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4 posters
chapter 2 - a meal to die for
navyik- Posts : 5049
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- Post n°251
Re: chapter 2 - a meal to die for
I’m easy, but if we stick to exploration mode Grim would rather look for danger than raise his shield.
Chris- Posts : 9534
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- Post n°252
Re: chapter 2 - a meal to die for
navyik wrote:I’m easy, but if we stick to exploration mode Grim would rather look for danger than raise his shield.
ok, roll Perception
did Grim want to look from his current location or somewhere else in the cave?
navyik- Posts : 5049
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- Post n°253
Re: chapter 2 - a meal to die for
Checking the path before proceeding.
Result of the throw of dice "1d20 +5" :
2 + 5 = 7
Result of the throw of dice "1d20 +5" :
2 + 5 = 7
Chris- Posts : 9534
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- Post n°254
Re: chapter 2 - a meal to die for
navyik wrote:Checking the path before proceeding.
Result of the throw of dice "1d20 +5" :
2 + 5 = 7
Grim declares the path looks safe!
Who would like to go next?
whit10- Posts : 6629
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- Post n°255
Re: chapter 2 - a meal to die for
Can Herger at least make a perception check or does Defend negate that?
MAS- Admin
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- Post n°256
Re: chapter 2 - a meal to die for
"I proceed with confidence, Messon Grimgar."
Zontreaux proceeds, but is checking for traps and such as he goes:
Thievery
Result of the throw of dice "1d20 +7" :
6 + 7 = 13
Zontreaux proceeds, but is checking for traps and such as he goes:
Thievery
Result of the throw of dice "1d20 +7" :
6 + 7 = 13
Chris- Posts : 9534
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- Post n°257
Re: chapter 2 - a meal to die for
whit10 wrote:Can Herger at least make a perception check or does Defend negate that?
yeah, you can only have 1 exploration activity active at a time. so either Scout (for initiative bonus) or defend (for AC bonus) or Search or whatever....
Zontreaux moves into the cave, wary for traps (now using Search).....
A strange blue glow emanates up from the pool,
sending a cascade of shimmering light to the ceiling
above.
Seconds later, the head of a giant blue snake
rises from the pool with sparks of electricity dancing
between its fangs, while a metal, rattle-tipped tail
pokes out of the water behind it, audibly building
up a charge with every flick of the rattle.
sending a cascade of shimmering light to the ceiling
above.
Seconds later, the head of a giant blue snake
rises from the pool with sparks of electricity dancing
between its fangs, while a metal, rattle-tipped tail
pokes out of the water behind it, audibly building
up a charge with every flick of the rattle.
Roll initiative!
navyik- Posts : 5049
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- Post n°258
Re: chapter 2 - a meal to die for
Grim initiative
Result of the throw of dice "1d20 +6" :
19 + 6 = 25
“I didn’t promise there wouldn’t be a giant flesh eating monster in the pool…”
Result of the throw of dice "1d20 +6" :
19 + 6 = 25
“I didn’t promise there wouldn’t be a giant flesh eating monster in the pool…”
whit10- Posts : 6629
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- Post n°259
Re: chapter 2 - a meal to die for
Herger's Initiative:
Sun Jul 16 2023 09:45:51 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 15, + 6, TOTAL: 21
Sun Jul 16 2023 09:45:51 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 15, + 6, TOTAL: 21
Chris- Posts : 9534
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- Post n°260
Re: chapter 2 - a meal to die for
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Re: chapter 2 - a meal to die for
"When I said I would would proceed confidently, Messon Grimgar, it was in confidence that something foul would appear!"
