active? And yes it is as written in the rules. One active casting of the light cantrip/caster.
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
It's a cantrip right? So can I cast it as many times as needed? Oh and if I can only have one casting of it at a time I'll just throw one in a room till we've checked it out. Then turn it off and cast it on another pebble and throw that into a room an then turn it off and use it on the following one. Would that work?
Mostly. You don't turn it off. But it turns off automatically on the next casting. You just need to remember that the last one becomes dark again as it might leave a companion of you whom you cast that on in the dark.
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
Okay cool. Now I got it :) hehe will try not leave anyone in the dark :)
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
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
Oh crap just realised we came here without the apothecary. Man she's gonna be pissed at me.
In a surprise round you have one standard action. Which is enough to cast or channel, or almost everything but that which is a full round action. You could even charge (even though that is normally a full round action).
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
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 still take the negative energy damage right? Even if I made the fortitude save.
The save is only for the strength. I know it is unusual, but the effect is one of chill touch (which is targeted) and therefore has no save. Even though this is now an area effect.
But I must say this is stupid. Therefore we'll add DC 11 Will Save for half damage
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
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
Hey. Thanks for the info guys. Promise I'll get it all eventually. :)
Darius has a sword dealing 1d8+2 damage (which is no damage to the door at all). Also who would willingly use his trusted sword to beat down an iron door.
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
Haha he's going to shoulder charge/bulrushes the door. Who uses a sword on a door? Darius isn't that senile ;)
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
Crap. Thought it might be a piece of cake with the fire and all. Hmm... Let me ponder.
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
Oops just saw its metal now. Sooo I'm gonna rethink it.
It's really easy. You need a weapon that can withstand being bashed against an iron door. Like a mace. Or a hammer. Or any blunt weapon that is not made of wood. And then you need someone who is able to at least sometimes do damage above the hardness of the door. And then it takes only time. Which would be rather easy for Grergof with his flail.
masterwork thieves’ tools Spugnoir
bronze war medallion from the Shining Crusade
unframed Taldan painting of Stavian I
set of a noblewoman’s silver hair clips
masterwork punching dagger
a pouch containing a dozen masterwork shurikens
masterwork silver war razor
wand of lesser restoration (12 charges).
Generally every type of haunt has something written in it's stats about how to put it to rest. Like the holy water for the slamming portal haunt (which in my eyes makes totally sense). For some haunts it is so specific (like with the cold spot haunt) that you have a) no chance to figure it out b) you don't have the stuff needed c) it is not used in the AP anyway
With ghosts there is some unfinished business that keeps them here. With haunts it is similar. But here it is more the bigger evil here that hinders them from passing on to the great beyond.
But I also forgot something I wanted to do in gameplay.
The haunt creating a picture in Grergof's and Darius' mind about you in prisoners clothes standing on the platform and receiving your death sentence, accompanied by a chill running down your spine and the feeling this cold sucks all power out of you.
Now you conclude from that how to put that haunt to rest. Or you leave it alone and fight the bigger evil.
Grergof knows in game that it's probably the bigger evil causing these haunts.
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
Hehe even with that clue I'm like. Waitwhatnow?! :) I'm the worst.
[irony]You mean it didn't spring up immediately in your mind what to do? I find it totally clear[/irony]: An unattended metal object must be subjected to heat metal while the cold spot manifests. The warm object will absorb the entity, and must be quickly buried in hallowed ground.
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
Yup never woulda thought that in an elf's lifetime.
And now imagine how you communicate with the haunt after you reduced it to 0HP and it becomes a rattling haunt for the time being. One rattle is yes two rattles is no. That conversation is close to a elfs lifetime.
Even if that haunt is willing to be put to rest. I'm pretty sure it has no clue itself of that stuff :)
Darius, to get around the problem of forgetting how many daily powersy I have, I keep a running total in a spoiler tag at the top of my post.
You get it there by placing that in the race/class entry on your profile. Then every time I use a daily power I decrement the count by one so I always know how many I have left.
It's really easy to lose track of the number of times you have done something when it's three real weeks that pass in one Game day.
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
Thanks! Yeah I put it in my description up top pretty much after I posted to keep track :). Shoulda done it from the start. Now I know :)
Everyone who notices a haunt may act in the surprise round before the haunt acts. Telling the others is nice but doesn't allow them to act in the surprise round.