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4 posters

    chapter 2 - a meal to die for

    navyik
    navyik


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    Post  navyik Thu Jul 13, 2023 3:59 pm

    I’m easy, but if we stick to exploration mode Grim would rather look for danger than raise his shield.
    Chris
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    Post  Chris Thu Jul 13, 2023 5:54 pm

    navyik wrote:I’m easy, but if we stick to exploration mode Grim would rather look for danger than raise his shield.

    ok, roll Perception

    did Grim want to look from his current location or somewhere else in the cave?
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    Post  navyik Fri Jul 14, 2023 4:48 pm

    Checking the path before proceeding.
    Result of the throw of dice "1d20 +5" :

    2 + 5 = 7
    Chris
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    Post  Chris Fri Jul 14, 2023 5:18 pm

    navyik wrote:Checking the path before proceeding.
    Result of the throw of dice "1d20 +5" :

    2 + 5 = 7

    Grim declares the path looks safe!


    Who would like to go next?
    whit10
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    Post  whit10 Fri Jul 14, 2023 6:19 pm

    Can Herger at least make a perception check or does Defend negate that?
    MAS
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    Post  MAS Sat Jul 15, 2023 9:43 am

    "I proceed with confidence, Messon Grimgar."

    Zontreaux proceeds, but is checking for traps and such as he goes:

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

    6 + 7 = 13
    Chris
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    Post  Chris Sat Jul 15, 2023 10:32 pm

    whit10 wrote:Can Herger at least make a perception check or does Defend negate that?

    yeah, you can only have 1 exploration activity active at a time. so either Scout (for initiative bonus) or defend (for AC bonus) or Search or whatever....


    Zontreaux moves into the cave, wary for traps (now using Search).....




    A strange blue glow emanates up from the pool,
    sending a cascade of shimmering light to the ceiling
    above.

    Seconds later, the head of a giant blue snake
    rises from the pool with sparks of electricity dancing
    between its fangs, while a metal, rattle-tipped tail
    pokes out of the water behind it, audibly building
    up a charge with every flick of the rattle.




    chapter 2 - a meal to die for - Page 6 Snake10



    Roll initiative!
    navyik
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    Post  navyik Sun Jul 16, 2023 2:38 am

    Grim initiative

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

    19 + 6 = 25

    “I didn’t promise there wouldn’t be a giant flesh eating monster in the pool…”
    whit10
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    Post  whit10 Sun Jul 16, 2023 11:46 am

    Herger's Initiative:

    Sun Jul 16 2023 09:45:51 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 6 to total : 15, + 6, TOTAL: 21
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    Post  Chris Sun Jul 16, 2023 1:22 pm

    Giant Lightning Serpent (GLS)

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

    4 + 7 = 11


    Initiative

    Grim 25
    Herger 21
    GLS 11



    chapter 2 - a meal to die for - Page 6 1cave11
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    Post  MAS Mon Jul 17, 2023 7:06 am

    "When I said I would would proceed confidently, Messon Grimgar, it was in confidence that something foul would appear!"

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

    11 + 4 = 15
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    Post  Chris Mon Jul 17, 2023 10:28 am

    Chris wrote:
    Initiative

    Grim 25
    Herger 21
    Zontreaux 15
    GLS 11





    Grimgar is up
    navyik
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    Post  navyik Tue Jul 18, 2023 7:28 am

    Grim walks to G6 and strikes with his battle axe
    Result of the throw of dice "1d20 +6" :

    18 + 6 = 24

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

    2 + 3 = 5
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    Post  Chris Tue Jul 18, 2023 10:01 am

    "SSSSSSSSSS" the Giant Lightning Serpent hisses at the blow.


    Herger is up
    whit10
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    Post  whit10 Tue Jul 18, 2023 10:12 am

    Herger will move to G-6 and swing once...

    Tue Jul 18 2023 08:10:12 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 9 to total : 9, + 9, TOTAL: 18

    if that hits...

    Tue Jul 18 2023 08:10:38 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 8, + 4, TOTAL: 12

    max damage - 12

    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 Tue Jul 18, 2023 10:39 am

    Grim is already occupying G-6, see his post above yours Wink


    Herger takes a massive swing but just barely misses the serpent!

    Zontreaux is up


    I will update map locations after I get a new location for Herger and we see what Z does
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    Post  whit10 Tue Jul 18, 2023 11:48 am

    forgot to say that he also raises his shield.

