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    The Fall of Plaguestone - chapter 1: The Road to Etran's Folly

    Chris
    Chris


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    Post  Chris Sat May 20, 2023 8:55 am

    The town of Etran’s Folly has never had it easy.

    Located far from popular trade routes, it has
    never been more than a stopover point for
    merchants making their way from Elidir to Almas.
    Worse still, after the Goblinblood Wars, the town
    suffered terribly from a plague outbreak that killed
    almost half the population. Etran’s Folly never truly
    recovered. This fact led many to refer to the town as
    “Plaguestone”—a reference to a stone marker in town
    once used to safely give food to the sick and dying.

    Villagers left food at the stone and, in return, the sick
    placed coins in a hole in the stone, filling the hole with
    vinegar to cleanse the copper and silver of any trace
    of the plague. Now, many of the town’s homes and
    businesses are empty, their residents long dead save
    for a few orphans taken in by neighbors or left to fend
    for themselves on the fringes of the community.

    When the plague came to Etran’s Folly, Silwyth
    Eldara did all she could with herbalism and alchemy to
    find a cure. Alas, the pox was too virulent, and in the
    panic, the townsfolk blamed Silwyth for not coming to
    their aid. When the aging elf caught the plague herself,
    the townsfolk refused her succor, leaving no food for
    her at the plaguestone. She died soon after, cursing
    survivors to a life of misery, leaving her daughter, Vilree,
    all alone.
    Chris
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    Post  Chris Sat May 20, 2023 9:13 am

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Pf2e_m11



    The adventure begins as the caravan travels
    south by southeast from Elidir, the capital of
    Isger, to Almas, the capital of Andoran, on a
    road between the Apsodell Mountains and the Five
    Kings range.

    There are faster and easier routes south,
    but for those seeking to avoid Cheliax, this is the
    safest. Bort Bargith is a dwarf trader from the Five
    Kings Mountains, welcome in many settlements for
    his fair prices and gregarious spirit, and he has been
    using this route for years. The caravan consists of six
    covered wagons, four of which are laden with supplies,
    trade goods, and trinkets. Bort makes his home in the
    lead wagon and the cabin built onto its back, while
    the final wagon is for passengers and the cook.

    This part of Isger is sparsely populated, consisting
    of small rural farms and isolated communities. It is
    a temperate land, with frequent light rains and the
    rich smell of damp earth wafting on the pleasant
    breeze. The trail winds its way through the lowlands,
    passing along streams and through small forests. The
    game in this area has only recently recovered after
    years of war drove it into hiding.

    The Adventurers have all been hired individually by Bort's Teamster Boss Tamli Ghent, a female half-orc.

    It has been three days since you left Elidir, climbing into
    the back of one of Bort Bargith’s wagons bound for the
    faraway Andoran capital of Almas. The smiling caravan
    master has agreed to pay a handful of silvers each day,
    so long as you promised to protect the wagons should
    any trouble arise. Fortunately, your journey through the
    hinterlands of Isger has been quiet, even if the ride itself
    has been far from comfortable.

    As you broke camp this morning, Bort announced
    you should arrive at the town of Etran’s Folly by nightfall,
    and he promised a comfortable bed for the night as a
    reward for a long day’s travel. The caravan’s teamsters
    shared a chuckle between them, trading knowing glances
    and subtle nods, but soon enough you are on the road
    again, the wagon bouncing and creaking along the
    uneven trail.


    study  Take this opportunity to introduce yourselves to each other.  You may also talk to the other Teamsters in your wagon (the last wagon), if you wish.  

    Since we are in Exploration Mode, please choose an Exploration activity.  (many of the usual options are probably not available since you are all passengers in a wagon - so no stealth, cover tracks, etc)


    You can choose:

    Gather Information: You use Diplomacy to canvass the area to learn about a specific individual or topic.

    Make an Impression: You use Diplomacy to make a good impression on someone.

    Coerce: You use Intimidation to threaten a creature so it does what you want.

