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4 posters

    chapter 2 - a meal to die for

    Chris
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    Post  Chris Mon Jun 12, 2023 7:52 pm

    MAS wrote:"Just as Zontreaux expected!"

    Wink

    Yes, you definitely had the right idea!
    navyik
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    Post  navyik Mon Jun 12, 2023 9:06 pm

    Napie nap 💤
    Chris
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    Post  Chris Tue Jun 13, 2023 9:29 am

    Its morning in Plaguestone. What do you all want to do first?
    navyik
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    Post  navyik Tue Jun 13, 2023 10:34 am

    Wake Sir Kent and hand him a shovel. “Nice day for a funeral.”

    Are there any local discussions on the body of Bort? Is he to be buried here in town?
    whit10
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    Post  whit10 Tue Jun 13, 2023 10:48 am

    am I reading this right? Herger only gets 4 HP back from resting?

    13/20 HP
    Chris
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    Post  Chris Tue Jun 13, 2023 11:33 am

    whit10 wrote:am I reading this right?  Herger only gets 4 HP back from resting?

    13/20 HP

    The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level.


    I don't know if Grimgar had any extra slots from yesterday but he could cast any remaining Heals before you rest.
    Chris
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    Post  Chris Tue Jun 13, 2023 11:36 am

    navyik wrote:Wake Sir Kent and hand him a shovel. “Nice day for a funeral.”

    Are there any local discussions on the body of Bort? Is he to be buried here in town?

    Sir Kent is wickedly hungover but not currently drunk. He is ready for burying the symbol.

    Sheriff Rolth plans to let the body chill in the cellar until the investigation is over in case there is a need for it. Afterwards, he would be buried on the hill behind the old shrine which is where the small local cemetery is located.


    Off to the funeral first?
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    Post  whit10 Tue Jun 13, 2023 11:39 am

    sure..

    Alan, any healing left before the rest?

    Otherwise, off to the funeral
    Chris
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    Post  Chris Tue Jun 13, 2023 11:43 am

    whit10 wrote:sure..

    Alan, any healing left before the rest?

    Otherwise, off to the funeral


    also there is just the Treat Wounds using Medicine


    Treat Wounds
    Exploration Healing Manipulate
    Source Core Rulebook pg. 249 4.0
    Requirements You are holding healer's tools, or you are wearing them and have a hand free
    You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

    The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.


    so that's 2d8 every hour or 4d8 on a crit


    there is really no reason not to be full after a full night's rest, since someone can just spam Treat Wounds. just consider yourselves full after a rest
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    Post  Chris Tue Jun 13, 2023 11:48 am

    Upon putting the spirit to rest, Sir Lawren Kent looks like he has been freed from a heavy burden. In a moment of clarity he profusely thanks the heroes, especially Grimgar who he confused for Talmore.

    He also offers a few small tokens of his gratitude. To
    the group he offers two minor healing potions and a
    potency crystal talisman. To Grimgar, who he thought
    was Talmore, he offers his blade, a +1 longsword.


    remember the potency crystal is a consumable item - its like a Magic Weapon spell, makes a weapon +1 to hit\dmg and adds 1 dice of damage.  

    Healing Potion (Minor)
    Item 1
    Source Core Rulebook pg. 563 4.0
    Price 4 gp
    The potion restores 1d8 Hit Points.


    Longsword +1 to hit\dmg



    the party can divide the spoils and then let me know what you want to do next?   look for Phinnick or track deliveries
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    Post  whit10 Tue Jun 13, 2023 11:50 am

    so just put him back at full HP?
    Chris
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    Post  Chris Tue Jun 13, 2023 11:58 am

    whit10 wrote:so just put him back at full HP?

    yes, anytime you get a night's rest. there's no point in mucking through the mechanics of rolling treat wounds X # of times.

    during an adventuring day or a dungeon crawl is different
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    Post  whit10 Tue Jun 13, 2023 12:09 pm

    awesome

    20/20 HP

    Herger thinks the healer in the party should get the potion, or the little guy
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    Post  MAS Tue Jun 13, 2023 1:34 pm

    whit10 wrote:

    Herger thinks the healer in the party should get the potion, or the little guy

    The "little guy" is the toughest party member with 21 base HP at 1st lvl, but he'll take the potion Cool
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    Post  whit10 Tue Jun 13, 2023 2:07 pm

    how the heck did you end up with more HP than Herger? Especially with a lower Con?
    navyik
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    Post  navyik Tue Jun 13, 2023 3:06 pm

    Give the potion to the one who is most likely to still be standing if the cleric drops…

    That unbreakable goblin heritage feat is cool.


    Last edited by navyik on Tue Jun 13, 2023 3:10 pm; edited 1 time in total
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    Post  MAS Tue Jun 13, 2023 3:09 pm

    "Unbreakable Goblin" gives Zontreaux 10 HP from ancestry instead of standard goblin 6. Swashbuckler = 10+Con mod +1 = 21
    whit10
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    Post  whit10 Tue Jun 13, 2023 3:12 pm

    dayum!! That IS a nice feature!