INIT
Result of the throw of dice "1d20 +4" :
11 + 4 = 15
INIT
Result of the throw of dice "1d20 +4" :
11 + 4 = 15
Chris- Posts : 9534
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- Post n°262
Re: chapter 2 - a meal to die for
Chris wrote:
Initiative
Grim 25
Herger 21
Zontreaux 15
GLS 11
Grimgar is up
navyik- Posts : 5049
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- Post n°263
Re: chapter 2 - a meal to die for
Grim walks to G6 and strikes with his battle axe
Result of the throw of dice "1d20 +6" :
18 + 6 = 24
Damage
Result of the throw of dice "1d8 +3" :
2 + 3 = 5
Result of the throw of dice "1d20 +6" :
18 + 6 = 24
Damage
Result of the throw of dice "1d8 +3" :
2 + 3 = 5
Chris- Posts : 9534
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- Post n°264
Re: chapter 2 - a meal to die for
"SSSSSSSSSS" the Giant Lightning Serpent hisses at the blow.
Herger is up
Herger is up
whit10- Posts : 6629
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- Post n°265
Re: chapter 2 - a meal to die for
Herger will move to G-6 and swing once...
Tue Jul 18 2023 08:10:12 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 9, + 9, TOTAL: 18
if that hits...
Tue Jul 18 2023 08:10:38 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 8, + 4, TOTAL: 12
max damage - 12
done
Stat Block:
HP: 20/ 16
AC: 18
Fort: 7
Reflex: 7
Will: 4
Move: 25'
Initiative/Perception: +6
Tue Jul 18 2023 08:10:12 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 9, + 9, TOTAL: 18
if that hits...
Tue Jul 18 2023 08:10:38 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 8, + 4, TOTAL: 12
max damage - 12
done
Stat Block:
HP: 20/ 16
AC: 18
Fort: 7
Reflex: 7
Will: 4
Move: 25'
Initiative/Perception: +6
Chris- Posts : 9534
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- Post n°266
Re: chapter 2 - a meal to die for
Grim is already occupying G-6, see his post above yours
Herger takes a massive swing but just barely misses the serpent!
Zontreaux is up
I will update map locations after I get a new location for Herger and we see what Z does
Herger takes a massive swing but just barely misses the serpent!
Zontreaux is up
I will update map locations after I get a new location for Herger and we see what Z does
whit10- Posts : 6629
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- Post n°267
Re: chapter 2 - a meal to die for
forgot to say that he also raises his shield.
Sorry I missed where Grimgar was, just next to him is fine
Sorry I missed where Grimgar was, just next to him is fine
Chris- Posts : 9534
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- Post n°268
Re: chapter 2 - a meal to die for
navyik- Posts : 5049
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- Post n°269
Re: chapter 2 - a meal to die for
Chris wrote:"SSSSSSSSSS" the Giant Lightning Serpent hisses at the blow.
Herger is up
Having landed the blow after only one move action, Grim raises his shield.
Grimgar
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Last edited by navyik on Tue Jul 18, 2023 10:38 pm; edited 1 time in total
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Re: chapter 2 - a meal to die for
HP: 21
AC: 18
Fort: 4
Reflex: 9
Will: 4
Move: 25’
Initiative: +0
Perception: +4
AP 1: STRIDE to G2
AP 2: WHip attk vs Snek
Result of the throw of dice "1d20 +7" :
15 + 7 = 22
DMG if hits:
Result of the throw of dice "1d4 +3" :
2 + 3 = 5 Slashing
AP 3: Whip ATTK vs Snek
-5 (2nd atk)
Result of the throw of dice "1d20 +2" :
14 + 2 = 16
DMG if hits:
Result of the throw of dice "1d4 +3" :
4 + 3 = 7 Slashing
AC: 18
Fort: 4
Reflex: 9
Will: 4
Move: 25’
Initiative: +0
Perception: +4
AP 1: STRIDE to G2
AP 2: WHip attk vs Snek
Result of the throw of dice "1d20 +7" :
15 + 7 = 22
DMG if hits:
Result of the throw of dice "1d4 +3" :
2 + 3 = 5 Slashing
AP 3: Whip ATTK vs Snek
-5 (2nd atk)
Result of the throw of dice "1d20 +2" :
14 + 2 = 16
DMG if hits:
Result of the throw of dice "1d4 +3" :
4 + 3 = 7 Slashing
Chris- Posts : 9534
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- Post n°271
Re: chapter 2 - a meal to die for
Chris- Posts : 9534
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- Post n°272
Re: chapter 2 - a meal to die for
The serpent rattles its strange metal
tail and unleashes a bolt of lightning in a 60-foot
line. The bolt deals 2d10 electricity
damage to Herger and Grim!