    Defend: You move at half your travel speed (doesn't matter since you are in a wagon) with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.


    the rest really don't apply, sorry
    whit10
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    Post  whit10 Sat May 20, 2023 10:17 am

    Herger is bright and cheerful to all. He will mostly listen to the conversations going on and keep quiet for now... He will Defend as listed above
    MAS
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    Post  MAS Sat May 20, 2023 12:08 pm

    Declining the movement involved, except to climb about the wagon, the goblin keeps watch. Zontreaux lounges on the back gate of the passenger wagon, occasionally climbing on top of it to look in all directions or up and back the side boards to talk with the driver. He makes ready conversation with his fellow hirelings, always polite, never appearing agitated or in a hurry. Raised in a home and school of formal etiquettes, he often slips from Common into Elvish formalities, substituting the appropriate "Mezzon/Mezzin" for the Common terms "Master/Mistress".

    "Mezzon Herger..?" he inquires, "Are you a soldier by trade? Where came your way of arms?"

    "Scout"
    Concentrate Exploration
    Source Core Rulebook pg. 480 4.0
    You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.

    If that isn't suitable, he will "Gather Information" from the wagon driver instead. "Mezzon driver, what do you know of the dangers of these lands?"

    Roll for Gather Info
    11:11:01 AM Your Diplomacy: 13 (11 +2)

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    Post  whit10 Sat May 20, 2023 1:08 pm

    "Ah, these are standard equipment for my people once we enter adulthood. I must win better arms and armor if I am to prove myself a great man and warrior. Only then will the poets sing my song."

    "I have seen battle" he smiles somewhat convincingly..
    navyik
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    Post  navyik Sat May 20, 2023 2:53 pm

    “Seen battle…” Grimgar grumbles under his breath, hawkishly studying the rear flanks of the caravan.  His breastplate is dull and dented and his axeblade is shorter from many sharpenings. The rest of him is covered in a mix of hides and fur with the occasional piece of bone, antler, or dwarven steel.

    Grimgar squints for a moment at something that isn’t there before turning his body away from the group. He is dusty and haggard, grunting unconsciously when he moves.

    “No I didn’t,” he snaps in a whisper to someone who isn’t there. Grimgar settles on facing the rear while absently picking at a charred and matted
    Chris
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    Post  Chris Sat May 20, 2023 5:37 pm

    This part of Isger is sparsely populated, consisting
    of small rural farms and isolated communities. It is
    a temperate land, with frequent light rains and the
    rich smell of damp earth wafting on the pleasant
    breeze. The trail winds its way through the lowlands,
    passing along streams and through small forests. The
    game in this area has only recently recovered after
    years of war drove it into hiding.

    “Up ahead is Plaguestone,” Keldaran shouts from the
    front of the wagon. No sooner does the call fade from
    his lips than it is overshadowed by a series of long,
    mournful howls emanating from the woods to either
    side of the caravan. Moments later, you hear cries of
    panic as a pack of mangy wolves descends from the
    forest with teeth bared!




    Roll Initiative!

    Zontreaux used "Scout" so everyone enjoys a +1 to initiative
    Herger used "Defend" so he begins with his shield raised for a +2 AC
    Grimgar didn't declare an Exploration action
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    Post  Chris Sat May 20, 2023 5:51 pm

    The quiet man in blue robes with silver runes perks up at the sound of a fight.  

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Jace_i11

    Jace rolls Perception for his Initiative

    Result of the throw of dice "1d20 +5" :

    8 + 5 = 13



    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_10

    The Mangy Wolves roll Stealth for Initiative!

    Result of the throw of dice "1d20 +4" :

    16 + 4 = 20

    There appears to be about a dozen wolves, but they spread out among the many wagons in the caravan.  The party only has to deal with 3 of them.  

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_11



    @Alan - I need a new pic for Grimgar
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    Post  whit10 Sat May 20, 2023 7:04 pm

    Herger's initiative:

    Rolling line 1 : 1d20 + 6 to total : 18, + 6, TOTAL: 24

    navyik
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    Post  navyik Sat May 20, 2023 8:08 pm

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Img_6411
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    Post  navyik Sat May 20, 2023 8:10 pm

    Grimgar initiative
    Result of the throw of dice "1d20 +6" :

    18 + 6 = 24

    Dex is 12 if that is still the tie breaker…
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    Post  MAS Sat May 20, 2023 8:14 pm

    Init:

    Result of the throw of dice "1d20 +1" :

    18 + 1 = 19
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    Post  Chris Sat May 20, 2023 9:04 pm

    MAS wrote:Init:

    Result of the throw of dice "1d20 +1" :

    18 + 1 = 19

    How are you calculating initiative?

