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4 posters
The Fall of Plaguestone - chapter 1: The Road to Etran's Folly
Chris- Posts : 9517
Join date : 2011-10-26
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navyik- Posts : 5040
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“All clear in the rear!” Grimgar surveys any potential urgent needs up the caravan. If there are no further threats, Grim will offer to look at the wounded.
“That doesn’t look so good there, son. Ooo. That one looks worse!”
“What?!” He looks around at someone who isn’t there. “No, he isn’t gonna die.”
Then he chuckles and looks at his comrades again. For a second you would swear one of his pupils rolled into the other eyeball and back. But nah, that didn’t happen... “The ghosts say you’re lucky the wolves came after you and not the horses.”
How does treat wounds work then? Looks like a DC 15 to restore 2d8 hp?
Treat wounds on two comrades (10 minutes each)
Rolling "1d20 +5" 2 times
1: 15 + 5 = 20
2: 17 + 5 = 22
Rolling "2d8" 2 times
1: 6 + 3 = 9
2: 1 + 1 = 2
“I’m gonna have to keep working on that one again in an hour or so. Keep pressing on it here. No. Put your hand… Yes, there.”
“That doesn’t look so good there, son. Ooo. That one looks worse!”
“What?!” He looks around at someone who isn’t there. “No, he isn’t gonna die.”
Then he chuckles and looks at his comrades again. For a second you would swear one of his pupils rolled into the other eyeball and back. But nah, that didn’t happen... “The ghosts say you’re lucky the wolves came after you and not the horses.”
How does treat wounds work then? Looks like a DC 15 to restore 2d8 hp?
Treat wounds on two comrades (10 minutes each)
Rolling "1d20 +5" 2 times
1: 15 + 5 = 20
2: 17 + 5 = 22
Rolling "2d8" 2 times
1: 6 + 3 = 9
2: 1 + 1 = 2
“I’m gonna have to keep working on that one again in an hour or so. Keep pressing on it here. No. Put your hand… Yes, there.”
whit10- Posts : 6622
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well done team!
MAS- Admin
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"Filthy brutes. No decorum!"...complains Zontreaux as he cleans and sheathes his rapier. "Mezzon Grimgar, I would certainly appreciate some attendance. I am unusually perforated at the moment and find it most disagreeable."
Once attended to, Zontreaux wants to "Investigate" all of the wolves - from safe distance to avoid fleas, of course!
Once attended to, Zontreaux wants to "Investigate" all of the wolves - from safe distance to avoid fleas, of course!
Chris- Posts : 9517
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Ah yes, the rest of the caravan... I forget to mention that once the Caustic Wolf was slain, the remaining Mangy wolves lost their resolve and all ran off whimpering into the woods.
Zontreaux examines the wolves, from a safe distance. He can see they are unusual and not just the hungry natural variety.
Any further information will need a Lore check from Nature, Alchemy or Hunting. DC 15
Grimgar patches folks up a bit and will continue to do so.
Bort and Tamli (1/2 orc teamster boss) patrol the caravan and check on everyone. Bort thanks the group for their bravery, "What a fine display! Dinner is on me tonight when we reach Etran's Folly. And for your entertainment... I shall regale everyone with tales of my adventures from days past!"
2 of the other teamsters, Ulf and Olf, appear to have sustained minor injuries, but they are playing them up as being far more serious.
Tamli calls Bort and the party over to one of the wagons, "Looks like the horses spooked." She points out that 1 of the wagons got pulled off the road and into the mud. The wheels are stuck in the mud. Ulf and Olf complain that their injuries prevent them from helping. Bort looks to the party for a solution.
Ideas to free the stuck wagon?
Zontreaux examines the wolves, from a safe distance. He can see they are unusual and not just the hungry natural variety.
Any further information will need a Lore check from Nature, Alchemy or Hunting. DC 15
Grimgar patches folks up a bit and will continue to do so.
Bort and Tamli (1/2 orc teamster boss) patrol the caravan and check on everyone. Bort thanks the group for their bravery, "What a fine display! Dinner is on me tonight when we reach Etran's Folly. And for your entertainment... I shall regale everyone with tales of my adventures from days past!"
2 of the other teamsters, Ulf and Olf, appear to have sustained minor injuries, but they are playing them up as being far more serious.
Tamli calls Bort and the party over to one of the wagons, "Looks like the horses spooked." She points out that 1 of the wagons got pulled off the road and into the mud. The wheels are stuck in the mud. Ulf and Olf complain that their injuries prevent them from helping. Bort looks to the party for a solution.
Ideas to free the stuck wagon?
Chris- Posts : 9517
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Experience Points in PF2E
They work a bit differently, so I am just going to explain it briefly. There are 5 levels of encounters in pf2e
Table 10-1: Encounter Budget
Threat.............. XP Budget............... Character Adjustment (for party size of +\- 4)
Trivia...............l 40 or less .....................10 or less
Low..................60.................................15
Moderate......... 80..................................20
Severe............ 120................................30
Extreme......... 160..................................40
that fight was a Severe encounter, so everyone gets 120 xp. you always need 1000 xp to go up a level. it doesn't change with each level because the encounter builder doesn't change, only the levels of characters vs monsters.
ie - a monster that is the same level or +2 levels higher or -1 levels lower.
here is how PF defines the threat levels
Trivial-threat encounters are so easy that the characters have essentially no chance of losing; they shouldn’t even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don’t ignore them just because of the lack of threat.
Low-threat encounters present a veneer of difficulty and typically use some of the party’s resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.
Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.
Severe-threat encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.
Extreme-threat encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.
please track your XP (I will try to also) and let me know when you hit 1000!
They work a bit differently, so I am just going to explain it briefly. There are 5 levels of encounters in pf2e
Table 10-1: Encounter Budget
Threat.............. XP Budget............... Character Adjustment (for party size of +\- 4)
Trivia...............l 40 or less .....................10 or less
Low..................60.................................15
Moderate......... 80..................................20
Severe............ 120................................30
Extreme......... 160..................................40
that fight was a Severe encounter, so everyone gets 120 xp. you always need 1000 xp to go up a level. it doesn't change with each level because the encounter builder doesn't change, only the levels of characters vs monsters.
ie - a monster that is the same level or +2 levels higher or -1 levels lower.
here is how PF defines the threat levels
Trivial-threat encounters are so easy that the characters have essentially no chance of losing; they shouldn’t even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don’t ignore them just because of the lack of threat.