    Well ok then, the Goblin is indeed tougher than the Viking!
    navyik
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    Post  navyik Tue Jun 13, 2023 3:20 pm

    So, Grim probably wouldn’t accept the sword from Sir Kent. 1. Sir Kent needs the sword to pursue his oath. 2. Grim can’t use it. I realize that declining the gift may offend our meta gaming sensibilities, but that’s how the character should proceed…
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    Post  Chris Tue Jun 13, 2023 3:23 pm

    Chris wrote:
    He also offers a few small tokens of his gratitude. To
    the group he offers

    two minor healing potions and


    a potency crystal talisman.

    To Grimgar, who he thought was Talmore, he offers his blade, a +1 longsword.




    please read carefully, there are 2 healing potions

    who wants the other and the potency crystal?





    FWIW - keep in mind that you can take the Rune (+1) out of any magic weapon and put it into any other weapon to make it magical.  I think it involves a Crafting roll, but I forget exactly what now.  

    Sir Kent agrees to keep the sword, but insists that Grimgar take the +1 Rune.  Sir Kent offers to transfer it into any weapon of Grim's choosing.




    Search for Bort's deliveries or the goblin Phinnick?
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    Post  navyik Tue Jun 13, 2023 3:48 pm

    “I’m grateful for this gift and will accept it for the service of our oath. This Axe has been in my family for many generations.” He proffers his dwarven war axe, (which he cannot yet use until 2nd level, but it’s a good long term investment).
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    Post  whit10 Tue Jun 13, 2023 4:00 pm

    Herger will take the other healing potion.

    Anyone want the potency crystal?

    Herger eyes the magic sword with envy.

    Check the deliveries first?
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    Post  Chris Tue Jun 13, 2023 4:08 pm

    Grimgar now has a +1 dwarven war axe

    Herger has a potion
    Zontreaux has a potion
    one of you two should take the consumable potency crystal, it does Jace no good. or give Jace the potion and 1 of you take the crystal



    Ok, following tracks is an Exploration activity


    Track
    Concentrate Exploration Move
    Source Core Rulebook pg. 252 4.0
    You follow tracks, moving at up to half your travel speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.

    You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.



    at least 1 person needs to TRACK   (survival check)

    everyone else needs to declare an Exploration Activity

    Jace will Detect Magic I suppose
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    Post  whit10 Tue Jun 13, 2023 4:23 pm

    Herger will track:

    Survival:

    Tue Jun 13 2023 14:23:09 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 4 to total : 11, + 4, TOTAL: 15

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    Post  navyik Tue Jun 13, 2023 4:33 pm

    “Take this, Son.” Grim addresses Herger. “attach it to your sword if we run into another ghost.” Grim’s eyes roll around wildly.

    To nobody, “no I don’t mean you lot! I’m talk’n’ ‘bout the ones as attack us.”

    To the group, “The ghosts can be sensitive,” he chuckles. They say that the little fella is ignoring them…”
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    Post  Chris Tue Jun 13, 2023 4:39 pm

    Herger easily follows the wagon tracks as the roads are still soft from the recent rains.  The wagon made a circle from the Feedmill that looped around the northern parts of town.

    It appears to have made a stop at the map location "Dead Willow" on the NW corner of town.  




    chapter 2 - a meal to die for - Page 3 Plague12


    A huge, dead willow stands in front of a house that
    appears to be in serious disrepair. It might have had a
    second story at one time, but that long ago collapsed
    into ruin, taking parts of the first floor with it. The
    windows are all boarded over, and the front door
    hangs open about a foot, kept from swinging wider by
    a frayed rope.  The yard is a complete mess of overgrown weeds.



    I still need Exploration Actions from everyone. Herger can declare a new action, now that you have arrived at the Dead Willow location. Jace continues to Detect Magic.
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    Post  navyik Tue Jun 13, 2023 4:57 pm

    Defend, but with only shield for now. Can’t go around drawing weapons at farmers…
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    Post  whit10 Tue Jun 13, 2023 6:15 pm

    Defend for Herger... but he doesn't care if the farmers are scared of him. Sword out.
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    Post  Chris Tue Jun 13, 2023 6:22 pm

    If Zontreaux is going to do his usual Scouting activity, go ahead and roll Perception when you post.
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    Post  MAS Tue Jun 13, 2023 8:59 pm

    Zontreaux SCOUTS

    Perception:

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

    17 + 4 = 21

    Zontreaux will take the potency crystal, as it remains unclaimed.
    Chris
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    Post  Chris Wed Jun 14, 2023 9:41 am

    Herger and Grimgar are ready for action with Defend.
    Jace is scanning for disturbances in the Weave with Detect Magic.
    Zontreaux checks out the area with Scout.


    reminder:

    A huge, dead willow stands in front of a house that
    appears to be in serious disrepair. It might have had a
    second story at one time, but that long ago collapsed
    into ruin, taking parts of the first floor with it. The
    windows are all boarded over, and the front door
    hangs open about a foot, kept from swinging wider by
    a frayed rope.  The yard is a complete mess of overgrown weeds.


    with his Perception check, he also notices the following additional information


    The yard around the house is choked with weeds and
    debris from the collapsed house. The area around the
    willow tree is all but impassible, as the dead branches
    and leaves have made a large heap around its trunk.
    Someone frequents the property; their trail leads
    up to the front door, circles the house, and leads
    down to the stream.