    The default is Perception, which Z has a +4 and the +1 from Scout is +5

    Alternate initiative rolls include, but not limited to:

    Stealth
    Diplomacy/deception



    Herger 24
    Grimgar 24
    Zontreaux 23?
    Mangy wolves 20
    Jace 13


    Herger is up


    Remember you have 3 actions. Everything costs an action (basically). Additional attacks are -5 then -10
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    Post  MAS Sat May 20, 2023 9:24 pm

    Good copy, my stat block didnt auto calc.

    thats a 23 then.
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    Post  whit10 Sat May 20, 2023 9:51 pm

    there's no numbers or letters...

    Herger will laugh... "ah, such foolish puppies"

    he will move 25' to the south which should have him next to the wolf in that direction.

    Two attacks? Am I calculating that right?
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    Post  Chris Sat May 20, 2023 10:47 pm

    DOH!  Damn my faulty processor....

    Ok, 25ft movement is fine

    Did he have his sword in his hand?  If not, 1 action to draw the weapon. With "defend" i will assume so

    I count 20ft to SE mangy wolf.  Remember, the first diagonal is only 5ft, so I think he can make it with 1 move.
    1st attack is at full bonus
    2nd attack is -5 (if he had his weapon at the ready), if not, then stride, interact (draw), strike

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    Post  whit10 Sat May 20, 2023 11:19 pm

    yes, he was armed and ready. I will be more specific in the future

    1st attack:

    Rolling line 1 : 1d20 + 9 to total : 9, + 9, TOTAL: 18

    2nd attack:

    Rolling line 1 : 1d20 + 4 to total : 16, + 4, TOTAL: 20


    hopefully those both hit:

    Rolling line 1 : 1d8 + 4 to total : 5, + 4, TOTAL: 9

    Rolling line 1 : 1d8 + 4 to total : 4, + 4, TOTAL: 8

    17 total damage, if the 18 doesn't hit, then 8 damage

    done

    Stat Block:
    HP: 20
    AC: 18
    Fort: 7
    Reflex: 7
    Will: 4
    Move: 25'
    Initiative/Perception: +6
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    Post  Chris Sun May 21, 2023 10:34 am

    Herger, the Ever-Ready, jumps from the back of the wagon at the first sign of trouble.  His boots land in mud.  The road is soft from the recent rains.  The Mangy wolf snarls and bares its teeth as he approaches.  Herger cuts the beast down as it lunges at him with 2 clean strokes of his sword.  



    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_12



    Chris wrote:


    Herger 24
    Grimgar 24
    Zontreaux 23
    Mangy wolves 20
    Jace 13




    Grimgar is up
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    Post  navyik Sun May 21, 2023 12:26 pm

    So if I want to “delay” I have to delay my whole turn. That’s how I am reading it.
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    Post  Chris Sun May 21, 2023 2:28 pm

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Screen10

    Delay is 1 action. It says, "the rest of your turn". I think you could take 1 action to draw a weapon, 2 to delay.... 3 when you re-enter initiative.
    Of course, you could also just 1 delay, then have 2 when you rejoin
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    Post  navyik Sun May 21, 2023 3:25 pm

    That symbol is for a free action. I don’t think delay uses an action. I just lose my spot in the initiative.  I’m trying to decide whether I can take some actions now and the rest later. The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Img_6412The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Img_6414
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    Post  Chris Sun May 21, 2023 3:30 pm

    Good catch! I totally missed that. Ok, then I agree with your initial reading of it.

    Trigger - start of your turn
    Free action - delay

    Trigger - end of a creature turn
    Free action - rejoin initiative
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    Post  navyik Sun May 21, 2023 5:10 pm

    Grimgar will delay and probably insert himself after the goblin goes. Grimgar, being a dwarf, doesn’t want to spread the group out away from the soft targets like horses and lightly armored passengers. Grimgar knows he has short legs…
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    Post  Chris Sun May 21, 2023 5:43 pm

    The old vet surveys the scene patiently.