Low-threat encounters present a veneer of difficulty and typically use some of the party’s resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.
Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.
Severe-threat encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.
Extreme-threat encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.
please track your XP (I will try to also) and let me know when you hit 1000!
Chris- Posts : 9517
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and just so you get an idea of creatures and what "level" means for monsters....
MANGY WOLVES (3) CREATURE –1
N MEDIUM ANIMAL
Perception +5; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +4, Stealth +4
Str +1, Dex +2, Con +0, Int –4, Wis +1, Cha –2
AC 15; Fort +4, Ref +6, Will +3
HP 8
Speed 35 feet
Melee [one-action] jaws +6 (finesse), Damage 1d6+1 piercing
plus fleas
Fleas Anyone bitten by a mangy wolf is sickened 1 for 1
minute unless they succeed at a DC 14 Fortitude save,
but they can spend an Interact action to scratch away
the fleas and remove the condition.
CAUSTIC WOLF CREATURE 2
UNIQUE N MEDIUM ANIMAL
Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Intimidation +8, Stealth +8, Survival +8
Str +2, Dex +4, Con +2, Int –4, Wis +2, Cha +2
AC 18; Fort +8, Ref +10, Will +6
HP 30; Immunities acid
Speed 35 feet
Melee [one-action] jaws +11, Damage 1d6+2 piercing plus 1d4 acid
plus Knockdown
Acid Breath [two-actions] The wolf unleashes a stream of bright
green acid from its mouth, coating all creatures in a
30-foot line. All creatures in the line take 3d6 acid
damage (DC 16 basic Reflex save). The caustic wolf
cannot use this ability again for 1 minute.
Howl [two-actions] The wolf unleashes a terrifying howl,
allowing it to Demoralize all enemies within 30 feet.
Wolves within 100 feet can spend a reaction to join
the howl, causing the effect to emanate from them
a monster -1 level under the party is going to be close in terms of its attack roll modifier, but much less HP than a party member with 1 minor ability
a monster +1 level over the party has a much higher to hit modifier, more HP and multiple special abilities
so a couple things to consider.... multiple attacks will work much better against weaker monsters. higher level monsters will have a good chance of multiple attacks vs the party. any group efforts to debuff higher level threats like demoralize, Aid, flanking, etc will be very important as a higher level monster will out-damage a PC in a stand up fight.
MANGY WOLVES (3) CREATURE –1
N MEDIUM ANIMAL
Perception +5; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +4, Stealth +4
Str +1, Dex +2, Con +0, Int –4, Wis +1, Cha –2
AC 15; Fort +4, Ref +6, Will +3
HP 8
Speed 35 feet
Melee [one-action] jaws +6 (finesse), Damage 1d6+1 piercing
plus fleas
Fleas Anyone bitten by a mangy wolf is sickened 1 for 1
minute unless they succeed at a DC 14 Fortitude save,
but they can spend an Interact action to scratch away
the fleas and remove the condition.
CAUSTIC WOLF CREATURE 2
UNIQUE N MEDIUM ANIMAL
Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Intimidation +8, Stealth +8, Survival +8
Str +2, Dex +4, Con +2, Int –4, Wis +2, Cha +2
AC 18; Fort +8, Ref +10, Will +6
HP 30; Immunities acid
Speed 35 feet
Melee [one-action] jaws +11, Damage 1d6+2 piercing plus 1d4 acid
plus Knockdown
Acid Breath [two-actions] The wolf unleashes a stream of bright
green acid from its mouth, coating all creatures in a
30-foot line. All creatures in the line take 3d6 acid
damage (DC 16 basic Reflex save). The caustic wolf
cannot use this ability again for 1 minute.
Howl [two-actions] The wolf unleashes a terrifying howl,
allowing it to Demoralize all enemies within 30 feet.
Wolves within 100 feet can spend a reaction to join
the howl, causing the effect to emanate from them
a monster -1 level under the party is going to be close in terms of its attack roll modifier, but much less HP than a party member with 1 minor ability
a monster +1 level over the party has a much higher to hit modifier, more HP and multiple special abilities
so a couple things to consider.... multiple attacks will work much better against weaker monsters. higher level monsters will have a good chance of multiple attacks vs the party. any group efforts to debuff higher level threats like demoralize, Aid, flanking, etc will be very important as a higher level monster will out-damage a PC in a stand up fight.
whit10- Posts : 6622
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so, is it going to take like 8 more encounters to get to 2nd level?
Chris- Posts : 9517
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whit10 wrote:so, is it going to take like 8 more encounters to get to 2nd level?
yes, but everything is an encounter
its not just fights
whit10- Posts : 6622
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ok.
As for the wagon, can Herger use Craft to come up with some kind of lever so that we can unstick the wagon? Do we have trees nearby or an axe?
As for the wagon, can Herger use Craft to come up with some kind of lever so that we can unstick the wagon? Do we have trees nearby or an axe?
Chris- Posts : 9517
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whit10 wrote:ok.
As for the wagon, can Herger use Craft to come up with some kind of lever so that we can unstick the wagon? Do we have trees nearby or an axe?
good idea!
yes, you are in a forest and Bort has an axe in his supplies.
make a Crafting check DC 15
anyone else? this encounter is not limited 1 fix, the more the merrier
whit10- Posts : 6622
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Craft check:
Rolling line 1 : 1d20 + 3 to total : 13, + 3, TOTAL: 16
whew! Doesn't have the best bonus on that
Rolling line 1 : 1d20 + 3 to total : 13, + 3, TOTAL: 16
whew! Doesn't have the best bonus on that
navyik- Posts : 5040
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Can someone “aid” in the craft check?
