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4 posters

    chapter 2 - a meal to die for

    navyik
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    Post  navyik Thu Jun 22, 2023 1:29 am

    Athletics for Grim to leap across.
    Result of the throw of dice "1d20 +6" :

    12 + 6 = 18
    Chris
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    Post  Chris Thu Jun 22, 2023 9:58 am

    Everyone jumps across the oil spill and into the room.  Jace is waiting for a spot to open up on the floor.


    The party spots someone watching through a slit in the door (I-7), the
    mystery person begins turning a wheel that raises the iron gate as
    soon as the party enters the room. This releases four
    angry and starving guard dogs. Their
    barks and growls flood the room the moment the
    grate begins to move!


    chapter 2 - a meal to die for - Page 5 1hideo20



    Roll initiative!

    everyone gets a +1 for Zontreaux's scouting

    Herger and Grim start with weapons at the ready
    whit10
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    Post  whit10 Thu Jun 22, 2023 10:33 am

    Herger's initiative:

    Thu Jun 22 2023 08:32:55 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 7 to total : 6, + 7, TOTAL: 13
    MAS
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    Post  MAS Thu Jun 22, 2023 1:07 pm

    INIT


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

    12 + 5 = 17
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    Post  Chris Thu Jun 22, 2023 5:09 pm

    Jace

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

    4 + 6 = 10



    doggos
    Rolling "1d20 +6" 4 times

    1: 6 + 6 = 12
    2: 20 + 6 = 26
    3: 2 + 6 = 8
    4: 15 + 6 = 21


    Initiative

    dog 26
    dog 21
    Zontreaux 17
    Herger 13
    dog 12
    Jace 10
    dog 8
    navyik
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    Post  navyik Thu Jun 22, 2023 6:49 pm

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

    14 + 5 = 19
    Chris
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    Post  Chris Fri Jun 23, 2023 10:08 am

    Chris wrote:


    Initiative

    dog 26
    dog 21
    Grimgar 19
    Zontreaux 17
    Herger 13
    dog 12
    Jace 10
    dog 8


    Roll initiative for the dogs as normal, but they all
    lose one action on the first round as they wait for the
    grate to fully open before charging in to attack.

    The first 2 dogs take their turns.
    1 - lost to gate
    2 - stride\step
    3 - strike

    1 dog needs an acro check to deal with the oil spilled by its master

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

    15 + 5 = 20


    dog 1 attacks Herger
    Result of the throw of dice "1d20 +6" :

    3 + 6 = 9

    miss

    dog 2 just uses Step so he doesn't need a save vs the oil
    dog 2 attacks Herger
    Result of the throw of dice "1d20 +6" :

    14 + 6 = 20

    The dog passes under Herger's shield and CHOMPS on his leg

    Melee  jaws +6 [+1/-4], Damage 1d4+1 piercing
    Pack Attack The dog’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog’s allies.


    he gets to add his "pack tactics" damage

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

    1 + 2 + 1 = 4

    doh, poor little pooches


    chapter 2 - a meal to die for - Page 5 1hideo22


    Grimgar is up
    Zontreaux on deck
    Herger in the hole
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    Post  navyik Fri Jun 23, 2023 7:29 pm

    Stat block

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

    Grim attacks the dog next to Zontreaux.
    Result of the throw of dice "1d20 +6" :

    7 + 6 = 13

    Damage

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

    1 + 3 = 4

    If that’s a miss (or hit and doesn’t drop) he swings again.
    If it hits and drops he takes one step towards the next dog and swings.

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

    20 + 6 - 5 = 21

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

    8 + 3 = 11 x 2 = 22

    If he swings twice at the same dog he stays put and raises shield.


    Last edited by navyik on Sat Jun 24, 2023 6:27 pm; edited 1 time in total
    Chris
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    Post  Chris Sat Jun 24, 2023 5:14 pm

    Quite an impressive flow chart! Only small issue is the 2nd attack has a -5 penalty Wink
    The nat20 with a +1 is a hit normally at 21, so it is still a crit. Remember, a nat20 raises the success level by 1, it isn't an auto crit.