    Zontreaux is up
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    Post  MAS Sun May 21, 2023 6:42 pm


    "No meal here my mangy friend, but I can end your misery..." observes Zontreaux. Coiled lash in his left hand and cold steel in his right, he looks the wolf in the eyes as he strides towards the snarling beast confidently. He executes a lightning sweep of the whip to drop the beast, and then drives his rapier for the wolf's heart.


    Action 1: Stride, 20/25 ft, H2

    Action 2: Trip w/ whip
    Trip, Attack, Source Core Rulebook pg. 243 4.0
    Requirements You have at least one hand free *(whip negates). Your target can’t be more than one size larger than you.
    You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.
    Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.
    Success The target falls and lands prone.
    Critical Failure You lose your balance and fall and land prone.


    Result of the throw of dice "1d20 +6" :

    13 + 6 = 19

    If success, executing a trip grants Zontreaux Panache. If the trip doesn't work, he will make a simple attack, same roll, dmg for regular 1d6+3 listed below.

    Action 3: Rapier attack, Precise Strike, Confident Finisher

    Result of the throw of dice "1d20 +7" :

    9 + 7 = 16

    Precise Strike
    You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.

    Confident Finisher
    You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
    Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

    DMG if success = 1d6+3 P + 2d6 P (Precise Strike) = 3d6+3
    Result of the throw of dice "1d6 +3" :

    6 + 3 = 9

    Result of the throw of dice "2d6" :

    5 + 5 = 10

    Success = 19 P dmg
    Failure = 5 P dmg

    Zontreaux expends his panache and can no longer use any attack actions this turn.
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    Post  Chris Mon May 22, 2023 10:59 am

    wow, great turn Matt!  cheers

    Swashbuckler mechanics are new to me, so I want to talk through this and make sure we both understand it correctly!

    You don't need to c\p everything as soon as we both get more familiar with the rules, but I do appreciate all the extra help this round, thanks.  I put rulebook quotes in Italics just for visual clarity.

    Z is a gymnast style

    Gymnast
    Source Advanced Player's Guide pg. 84 2.0
    You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe.


    Whip lets you trip, trip grants Panache....  check


    wolf has Reflex save +6, so DC = 16

    wolf gets tripped!   wolf is now Prone, which makes it Flatfooted giving Z a +2 to hit

    however, notice under Trip the tag "ATTACK"

    Action 2: Trip w/ whip
    Trip, Attack, Source Core Rulebook pg. 243 4.0
    Requirements You have at least one hand free *(whip negates). Your target can’t be more than one size larger than you.
    You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.
    Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.
    Success The target falls and lands prone.
    Critical Failure You lose your balance and fall and land prone.


    Attack
    Source Core Rulebook pg. 629 4.0
    An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.


    so that means the 3rd action is a 2nd "attack" and is at -5, but +2 from FF



    Action 3: Rapier attack, Precise Strike, Confident Finisher

    Result of the throw of dice "1d20 +7" :

    9 + 7 = 16

    so that is really 9 + 2 (-5 for 2nd attack) and +2 for FF = 13

    wolf AC is 15, so I believe the rapier attack misses, sadly


    please let me know if you think something in there is not correct, cuz I am learning this too!
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    Post  MAS Mon May 22, 2023 3:47 pm

    Damn, yeah that looks correct. Roll on -

    You did see that failure still does damage, correct?


    Last edited by MAS on Mon May 22, 2023 5:32 pm; edited 1 time in total
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    Post  navyik Mon May 22, 2023 4:33 pm

    So what then is the cover situation for the grounded wolf regarding ranged attacks? Penalties? Benefits?

    Reading the prone text I don’t think you gain cover automatically from being prone. You can take cover while prone. That would be an action.
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    Post  MAS Mon May 22, 2023 5:33 pm



    The finisher still does damage even on a fail  Smile
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    Post  Chris Mon May 22, 2023 5:47 pm

    Thank you for the reminder on the Finisher.  That is a really nice ability!

    The mangy wolf howls as Zontreaux's blade pierces his hide.


    @Alan

    Prone
    Source Core Rulebook pg. 621 4.0
    You're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).


    correct, the wolf is FF -2 to all attacks and it would take an action to "Take Cover" against ranged attacks.