“We’ll have to back this wagon out, maybe we can free this team and rig a couple of your strongest teams to pull it out.”
“Boys,” he says to Ulf and Olf, “if you can’t do the heavy lifting can you at least guide a team once we’ve got it set up? Those who are less injured can pull on the lever. We’re still in danger until the caravan can move again.”
“We’ll have to back this wagon out, maybe we can free this team and rig a couple of your strongest teams to pull it out.”
“Boys,” he says to Ulf and Olf, “if you can’t do the heavy lifting can you at least guide a team once we’ve got it set up? Those who are less injured can pull on the lever. We’re still in danger until the caravan can move again.”
Chris- Posts : 9517
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navyik wrote:Can someone “aid” in the craft check?
“We’ll have to back this wagon out, maybe we can free this team and rig a couple of your strongest teams to pull it out.”
“Boys,” he says to Ulf and Olf, “if you can’t do the heavy lifting can you at least guide a team once we’ve got it set up? Those who are less injured can pull on the lever. We’re still in danger until the caravan can move again.”
sure, Aid is always an option.
make your own Crafting roll DC 15 to give Herger a +1
or think of something different to Craft that would help
or make a social roll like Diplomacy or Intimidate or something to convince the slacker brothers to help
all DC 15
whit10- Posts : 6622
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Herger made the roll. 16 overall
MAS- Admin
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Zontreaux addresses the slackers.
"Gentlemen, your lack of participation and help can only be interpreted as a choice to stand apart from the caravan. That attitude may leave you somewhat...left to the wolves, should danger once more appear..."
Intimidate
Result of the throw of dice "1d20 +5" :
9 + 5 = 14
"Gentlemen, your lack of participation and help can only be interpreted as a choice to stand apart from the caravan. That attitude may leave you somewhat...left to the wolves, should danger once more appear..."
Intimidate
Result of the throw of dice "1d20 +5" :
9 + 5 = 14
Chris- Posts : 9517
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Yes, Herger made his roll, but Zontreaux.... is just short
I mean, he isn't short
well, yes he is short
but I didn't mean it as a short joke
he could use another +1 from an Aid
I mean, he isn't short
well, yes he is short
but I didn't mean it as a short joke
he could use another +1 from an Aid
whit10- Posts : 6622
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well, I guess Herger could try and Intimidate check vs. the slackers? (I'm not over-sanguine about the chances here).
"You lot should help us... there are other things that are dangerous here besides the wolves!"
Intimidate check:
Rolling line 1 : 1d20 + 0 to total : 15, TOTAL: 15
well, not bad for a straight up roll.... good enough?
oh, and did Herger get any hit points back? I couldn't quite understand the rolls Grimgar made
"You lot should help us... there are other things that are dangerous here besides the wolves!"
Intimidate check:
Rolling line 1 : 1d20 + 0 to total : 15, TOTAL: 15
well, not bad for a straight up roll.... good enough?
oh, and did Herger get any hit points back? I couldn't quite understand the rolls Grimgar made
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whit10 wrote:
oh, and did Herger get any hit points back? I couldn't quite understand the rolls Grimgar made
Same here.
navyik- Posts : 5040
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Herger got 2 hp back
Zontreaux got 9
Grim needs to do more work on Herger in an hour
Zontreaux got 9
Grim needs to do more work on Herger in an hour
Chris- Posts : 9517
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Herger already did his thing - craft a lever. Each character can attempt 1 action, as they each take 10 minutes in Exploration mode.
Zontreaux made his check, missed by 1, so he would benefit from an Aid.
What does Grimgar want to do to help the cause of freeing the wagon?
Jace can always try an Aid too, but I would prefer that you all do it.
Zontreaux made his check, missed by 1, so he would benefit from an Aid.
What does Grimgar want to do to help the cause of freeing the wagon?
Jace can always try an Aid too, but I would prefer that you all do it.
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Grim glares disapprovingly at the slackers if they don’t react positively to Zontreaux’s appeal.
Result of the throw of dice "1d20 +4" :
12 + 4 = 16
This was intended to “aid” Zontreaux.
Result of the throw of dice "1d20 +4" :
12 + 4 = 16
This was intended to “aid” Zontreaux.
Last edited by navyik on Sat May 27, 2023 3:34 pm; edited 1 time in total
MAS- Admin
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navyik wrote:Herger got 2 hp back
Zontreaux got 9
Grim needs to do more work on Herger in an hour
Thanks!
Zontreauxe 18/21
navyik- Posts : 5040
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MAS wrote:All we needed was one of you to say you'd "AID" my action to get those guys working and you both ignored it. Even after being reminded by the GM, so twice.
The disapproving glare was the aid. I thought I had to roll to “aid.” Sorry if I misunderstood.
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navyik wrote:MAS wrote:All we needed was one of you to say you'd "AID" my action to get those guys working and you both ignored it. Even after being reminded by the GM, so twice.
The disapproving glare was the aid. I thought I had to roll to “aid.” Sorry if I misunderstood.
Dig it, I appreciate your role play!
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let's review how "AID" works
Aid
Source Core Rulebook pg. 470 4.0
Trigger An ally is about to use an action that requires a skill check or attack roll.
Requirements The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
Success You grant your ally a +1 circumstance bonus to the triggering check.
Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.
So YES, the person making the AID check does have to roll, its not just an automatic +1 according to the rules. And that's because of the 4 levels of success in PF2e, which means you get a +2 or even -1 if you crit fail the check.
The DC 20 is a contested issue among the pf2e community with most GMs taking that suggestion and tossing it out the window because it doesn't scale, unlike almost everything else in pf2e does. It's really hard for low level characters and way too easy for mid to high levels. The typical way it is adjusted is to just set the DC of the AID check to the DC of the actual check itself. That way it scales.
In combat, the DC is the AC of the monster. So you basically make an attack roll as normal, but without any multi-attack penalty since it isn't really an "attack".
Out of combat, the DC is the same, so in this case it was 15.
