| dm night-shade |
I posted the save DC above. If you save then you don't take the damage of course!
gilderoy: 2d6 ⇒ (1, 2) = 3 gur: 2d6 ⇒ (4, 5) = 9 damage. Also:
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save.
| dm night-shade |
The terrible swarm moves through Ras and Toni, they crawl up into your pants, across your face, terrible, biting
ras: 2d6 ⇒ (5, 3) = 8 toni: 2d6 ⇒ (1, 1) = 2 Plus
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save.
Toni...II
Talon...IIII after throwing the oil
Gild...III
Ras...I
Gur...a move
Gabi...II
Monsters...III
I thought about NPC moving you guys since you havn't posted an action in a while but no matter where I placed you the swarm could still get you both, or get one of you and Gabi. It seemed better the two higher HP chars get shwacked.
The swarm finds itself on fire from the molitov coctail, takes damage.
A creative solution to this swarm will be considered. The stone slab of the coffin at the end of the room for example, or the stone slabs of the door. Basically the swarm is vulnerable to bludgeoning weapons if they are bludgeoning enough. Use improvised weapon rules.
| Gabriela Szabo |
Round 2 Action 1
Gabbi moves towards the pile of sleeping Centipede and starts to stomp on them, her face gives the impression of disgust. Lissala flits down and eats a couple before flying back to sit on Gabbi's pig's tail again.
action 2
Having done what she can for against the swarm she turns towards the giant centipede and says "Mro Waekil Kaew" a green ray streams away from her towards the Centipede. Casts ray of enfeeblement
Ranged Touch Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Strength Damage: 1d6 + 1 ⇒ (1) + 1 = 2 only 1 on a DC17 fort save
| dm night-shade |
The swarm takes 6 hp fire damage from oil. After Gilderoy's tosses his torch (and misses) the swarm takes the second round of fire damage from the two oils
2d6 ⇒ (1, 4) = 5
So about half the swarm is asleep for another minute or so, and the rest have taken 11hp damage so...let me think
The swarm is still moving and biting. It heads back to the door, swarming over Gabi and Gur 2d6 ⇒ (2, 5) = 7 each + poison DC13 fort.
I haven't seen RAS move in a while so please forgive me for NPCing this: Rasgraton channels pos energy 1d6 ⇒ 1 heals his allies withing 30 ft. Looks like almost everyone accept Gilderoy outside.
Toni...III
Talon...IIII
Gild...IIII
Ras...II
Gur...a move
Gabi...III
Monsters...IIII
| dm night-shade |
Talon takes a mighty swing, dropping the giant centipede to the ground dead. It's green blood oozes upon the stone.
The centipede swarm, some on fire, some groggy from Gabi's sleep spell, dissipates. Half go out the front door and into the hole where they came from. The other half finds their way into cracks and crevices. Driven mad by the haunts of Harrowstone, the 5 criminals, these multi-legged bugs wish only to get away and hide.
You have acheived LVL 3. You gain full HP, end any effects, and start with a char at full strength. And at nearly 1000 posts in the game of a lunatic GM like me you guys definitely deserve it.
Finding your way to the end of the crypt you slide open the sarcophagus...
| dm night-shade |
from the ap:
Treasure: Although Professor Lorrimor has already raided the cache, he didn’t take all of the tools kept here—a fair amount of useful material remains, including:
a dozen silver arrows,
four sun rods,
six flasks of holy water,
10 +1 arrows,
five +1 ghost touch arrows,
two +1 undead bane arrows,
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, and
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back — the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection. The darkwood case is worth 50 gp, and contains three objects of interest—a spirit board with a brass spirit planchette, and four iron and glass vials containing tiny, churning clouds of vapor. The vials sit in velvet-lined indentations to the left of the spirit board and planchette, along with six empty indentions—the profes or made off with most of the vials but left these four behind. The six vials are all valuable magic items called haunt siphons.
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
After the harrow deck it wouldn't suprise me at all if you guys just sell this thing, haha!
Spirit Planchette
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. This one is made of Brass.
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. see this table
| Gabriela Szabo |
Fort: 1d20 + 1 ⇒ (9) + 1 = 10
Gabbi screams as the centipedes crawl over her and she runs outside and rolls around on the ground.
Once the centipedes are gone she comes in to see the other going through the sarcophagus.
spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
Religion: 1d20 + 9 ⇒ (2) + 9 = 11
| Gilderoy Targedew |
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Religion: 1d20 + 7 ⇒ (16) + 7 = 23
Gilderoy almost dances his way around the gross remaining centipedes. "Have I ever mentioned I hate bugs? More than I hate weird ghosts and crazy magical items in bars."
After the bugs vacate, the pale sorcerer wipes himself off & uses a bit of magic to get cleaned up. I love me some Prestidigitation
| Talon Darkslayer |
Gilderoy almost dances his way around the gross remaining centipedes. "Have I ever mentioned I hate bugs? More than I hate weird ghosts and crazy magical items in bars."