    1st attack misses, but the crit drops the dog hard. F6 doggone

    Grim raises his shield.

    Zontreaux is up

    Fyi, i have a retirement party for my boss tonight. She made it 28 years as a public defender!
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    Post  navyik Sat Jun 24, 2023 6:28 pm

    Congratulations to your boss. I have edited my crit. 😅
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    Post  MAS Sat Jun 24, 2023 8:40 pm

    Is the control wheel for the dog gates visible? Is the mysterious person still standing there? Can you note it's location on the map?

    Thanks in advance!
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    Post  Chris Sun Jun 25, 2023 2:28 pm

    Chris wrote:


    The party spots someone watching through a slit in the door (I-7), the
    mystery person begins turning a wheel that raises the iron gate as
    soon as the party enters the room.

    Nobody can see the control wheel as it is on the other side of the door, noted as I-7.

    Zontreaux can spend 1 AP to make a Perception check as an action to look for the person behind the slit in the door.
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    Post  MAS Sun Jun 25, 2023 4:49 pm

    "Hmmft! Dogs and ghosts and more dogs...surely a ghost dog will come around any moment now?"




    1 AP: Trip attack w/ whip, target dog left of Herger at F/4.5
    Athletics vs Reflex DC

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

    16 + 6 = 22

    Success grants Panache

    1 AP: Rapier attack at same, Precise strike/confident finisher (use Panache)
    2nd attack -5
    Result of the throw of dice "1d20 +2" :

    15 + 2 = 17

    DMG
    Rapier
    Result of the throw of dice "1d6 +3" :

    2 + 3 = 5

    Precise Strike
    Result of the throw of dice "2d6" :

    6 + 3 = 9

    If attack misses, target takes half of precise strike dmg (Confident Finisher)

    1 AP: Stride to F/7
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    Post  Chris Sun Jun 25, 2023 5:16 pm

    Nice combo!
    Zontreaux trips and finishes off doggo #2.

    I will try to update the map but probably not until tomorrow. Both dogs in the main room are gone. Only the 2 in the pen remain.


    Herger is up
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    Post  whit10 Sun Jun 25, 2023 5:24 pm

    if I'm reading this right, we have to dispatch the dogs as the gate can't be closed from here?

    Two attacks, one at each dog and then a shield raise.

    Sun Jun 25 2023 15:19:38 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 9 to total : 2, + 9, TOTAL: 11

    ack, probably a miss

    2nd attack:

    Sun Jun 25 2023 15:20:16 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 4 to total : 12, + 4, TOTAL: 16

    probably a hit?

    Sun Jun 25 2023 15:20:43 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 7, + 4, TOTAL: 11

    raise the shield and done

    Stat Block:
    HP: 20/ 16
    AC: 18
    Fort: 7
    Reflex: 7
    Will: 4
    Move: 25'
    Initiative/Perception: +6
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    Post  Chris Mon Jun 26, 2023 10:33 am

    Herger takes 2 swings at the only dog in his melee range, missing once and then dropping the mutt on the second hit.

    Jace is up

    1 - step forward to E6
    2,3 - cast TK Projectile

    Jace glows with arcane energy and tendrils of pure magic reach out to pick up one of the crates in the room and hurls it at the last dog.

    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.


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

    9 + 7 = 16

    hit!

    Result of the throw of dice "1d6 +4" :

    6 + 4 = 10

    the crate smashes into the dog, killing it instantly.


    chapter 2 - a meal to die for - Page 5 1hideo23

    combat is over and the party earns 120xp  cheers

    720/1000


    Everyone can hear cursing and the sound of heavy footfalls moving away from the door at I-7.  That is where Zontreaux spotted a mystery person through a slit in the door and heard the turning of a wheel which opened the cage.


