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4 posters

    chapter 2 - a meal to die for

    Chris
    Chris


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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    chapter 2 - a meal to die for Empty chapter 2 - a meal to die for

    Post  Chris Mon Jun 05, 2023 5:55 pm

    chapter 2 - a meal to die for Swarm-10

    The party has only seconds to act before being swarmed!   (1 round)

    Initiative

    Bee swarm 17

    Grimgar 6
    navyik
    navyik


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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  navyik Mon Jun 05, 2023 6:24 pm

    Large swarm of tiny bees? Or swarm of big bees you can kill with an axe?
    whit10
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    Post  whit10 Mon Jun 05, 2023 6:31 pm

    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

    navyik
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    chapter 2 - a meal to die for Empty Re: chapter 2 - a meal to die for

    Post  navyik Mon Jun 05, 2023 6:53 pm

    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
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  Chris Mon Jun 05, 2023 6:55 pm

    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 cheers


    @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
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    Post  whit10 Mon Jun 05, 2023 7:03 pm

    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!
    Chris
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  Chris Mon Jun 05, 2023 7:11 pm

    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! cheers


    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
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    chapter 2 - a meal to die for Left_bar_bleue1/0chapter 2 - a meal to die for Empty_bar_bleue  (1/0)
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    Post  whit10 Mon Jun 05, 2023 7:16 pm

    lol... I was just thinking along the same lines! We even had the same name for his aunt. cheers

    will that be an attack of some sort then?
    Chris
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    Post  Chris Mon Jun 05, 2023 7:32 pm

    whit10 wrote:lol... I was just thinking along the same lines!  We even had the same name for his aunt. cheers

    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!   cheers


    350\1000




    chapter 2 - a meal to die for Amora10


    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
    .
    whit10
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    chapter 2 - a meal to die for Left_bar_bleue1/0chapter 2 - a meal to die for Empty_bar_bleue  (1/0)
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    Post  whit10 Mon Jun 05, 2023 7:45 pm

    sounds good
    navyik
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    Post  navyik Mon Jun 05, 2023 9:08 pm

    Grim relies on his plot armor and receives the gifted vittles. “Thank you ma’am.”
    Chris
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  Chris Mon Jun 05, 2023 10:48 pm

    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
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    Post  navyik Mon Jun 05, 2023 11:15 pm

    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.”
    whit10
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    chapter 2 - a meal to die for Left_bar_bleue1/0chapter 2 - a meal to die for Empty_bar_bleue  (1/0)
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    Post  whit10 Mon Jun 05, 2023 11:33 pm

    Herger speaks up... rather casually

    "What do you know about Phinnick and Trin?"
    Chris
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    Post  Chris Tue Jun 06, 2023 9:34 am

    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
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  navyik Tue Jun 06, 2023 12:09 pm

    “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
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    Post  Chris Tue Jun 06, 2023 1:02 pm

    "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?
    navyik
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    chapter 2 - a meal to die for Empty Re: chapter 2 - a meal to die for

    Post  navyik Tue Jun 06, 2023 1:56 pm

    “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
    Chris
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    Post  Chris Tue Jun 06, 2023 3:16 pm

    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?
    whit10
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    Post  whit10 Tue Jun 06, 2023 7:28 pm

    I don't think we searched the kitchen... that should probably be next
    navyik
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    Post  navyik Tue Jun 06, 2023 10:19 pm

    Off to the kitchen!
    Chris
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    Post  Chris Tue Jun 06, 2023 11:54 pm

    Perception rolls please
    navyik
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    Post  navyik Wed Jun 07, 2023 1:11 am

    Perception for Grim
    Result of the throw of dice "1d20 +5" :

    11 + 5 = 16
    whit10
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    chapter 2 - a meal to die for Empty Re: chapter 2 - a meal to die for

    Post  whit10 Wed Jun 07, 2023 9:49 am

    Wed Jun 07 2023 07:49:09 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 6 to total : 4, + 6, TOTAL: 10

    ick
    Chris
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    Post  Chris Wed Jun 07, 2023 10:03 am

    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.


    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.