    Do you want to jump back in with Grimgar?


    map update with damage on the wolf

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_13


    Chris wrote:


    Herger 24
    Grimgar 24
    Zontreaux 23
    Mangy wolves 20 (-5, full)
    Jace 13


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    Post  navyik Mon May 22, 2023 7:06 pm

    Grimgar
    Stat Block:
    HP: 19
    AC: 18
    Fort: 6
    Reflex: 4
    Will: 7
    Move: 20’
    Initiative/Perception: +5

    Grimgar’s axe flips up from its place across his lap. If that is an action he moves to 5N and attacks. If I can consider himself already armed, then he will also raise shield.

    Result of the throw of dice "1d20 +6" :

    8 + 6 = 14
    😒 I’m pretty sure that missed
    Damage if hit
    Result of the throw of dice "1d8 +3" :

    8 + 3 = 11
    Of course…
    🤪
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    Post  Chris Tue May 23, 2023 10:57 am

    Grimgar raises his shield and charges the nearest wolf. His axe just barely misses the mark.

    The Mangy Wolves attack!


    Injured wolf at G1
    1 - stand up
    2 - bite
    3 - bite at -5

    The sickly creature flips up from the ground and bites at the goblin ferociously

    Melee [one-action] jaws +6 (finesse), Damage 1d6+1 piercing
    plus fleas


    Result of the throw of dice "1d20 +6" :

    3 + 6 = 9


    snap, snap, snap.... nothing but air


    Result of the throw of dice "1d20 +1" :

    15 + 1 = 16

    teeth cannot find a bite



    Wolf at O-4 moves into flanking position at I-3 and tries to engage the goblin, who is now Flatfooted (-2) AC16
    study Attack of Opportunity is a Feat that only Fighters get to start. It is very rare in PF2e for monsters too.

    1 - move
    2 - bite
    3 - bite at -5


    Result of the throw of dice "1d20 +6" :

    15 + 6 = 21

    nom nom nom... the teeth find a tasty bite of goblin flesh

    Result of the throw of dice "1d6 +1" :

    4 + 1 = 5 piercing plus fleas

    Fleas Anyone bitten by a mangy wolf is sickened 1 for 1
    minute unless they succeed at a DC 14 Fortitude save,
    but they can spend an Interact action to scratch away
    the fleas and remove the condition.



    2nd bite
    Result of the throw of dice "1d20 +1" :

    1 + 1 = 2

    crit fail


    any Reactions?



    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_14
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    Post  Chris Tue May 23, 2023 11:04 am

    Jace joins the fight.

    1 - Arcane Ward
    2 - Shield spell
    3 - stride to H-4

    Arcane Ward gives Jace and everyone within 5ft +1 AC
    Shield raises Jace's AC +1 and gives him a Raised Shield

    Chris wrote:Jace
    HP 16\16
    AC 14 (16)
    Fort +5
    Ref +4
    Will +7


    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_15
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    Post  Chris Tue May 23, 2023 11:09 am

    At the end of the first round in
    which a mangy wolf is killed, the caustic wolf emerges
    from the forest to join the fight



    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Causti10


    Perception +8

    initiative roll
    Result of the throw of dice "1d20 +8" :

    7 + 8 = 15

    He appears at R-7 and will join the 2nd round


    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_16


    Initiative order

    Herger 24
    Zontreaux 23
    Grimgar 23b
    Mangy wolves 20 (-5, full)
    Caustic Wolf 15

    Jace 13



    Round 2.... fight!

    Herger is up
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    Post  whit10 Tue May 23, 2023 11:54 am

    Herger will stride twice and go to Q-7 and take one swing at the caustic wolf:

    Rolling line 1 : 1d20 + 9 to total : 10, + 9, TOTAL: 19

    If that hits:

    Rolling line 1 : 1d8 + 4 to total : 5, + 4, TOTAL: 9

    Stat Block:
    HP: 20
    AC: 18
    Fort: 7
    Reflex: 7
    Will: 4
    Move: 25'
    Initiative/Perception: +6

    done
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    Post  Chris Tue May 23, 2023 12:03 pm

    Herger rushes at the new threat and just barely hits with his sword. Some kind of acid or bile oozes from open sores on the creature.

