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4 posters
chapter 2 - a meal to die for
Chris- Posts : 9506
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- Post n°1
chapter 2 - a meal to die for
navyik- Posts : 5034
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- Post n°2
Re: chapter 2 - a meal to die for
Large swarm of tiny bees? Or swarm of big bees you can kill with an axe?
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
Herger grabs a torch out of his pack and lights it (or I suppose this could be a first action after initiative?)
Initiative
Mon Jun 05 2023 16:31:29 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 18, + 6, TOTAL: 24
Initiative
Mon Jun 05 2023 16:31:29 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 18, + 6, TOTAL: 24
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
If it’s a big swarm of tiny bees, “Hand me one of those and light another.” Grim laments not carrying torches. Never needed one with dark vision.
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
whit10 wrote:Herger grabs a torch out of his pack and lights it (or I suppose this could be a first action after initiative?)
Initiative
Mon Jun 05 2023 16:31:29 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 18, + 6, TOTAL: 24
sure, the torch is fine. I gave you 1 round, so you get 3 actions.
draw a torch
light it
3?
Herger can make a "recall knowledge" check, with his Nature skill. I think Josh is on the right track here, let's see if Herger understand why
@Alan - here are the pf2e swarm rules
Swarm
Source Bestiary pg. 347
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
this is a Large sized swarm made up of many tiny bees.
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
recall knowledge with Nature
Mon Jun 05 2023 17:03:25 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 4 to total : 20, + 4, TOTAL: 24
Holy crap! Nice time for a 20!
Mon Jun 05 2023 17:03:25 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 4 to total : 20, + 4, TOTAL: 24
Holy crap! Nice time for a 20!
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
whit10 wrote:recall knowledge with Nature
Mon Jun 05 2023 17:03:25 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 4 to total : 20, + 4, TOTAL: 24
Holy crap! Nice time for a 20!
indeed!
Herger remembers his aunt Helga pacifying bee hives around his house to collect their honey. Smoke, more than the fire or heat, was what drove them away without harming them (or the honey).
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
lol... I was just thinking along the same lines! We even had the same name for his aunt.
will that be an attack of some sort then?
will that be an attack of some sort then?
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
whit10 wrote:lol... I was just thinking along the same lines! We even had the same name for his aunt.
will that be an attack of some sort then?
I don't think it needs to be an attack. Herger uses the torch on some of the fallen branches and tall grass nearby. The smoke dissipates the swarm without a fight.
Herger earns the party 80xp!
350\1000
Shortly after the bees are defeated,
Amora arrives in a head-to-toe suit of padded
armor—to protect her from the bees—
armed with a smoke can to pacify any
bees that remain. She invites the PCs to
her home, offering up remedies for any
stings they might have suffered. She
also serves biscuits with
honey harvested from the beehive.
Amora arrives in a head-to-toe suit of padded
armor—to protect her from the bees—
armed with a smoke can to pacify any
bees that remain. She invites the PCs to
her home, offering up remedies for any
stings they might have suffered. She
also serves biscuits with
honey harvested from the beehive.
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
sounds good
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
Grim relies on his plot armor and receives the gifted vittles. “Thank you ma’am.”
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
navyik wrote:Grim relies on his plot armor and receives the gifted vittles. “Thank you ma’am.”
Now that would be wicked! If only she was the villain and just poisoned the whole party, lol
Almora is quite distressed, "That poor little man. He always loved my turnip porridge and asked for a bigger bowl whenever he came through town. I just know people will blame me for his death. Then where will I work? What will I do with myself? I just can't imagine it was food poisoning... i have never seen someone get that sick so quickly. (She adds in a whisoer) It MUST be foul play. But who and why? I cooked all the food tonight. Phinnick plated it up and Trin served it. I assume you already searched the kitchen? Feel free to have a look around here for any clues that might help you figure out how your friend died."
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
Grim gives a shifty look to the group. His eyes roll with exasperation. “Ma’am, it was not your cooking.” He takes another bite as punctuation. “Mmm, sweet but light…”
“You may still be under scrutiny until we solve the case, course. The porridge was poisoned.”
“You may still be under scrutiny until we solve the case, course. The porridge was poisoned.”
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
Herger speaks up... rather casually
"What do you know about Phinnick and Trin?"