    What would you like to do now?
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    Post  MAS Mon Jun 26, 2023 1:21 pm

    "You cannot escape Zontreaux!"

    Move forward and open the door so we can move through
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    Post  Chris Mon Jun 26, 2023 1:31 pm

    MAS wrote:"You cannot escape Zontreaux!"

    Move forward and open the door so we can move through


    It is locked.  Thievery to unlock, it says it takes multiple attempts, but instead of rolling dice, checking with DM, rolling more, etc.  Let's just say you can roll once but it will take more time to unlock.

    Does Zontreaux hear the villain snickering or is it only in his mind?  


    Would anyone like to do anything else while Z works on the lock?

    You can also declare your next Exploration Activity like Defend, etc
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    Post  MAS Mon Jun 26, 2023 2:56 pm

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

    17 + 7 = 24
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    Post  whit10 Mon Jun 26, 2023 4:14 pm

    Herger will Defend for now
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    Post  navyik Tue Jun 27, 2023 12:17 am

    Search the room for evidence connecting this location to the poison.

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

    7 + 5 = 12

    Guidance for Zontreaux
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    Post  Chris Tue Jun 27, 2023 10:08 am

    navyik wrote:Search the room for evidence connecting this location to the poison.

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

    7 + 5 = 12

    Guidance for Zontreaux

    Anyone searching through the barrels
    and crates finds them to be empty save for packing
    straw and scraps of cloth, but a successful
    Perception check while digging through them
    uncovers 2 vials of lesser alchemist’s fire, forgotten
    underneath a pile of straw.




    Zontreaux gets a +1 and is now immune to further Guidance for 1 hour

    Zontreaux's adept fingers work the lock and it opens with a click after a few moments.

    Zontreaux sees a short hallway
    remarkable only for a large steel wheel on the wall;
    this opens the iron gate in area F5, behind which
    were kept the dogs. A viewing slit in the door
    to area F5 allows one to see into that room.

    chapter 2 - a meal to die for - Page 5 1hideo24


    stats for the loot


    Alchemist's Fire (Lesser)
    Item 1
    Source Core Rulebook pg. 545 4.0
    Price 3 gp
    Bulk L
    The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
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    Post  MAS Tue Jun 27, 2023 12:18 pm

    Zontreaux will step aside and motion to Herger and Grimgar with their shields "After you, Mezzons"
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    Post  whit10 Tue Jun 27, 2023 12:27 pm

    Herger will grab the alchemical fire for the moment (unless someone else wants it)

    He will move forward
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    Post  Chris Tue Jun 27, 2023 12:42 pm





    The living area is a mess, with a cot in one
    corner and a crude firepit in the other. A simple
    chimney leads up from this room before connecting
    to another in the house above.

    The home is divided into three areas: the larder, the
    lavatory, and the living space. The larder is a simple
    storeroom filled with scraps of old meat, a third of
    a wheel of cheese, a sack of turnips, and a barrel of
    weak ale.

    There is also a crate of empty wine bottles
    in one corner. They are all of a good Chelish vintage
    and were probably quite valuable.

    The lavatory sits just off the main living space, and
    it is little more than an open pit. This is also where
    someone disposes of his garbage, and there are scraps
    of moldy food and bits of junk in the corners of the
    room.

    This main area connects to the larder, to the
    lavatory, to the short hallway leading back to the
    kennel, and to an open passageway that leads off
    into darkness.

    chapter 2 - a meal to die for - Page 5 1hideo25
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    Post  whit10 Tue Jun 27, 2023 1:09 pm

    Herger motions for the rest to follow him and he will slowly pick his way through the room (wait till everyone else is present before investigating the unknown room to the south)
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    Post  navyik Tue Jun 27, 2023 1:16 pm