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_17



    Initiative order

    Herger 24
    Zontreaux 23
    Grimgar 23b
    Mangy wolves 20 (-5, full)
    Caustic Wolf 15 (-9)

    Jace 13



    Zontreaux is up
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    Post  MAS Tue May 23, 2023 3:36 pm

    Zontreaux
    16/21 HP
    Ac 18
    F +4/ R +9/ W +4
    Move: 25

    Fortitude save vs Fleas =
    Result of the throw of dice "1d20 +4" :

    19 + 4 = 23




    Zontreax shakes his now ripped pants free from the Wolf's jaws, and makes as if to run away - then pivots from the attack to deliver another bold assault on his original target.




    Action 1: Feint (single action non-attack) Wolf @ I/3
    Deception vs opponent perception DC
    Result of the throw of dice "1d20 +5" :

    11 + 5 = 16

    Success imposes flat footed

    Action 2: Trip w/ whip (wolf @ I/3)
    Result of the throw of dice "1d20 +6" :

    16 + 6 = 22

    Success grants Zontreaux Panache.

    Action 3: Rapier attack, Precise Strike, Confident finisher (or Rapier attack if no panache) vs Wolf I/3
    2nd attack this round, -5
    Wolf flat-footed, -2 AC
    Adjusted to -3 attk roll

    Result of the throw of dice "1d20 -3" :

    6 - 3 = 3 (UGGG.)

    That Result of the throw of dice "2d6" :

    That fails, so damage is half of the Precise strike damage again.
    Result of the throw of dice "2d6" :

    3 + 6 = 9

    Dmg = 4 P

    EDIT: Feint only applies to the trip attack unless I got a critical success. Doesn't affect the already failed Action 3
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    Post  Chris Wed May 24, 2023 8:43 am

    GM wrote:You have some really nice combos and options!...The trip is also attacking the wolf's action economy.  Against a single boss that would be devastating to steal/trade 1 AP.


    Agreed, this combo shakes out to be a great "martial controller" build. At 2nd level, It can trip/grapple, etc up to Large size creatures with "titan wrestler", and can start its turn with panache if it chooses to go last in initiative order with "After You...". Current build up to 20




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    Post  Chris Wed May 24, 2023 2:52 pm

    Grimgar is up
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    Post  navyik Wed May 24, 2023 6:27 pm

    Grimgar
    Stat Block:
    HP: 19
    AC: 18
    Fort: 6
    Reflex: 4
    Will: 7
    Move: 20’
    Initiative/Perception: +5

    Grimgar sees two wolves flanking the goblin. He moves to J-4 flanking and attacks.

    Result of the throw of dice "1d20 +6" :

    1 + 6 = 7
    Effing sh!t…

    Can I attack again or does something crazy happen?

    Second attack if allowed
    Result of the throw of dice "1d20 +6" :

    16 + 6 = 22 -5=17

    Damage
    Result of the throw of dice "1d8 +3" :

    1 + 3 = 4
    Brilliant…
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    Post  Chris Wed May 24, 2023 9:52 pm

    jeez, talk about sour dice


    Grimgar moves to flank the flanker.  He swings wildly and misses, narrowly avoiding a critical failure.  His second swing finds its mark and does just enough damage to put the pooch out of its misery with the damage Z did earlier.  


    The injured wolf will
    1 - stand up
    2- bite Z
    3 - bite Z again at -5

    Result of the throw of dice "1d20 +6" :

    18 + 6 = 24

    Z gets a +1 from Jace, but teeth find flesh!

    Result of the throw of dice "1d6 +1" :

    6 + 1 = 7

    Z takes another 7 piercing and needs a save vs Fleas

    Fleas Anyone bitten by a mangy wolf is sickened 1 for 1
    minute unless they succeed at a DC 14 Fortitude save,
    but they can spend an Interact action to scratch away
    the fleas and remove the condition.



    2nd bite
    Result of the throw of dice "1d20 +1" :

    10 + 1 = 11

    miss!


    Now its the Pack Leader's turn Twisted Evil

    It rears back and lets out a frightening howl!  The wounded wolf joins the chorus of its Alpha.  All party members are affected.  