Lightning Rattle [two-actions]
tail and unleashes a bolt of lightning in a 60-foot
line. The bolt deals 2d10 electricity
damage to Herger and Grim!
Lightning Rattle [two-actions]
Result of the throw of dice "2d10" :
10 + 8 = 18
ZAP!!!
both need a REFLEX save for 1/2 damage
GLS has 1 action left, but lets see the results of the saving throws, keeping in mind that a critical failure on a save means you take double damage
whit10- Posts : 6629
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- Post n°273
Re: chapter 2 - a meal to die for
Herger's Reflex Save:
Fri Jul 28 2023 09:43:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 13, + 7, TOTAL: 20
Fri Jul 28 2023 09:43:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 13, + 7, TOTAL: 20
Chris- Posts : 9534
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- Post n°274
Re: chapter 2 - a meal to die for
whit10 wrote:Herger's Reflex Save:
Fri Jul 28 2023 09:43:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 13, + 7, TOTAL: 20
Herger takes 9 lightning damage which can't be blocked by his shield, yet (there are later feats that allow blocking of elemental damage)
whit10- Posts : 6629
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- Post n°275
Re: chapter 2 - a meal to die for
ugh... down below half damage. But still fighting!
navyik- Posts : 5049
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- Post n°276
Re: chapter 2 - a meal to die for
Grim reflex
Result of the throw of dice "1d20 +4" :
2 + 4 = 6
Result of the throw of dice "1d20 +4" :
2 + 4 = 6
Chris- Posts : 9534
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- Post n°277
Re: chapter 2 - a meal to die for
navyik wrote:Grim reflex
Result of the throw of dice "1d20 +4" :
2 + 4 = 6
Lightning Rattle [two-actions] The serpent rattles its strange metal
tail and unleashes a bolt of lightning in a 60-foot
line. The bolt deals 2d10 electricity
damage (DC 17 basic Reflex save).
Grim failed by -10 so he takes a critical hit worth 36 lightning damage!
eeeek, time to look up death and dying in pf2e....
Dying
Source Core Rulebook pg. 619 4.0
You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious . Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.
If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.
Death and Dying Rules
The doomed, dying, unconscious, and wounded conditions all relate to the process of coming closer to death. The full rules are on pages 459–461. The most significant information not contained in the conditions themselves is this:
When you’re reduced to 0 Hit Points, you’re knocked out with the following effects:
You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.”
You gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition, increase these values by your wounded value. If the damage came from a nonlethal attack or effect, you don’t gain the dying condition— you are instead unconscious with 0 Hit Points.
Ok, so Grim is unconscious and dying 2 (since it was a critical failure on the save) and his initiative is moved to directly before the snake.
Recovery Checks
Source Core Rulebook pg. 459 4.0
When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1.
Critical Failure Your dying value increases by 2.
Unconscious
Source Core Rulebook pg. 459 4.0
You’re sleeping, or you’ve been knocked out. You can’t act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.
If you’re unconscious because you’re dying, you can’t wake up as long as you have 0 Hit Points. If you’re restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.
on Grim's next turn, he needs to make a recovery check DC 12, which is a flat check or just a d20 without any modifiers
Chris- Posts : 9534
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- Post n°278
Re: chapter 2 - a meal to die for
Since Grim is down, the serpent will use its 3rd action to bite at Herger
Melee [one-action] fangs +11 (finesse), Damage 1d8+2
piercing plus 1d4 electricity
Result of the throw of dice "1d20 +11" :
13 + 11 = 24
uh oh, a hit
Result of the throw of dice "1d8 +1d4 +2" :
1 + 1 + 2 = 4
oh whew!