    Grim follows with a raised shield to N-7

    I forgot about that guidance immunity bit. Guess I will amend and say he isn’t spamming Guidance but please proceed as though it is provided if you want to use it for an important skill check.
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    Post  Chris Tue Jun 27, 2023 1:17 pm

    its a passageway\tunnel, not a room



    chapter 2 - a meal to die for - Page 5 1hideo26



    What do you all want to do now?
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    Post  navyik Tue Jun 27, 2023 1:48 pm

    Maybe we should check for secret doors to ensure we’re not leaving an enemy at our backs. We can search for evidence later. Gotta catch up with the guy who sicked the dogs on us.
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    Post  Chris Tue Jun 27, 2023 2:20 pm

    navyik wrote:Maybe we should check for secret doors to ensure we’re not leaving an enemy at our backs. We can search for evidence later. Gotta catch up with the guy who sicked the dogs on us.

    anyone that wants to do a quick search for secret doors can make a Perception check
    or declare any other Exploration Activities you might want to do



    A cursory search reveals a strongbox located underneath the cot.
    Although it is not hard to find, it is made from stout wood, banded
    in iron and closed with a simple lock
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    Post  whit10 Tue Jun 27, 2023 2:36 pm

    does Herger just need a Perception check then?

    Tue Jun 27 2023 12:35:56 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 6 to total : 11, + 6, TOTAL: 17
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    Post  MAS Tue Jun 27, 2023 3:23 pm

    Search/Perception

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

    9 + 4 = 13
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    Post  Chris Tue Jun 27, 2023 3:31 pm

    Herger and Zontreaux quickly ransack the room looking for secret doors. They don't find any, but instead find the following, in addition to the above-mentioned locked box


    Bits of trash and a few pieces of gear can be found with a simple search,
    including a whetstone, a dagger, 15 feet of rope, a
    hammer, 2 candles, and a coin purse with 2 gp, 8 sp,
    and 14 cp.
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    Post  navyik Tue Jun 27, 2023 4:04 pm

    Grim will scout to opening of the hallway for safety until the searches and lock pickings are done.

    Did the party’s searches include the two little side rooms?
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    Post  Chris Tue Jun 27, 2023 4:42 pm

    Grim checks out the tunnel


    The passageway leading from this chamber begins
    as worked stone, but as it goes further and further, it
    becomes more of a natural cavern passage, worked
    only here and there to make it more passable.


    Zontreaux can roll Thievery and\or Perception on the box
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    Post  MAS Tue Jun 27, 2023 8:26 pm

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

    20 + 7 = 27

    I GOT YO BOX RIGHT HERE
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    Post  Chris Tue Jun 27, 2023 9:01 pm

    Nice roll!

    But is it Perception or Thievery?
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    Post  MAS Tue Jun 27, 2023 10:11 pm

    Chris wrote:Nice roll!

    But is it Perception or Thievery?


    Yes?
    Wink

    Perception
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    Post  Chris Wed Jun 28, 2023 9:41 am

    MAS wrote:
    Chris wrote:Nice roll!

    But is it Perception or Thievery?


    Yes?
    Wink

    Perception

    lol!

    good call as Zontreaux notices a poison needle hidden in the lock cheers

    Thievery to disarm (in the future, this would be a good use of Guidance as there is a consequence to failing.  and nobody can use Aid unless they are also "Trained" or better in Thievery.  A hero point (reroll) would also be well spent on trap disarms, just sayin)


    since you got a Critical Perception to find the trap, Zontreaux gets a +2 to the check cheers
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    Post  MAS Wed Jun 28, 2023 10:24 am

    "I'm beginning to get the impression our host doesn't like guests. There is a needle trap, likely poisoned. I will disarm it."

    Thievery

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

    12 + 7 = 19
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    Post  Chris Wed Jun 28, 2023 11:24 am

    MAS wrote:"I'm beginning to get the impression our host doesn't like guests. There is a needle trap, likely poisoned. I will disarm it."

    Thievery

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

    12 + 7 = 19

    Zontreaux spends a few rounds disarming and unlocking the box.  The box took 3 attempts + the disarm.  I really don't get why PF2e does that.... I mean who wants to sit there rolling so many times.  There is no consequence for failing the lock pick.  The trap, yes, but that is 1 roll or take damage.  