    Sorry I missed where Grimgar was, just next to him is fine
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    Post  Chris Tue Jul 18, 2023 11:51 am

    chapter 2 - a meal to die for - Page 6 1cave12



    Chris wrote:
    Initiative

    Grim 25
    Herger 21
    Zontreaux 15
    GLS 11 (-5)
    Jace 6






    Zontreaux is up
    navyik
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    Post  navyik Tue Jul 18, 2023 1:21 pm

    Chris wrote:"SSSSSSSSSS"  the Giant Lightning Serpent hisses at the blow.


    Herger is up

    Having landed the blow after only one move action, Grim raises his shield.

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


    Last edited by navyik on Tue Jul 18, 2023 10:38 pm; edited 1 time in total
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    Post  MAS Tue Jul 18, 2023 6:07 pm

    HP: 21
    AC: 18
    Fort: 4
    Reflex: 9
    Will: 4
    Move: 25’
    Initiative: +0
    Perception: +4



    AP 1: STRIDE to G2

    AP 2: WHip attk vs Snek
    Result of the throw of dice "1d20 +7" :

    15 + 7 = 22

    DMG if hits:
    Result of the throw of dice "1d4 +3" :

    2 + 3 = 5 Slashing

    AP 3: Whip ATTK vs Snek
    -5 (2nd atk)

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

    14 + 2 = 16

    DMG if hits:
    Result of the throw of dice "1d4 +3" :

    4 + 3 = 7 Slashing
    Chris
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    Post  Chris Fri Jul 28, 2023 9:21 am

    Zontreaux's whip lashes out twice, striking true on the first hit!  scales scatter about the pool as the braided leather SNAPS through the sound barrier at mach2 echoing in small cave.

    GLS has taken 10 total damage so far




    chapter 2 - a meal to die for - Page 6 1cave13



    Chris wrote:
    Initiative

    Grim 25
    Herger 21
    Zontreaux 15
    GLS 11  (-10)
    Jace 6



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    Post  Chris Fri Jul 28, 2023 9:28 am

    chapter 2 - a meal to die for - Page 6 Snake11

    The serpent rattles its strange metal
    tail and unleashes a bolt of lightning in a 60-foot
    line. The bolt deals 2d10 electricity
    damage to Herger and Grim!

    Lightning Rattle [two-actions]

    Result of the throw of dice "2d10" :

    10 + 8 = 18

    ZAP!!!


    both need a REFLEX save for 1/2 damage



    GLS has 1 action left, but lets see the results of the saving throws, keeping in mind that a critical failure on a save means you take double damage Twisted Evil
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    Post  whit10 Fri Jul 28, 2023 11:43 am

    Herger's Reflex Save:

    Fri Jul 28 2023 09:43:04 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 7 to total : 13, + 7, TOTAL: 20
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    Post  Chris Fri Jul 28, 2023 11:55 am

    whit10 wrote:Herger's Reflex Save:

    Fri Jul 28 2023 09:43:04 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 7 to total : 13, + 7, TOTAL: 20

    Herger takes 9 lightning damage which can't be blocked by his shield, yet (there are later feats that allow blocking of elemental damage)
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    Post  whit10 Fri Jul 28, 2023 11:59 am

    ugh... down below half damage. But still fighting!
    navyik
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    Post  navyik Fri Jul 28, 2023 5:03 pm

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

    2 + 4 = 6
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    Post  Chris Sat Jul 29, 2023 5:19 pm

    navyik wrote:Grim reflex
    Result of the throw of dice "1d20 +4" :

    2 + 4 = 6

    Lightning Rattle [two-actions] The serpent rattles its strange metal
    tail and unleashes a bolt of lightning in a 60-foot
    line. The bolt deals 2d10 electricity
    damage (DC 17 basic Reflex save).

    Grim failed by -10 so he takes a critical hit worth 36 lightning damage! affraid


    eeeek, time to look up death and dying in pf2e....


    Dying
    Source Core Rulebook pg. 619 4.0
    You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious . Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.

    If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.

    Death and Dying Rules
    The doomed, dying, unconscious, and wounded conditions all relate to the process of coming closer to death. The full rules are on pages 459–461. The most significant information not contained in the conditions themselves is this:
    When you’re reduced to 0 Hit Points, you’re knocked out with the following effects:

    You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.”
    You gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition, increase these values by your wounded value. If the damage came from a nonlethal attack or effect, you don’t gain the dying condition— you are instead unconscious with 0 Hit Points.