"What do you know about Phinnick and Trin?"
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
Almora cries out in alarm, "POISON?!? oh dear me..." After collecting herself, "Trin works four nights per week at the Feedmill. She and her brother Marney live on a small farm on the southwest side of town. Poor dear, that soil turned sour a few years back and they can barely grow turnips anymore. And Phinnick..." she pauses in thought, "I don't actually know where he lives, now that I think about it. Hmmm, isn't that strange? Poor little fellow, he gets abused by just about everyone at the Feedmill, especially when they get their drinks in them. Somehow a mug always seems to fly his way when the farmers brawl. I saw him run out the back of the kitchen when the fight started tonight. Last week that bully Hallod even threw Phinnick at farmer Eallom!"
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
“Hmmm…” Grim’s eyes roll a bit more wildly than usual but the rest of his demeanor is calm. “Did you happen to see anyone else leave during the brawl?”
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
"Oh hun, I wasn't paying that much attention. I only noticed poor little Phinnick because I heard him 'squeak' on his way out the back."
Collectively, the party recalls seeing Sir Kent stumble out the front door and Hallod tackle one of the farmers out of the Feedmill and, of course, Delma ran out calling for the sheriff.
Anything else you want to do here? If not, where to next?
Collectively, the party recalls seeing Sir Kent stumble out the front door and Hallod tackle one of the farmers out of the Feedmill and, of course, Delma ran out calling for the sheriff.
Anything else you want to do here? If not, where to next?
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
“Well, thanks for the rescue and the snack.” Grim stands to excuse himself. “Please, for the Sheriff’s sanity, don’t discuss these unfortunate events with others. He doesn’t need a posse forming on its own to accuse somebody without a complete and thorough investigation. If anything else comes to mind please reach out to the Sheriff.”
As an afterthought, “Would you happen to know of a good place to harvest wild fungi? My medical stocks were inadequate to save poor Bort. I’d like to be better prepared for the future.”
It’s more sophistry than a lie, but here’s a roll:
Result of the throw of dice "1d20 +1" :
15 + 1 = 16
As an afterthought, “Would you happen to know of a good place to harvest wild fungi? My medical stocks were inadequate to save poor Bort. I’d like to be better prepared for the future.”
It’s more sophistry than a lie, but here’s a roll:
Result of the throw of dice "1d20 +1" :
15 + 1 = 16
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
Almora wrinkles her nose, "Shrooms for medicine? I only know of shrooms for eating, not that the folks around here go for much of anything that isn't a turnip. There are usually some little brown buttons that can be found growing under oak, elm and ash trees."
Where to now?
Where to now?
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
I don't think we searched the kitchen... that should probably be next
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
Off to the kitchen!
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
Perception rolls please
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
Perception for Grim
Result of the throw of dice "1d20 +5" :
11 + 5 = 16
Result of the throw of dice "1d20 +5" :
11 + 5 = 16
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
Wed Jun 07 2023 07:49:09 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 4, + 6, TOTAL: 10
ick
Rolling line 1 : 1d20 + 6 to total : 4, + 6, TOTAL: 10
ick
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
Jace Perception
Result of the throw of dice "1d20 +5" :
3 + 5 = 8
Zontreaux Perception
Result of the throw of dice "1d20 +4" :
5 + 4 = 9
You both should just roll Perception checks twice to account for the other party members, just to keep the math working better.
Other areas that are searchable at the Feedmill: the cellar and the grounds between the kitchen's back door and the stables.
Result of the throw of dice "1d20 +5" :
3 + 5 = 8
Zontreaux Perception
Result of the throw of dice "1d20 +4" :
5 + 4 = 9
You both should just roll Perception checks twice to account for the other party members, just to keep the math working better.
Dining Room: There is little to be found here that
relates to Bort’s death. The poisoned bowl was taken
to the kitchen, and there is nothing remarkable about
the table or chair where Bort perished.
Kitchen: The kitchen contains the cooking utensils
needed to operate the Feedmill—kettles, skillets,
knives, a mortar and pestle, roasting spits, a sieve, and
a butter churner. Of particular note is the kettle of
turnip porridge sitting on the counter, next to Bort’s
large bowl. (missed Perception check here) Checking all the herbs in
the kitchen doesn’t uncover a match, nor is the smell
similar to that of ground clove and anise in the mortar
and pestle that was used to spice the dishes.
relates to Bort’s death. The poisoned bowl was taken
to the kitchen, and there is nothing remarkable about
the table or chair where Bort perished.