    It is clear the papers in this chest belong to the village bully, Hallod.  If the party recalls, you all saw him bullying the goblin chef on the night of Bort's murder.


    Inside the chest is a batch of 14 receipts
    that match the logs from Bort’s ledgers,
    as well as a scrap of parchment
    that lists each transaction along with a value slightly
    higher than that listed on the corresponding receipt
    from Bort.

    The chest contains some of the gold that
    Hallod has skimmed from these transactions over
    the years (the reason for the difference in values).

    Although Hallod has spent much of the difference,
    the chest still contains 21 gp and 37 sp.

    Finally, on the back of the transaction list is a crude map. It
    depicts a cave helpfully labeled “HIDEOUT,” next to
    a shape that might be a pond; from there, a winding
    path passes through a strange V-shaped chamber
    before ending at what appears to be a clearing with
    a tree stump labeled “DROP POINT.”

    21gp and 37s

    The party earns 30xp (story reward) for finding the map, plus another 20xp for the trap on the box

    770\1000




    study This is where I am going to pause the adventure until the weekend of July 8th.  The second half of this dungeon is ahead, including a final confrontation with the brute Hallod!
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    Post  Chris Wed Jul 12, 2023 3:33 pm

    the adventure continues!


    Beyond the living quarters is a system of
    natural caves. Although the path is far from level, it
    has been worked to allow for easy travel; stalagmites
    have been cleared away in some spots and small
    wooden footbridges have been stretched over pools
    of stagnant water no more than 5 feet deep.

    The passageway opens up into a large natural chamber,
    the center of which is occupied by a pool of brackish
    water. Stalactites and stalagmites occupy much of the
    room, but a path between them leads around the pool
    and to another corridor on the opposite side of the cave.


    Go ahead and declare your Exploration Activity while I work up the next map
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    Post  whit10 Wed Jul 12, 2023 6:40 pm

    Herger will defend for now.... is a light source needed?
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    Post  Chris Wed Jul 12, 2023 6:44 pm

    I think somebody had a torch earlier, didn't they?

    No natural light though
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    Post  whit10 Wed Jul 12, 2023 10:08 pm

    I thought that was the case? (light from a torch)
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    Post  MAS Wed Jul 12, 2023 11:22 pm

    Scout
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    Post  navyik Thu Jul 13, 2023 8:43 am

    Defend

    The previous room was lit by a torch.
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    Post  Chris Thu Jul 13, 2023 10:22 am

    Ok, we will assume there is light via a torch.  Jace can always carry it in 1 hand if needed.  Its a small room, so I don't think vision\light range is an issue here.



    chapter 2 - a meal to die for - Page 5 1cave10

    I have Exploration Activities as

    Zon - Scout
    Grim and Herger - defend
    Jace - detect magic


    as noted in the description of the room in the above post, there is a path around the pool.  any tile with a rock in is difficult terrain which costs 10ft per square.

    would anyone like to take any actions or move on the map?
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    Post  navyik Thu Jul 13, 2023 10:48 am

    Grim will survey the structure of the cavern. “Might be the kind of place a fleeing criminal would collapse on pursuers.”
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    Post  Chris Thu Jul 13, 2023 10:57 am

    navyik wrote:Grim will survey the structure of the cavern. “Might be the kind of place a fleeing criminal would collapse on pursuers.”

    So there are 2 ways we can do this mechanically within the rules of PF2E

    Grim can change his exploration action to Search (so he loses the Shield Up part from Defend)

    or

    We can roll initiative, go into a 1-sided combat for the purposes of organizing the action as you move through the cave. On Grim's turn, he could then move into the cave (1), take the Seek action and roll Perception (2) and then Raise Shield (3).

    It's up to you all on how you want to proceed. It's not like something scary is going to jump out at you or anything Rolling Eyes

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