The one part of AID that I don't like is the fact that it takes both an Action and Reaction to use. I understand why they did that, but it is really clunky for forum play. It makes sense that you do the "aid" thing on the turn of the person that you are aiding. ok, sure, logical. But that's so clunky for us to try to implement.
For combat, just declare that you are using AID, make the roll on your turn post and it will use your reaction later.
Out of combat, "Why aid at all?" you might ask.
In this situation, using AID or just making your own check are the same roll. Ok, fair enough. Did Zontreaux intimidate Olf and Ulf with help from Grimgar's glare or was it just the stern look that did it? It doesn't really matter since both results ended up with 1 success. Its more just a RP way to resolve it.
But let's say Zontreaux rolled a 24, instead of a 14. The AID would turn a success into a critical success at 25 which is much better than just a duplicate success that doesn't do anything.
Aid
Source Core Rulebook pg. 470 4.0
Trigger An ally is about to use an action that requires a skill check or attack roll.
Requirements The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
Success You grant your ally a +1 circumstance bonus to the triggering check.
Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.
So YES, the person making the AID check does have to roll, its not just an automatic +1 according to the rules. And that's because of the 4 levels of success in PF2e, which means you get a +2 or even -1 if you crit fail the check.
The DC 20 is a contested issue among the pf2e community with most GMs taking that suggestion and tossing it out the window because it doesn't scale, unlike almost everything else in pf2e does. It's really hard for low level characters and way too easy for mid to high levels. The typical way it is adjusted is to just set the DC of the AID check to the DC of the actual check itself. That way it scales.
In combat, the DC is the AC of the monster. So you basically make an attack roll as normal, but without any multi-attack penalty since it isn't really an "attack".
Out of combat, the DC is the same, so in this case it was 15.
The one part of AID that I don't like is the fact that it takes both an Action and Reaction to use. I understand why they did that, but it is really clunky for forum play. It makes sense that you do the "aid" thing on the turn of the person that you are aiding. ok, sure, logical. But that's so clunky for us to try to implement.
For combat, just declare that you are using AID, make the roll on your turn post and it will use your reaction later.
Out of combat, "Why aid at all?" you might ask.
In this situation, using AID or just making your own check are the same roll. Ok, fair enough. Did Zontreaux intimidate Olf and Ulf with help from Grimgar's glare or was it just the stern look that did it? It doesn't really matter since both results ended up with 1 success. Its more just a RP way to resolve it.
But let's say Zontreaux rolled a 24, instead of a 14. The AID would turn a success into a critical success at 25 which is much better than just a duplicate success that doesn't do anything.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
Herger spends 10 minutes fashioning a lever from nearby branches.
Zontreaux and Grimgar bully the slacker brothers Olf and Ulf into helping.
After another 10 minutes, the party manages to free the wagon from the mud!
Everyone gets 40xp!
This is considered a "trivial encounter" if you look at the definitions above. Its easy, it doesn't use any resources, but does require some thought, actions, rolls, etc to resolve.
Zontreaux and Grimgar bully the slacker brothers Olf and Ulf into helping.
After another 10 minutes, the party manages to free the wagon from the mud!
Everyone gets 40xp!
This is considered a "trivial encounter" if you look at the definitions above. Its easy, it doesn't use any resources, but does require some thought, actions, rolls, etc to resolve.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
ARRIVING IN ETRAN’S FOLLY
After dealing with the wolves and getting the wagon
back on track, the caravan is free to continue to
Etran’s Folly. The journey takes only an hour, and
the wagons roll into town a few hours before dusk.
All of the wagons head for the Feedmill, the only inn
and tavern in the small community.
Most of the simple wood-and-thatch homes in
Etran’s Folly look identical to one another and are in
a similar state of disrepair. A number of the houses
clearly look abandoned, their roofs collapsed.
As they pass through the middle of town,
the wagons go around the ancient
plaguestone, a large, flat, cylindrical
rock standing 2 feet high, with a
hole in its center and a bowl-shaped
depression off to one side. When the
plague ran rampant, the townsfolk left
food for the sick in the bowl, while the
sick left coins in the center hole (which
was filled with vinegar to cleanse the
coinage of contamination). Today,
the stone is nothing more than a
moss-covered relic, although
the villain in this adventure
has deadly plans for it.
Upon arrival, the
teamsters secure the caravan
for the night while Bort travels
around town to conduct business
with the crafters and families that call
Etran’s Folly home.
Bort reminds the party that he is going to buy them dinner tonight at the Feedmill.
After dealing with the wolves and getting the wagon
back on track, the caravan is free to continue to
Etran’s Folly. The journey takes only an hour, and
the wagons roll into town a few hours before dusk.
All of the wagons head for the Feedmill, the only inn
and tavern in the small community.
Most of the simple wood-and-thatch homes in
Etran’s Folly look identical to one another and are in
a similar state of disrepair. A number of the houses
clearly look abandoned, their roofs collapsed.
As they pass through the middle of town,
the wagons go around the ancient
plaguestone, a large, flat, cylindrical
rock standing 2 feet high, with a
hole in its center and a bowl-shaped
depression off to one side. When the
plague ran rampant, the townsfolk left
food for the sick in the bowl, while the
sick left coins in the center hole (which
was filled with vinegar to cleanse the
coinage of contamination). Today,
the stone is nothing more than a
moss-covered relic, although
the villain in this adventure
has deadly plans for it.
Upon arrival, the
teamsters secure the caravan
for the night while Bort travels
around town to conduct business
with the crafters and families that call
Etran’s Folly home.
Bort reminds the party that he is going to buy them dinner tonight at the Feedmill.
You are free to explore the town of Etran's Folly, more commonly known as Plaguestone, until dinner. You have about an hour or we can just skip to dinner.
As you can tell, there isn't a whole lot to do in town, but there are NPCs to meet and possibly side-quests to pickup.
navyik- Posts : 5040
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
If reasonable, Grim would offer to treat Olf and Ulf on the road. He compliments their contribution to the effort in spite of their injuries. It is also time for another treatment for Herger and Zontreaux.
I rolled all 4 regular fails! . Grim’s eyes briefly roll in a flummoxing unnatural chaos.