Kitchen: The kitchen contains the cooking utensils
needed to operate the Feedmill—kettles, skillets,
knives, a mortar and pestle, roasting spits, a sieve, and
a butter churner. Of particular note is the kettle of
turnip porridge sitting on the counter, next to Bort’s
large bowl. (missed Perception check here) Checking all the herbs in
the kitchen doesn’t uncover a match, nor is the smell
similar to that of ground clove and anise in the mortar
and pestle that was used to spice the dishes.
Other areas that are searchable at the Feedmill: the cellar and the grounds between the kitchen's back door and the stables.
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
Detect magic.
Then search the cellar.
Rolling "1d20 +5" 3 times
1: 6 + 5 = 11
2: 6 + 5 = 11
3: 8 + 5 = 13
Josh can roll his own perception.
Detect magic here.
Search the grounds
Rolling "1d20 +5" 3 times
1: 11 + 5 = 16
2: 11 + 5 = 16
3: 10 + 5 = 15
Detect magic spam again.
Search the stable?
Rolling "1d20 +5" 3 times
1: 8 + 5 = 13
2: 2 + 5 = 7
3: 11 + 5 = 16
Then search the cellar.
Rolling "1d20 +5" 3 times
1: 6 + 5 = 11
2: 6 + 5 = 11
3: 8 + 5 = 13
Josh can roll his own perception.
Detect magic here.
Search the grounds
Rolling "1d20 +5" 3 times
1: 11 + 5 = 16
2: 11 + 5 = 16
3: 10 + 5 = 15
Detect magic spam again.
Search the stable?
Rolling "1d20 +5" 3 times
1: 8 + 5 = 13
2: 2 + 5 = 7
3: 11 + 5 = 16
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
3 perception checks
Wed Jun 07 2023 09:49:47 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 8, + 6, TOTAL: 14
Wed Jun 07 2023 09:49:46 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 13, + 6, TOTAL: 19
Wed Jun 07 2023 09:49:45 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 11, + 6, TOTAL: 17
Wed Jun 07 2023 09:49:47 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 8, + 6, TOTAL: 14
Wed Jun 07 2023 09:49:46 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 13, + 6, TOTAL: 19
Wed Jun 07 2023 09:49:45 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 11, + 6, TOTAL: 17
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
ok, now I am confused.... why are you both rolling 3 Perception checks?
1 for your character
1 for Jace or Zon
1 for the cellar and 1 for the yard?
I think Alan rolled for both NPCs and himself, 2 times (cellar and yard)
Anyways.....
The party earns 30xp for finding the vial
380/1000
About this time, Sheriff Rolth approaches with Bort's ledger in hand. "I can't really make heads or tails of this....."
You sense he is also fishing for an update on your progress.
Knowledge Society or other appropriate skill you want to suggest for looking through Bort's books. Jace has Society +7 if someone wants to roll for him.
1 for your character
1 for Jace or Zon
1 for the cellar and 1 for the yard?
I think Alan rolled for both NPCs and himself, 2 times (cellar and yard)
Anyways.....
CELLAR
Down in the cellar, alongside a number of
large casks of ale and a few old, dusty bottles of wine,
is the body of Bort Bargith. His flesh has turned an
odd blue color in death, and anyone checking gets
the faintest impression of a floral odor from the
body. There is nothing else here to be learned that
could not be uncovered when he was dying.
YARD
Searching the yard outside the
barn does reveal one very important clue:Herger spots a glint
in the grass just outside the stable doors, leading to a
small glass vial with a simple cork. The vial is empty
but contains traces of a floral-smelling liquid. This is
the vial that Phinick dropped here when he fled during the bar brawl.
Down in the cellar, alongside a number of
large casks of ale and a few old, dusty bottles of wine,
is the body of Bort Bargith. His flesh has turned an
odd blue color in death, and anyone checking gets
the faintest impression of a floral odor from the
body. There is nothing else here to be learned that
could not be uncovered when he was dying.