    Howl [two-actions] The wolf unleashes a terrifying howl,
    allowing it to Demoralize all enemies within 30 feet.
    Wolves within 100 feet can spend a reaction to join
    the howl, causing the effect to emanate from them
    as well. This affects additional enemies within 30 feet
    of them and uses the caustic wolf’s Intimidation check
    with a –4 circumstance penalty. Enemies cannot be
    affected by the howl more than once, even if
    they are near more than one howling wolf.
    All creatures targeted by this effect are
    temporarily immune for 24 hours.


    Demoralize
    Auditory Concentrate Emotion Fear Mental
    Source Core Rulebook pg. 247 4.0
    With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.



    Caustic wolf Intimidate
    Result of the throw of dice "1d20 +8" :

    15 + 8 = 23


    check the 23 vs Herger
    with the -4, its 19 vs Z, Jace and Grimgar

    a success makes you Frightened 1, a critical success (10 over your Will DC) is Frightened 2.  Will DC is 10 + your Will save.  So Grimgar is a 17, Z is a 14, Herger is 14, Jace is 17etc


    Frightened
    Source Core Rulebook pg. 620 4.0
    You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.



    Caustic wolf uses its last action to bite Herger

    Melee [one-action] jaws +11, Damage 1d6+2 piercing plus 1d4 acid
    plus Knockdown


    Result of the throw of dice "1d20 +11" :

    13 + 11 = 24

    hit!

    Result of the throw of dice "1d6 +1d4 +2" :

    6 + 3 + 2 = 11
    9 is piercing and 2 is acid

    Knockdown
    Source Bestiary pg. 343
    Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry. Effect The monster knocks the target prone.


    Herger gets knocked Prone!


    Did Herger Raise his shield last round?  If so, he can shield block some of that damage.

    at 13, Jace is up

    He will use 1 AP to maintain concentration on his Arcane Ward, which also extends its radius to 10ft
    2 - 2 APs for Telekinetic Projectile

    PFS Standard
    Telekinetic Projectile
    Cantrip 1
    Attack Cantrip Evocation
    Source Core Rulebook pg. 377 4.0
    Traditions arcane, occult
    Cast  somatic, verbal
    Range 30 feet; Targets 1 creature
    You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

    Critical Success You deal double damage.
    Success You deal full damage.


    Jace does his best Jedi impression and flings a loose rock at the remaining wolf.

    Result of the throw of dice "1d20 +7" :

    4 + 7 = 11 -1 for Frightened

    oof, miss.  the rock flies off into the trees.  Jace shakes off the fear.



    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_18


    Round 3... fight!


    Herger is up, but Prone and Frightened 1 (-1 to all checks).  it will take 1 AP to stand
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    Post  whit10 Wed May 24, 2023 10:32 pm

    so, I don't know what you want for the shield raise thing... he's got it strapped and held in his left arm, so it's where it should be for battle (this is a very frustrating part of this game so far)  I guess you get to decide.

    There's no save vs. that howl?!

    Sure, stand up and swing

    Wed May 24 2023 20:31:51 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 8 to total : 13, + 8, TOTAL: 21

    Damage:

    Wed May 24 2023 20:32:13 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 7, + 4, TOTAL: 11

    Might as well take a second swing as well

    Wed May 24 2023 20:33:20 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 3 to total : 18, + 3, TOTAL: 21

    Damage:

    Wed May 24 2023 20:33:35 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 5, + 4, TOTAL: 9

    20 total damage

    Die you fucker!
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    Post  Chris Wed May 24, 2023 11:26 pm

    Since the game is new, it might be worth reading your character sheet each turn so you can refresh your memory as to what your character can do and how many (if any) Action points it takes.

    Raise Shield is an Action - 1 AP

    Raise a Shield
    Source Core Rulebook pg. 472 4.0
    Requirements You are wielding a shield.
    You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.


    so remember, you don't get the +2 to AC unless you spend an Action to raise your shield.  Anyone can use a shield and do this.  As a Fighter, you get a free feat called Shield Block

    PFS Standard
    Shield Block
    Feat 1
    General
    Source Core Rulebook pg. 266 4.0
    Trigger While you have your shield raised, you would take damage from a physical attack.
    You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.