    Other areas that are searchable at the Feedmill:  the cellar and the grounds between the kitchen's back door and the stables.
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  navyik Wed Jun 07, 2023 10:52 am

    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
    whit10
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    chapter 2 - a meal to die for Left_bar_bleue1/0chapter 2 - a meal to die for Empty_bar_bleue  (1/0)
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    chapter 2 - a meal to die for Empty Re: chapter 2 - a meal to die for

    Post  whit10 Wed Jun 07, 2023 11:50 am

    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
    Chris
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    chapter 2 - a meal to die for Left_bar_bleue0/0chapter 2 - a meal to die for Empty_bar_bleue  (0/0)
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    Post  Chris Wed Jun 07, 2023 12:21 pm

    lol!   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.....  

    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.



    The party earns 30xp for finding the vial cheers
    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.
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    Post  whit10 Wed Jun 07, 2023 1:51 pm

    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
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    Post  Chris Wed Jun 07, 2023 2:08 pm

    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.

    chapter 2 - a meal to die for Tamli11

    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?”
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    Post  whit10 Wed Jun 07, 2023 2:55 pm

    "Murder is always an offense against the gods.... we will find his killer."
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    Post  navyik Wed Jun 07, 2023 3:14 pm

    “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  Chris Wed Jun 07, 2023 3:34 pm

    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:

    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.



    Jace's research earns the party another 30xp cheers

    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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    Post  whit10 Wed Jun 07, 2023 4:18 pm

    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
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    Post  navyik Wed Jun 07, 2023 4:30 pm

    “Which wagon had these ‘reagents’ in it?”

    Using survival, could we find where the wagon stopped in different parts of town?
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    Post  Chris Wed Jun 07, 2023 5:41 pm

    cheers  Both good thoughts!  

    here is the map again for reference

    chapter 2 - a meal to die for Plague11


    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.  




    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.  

    chapter 2 - a meal to die for Drunke10

    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.
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    Post  whit10 Wed Jun 07, 2023 6:23 pm

    "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)
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    Post  navyik Thu Jun 08, 2023 12:07 am

    “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.
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    Post  Chris Thu Jun 08, 2023 10:39 am

    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.
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    Post  navyik Thu Jun 08, 2023 12:08 pm

    “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. 😵💫
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    Post  Chris Thu Jun 08, 2023 4:03 pm

    I can definitely reduce his Will DC for the outstanding roleplaying cheers

    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?
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    Post  whit10 Thu Jun 08, 2023 4:58 pm

    No reason not to check the farm house... let's go
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    Post  Chris Thu Jun 08, 2023 5:57 pm

    Herger and Grimgar lead Sir Kent to the dilapidated farmhouse.  


    chapter 2 - a meal to die for Istock11


    Please state your Exploration mode actions as you enter the house.


    Jace will Detect Magic.

    Zonteaux will Scout (+1 to all initiative)
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    Post  whit10 Thu Jun 08, 2023 6:56 pm

    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


    Last edited by whit10 on Thu Jun 08, 2023 10:42 pm; edited 1 time in total
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    Post  navyik Thu Jun 08, 2023 7:54 pm

    Defending
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    Post  MAS Fri Jun 09, 2023 9:55 am

    Zontreax "Scouts" with weapons in hand, his ready stance concealed within what appears to be a casual stroll.
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    Post  Chris Fri Jun 09, 2023 9:58 am

    study  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.  


    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!



    chapter 2 - a meal to die for Talmor10


    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  affraid
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    Post  Chris Fri Jun 09, 2023 10:06 am

    welcome back Matt!


    chapter 2 - a meal to die for 1talmo10




    Initiative

    Ghost of Talmore  30

    Jace 14



    study don't forget you get +1 to initiative thanks to Zontreaux cheers
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    Post  navyik Fri Jun 09, 2023 10:13 am

    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


    Last edited by navyik on Fri Jun 09, 2023 10:16 am; edited 2 times in total
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    Post  whit10 Fri Jun 09, 2023 10:13 am

    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


    Last edited by whit10 on Fri Jun 09, 2023 10:34 am; edited 1 time in total

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