    The front door to the house no longer sits properly
    in its frame and is kept from swinging wide open
    by a simple rope attached to the inside latch. Even
    with this, it still hangs open about a foot.


    How do you want to proceed?
    whit10
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    Post  whit10 Wed Jun 14, 2023 2:58 pm

    Matt just told me that he won't be able to comment/post until tomorrow morning
    Chris
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    Post  Chris Wed Jun 14, 2023 3:51 pm

    Ok, thanks for letting us know.

    Is there anything Grimgar or Herger want to do w the above information?
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    Post  navyik Wed Jun 14, 2023 3:53 pm

    Well, we can go the friendly Columbo just looking around for someone to talk to route…
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    Post  Chris Wed Jun 14, 2023 4:37 pm

    navyik wrote:Well, we can go the friendly Columbo just looking around for someone to talk to route…

    ok, can you be a little more specific?

    for example....

    walk around the house and look for the occupant

    go up to the door and knock or open it or just peek inside

    stay where you are and start calling out loudly
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    Post  navyik Wed Jun 14, 2023 5:17 pm

    Knock knock. “Hello?”

    Maybe you’d guys can peek to either side of the house just in case someone runs out the back.
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    Post  Chris Wed Jun 14, 2023 5:39 pm

    Grimgar announces his presence at the door but there is no response. The taut rope holding the door disappears
    into a pile of debris clogging the foyer beyond. He can't see anything else inside.


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    Post  navyik Wed Jun 14, 2023 5:48 pm

    “Hello, we’re deputized by the Sheriff.”  He motions for the others to close ranks. “We’d like to ask you about the neighborhood…”

    Does the rope look like a trap?
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    Post  Chris Wed Jun 14, 2023 6:02 pm

    navyik wrote:“Hello, we’re deputized by the Sheriff.”  He motions for the others to close ranks. “We’d like to ask you about the neighborhood…”

    Does the rope look like a trap?



    Perception or Thievery to detect if something looks like a trap.
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    Post  whit10 Wed Jun 14, 2023 6:18 pm

    Perception on the rope:

    Wed Jun 14 2023 16:18:11 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 6 to total : 5, + 6, TOTAL: 11

    ack!
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    Post  Chris Wed Jun 14, 2023 6:21 pm

    whit10 wrote:Perception on the rope:

    Wed Jun 14 2023 16:18:11 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 6 to total : 5, + 6, TOTAL: 11

    ack!

    the rope looks like a rope
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    Post  navyik Wed Jun 14, 2023 7:56 pm

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

    13 + 5 = 18
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    Post  Chris Wed Jun 14, 2023 9:38 pm

    It just looks like the rope is stopping the door from swinging wildly.

    Jace
    Rolling line 1 : 1d20 + 5 to total : 5, + 5, TOTAL: 10

    "Looks totally innocent to me"

    Zontreaux does have +7 in Thievery, might be worth waiting until he gets a chance to post.
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    Post  navyik Wed Jun 14, 2023 11:01 pm

    Let’s peek around back before we consider going in.
    Chris
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    Post  Chris Wed Jun 14, 2023 11:18 pm

    Another Perception check for those going around the back
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    Post  MAS Thu Jun 15, 2023 7:58 am

    "Skulldudgery is a specialty of mine gentlemen, allow me to scout the surrounds in stealth..."

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

    13 + 7 = 20
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    Post  Chris Thu Jun 15, 2023 9:34 am

    MAS wrote:"Skulldudgery is a specialty of mine gentlemen, allow me to scout the surrounds in stealth..."

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

    13 + 7 = 20


    Zontreaux has seen simple traps like this before and it is beneath his skill.  He is able to just tie the rope off and then open the door safely.  He notices a old rusty heavy crossbow hidden in the debris attached to the rope.  

    Zontreaux earns the party 30xp!


    600\1000



    Grimgar takes a lap around the ruined farmhouse.  He sees the footprints go down to a stream where someone fetches water.  He also notices something odd with a boarded-up window in the back of the house....  the boards are actually attached to a shutter, so it only looks boarded up, but it can open\close.  It appears to be latched from the inside however and he can't quite figure out how to open it.  Perhaps someone with Thievery could disable the lock?
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    Post  navyik Thu Jun 15, 2023 3:57 pm

    Grim returns to the group and reports what he found. “I think it might be an escape route.”
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    Post  whit10 Thu Jun 15, 2023 4:41 pm

    shall we have someone cover the back while the rest go in the front?
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    Post  Chris Thu Jun 15, 2023 5:22 pm

    let me give you a quick map just to make sure we are all seeing things in our minds the same way

    chapter 2 - a meal to die for - Page 3 1hideo10

    Zon is at the front door that was trapped.  He can see inside about 5-10ft without opening the door any further than where it was tied to the rope. the room is full of debris.

    Grim is at the fake boarded up window in the back of the house

    Herger and Jace are hanging out and being cool

    in the front yard is the dead willow and you can see the path that was described going around the house and off the map to the left

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