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    The Fall of Plaguestone - chapter 1: The Road to Etran's Folly

    Chris
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    Post  Chris Thu May 25, 2023 9:40 pm

    These are all 10 minute actions in Exploration Mode:

    Search

    Repair - fix a damaged shield

    Refocus - recover a Focus point


    Jace used his Focus pt to cast his Arcane Ward, which is his school special, so he will Refocus by tracing mana lines in the Weave.


    Treat Wounds

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly - Page 2 Screen11
    navyik
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    Post  navyik Thu May 25, 2023 10:38 pm

    “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.”
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    Post  whit10 Thu May 25, 2023 11:58 pm

    well done team!

    MAS
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    Post  MAS Fri May 26, 2023 9:51 am

    "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!
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    Post  Chris Fri May 26, 2023 10:14 am

    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.  

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly - Page 2 60070110

    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.

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly - Page 2 Tamli10

    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.  

    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly - Page 2 Wagon10


    Ideas to free the stuck wagon?
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    Post  Chris Fri May 26, 2023 10:24 am

    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!
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    Post  Chris Fri May 26, 2023 10:30 am

    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.
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    Post  whit10 Fri May 26, 2023 11:08 am

    so, is it going to take like 8 more encounters to get to 2nd level?
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    Post  Chris Fri May 26, 2023 11:45 am

    whit10 wrote:so, is it going to take like 8 more encounters to get to 2nd level?

    yes, but everything is an encounter Wink

    its not just fights
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    Post  whit10 Fri May 26, 2023 11:49 am

    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?
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    Post  Chris Fri May 26, 2023 11:54 am

    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
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    Post  whit10 Fri May 26, 2023 12:08 pm

    Craft check:

    Rolling line 1 : 1d20 + 3 to total : 13, + 3, TOTAL: 16

    whew! Doesn't have the best bonus on that
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    Post  navyik Fri May 26, 2023 12:12 pm

    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.”
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    Post  Chris Fri May 26, 2023 12:24 pm

    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
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    Post  whit10 Fri May 26, 2023 12:43 pm

    Herger made the roll. 16 overall
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    Post  MAS Fri May 26, 2023 12:49 pm

    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
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    Post  Chris Fri May 26, 2023 1:33 pm

    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 drunken

    he could use another +1 from an Aid
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    Post  whit10 Fri May 26, 2023 2:28 pm

    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
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    Post  MAS Sat May 27, 2023 11:19 am

    whit10 wrote:

    oh, and did Herger get any hit points back?  I couldn't quite understand the rolls Grimgar made

    Same here.
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    Post  navyik Sat May 27, 2023 11:30 am

    Herger got 2 hp back
    Zontreaux got 9

    Grim needs to do more work on Herger in an hour
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    Post  Chris Sat May 27, 2023 1:15 pm

    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.
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    Post  navyik Sat May 27, 2023 2:03 pm

    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.


    Last edited by navyik on Sat May 27, 2023 3:34 pm; edited 1 time in total
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    Post  MAS Sat May 27, 2023 3:13 pm

    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
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    Post  navyik Sat May 27, 2023 3:33 pm

    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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    Post  MAS Sat May 27, 2023 3:58 pm

    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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    Post  Chris Sun May 28, 2023 11:30 am

    study  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.
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    Post  Chris Sun May 28, 2023 11:32 am

    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! cheers


    Everyone gets 40xp!



    study 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.
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    Post  Chris Sun May 28, 2023 11:46 am

    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.
     




    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.  



    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly - Page 2 Plague10



    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.
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    Post  navyik Sun May 28, 2023 12:12 pm

    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
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    Post  Chris Sun May 28, 2023 2:45 pm

    Sure, Grimgar can do that on the road to town. Everyone heals 7 HP.

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    Post  whit10 Sun May 28, 2023 2:50 pm

    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?
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    Post  Chris Sun May 28, 2023 3:10 pm

    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.
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    Post  whit10 Sun May 28, 2023 4:05 pm

    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.
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    Post  navyik Sun May 28, 2023 5:01 pm

    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.
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    Post  MAS Mon May 29, 2023 7:57 am

    "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.
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    Post  Chris Mon May 29, 2023 1:58 pm

    @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.


    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.


    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
    .


    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).

    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.  


    _______________________________________________________________________________________


    study   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.
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    Post  navyik Mon May 29, 2023 2:13 pm

    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.
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    Post  whit10 Mon May 29, 2023 3:39 pm

    yeah, dinner is fine
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    Post  MAS Mon May 29, 2023 5:26 pm

    Zontreaux will employ the villager to mend his pants, he is willing to pay more than shr asks. He will then meet for dinner.
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    Post  Chris Tue May 30, 2023 11:36 am

    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.



    study 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.....
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    Post  Chris Tue May 30, 2023 11:58 am

    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.






    This is still considered Exploration Mode, so what would everyone like to be doing during dinner?
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    Post  navyik Tue May 30, 2023 4:40 pm

    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?”
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    Post  whit10 Tue May 30, 2023 7:18 pm

    Herger will regale Bort with his background and tales of his raids with his people.
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    Post  Chris Wed May 31, 2023 10:09 am

    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.
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    Post  Chris Wed May 31, 2023 10:10 am

    study 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.
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    Post  whit10 Wed May 31, 2023 10:19 am

    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
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    Post  navyik Wed May 31, 2023 3:25 pm

    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.
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    Post  Chris Thu Jun 01, 2023 10:33 am

    Matt texted me and is unavailable for the rest of the week.  Zontreaux becomes an NPC in the background with Jace.  


    The Fall of Plaguestone - chapter 1:  The Road to Etran's Folly - Page 2 Barbra10


    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.

    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



    study  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
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    Post  navyik Thu Jun 01, 2023 2:51 pm

    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
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    Post  Chris Thu Jun 01, 2023 3:06 pm

    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!

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