“These injuries will require Supernatural help. Boy you guys are tough!” He looks around as if listening. “The ghosts here are agitated.”
“Can I offer a prayer for more healing?”
Area emination heal
Result of the throw of dice "1d8" :
7
I rolled all 4 regular fails! . Grim’s eyes briefly roll in a flummoxing unnatural chaos.
“These injuries will require Supernatural help. Boy you guys are tough!” He looks around as if listening. “The ghosts here are agitated.”
“Can I offer a prayer for more healing?”
Area emination heal
Result of the throw of dice "1d8" :
7
Chris- Posts : 9517
Join date : 2011-10-26
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(35/35)
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(0/0)
Character Sheet:
Sure, Grimgar can do that on the road to town. Everyone heals 7 HP.
whit10- Posts : 6622
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
Herger just needs some more HP at this point, but will keep his eyes and ears open for any relatively easy opportunities...
Not sure if that's a roll of some kind.
Local tavern around?
Not sure if that's a roll of some kind.
Local tavern around?
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
whit10 wrote:Herger just needs some more HP at this point, but will keep his eyes and ears open for any relatively easy opportunities...
Not sure if that's a roll of some kind.
Local tavern around?
Lol
Chris wrote:[center][b]
All of the wagons head for the Feedmill, the only inn
and tavern in the small community.
.
I have no idea what Herger wants to do. Opportunities for... robbing someone? Women? Jobs?
That sounds like the Exploration activity "gather information". Describe what info you are trying learn and how you go about it.
IE - performing, intimidating, diplomacy, while gambling, etc
Then make or we can figure out what you need to roll.
whit10- Posts : 6622
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
sorry, jobs... I meant opps for quick coin (or such as it will not interfere with the current job)
on the other hand, he could always try an arm wrestling match or two at a tavern.
on the other hand, he could always try an arm wrestling match or two at a tavern.
navyik- Posts : 5040
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
Grim knows what young hired teamsters do in towns and he knows someone has to stay alert and out of trouble to respond to issues. He’s “scouting” by going for a leisurely walk around the center of town so he’s pretty much equidistant from as much as possible.
If there’s any indication that “the dead homes” are labeled as such, that will provoke more scrutiny from Grim.
If there’s any indication that “the dead homes” are labeled as such, that will provoke more scrutiny from Grim.
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
"These pants need a tailor and I, a bath." Zontreaux sets out to find them.
Starting tomorrow, Ill be camping up in WI through next wednesday (teaching some paid classes). I will be able to check in and post, but it will be early morning and evenings.
Starting tomorrow, Ill be camping up in WI through next wednesday (teaching some paid classes). I will be able to check in and post, but it will be early morning and evenings.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
@Matt - copy that, no worries, enjoy the Wylds!
____________________________________________________________________________________
Exploration Mode:
Herger goes to the tavern to "gather information" about jobs or arm wrestle
Zontreaux "scouts" for a tailor and a bath
Grimgar "scouts" town in general
Jace tags along with Grimgar as he needs a walk after several days in a wagon.
__________________________________________________________________________________
Etran's Folly consists of 1 establishment - The Feedmill. The rest of the town is full of "dead homes" and the surrounding farms with fields full of turnips. Turnips appear to be the sole crop that is grown here. Bort can be seen delivering supplies to many of the farms and houses. The old Plaguestone is the only other structure of note.
The closest thing Zontreaux finds to a tailor is a young woman darning her child's socks on the front porch of a farm east of town. Zontreaux is pointed towards the river to the west by anyone he asks about the bath.
Inside the Feedmill, Herger sees the following scene:
Olf and Ulf begin drinking with a farmer. Herger hears him talking about his turnip farm and brewing of turnip ale.
Herger can hear a woman singing loudly and off-key in the kitchen. There is 1 server and Delma, the mayor's daughter, working in the Feedmill. Remember Bort is buying dinner. The only options to drink are Turnip ale or "wagon grease". Farmer Eallom sizes up Herger and quickly declines to arm wrestle. Neither Olf nor Ulf are interested either. The Feedmill is otherwise empty.
_______________________________________________________________________________________
Let me know if you want to talk to anyone you found or further explore any of the locations on the map. Alternately, let me know when you are ready to advance to dinner with Bort.
____________________________________________________________________________________
Exploration Mode:
Herger goes to the tavern to "gather information" about jobs or arm wrestle
Zontreaux "scouts" for a tailor and a bath
Grimgar "scouts" town in general
Jace tags along with Grimgar as he needs a walk after several days in a wagon.
__________________________________________________________________________________
Etran's Folly consists of 1 establishment - The Feedmill. The rest of the town is full of "dead homes" and the surrounding farms with fields full of turnips. Turnips appear to be the sole crop that is grown here. Bort can be seen delivering supplies to many of the farms and houses. The old Plaguestone is the only other structure of note.
Dead Homes: The homes on the north side of
Etran’s Folly are mostly empty these days, and most
are in a state of severe disrepair. When the plague
hit the town a little less than 20 years ago, this
neighborhood saw many casualties and as a result,
almost no one lives here today. Those who do call
this part of town home are either desperate or are
squatters with no official claim to the property.
Plaguestone: At the height of the plague, the
healthy kept their distance from the sick, hoping
to stave off infection. As heartless as this might
seem, the town did come up with a way to offer aid
and succor to the quarantined ill. Just west of the
Feedmill, a great stone was used to exchange food
and remedies for coin, with the aid being placed on
one side and the coins dropped into a depression
on the other side that was filled with vinegar to
decontaminate them. This plaguestone was the only
contact that the ill had with others in town and
their loved ones.
Today, the stone is covered in moss and ivy, a
silent witness to those grim months.
Etran’s Folly are mostly empty these days, and most
are in a state of severe disrepair. When the plague
hit the town a little less than 20 years ago, this
neighborhood saw many casualties and as a result,
almost no one lives here today. Those who do call
this part of town home are either desperate or are
squatters with no official claim to the property.