    Ok, so Grim is unconscious and dying 2 (since it was a critical failure on the save) and his initiative is moved to directly before the snake.



    Recovery Checks
    Source Core Rulebook pg. 459 4.0
    When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.

    Critical Success Your dying value is reduced by 2.
    Success Your dying value is reduced by 1.
    Failure Your dying value increases by 1.
    Critical Failure Your dying value increases by 2.


    Unconscious
    Source Core Rulebook pg. 459 4.0
    You’re sleeping, or you’ve been knocked out. You can’t act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.

    If you’re unconscious because you’re dying, you can’t wake up as long as you have 0 Hit Points. If you’re restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.


    on Grim's next turn, he needs to make a recovery check DC 12, which is a flat check or just a d20 without any modifiers
    Chris
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    Post  Chris Sat Jul 29, 2023 5:21 pm

    Since Grim is down, the serpent will use its 3rd action to bite at Herger

    Melee [one-action] fangs +11 (finesse), Damage 1d8+2
    piercing plus 1d4 electricity



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

    13 + 11 = 24

    uh oh, a hit

    Result of the throw of dice "1d8 +1d4 +2" :

    1 + 1 + 2 = 4

    oh whew!

    Herger takes 4 total damage, 2 is lightning and 2 is physical which he can reduce to 1 by shield block
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    Post  Chris Sat Jul 29, 2023 5:32 pm

    Chris wrote:
    Initiative


    Herger 21    (-12 hp)
    Zontreaux 15

    Grim 25  (dying 2)
    GLS 11  (-10)
    Jace 6





    Jace better do something here to join the fight....


    Jace strides (1) to F-6
    he activates his arcane ward (2) which gives Herger, Grim and Jace +1 AC

    3) Jace will attempt a Medicine check to stabilize Grim

    Medicine Untrained Actions
    Administer First Aid
    Manipulate
    Source Core Rulebook pg. 248 4.0
    Requirements You are holding healer's tools, or you are wearing them and have a hand free
    You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
    Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).


    DC 17

    Jace has +5 in medicine

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

    5 + 5 = 10

    not quite enough.... dang it

    chapter 2 - a meal to die for - Page 6 1cave14


    Grim moved down in initiative, so Herger is up and Zontreaux is after him
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    Post  whit10 Sat Jul 29, 2023 7:06 pm

    Herger will attack twice and then raise his shield.

    Sat Jul 29 2023 17:04:26 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 9 to total : 20, + 9, TOTAL: 29

    Heh, might not need the second attack...

    Damage:

    Sat Jul 29 2023 17:06:30 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 7, + 4, TOTAL: 11

    22 damage. Is it still up?
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    Post  Chris Mon Jul 31, 2023 10:19 am

    With 1 swift stroke of retribution for his fallen friend, Herger beheads the giant lightning serpent.  A few stray sparks fly from its neck as the head splashes into the shallow pool.

    cheers the party earns another 80xp for defeating the lvl 2 creature!

    850/1000
    almost there....


    anyone want to help Grim?


    Medicine check to Treat Wounds or Stabilize DC17

    any other actions in the cave?
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    Post  whit10 Mon Jul 31, 2023 10:39 am

    Herger will try a Medicine check:

    Mon Jul 31 2023 08:39:04 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 1 to total : 13, + 1, TOTAL: 14
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    Post  MAS Mon Jul 31, 2023 11:35 am

    Zontreaux will move to J/2, peer down the tunnel = "SCOUT" while the others attend to Grim.
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    Post  whit10 Mon Jul 31, 2023 11:46 am

    didn't we get a healing potion at some point? Herger's roll failed, so just trying to get Grim back on his feat...
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    Post  Chris Mon Jul 31, 2023 12:16 pm

    MAS wrote:Zontreaux will move to J/2, peer down the tunnel = "SCOUT" while the others attend to Grim.

    make a Perception check, please
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    Post  navyik Mon Jul 31, 2023 3:15 pm

    whit10 wrote:didn't we get a healing potion at some point?  Herger's roll failed, so just trying to get Grim back on his feat...

    We have 2 minor healing potions from sir Kent. 1d8
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    Post  Chris Mon Jul 31, 2023 4:09 pm

    navyik wrote:
    whit10 wrote:didn't we get a healing potion at some point?  Herger's roll failed, so just trying to get Grim back on his feat...