    Shield Block can only be used as a Reaction AFTER you take the Raise Shield action during your turn.  


    Last turn, Herger moved x2 and attacked x1 = 3 actions, so he didn't raise his shield and cannot block

    This turn, Herger Stood up and attacked x2, so again he can't raise his shield.  I know you got lucky with the dice, but generally speaking, taking a second swing at -5 is not a good idea.  There is really no point in using a shield, if you are not going to spend the Action to raise it each round.  You should just go for a 2H weapon.  

    If you had a raised shield and you used Shield Block, you could have negated 5 of the damage from the Caustic Wolf's hit.  


    As for the Howl save...  the ability requires a roll by the wolf against your Will SV DC, so giving you a save would be redundant.  Other spells, like Color Spray, don't have an active roll.  They just happen and take effect, so then you get a save roll.  It's 1 roll either way.  Sometimes the monster makes it and sometimes you make it.  


    Knowing all that... do you want to keep your 2nd attack or change to Raise Shield?




    Chris wrote:


    Initiative order

    Herger 24  (9\20)
    Zontreaux 23  (5\17)
    Grimgar 23b
    Mangy wolves 20 (-5)
    Caustic Wolf 15   (-9)

    Jace 13



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    Post  whit10 Thu May 25, 2023 12:17 am

    just keep everything the way it is

    if he dies, meh. He's only a 1st level bullet shield...

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    Post  Chris Thu May 25, 2023 10:00 am

    whit10 wrote:just keep everything the way it is

    if he dies, meh. He's only a 1st level bullet shield...


    Caustic Wolf takes -20 damage but is still alive!


    Zontreaux is up
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    Post  MAS Thu May 25, 2023 12:55 pm

    Chris wrote:
    Chris wrote:


    Initiative order

    Herger 24  (9\20)
    Zontreaux 23  (5\17)
    Grimgar 23b
    Mangy wolves 20 (-5)
    Caustic Wolf 15   (-9)

    Jace 13




    Zontreaux took 5 first round, putting him at 16/21. Another 7 puts him at 9 /21.
    Writing post now.
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    Post  MAS Thu May 25, 2023 1:13 pm

    Zontreaux
    09/21 HP
    Ac 18
    F +4/ R +9/ W +4
    Move: 25

    Fortitude save vs Fleas =
    Result of the throw of dice "1d20 +4" :

    9 + 4 = 13
    FAIL




    "Back at you, scoundrel!"




    Action 1: Interact, scratch fleas and remove sickened condition.

    Action 2: Attack, Rapier

    Result of the throw of dice "1d20 +7" :

    14 + 7 = 21

    Dmg:
    Result of the throw of dice "1d6 +3" :

    2 + 3 = 5 P

    If target still alive

    Action 3: Trip adjacent wolf w/ Whip
    Result of the throw of dice "1d20 +2" :

    16 + 2 = 18

    If not,

    Action 3: Stride 25 ft towards the toxic wolf

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    Post  Chris Thu May 25, 2023 1:20 pm

    good catch on the damage, I appreciate the overwatch on wobbly math


    Zontreaux dispatches the last of the mangy wolves and moves towards the pack leader.


    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly Mangy_19

    Chris wrote:


    Initiative order

    Herger 24  (9\20)
    Zontreaux 23  (9\17)
    Grimgar 23b

    Caustic Wolf 15   (-29)

    Jace 13





    Grimgar is up!
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    Post  navyik Thu May 25, 2023 8:44 pm

    Grimgar
    Stat Block:
    HP: 19
    AC: 18
    Fort: 6
    Reflex: 4
    Will: 7
    Move: 20’
    Initiative/Perception: +5

    I think Grim can get to Q-6 with 2 actions.
    Axe
    Result of the throw of dice "1d20 +6" :

    15 + 6 = 21
    Damage
    Result of the throw of dice "1d8 +3" :

    2 + 3 = 5
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    Post  Chris Thu May 25, 2023 9:34 pm

    Grimgar double-times it to Alpha and buries his battle axe deep into its spine. Its legs give a final twitch as it collapses into a dead heap.

    Well done on your first combat!


    Any post-combat actions?

    I can c/p a list of the "short rest" options if needed

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