Plaguestone: At the height of the plague, the
healthy kept their distance from the sick, hoping
to stave off infection. As heartless as this might
seem, the town did come up with a way to offer aid
and succor to the quarantined ill. Just west of the
Feedmill, a great stone was used to exchange food
and remedies for coin, with the aid being placed on
one side and the coins dropped into a depression
on the other side that was filled with vinegar to
decontaminate them. This plaguestone was the only
contact that the ill had with others in town and
their loved ones.
Today, the stone is covered in moss and ivy, a
silent witness to those grim months.
The closest thing Zontreaux finds to a tailor is a young woman darning her child's socks on the front porch of a farm east of town. Zontreaux is pointed towards the river to the west by anyone he asks about the bath.
Inside the Feedmill, Herger sees the following scene:
Feedmill: Located in the center of town, the
Feedmill is the town’s only inn, tavern, and general
store, all crammed into one overcrowded business.
Since it happens to be the only place in town with
rooms to rent (albeit in the loft above the stables),
it is the place where Bort and his caravan stay every
time they visit. While the accommodations are far
from great, the old straw mattresses are still better
than sleeping on the hard earth outside.
The food
here is passing at best, with much of it focused on
the town’s primary crop: turnips. A typical meal here
consists of roasted wild game, turnip stew, a slice of
dry seedcake, and a sweet turnip porridge for desert.
Few desire seconds.
The Feedmill is owned by Targen Fulst, the aging
mayor of the town who opened the business over
50 years ago. Targen is far too old and senile to take
part in the day-to-day activities, instead leaving
those to his daughter, Delma Fulst, who also tends
the bar and the till for the general store. The other
employees are Amora Kasillan (cook), Edra Wythe
(stablehand), Kolnral Brannak (server), Phinick
Padley (helper), and Trin Sathern (server).
Most common items (level 1) can be found in the
general store, but unless they’re items that might be
useful to a farming community, the store has only
one or two in stock.
Feedmill is the town’s only inn, tavern, and general
store, all crammed into one overcrowded business.
Since it happens to be the only place in town with
rooms to rent (albeit in the loft above the stables),
it is the place where Bort and his caravan stay every
time they visit. While the accommodations are far
from great, the old straw mattresses are still better
than sleeping on the hard earth outside.
The food
here is passing at best, with much of it focused on
the town’s primary crop: turnips. A typical meal here
consists of roasted wild game, turnip stew, a slice of
dry seedcake, and a sweet turnip porridge for desert.
Few desire seconds.
The Feedmill is owned by Targen Fulst, the aging
mayor of the town who opened the business over
50 years ago. Targen is far too old and senile to take
part in the day-to-day activities, instead leaving
those to his daughter, Delma Fulst, who also tends
the bar and the till for the general store. The other
employees are Amora Kasillan (cook), Edra Wythe
(stablehand), Kolnral Brannak (server), Phinick
Padley (helper), and Trin Sathern (server).
Most common items (level 1) can be found in the
general store, but unless they’re items that might be
useful to a farming community, the store has only
one or two in stock.
Olf and Ulf begin drinking with a farmer. Herger hears him talking about his turnip farm and brewing of turnip ale.
Farmer Eallom: Farmer Eallom is the town drunk, and lives in a run-down
turnip farm on the edge of town. He spends most
nights at the Feedmill getting drunk on turnip ale
and a tarry rum-like drink that the locals just call
“wagon grease” (also made from turnips).
turnip farm on the edge of town. He spends most
nights at the Feedmill getting drunk on turnip ale
and a tarry rum-like drink that the locals just call
“wagon grease” (also made from turnips).
Herger can hear a woman singing loudly and off-key in the kitchen. There is 1 server and Delma, the mayor's daughter, working in the Feedmill. Remember Bort is buying dinner. The only options to drink are Turnip ale or "wagon grease". Farmer Eallom sizes up Herger and quickly declines to arm wrestle. Neither Olf nor Ulf are interested either. The Feedmill is otherwise empty.
_______________________________________________________________________________________
Let me know if you want to talk to anyone you found or further explore any of the locations on the map. Alternately, let me know when you are ready to advance to dinner with Bort.
navyik- Posts : 5040
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
If there are impoverished children, Grim distributes his few coppers and any sweets he has among his rations. “Remember that to live holy is do justly to others and to help the lost find passage home,”
Grim whirls around reactively but not with alarm. “I know! I was gonna tell ‘em,” he rebukes to the open air.
Back to the children, “especially to help the dead who seek rest.”
Finally he tosses a silver in the plaguestone collection plate. “Remember them and seek justice mercifully.”
If no further shenanigans ensue before dinner, Grim arrives at his appointment on time.
Grim whirls around reactively but not with alarm. “I know! I was gonna tell ‘em,” he rebukes to the open air.
Back to the children, “especially to help the dead who seek rest.”
Finally he tosses a silver in the plaguestone collection plate. “Remember them and seek justice mercifully.”
If no further shenanigans ensue before dinner, Grim arrives at his appointment on time.
whit10- Posts : 6622
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
yeah, dinner is fine
MAS- Admin
- Posts : 3602
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(0/0)
Character Sheet:
Zontreaux will employ the villager to mend his pants, he is willing to pay more than shr asks. He will then meet for dinner.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
The village children are thrilled to have any treats not made from turnips. They don't notice his oddities. Grimgar draws the interest of Rolth Garley, the local town sheriff. Rolth is clearly out of shape and probably drawn by the mention of treats. In casual conversation, he explains that his main duty is to resolve disputes over crops or livestock. It is apparent to Grimgar that he is lazy and none too bright.
The farmer's wife mends Zontreaux's pants. It is crude work and the yarn doesn't match the farbric of his pant leg. She is grateful for the coppers. She talks about farming, living in a small town and her husband Kolnral who works at the Feedmill.
Herger is joined at the bar by Sir Lawrence Kent. He is eager to talk and tell war stories, but is clearly just looking for somebody new to listen to his tired old tales and buy him a turnip ale. He saw some terrible things during the fall of Lastwall. His caravan abandoned him in Plaguestone. Herger gathers that he has been a drunken disgrace ever since.
no xp, since this wasn't really an encounter that involved any rolls or risk. But, you did each meet (or hear about) 1 of the locals, which will be important moving forward.
on to dinner.....