    We have 2 minor healing potions from sir Kent. 1d8


    it doesn't matter who makes the roll, but that will get Grim back on his feet as any amount raises him above 0 and ends the dying condition
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    Post  MAS Mon Jul 31, 2023 4:30 pm

    Chris wrote:
    MAS wrote:Zontreaux will move to J/2, peer down the tunnel = "SCOUT" while the others attend to Grim.

    make a Perception check, please

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

    6 + 4 = 10
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    Post  whit10 Mon Jul 31, 2023 4:48 pm

    Herger will tip a healing potion down Grim's gullett
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    Post  Chris Mon Jul 31, 2023 5:10 pm

    whit10 wrote:Herger will tip a healing potion down Grim's gullett

    and the roll..... Rolling Eyes
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    Post  whit10 Mon Jul 31, 2023 5:21 pm

    oops, sorry

    Mon Jul 31 2023 15:21:29 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 0 to total : 6, TOTAL: 6
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    Post  navyik Mon Jul 31, 2023 5:47 pm

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

    Grim sits in a small antechamber wearing only a white tunic waiting for his appointment. Hours pass, heightening his hope and anticipation. Finally a stoic looking clerk opens the door with a busy flourish.
    “Mr… Gar? Is that right? Grim Gar.”
    “Uh, yes?”
    “I’m sorry sir but you’re pre-mature.”
    “Huh?”
    “The list says you’re not allowed to die yet. You still have work to do.”
    “Oh…” Grim droops with exhaustion.
    “If you will just sign here, you can get back to… uh… oh! Tracking down the undead created at last wall.”
    “Okay…”

    Grim wakes with a start, his eyes rolling wildly. “But how many more are there!?!?”
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    Post  navyik Mon Jul 31, 2023 10:35 pm

    In addition to my previous, Grim is prepared to do some healing so we don’t have to stop for medicine checks. “Who’s injured?”
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    Post  whit10 Mon Jul 31, 2023 10:36 pm

    Herger is down 14 right now
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    Post  navyik Mon Jul 31, 2023 11:02 pm

    Heal Herger
    Result of the throw of dice "1d8 +8" :

    5 + 8 = 13
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    Post  navyik Mon Jul 31, 2023 11:03 pm

    Heal Grim
    Result of the throw of dice "1d8 +8" :

    8 + 8 = 16

    “Let’s keep after him.”
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    Post  MAS Tue Aug 01, 2023 7:53 am

    navyik wrote:“Let’s keep after him.”

    While still peering forward down the passage, Zontreuax extends his arm behind him towards the party and holds up his index finger, as if to say "One moment, Mezzon..."
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    Post  Chris Tue Aug 01, 2023 3:25 pm

    MAS wrote:
    navyik wrote:“Let’s keep after him.”

    While still peering forward down the passage, Zontreuax extends his arm behind him towards the party and holds up his index finger, as if to say "One moment, Mezzon..."

    Zontreaux doesn't notice anything unusual or interesting.


    Did anyone else want to do anything in this chamber? If so, let me know and make any rolls appropriate.

    If not, everyone but Zon can declare their exploration activity for moving down the next passageway.
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    Post  navyik Tue Aug 01, 2023 3:39 pm

    Quick search?

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

    13 + 5 = 18
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    Post  Chris Wed Aug 02, 2023 10:43 am

    navyik wrote:Quick search?

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

    13 + 5 = 18

    cheers  I was worried you would miss this one!


    Reward: At the bottom of the shallow pool
    is the body of an explorer who died here many
    years ago. Nothing more than bones now, the
    body has slowly been consumed by limestone
    that has calcified around its skeleton. A successful
    DC 15 Perception check spots the body. Anyone
    who investigates finds the pommel of a weapon
    sticking out of the stone. Breaking it out will take
    a hammer and a couple solid whacks, but
    doing so recovers a low-grade silver rapier.


    Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.

    Base Material
    Silver
    PFS Standard
    Silver Weapon (Low-Grade)
    Item 2
    Source Core Rulebook pg. 599 4.0
    Price 40 gp (+4 gp per Bulk)
    Craft Requirements at least 20 sp of silver + 2 sp per Bulk



    just FYI, its value is about equal to a +1 weapon



    I still need exploration activities for the next scene. I have a sentencing and hearing today so I won't get to update until tonight.

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