YARD
Searching the yard outside the
barn does reveal one very important clue:Herger spots a glint
in the grass just outside the stable doors, leading to a
small glass vial with a simple cork. The vial is empty
but contains traces of a floral-smelling liquid. This is
the vial that Phinick dropped here when he fled during the bar brawl.
The party earns 30xp for finding the vial
380/1000
About this time, Sheriff Rolth approaches with Bort's ledger in hand. "I can't really make heads or tails of this....."
You sense he is also fishing for an update on your progress.
Knowledge Society or other appropriate skill you want to suggest for looking through Bort's books. Jace has Society +7 if someone wants to roll for him.
whit10- Posts : 6615
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Re: chapter 2 - a meal to die for
oops, sorry. I am doing more training stuff today, I just didn't read it accurately.
Roll for Jace
Wed Jun 07 2023 11:51:34 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 15, + 7, TOTAL: 22
Roll for Jace
Wed Jun 07 2023 11:51:34 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 15, + 7, TOTAL: 22
Chris- Posts : 9506
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Re: chapter 2 - a meal to die for
Jace spends a few hours reading through Bort's log books. In the meantime, the remaining heroes join Tamli and the teamsters around the caravan.
This is a somber occasion, and everyone in the company is at
a loss. Bort was their leader, and without him, their
future is uncertain. Tales of remembrance are told
through teary eyes, and rare bottles of elven wine
from Kyonin are passed around for all to share.
Tamli remains mostly quiet through this, but speaks
up at the end of the night,
“Bort was more than just a merchant, more than just the
boss. He was my friend. We won’t leave here until we’ve
found out who did this. Rolth’s a fool, but I’d be an even
greater fool if I thought I could get to the bottom of this.
Fixing wagons and moving goods, that’s my job. But you,”
she says, pointing at all of you, “you might be able to
figure out who killed Bort and get justice for him.” She
holds back tears as she says, “For all of us. Will you help
uncover who did this?”
a loss. Bort was their leader, and without him, their
future is uncertain. Tales of remembrance are told
through teary eyes, and rare bottles of elven wine
from Kyonin are passed around for all to share.
Tamli remains mostly quiet through this, but speaks
up at the end of the night,
“Bort was more than just a merchant, more than just the
boss. He was my friend. We won’t leave here until we’ve
found out who did this. Rolth’s a fool, but I’d be an even
greater fool if I thought I could get to the bottom of this.
Fixing wagons and moving goods, that’s my job. But you,”
she says, pointing at all of you, “you might be able to
figure out who killed Bort and get justice for him.” She
holds back tears as she says, “For all of us. Will you help
uncover who did this?”
whit10- Posts : 6615
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- Post n°31
Re: chapter 2 - a meal to die for
"Murder is always an offense against the gods.... we will find his killer."
navyik- Posts : 5034
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Re: chapter 2 - a meal to die for
“Indeed, we’re following some leads, friends. Damerich, the god of The Weighted Swing commands me to pursue Justice. But Temperance requires due process. This will take some time, so we appreciate your vigilance in maintaining the caravan. You knew Bort better than I, but he took me on when I was at my worst.” Grim raises his mug. “To Bort, The Redeemer of my weary and wasted life! May we all find meaning in how he treated us!”
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- Post n°33
Re: chapter 2 - a meal to die for
The teamsters all drink to Grimgar's toast. They set up a watch on the wagons for the night.
Jace returns a few hours later to report his findings:
Jace's research earns the party another 30xp
410\1000
just as an FYI, it is getting late into the night. Bort died at dinner, followed by the interrogation of the farmers, then venturing out to the orchard, then searching the kitchen, cellar and yard, then it took Jace a few hours with the books.
Is there anything else you want to do tonight or just go to sleep at the Feedmill until dawn?
Jace returns a few hours later to report his findings:
The books are large and filled to the brim with
details about his travels and transactions over many
years. Jace uncovers that Bort visited Etran’s Folly at least 22 times in the past
decade, and about five years ago the merchant started
making deliveries labeled “reagents” to someone
referred to only as “H,” receiving rather large sums
of gold in exchange. These deliveries are numbered,
starting with 1 and ending with delivery number 14,
which occurred the day the caravan arrived in town.
details about his travels and transactions over many
years. Jace uncovers that Bort visited Etran’s Folly at least 22 times in the past
decade, and about five years ago the merchant started
making deliveries labeled “reagents” to someone
referred to only as “H,” receiving rather large sums
of gold in exchange. These deliveries are numbered,
starting with 1 and ending with delivery number 14,
which occurred the day the caravan arrived in town.