The farmer's wife mends Zontreaux's pants. It is crude work and the yarn doesn't match the farbric of his pant leg. She is grateful for the coppers. She talks about farming, living in a small town and her husband Kolnral who works at the Feedmill.
Herger is joined at the bar by Sir Lawrence Kent. He is eager to talk and tell war stories, but is clearly just looking for somebody new to listen to his tired old tales and buy him a turnip ale. He saw some terrible things during the fall of Lastwall. His caravan abandoned him in Plaguestone. Herger gathers that he has been a drunken disgrace ever since.
no xp, since this wasn't really an encounter that involved any rolls or risk. But, you did each meet (or hear about) 1 of the locals, which will be important moving forward.
on to dinner.....
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
In the early evening, Bort returns to the Feedmill and
invites the characters to supper. He has reserved a
table upon the dais next to Flonk, the town’s bard,
who is tuning his instrument just as the meal is served.
Flonk is the town’s only source of musical
entertainment, not that he is any good, despite
decades of practice. His lute is missing two strings,
and the self-proclaimed “bard” knows only about a
half-dozen songs. He can be found at the Feedmill
every night, singing and strumming away—badly.
Working tonight at the Feedmill are the following:
Kolnral and Trin are serving the guests tonight,
while Delma tends bar and Amora is busy in the
kitchen. Phinick, a goblin with a squeaky voice, can be seen doing odd jobs all over but once dinner begins, he spends most of his time
helping Amora in the kitchen.
By the time dinner starts, Sir Lawren is deep into his cups, leaning back
dangerously in his chair, while Farmer Eallom is busy
gambling and getting drunk with Olf and Ulf.
As the first dishes come out (wild game and roasted
turnips with a side of burnt seed cake, coupled with
watery turnip ale), Bort is busy asking the PCs where
they are from and where they are going and telling tales of his adventures.
The rest of the Feedmill is full of local farmers, as
well as Hallod—a gigantic, brutish human man. Phinick
is serving him food and drink, squeaking whenever
Hallod demands another round.
invites the characters to supper. He has reserved a
table upon the dais next to Flonk, the town’s bard,
who is tuning his instrument just as the meal is served.
Flonk is the town’s only source of musical
entertainment, not that he is any good, despite
decades of practice. His lute is missing two strings,
and the self-proclaimed “bard” knows only about a
half-dozen songs. He can be found at the Feedmill
every night, singing and strumming away—badly.
Working tonight at the Feedmill are the following:
Kolnral and Trin are serving the guests tonight,
while Delma tends bar and Amora is busy in the
kitchen. Phinick, a goblin with a squeaky voice, can be seen doing odd jobs all over but once dinner begins, he spends most of his time
helping Amora in the kitchen.
By the time dinner starts, Sir Lawren is deep into his cups, leaning back
dangerously in his chair, while Farmer Eallom is busy
gambling and getting drunk with Olf and Ulf.
As the first dishes come out (wild game and roasted
turnips with a side of burnt seed cake, coupled with
watery turnip ale), Bort is busy asking the PCs where
they are from and where they are going and telling tales of his adventures.
The rest of the Feedmill is full of local farmers, as
well as Hallod—a gigantic, brutish human man. Phinick
is serving him food and drink, squeaking whenever
Hallod demands another round.
This is still considered Exploration Mode, so what would everyone like to be doing during dinner?
navyik- Posts : 5040
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
I guess gather information. “I note some cultural connection to death here, obviously from connections with the difficult past.” Grim’s eyes flail about mirthfully but his tone is respectfully sober in regard to the local grief. “Is there local religious connection from that past to the plague stone? Or even an earlier connection?”
whit10- Posts : 6622
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
Herger will regale Bort with his background and tales of his raids with his people.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
We'll call that Diplomacy for Herger and Grimgar.
Bort enjoys Herger's war stories.
Grimgar learns the following from multiple sources: The town of Etran’s Folly has not had a proper church since Father Bolgrist died of the plague nearly 20 years ago. When the plague hit and the fiery priest of Gozreh blamed Silwyth, calling her a witch, most in town believed him. When the priest himself succumbed to the plague, most considered the matter closed. Since then, the town has been without a priest and his shrine has fallen into ruin, being used as a barn on the edge of town.
We'll say Jace and Zontreaux were just "keeping their eyes open" (scouting) and get a +1 to initiative for everyone.
________________________________________________________________________________________
Bort is mid way through a story of his own, "I was traveling through
one of the high mountain roads in the Five Kings Mountains
when my caravan was captured by a fire giant.
As I was being lowered into a kettle, I managed to trick the giant into using
a rare plant called “frostbloom” in his soup, claiming it was quite spicy.
When the giant tasted the broth, it froze his mouth shut......"
Toward the end of the meal, just as a
dessert of warm turnip porridge is being served,
Kolnral accidentally bumps into Farmer Eallom
as he is sitting down with another ale, causing the
farmer to spill all over himself. Eallom stands up and
starts yelling at poor Kolnral.
Seconds later, Eallom begins throwing punches and knocking over tables,
and a bar fight erupts in the common area of the
tavern!
roll initiative!
those who were engaged in Diplomacy can roll that instead of Perception, if they want.
there are 14 unarmed farmers, Eallom, Bort, Hallod and the Feedmill staff in addition to the party.
Bort enjoys Herger's war stories.
Grimgar learns the following from multiple sources: The town of Etran’s Folly has not had a proper church since Father Bolgrist died of the plague nearly 20 years ago. When the plague hit and the fiery priest of Gozreh blamed Silwyth, calling her a witch, most in town believed him. When the priest himself succumbed to the plague, most considered the matter closed. Since then, the town has been without a priest and his shrine has fallen into ruin, being used as a barn on the edge of town.
We'll say Jace and Zontreaux were just "keeping their eyes open" (scouting) and get a +1 to initiative for everyone.