Talon looks at Gildroy in disbelief, "Seriously? You'd rather be attacked by exploding clowns or face a huge air elemental by yourself than deal with a handful of bugs?"
| Gilderoy Targedew |
"The exploding clown, yes. The air elemental was a matter of run away and hope for the best. I despise bugs, though. Gross, disgusting little things. No decent purpose being above ground." He continues wiping at his clothes as he talks.
| Gur |
"As long as they are big enough to face one on one, bugs should not be a problem. Swarms of the little things are a bit more problematic. Funny enough I could have used the exploding clown, chop his head off and throw him to the bugs. Boom."
| Gabriela Szabo |
Gabbi holds up one of the vials of swirling mist. "These are interesting. I'd only heard about them but I think they are Haunt Siphon. They are used to catch a ghost, atleast for a short while. One of my teachers said they don't always work on the most powerful ghosts, you have weaken them somehow first."
| dm night-shade |
As you are all standing there looking over your treasure Mrs. Baily, the mother of the twins comes flying in the crypt.
Thank God I found you all! You must help me! I went upstairs to check on the girls about an hour ago and they were both gone...Someone on the road told me they saw the girls headed down the south road alone. I rand that way, all the way to harrowstone. I didn't see them, but I found this...
She holds up a pink shoe of a toddler.
I don't know what to do! I need your help. Some one must save my little girls!
Meta game note, there is plenty of time to sell your treasure and gear up. Don't feel like you guys have to rush in to Harrowstone. But there is a couple of little girls trapped in there now. As if I would leave you guys with too much downtime, haha!
| Talon Darkslayer |
"They've gone to Harrowstone? Don't worry lass, it just so happens we were headin' that way."
Once Mrs. Baily is out of earshot, "Damn but if it's not one thing, it's another." Talon growls, "Lets stop by the store and pick up a few things. Everythin' that's wrong with this town seems to start with that cursed place. It's time to end it and I don't mean to come back till the job done."
| dm night-shade |
Lutho Avanki's eyes grow wide when the lot of you shove your way through the door at the General Store (Map F). The little bell overhead tinkles.
Ca..ca..ca.. Can I help you?
He marvels at your gear: magic arrows, glowing potions, arcane and divine scrolls.
Lutho will buy anything and you can get anything NON magical from him. Potions you can get from Jomina (Map H). Gilderoy will remember imbibing her lush potions that fateful night at the Outward Inn. Jeez was that only last night??
| dm night-shade |
Sorry for no posts, I was in training all day:(
Okay the loot log is updated. After the sale the party has 1200 in gp. Split it however you want and buy what you need. Anything in the books is fine unless it's MWK or Magical, then check with me so I can see if the village has it.
The map of Harrowstone is up. We go there when you guys say. What should we do now?
| dm night-shade |
Resize yourselves on the map and place your bets...You start at:
R1. Courtyard Tower Doors
A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars.
| dm night-shade |
The door creaks. Nothing happens. It appears unlocked.
More flavor from the AP:
The stone wall that surrounds most of the prison grounds is covered with creeping ivy, and the blocks beneath that growth are eroded. Climbing the walls requires a DC 10 Climb check. The walls themselves are 20 feet high.
| dm night-shade |
You take a gentle evening clockwise stroll around the prison. You find nothing until you reach R10. This large pond of dark, muddy water spreads out along the eastern section of the prison grounds. Here and there, bits of ruined wall protrude from the water, and thick tangles of reeds and cattails grow along the muddy shores.
Talon Knowledge dungeoneering: 1d20 + 5 ⇒ (16) + 5 = 21
Gabi Knowledge Religion: 1d20 + 9 ⇒ (11) + 9 = 20
Are you going to stand here and look around, or will you keep walking?
| Rasgraton |
Ras walks into the courtyard and casts detect magic.
I will also have my hammer at the ready.
| dm night-shade |
Ras as you step into the courtyard you have a sudden rush of claustrophobia and the split-second sensation that her skin is on fire. will save: 1d20 + 5 ⇒ (1) + 5 = 6. It is a terrifying feeling. You are shaken for 2d4 ⇒ (1, 4) = 5 minutes.
| Rasgraton |
I will hustle back out to the others.
There is something wrong with this place! My skin felt as if it was burning and I was trapped!
He calms down after a few seconds but is still obviously shaken.
That must be what those poor prisoners felt when they were burned alive. We must proceed with caution.
| dm night-shade |
At each R2 you find:
An old stone tower, its wooden roof collapsed and its crumbling walls thick with ivy, extends a further ten feet above the twentyfoot-
high wall.
I moved your token to R3:
This small brick manor house is overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew.
perc; Talon: 1d20 + 8 ⇒ (3) + 8 = 11 You notice nothing in particular about the house.
| dm night-shade |
I am going to assume everyone is staying together until one of you tells me otherwise or until we go to the battle map. For now, that means everyone is on Talon's token, until you tell me you are somewhere else.
| Rasgraton |
Looks just like what it is Talon, guard towers. Lets inspect this small building as you suggested. R3
Detect Magic