Jace's research earns the party another 30xp
410\1000
just as an FYI, it is getting late into the night. Bort died at dinner, followed by the interrogation of the farmers, then venturing out to the orchard, then searching the kitchen, cellar and yard, then it took Jace a few hours with the books.
Is there anything else you want to do tonight or just go to sleep at the Feedmill until dawn?
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Re: chapter 2 - a meal to die for
It seems too obvious that "H" could be the first or last initial of a name (although it shouldn't be discounted)... was there an occupation in town or a building that started with that letter?
Sleep should be fine, we can discuss ideas as we are getting ready to crash
Sleep should be fine, we can discuss ideas as we are getting ready to crash
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- Post n°35
Re: chapter 2 - a meal to die for
“Which wagon had these ‘reagents’ in it?”
Using survival, could we find where the wagon stopped in different parts of town?
Using survival, could we find where the wagon stopped in different parts of town?
Chris- Posts : 9506
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- Post n°36
Re: chapter 2 - a meal to die for
Both good thoughts!
here is the map again for reference
Grimgar and Herger are discussing the investigation as they walk back to the Feedmill. They can hear the drunken mutterings of Sir Lawren Kent as he sits slumped up against the outside wall of the tavern. He is, once again, deep in his cups.
He stumbles towards the party as you approach. Kent looks at Grimgar with his eyes wide and bloodshot. “Talmore, my old friend. You have to help me. I think his minions have followed us here. I seen ’em. They’re coming!”
here is the map again for reference
Tamli has the keys to Bort’s wagon and will let the party inside, but she will
not tolerate them ransacking the place. She remains
very protective of Bort’s memory and reputation.
Inside, Bort’s wagon is filled with knickknacks and
keepsakes from his journeys. His belongings are truly
a bewildering assortment of odds and ends, including
a bottle with a tiny skull floating in oil, a taxidermic
dragon whelp, a mummified owlbear paw, a shining
crystal that holds the illusionary image of a mountain
peak inside, and so on.
There are a number of minor magic trinkets in here, but Tamli will not allow the
players to take or examine these at all. The merchant’s
ledgers were found in a rack above his bed.
The wagon with 'reagents' made deliveries to the north side of town.
not tolerate them ransacking the place. She remains
very protective of Bort’s memory and reputation.
Inside, Bort’s wagon is filled with knickknacks and
keepsakes from his journeys. His belongings are truly
a bewildering assortment of odds and ends, including
a bottle with a tiny skull floating in oil, a taxidermic
dragon whelp, a mummified owlbear paw, a shining
crystal that holds the illusionary image of a mountain
peak inside, and so on.
There are a number of minor magic trinkets in here, but Tamli will not allow the
players to take or examine these at all. The merchant’s
ledgers were found in a rack above his bed.
The wagon with 'reagents' made deliveries to the north side of town.
Grimgar and Herger are discussing the investigation as they walk back to the Feedmill. They can hear the drunken mutterings of Sir Lawren Kent as he sits slumped up against the outside wall of the tavern. He is, once again, deep in his cups.
He stumbles towards the party as you approach. Kent looks at Grimgar with his eyes wide and bloodshot. “Talmore, my old friend. You have to help me. I think his minions have followed us here. I seen ’em. They’re coming!”
Though he’s clearly mistaken, what is real is his apparent terror that minions of the Whispering Tyrant have followed him to Etran’s Folly.
Herger recalls Sir Lawren talking about surviving the battle of Lastwall, from their sharing of war stories.
Herger recalls Sir Lawren talking about surviving the battle of Lastwall, from their sharing of war stories.
whit10- Posts : 6615
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- Post n°37
Re: chapter 2 - a meal to die for
"and why do you think they have followed you? Did you see them?"
(now I see why the Investigator Class is useful in this game)
(now I see why the Investigator Class is useful in this game)
navyik- Posts : 5034
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- Post n°38
Re: chapter 2 - a meal to die for
“Brother I was there with you and I am here with you now. We were spared for a purpose and not to fear. We light the path to guide our dead brethren home. If they come, we will face them together as we swore. ‘To the last man.’ Come keep a watch with us.”