________________________________________________________________________________________
Bort is mid way through a story of his own, "I was traveling through
one of the high mountain roads in the Five Kings Mountains
when my caravan was captured by a fire giant.
As I was being lowered into a kettle, I managed to trick the giant into using
a rare plant called “frostbloom” in his soup, claiming it was quite spicy.
When the giant tasted the broth, it froze his mouth shut......"
Toward the end of the meal, just as a
dessert of warm turnip porridge is being served,
Kolnral accidentally bumps into Farmer Eallom
as he is sitting down with another ale, causing the
farmer to spill all over himself. Eallom stands up and
starts yelling at poor Kolnral.
Seconds later, Eallom begins throwing punches and knocking over tables,
and a bar fight erupts in the common area of the
tavern!
roll initiative!
those who were engaged in Diplomacy can roll that instead of Perception, if they want.
there are 14 unarmed farmers, Eallom, Bort, Hallod and the Feedmill staff in addition to the party.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
this seems like a good time to review the rules for non-lethal damage, unless you want to go full on murder hobo and massacre the entire village
Nonlethal Attacks
Source Core Rulebook pg. 453 4.0
You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.
Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them.
Nonlethal Attacks
Source Core Rulebook pg. 453 4.0
You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.
Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them.
whit10- Posts : 6622
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
Herger's initiative
Wed May 31 2023 08:18:58 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 10, + 6, TOTAL: 16
Wed May 31 2023 08:18:58 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 10, + 6, TOTAL: 16
navyik- Posts : 5040
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
Grimgar
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Result of the throw of dice "1d20 +5" :
17 + 5 = 22
“The ghosts say that this is their favorite part of the day!” Grim’s eyes roll around.
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Result of the throw of dice "1d20 +5" :
17 + 5 = 22
“The ghosts say that this is their favorite part of the day!” Grim’s eyes roll around.
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
Matt texted me and is unavailable for the rest of the week. Zontreaux becomes an NPC in the background with Jace.
There are 14 farmers + all the named folks
Initiative
Grimgar 22
Farmers x2
Phinnick the goblin 19
Farmers x2
Herger 16
Olf and Ulf
Farmers x2
Bort
Eallod
Farmers x2
Delma
Farmers x2
Hallod
Farmers x2
Sir Lawren Kent
Since this is an unusual combat, let's try it in the theater of the mind. no map.
You are all in a crowded tavern
the terrain is all difficult, as mentioned above
you can reach a given farmer with 1 move
*note the victory condition*
Grimgar is up
During the fight, the entire common area of the
Feedmill turns to chaos as a dozen drunken farmers
wind up in a gigantic brawl. Treat the entire common
room as difficult terrain, as it is filled with patrons,
knocked over chairs, and other debris. How the
players decide to get involved is up to them. The
farmers mostly fight with fists, but the occasional
chair or mug is thrown as well.
If the characters can pacify at least three drunk farmers, the fight ends.
Feedmill turns to chaos as a dozen drunken farmers
wind up in a gigantic brawl. Treat the entire common
room as difficult terrain, as it is filled with patrons,
knocked over chairs, and other debris. How the
players decide to get involved is up to them. The
farmers mostly fight with fists, but the occasional
chair or mug is thrown as well.
If the characters can pacify at least three drunk farmers, the fight ends.
There are 14 farmers + all the named folks
Initiative
Grimgar 22
Farmers x2
Phinnick the goblin 19
Farmers x2
Herger 16
Olf and Ulf
Farmers x2
Bort
Eallod
Farmers x2
Delma
Farmers x2
Hallod
Farmers x2
Sir Lawren Kent
Since this is an unusual combat, let's try it in the theater of the mind. no map.
You are all in a crowded tavern
the terrain is all difficult, as mentioned above
you can reach a given farmer with 1 move
*note the victory condition*
Grimgar is up
navyik- Posts : 5040
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
Grimgar
Stat Block:
HP: 19
AC: 18 (19)
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim casts shield and attempts to navigate towards an exterior door.
Shield raised AC 19
He’s looking for an opportunistic troublemaker on the periphery of the fray. (There’s always at least one). “Now you settle down and see yourself out.” He shoots a disappointed glare.
Result of the throw of dice "1d20 +3" :
2 + 3 = 5
Stat Block:
HP: 19
AC: 18 (19)
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim casts shield and attempts to navigate towards an exterior door.
Shield raised AC 19
He’s looking for an opportunistic troublemaker on the periphery of the fray. (There’s always at least one). “Now you settle down and see yourself out.” He shoots a disappointed glare.
Result of the throw of dice "1d20 +3" :
2 + 3 = 5
Chris- Posts : 9517
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
Grimgar wards himself and moves towards an exit. The admonished farmer ignores the dwarf and continues on with his merry mayhem
so that's an intimidate\diplomacy vs his Will DC of 10 + 2 (+2 will save) = 12
5 fails, but luckily it is not a critical failure, so it doesn't worsen his attitude. He decides to punch Grimgar for his troubles, "Shhhaddup shhhort ssstufff!"
Result of the throw of dice "1d20 +5" :
15 + 5 = 20
lol, SMACK!
Result of the throw of dice "1d4 +3" :
1 + 3 = 4
non-lethal bludgeoning damage
Grim can shield block the damage down to 0
Phinnick the goblin Strides x3 out of the tavern through the kitchen door!
the rest of the farmers are punching each other
Herger is up!
so that's an intimidate\diplomacy vs his Will DC of 10 + 2 (+2 will save) = 12
5 fails, but luckily it is not a critical failure, so it doesn't worsen his attitude. He decides to punch Grimgar for his troubles, "Shhhaddup shhhort ssstufff!"
Result of the throw of dice "1d20 +5" :
15 + 5 = 20
lol, SMACK!
Result of the throw of dice "1d4 +3" :
1 + 3 = 4
non-lethal bludgeoning damage
Grim can shield block the damage down to 0
Phinnick the goblin Strides x3 out of the tavern through the kitchen door!
the rest of the farmers are punching each other
Herger is up!
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