Diplomacy to encourage.
Result of the throw of dice "1d20 +1" :
18 + 1 = 19
Grim doesn’t believe that the minions are coming. But there’s always a chance. If it doesn’t happen then Grim will give witness to the mission that survivors are called. If it does happen, that IS the mission.
“Yes, I know,” Grim argues with no-one. “Well did YOU see THEM?” Still to nobody. “Well HE said he SAW them, so let’s just be careful.” Grim’s eyes roll dissonantly.
Diplomacy to encourage.
Result of the throw of dice "1d20 +1" :
18 + 1 = 19
Grim doesn’t believe that the minions are coming. But there’s always a chance. If it doesn’t happen then Grim will give witness to the mission that survivors are called. If it does happen, that IS the mission.
“Yes, I know,” Grim argues with no-one. “Well did YOU see THEM?” Still to nobody. “Well HE said he SAW them, so let’s just be careful.” Grim’s eyes roll dissonantly.
Chris- Posts : 9506
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- Post n°39
Re: chapter 2 - a meal to die for
Sir Kent ignores Herger and his unsteady focus remains squarely on Grimgar\Talmore, "But... but... how... did you survive? I saw your body in the rubble. It was... mangled." Sir Kent looks about for the other people Talmore appears to be addressing, "You seem them too? Please, my old friend... I am so sorry for leaving you when the dead assaulted Lastwall (he hangs his head in shame, encouraged to finally admit the truth by Grimgar).... I.... hid in the sewers until the hordes passed over me.... but now... now... they have FOUND me! Please help me or they may find you too." Sir Kent gestures towards one of the abandoned farmhouses outside of town.
navyik- Posts : 5034
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- Post n°40
Re: chapter 2 - a meal to die for
“Dear brother, they are not hunting us. We are insignificant to them.” Grim gives a reassuring hand. “If they come, it will be for everyone. But if they come we must protect the innocent. Same as always. ‘To the last man.’ This is your redemption: to save the living and seek the lost dead.”
“I am not Talmore, but you have been drinking and are not yourself. And I was THERE TOO. Do you imagine that you are the only survivor? The only one who regrets? The only one with shame?”
“I do not see the minions. I see our old friends who died. I serve Damerich and his guide. I collect our fallen who have gotten lost and escort them to the afterlife.”
Grim becomes stern like a drill sergeant.
“You still have a report soldier. You will help me collect them. Straighten up! Stand at attention when I’m talking to you. Fall in and keep watch with us.”
Intimidate
Result of the throw of dice "1d20 +3" :
8 + 3 = 11
I should get “advantage” because he’s drunk.
“I am not Talmore, but you have been drinking and are not yourself. And I was THERE TOO. Do you imagine that you are the only survivor? The only one who regrets? The only one with shame?”
“I do not see the minions. I see our old friends who died. I serve Damerich and his guide. I collect our fallen who have gotten lost and escort them to the afterlife.”
Grim becomes stern like a drill sergeant.
“You still have a report soldier. You will help me collect them. Straighten up! Stand at attention when I’m talking to you. Fall in and keep watch with us.”
Intimidate
Result of the throw of dice "1d20 +3" :
8 + 3 = 11
I should get “advantage” because he’s drunk.
Chris- Posts : 9506
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- Post n°41
Re: chapter 2 - a meal to die for
I can definitely reduce his Will DC for the outstanding roleplaying
Sir Kent does his best to snap to attention. The bravado doesn't last long before you notice his lower lip quivering and his eyes tearing up. He collapses back into a drunken heap moments later, "Please Talmore!" he begs as he crawls on the muddy ground to position Grimgar in between the abandoned farmhouse and himself. Herger and Grimgar do sense that his fear is genuine.
Do you want to go to the abandoned farmhouse or go to bed letting Sir Kent pass out in the ditch?
Sir Kent does his best to snap to attention. The bravado doesn't last long before you notice his lower lip quivering and his eyes tearing up. He collapses back into a drunken heap moments later, "Please Talmore!" he begs as he crawls on the muddy ground to position Grimgar in between the abandoned farmhouse and himself. Herger and Grimgar do sense that his fear is genuine.
Do you want to go to the abandoned farmhouse or go to bed letting Sir Kent pass out in the ditch?
whit10- Posts : 6615
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- Post n°42
Re: chapter 2 - a meal to die for
No reason not to check the farm house... let's go
Chris- Posts : 9506
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- Post n°43
Re: chapter 2 - a meal to die for
whit10- Posts : 6615
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- Post n°44
Re: chapter 2 - a meal to die for
Herger will Defend:
You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.
sword out as well
You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.
sword out as well
Last edited by whit10 on Thu Jun 08, 2023 10:42 pm; edited 1 time in total
navyik- Posts : 5034
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- Post n°45
Re: chapter 2 - a meal to die for
Defending
MAS- Admin
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- Post n°46
Re: chapter 2 - a meal to die for
Zontreax "Scouts" with weapons in hand, his ready stance concealed within what appears to be a casual stroll.
Chris- Posts : 9506
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- Post n°47
Re: chapter 2 - a meal to die for
I think its safe to assume that if you take the "Defend" action you have both your primary weapon and shield in your hands. It seems silly to imagine someone with only their shield out. I know pf2e is taxing on action economy, so don't worry about starting combats. The main exceptions that I can think of would a fight that breaks out from a social scene or some kind of unexpected ambush. But I appreciate you noting it this time.
Grimgar and Herger carefully enter with weapons at the ready. Jace scans the threads of magic. Zontreaux scouts inside first, rapier in hand.
Initiative!
Jace Perception
Result of the throw of dice "1d20 +5" :
9 + 5 = 14
Ghost of Talmore
Result of the throw of dice "1d20 +10" :
20 + 10 = 30
Grimgar and Herger carefully enter with weapons at the ready. Jace scans the threads of magic. Zontreaux scouts inside first, rapier in hand.
A sagging straw roof barely protects this abandoned house from the elements. Piles of debris litter the common room, which shows signs of occupation, although not too recently. A backpack sits in one corner with a glint of silver inside its open flap, resting next to a shattered chair and a moldy old blanket.
Quite suddenly the air seems to grow cold, and the sound of moaning fills the house. A thin sheen of ice forms on the remaining windows. A pale apparition rises from the backpack. He looks like the gaunt form of a soldier whose raiment is quite similar to Sir Lawren’s. The ghost appears to have a nasty-looking scar running down one side of his face.
The ghost of Talmore appears and attacks any who are inside the home!
Quite suddenly the air seems to grow cold, and the sound of moaning fills the house. A thin sheen of ice forms on the remaining windows. A pale apparition rises from the backpack. He looks like the gaunt form of a soldier whose raiment is quite similar to Sir Lawren’s. The ghost appears to have a nasty-looking scar running down one side of his face.
The ghost of Talmore appears and attacks any who are inside the home!
Initiative!
Jace Perception
Result of the throw of dice "1d20 +5" :
9 + 5 = 14
Ghost of Talmore
Result of the throw of dice "1d20 +10" :
20 + 10 = 30
Chris- Posts : 9506
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- Post n°48
Re: chapter 2 - a meal to die for
navyik- Posts : 5034
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- Post n°49
Re: chapter 2 - a meal to die for
Grimgar
Stat Block:
HP: 19
AC: 18 (20)
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim’s initiative
Result of the throw of dice "1d20 +6" :
5 + 6 = 11
Stat Block:
HP: 19
AC: 18 (20)
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim’s initiative
Result of the throw of dice "1d20 +6" :
5 + 6 = 11
Last edited by navyik on Fri Jun 09, 2023 10:16 am; edited 2 times in total
whit10- Posts : 6615
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- Post n°50
Re: chapter 2 - a meal to die for
Herger's Initiative:
Fri Jun 09 2023 08:13:33 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 9, + 7, TOTAL: 16
Stats:
AC: 18
Fort: 7
Reflex: 7
Will: 4
HP: 18/20
Fri Jun 09 2023 08:13:33 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 9, + 7, TOTAL: 16
Stats:
AC: 18
Fort: 7
Reflex: 7
Will: 4
HP: 18/20
Last edited by whit10 on Fri Jun 09, 2023 10:34 am; edited 1 time in total
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