Herger takes 4 total damage, 2 is lightning and 2 is physical which he can reduce to 1 by shield block
Melee [one-action] fangs +11 (finesse), Damage 1d8+2
piercing plus 1d4 electricity
Result of the throw of dice "1d20 +11" :
13 + 11 = 24
uh oh, a hit
Result of the throw of dice "1d8 +1d4 +2" :
1 + 1 + 2 = 4
oh whew!
Herger takes 4 total damage, 2 is lightning and 2 is physical which he can reduce to 1 by shield block
Chris- Posts : 9534
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- Post n°279
Re: chapter 2 - a meal to die for
Chris wrote:
Initiative
Herger 21 (-12 hp)
Zontreaux 15
Grim 25 (dying 2)
GLS 11 (-10)
Jace 6
Jace better do something here to join the fight....
Jace strides (1) to F-6
he activates his arcane ward (2) which gives Herger, Grim and Jace +1 AC
3) Jace will attempt a Medicine check to stabilize Grim
Medicine Untrained Actions
Administer First Aid
Manipulate
Source Core Rulebook pg. 248 4.0
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
DC 17
Jace has +5 in medicine
Result of the throw of dice "1d20 +5" :
5 + 5 = 10
not quite enough.... dang it
Grim moved down in initiative, so Herger is up and Zontreaux is after him
whit10- Posts : 6629
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- Post n°280
Re: chapter 2 - a meal to die for
Herger will attack twice and then raise his shield.
Sat Jul 29 2023 17:04:26 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 20, + 9, TOTAL: 29
Heh, might not need the second attack...
Damage:
Sat Jul 29 2023 17:06:30 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 7, + 4, TOTAL: 11
22 damage. Is it still up?
Sat Jul 29 2023 17:04:26 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 20, + 9, TOTAL: 29
Heh, might not need the second attack...
Damage:
Sat Jul 29 2023 17:06:30 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 7, + 4, TOTAL: 11
22 damage. Is it still up?
Chris- Posts : 9534
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- Post n°281
Re: chapter 2 - a meal to die for
With 1 swift stroke of retribution for his fallen friend, Herger beheads the giant lightning serpent. A few stray sparks fly from its neck as the head splashes into the shallow pool.
the party earns another 80xp for defeating the lvl 2 creature!
850/1000
almost there....
anyone want to help Grim?
Medicine check to Treat Wounds or Stabilize DC17
any other actions in the cave?
the party earns another 80xp for defeating the lvl 2 creature!
850/1000
almost there....
anyone want to help Grim?
Medicine check to Treat Wounds or Stabilize DC17
any other actions in the cave?
whit10- Posts : 6629
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Re: chapter 2 - a meal to die for
Herger will try a Medicine check:
Mon Jul 31 2023 08:39:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 1 to total : 13, + 1, TOTAL: 14
Mon Jul 31 2023 08:39:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 1 to total : 13, + 1, TOTAL: 14
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Re: chapter 2 - a meal to die for
Zontreaux will move to J/2, peer down the tunnel = "SCOUT" while the others attend to Grim.
whit10- Posts : 6629
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Re: chapter 2 - a meal to die for
didn't we get a healing potion at some point? Herger's roll failed, so just trying to get Grim back on his feat...
Chris- Posts : 9534
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- Post n°285
Re: chapter 2 - a meal to die for
MAS wrote:Zontreaux will move to J/2, peer down the tunnel = "SCOUT" while the others attend to Grim.
make a Perception check, please
navyik- Posts : 5049
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- Post n°286
Re: chapter 2 - a meal to die for
whit10 wrote:didn't we get a healing potion at some point? Herger's roll failed, so just trying to get Grim back on his feat...
We have 2 minor healing potions from sir Kent. 1d8
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Re: chapter 2 - a meal to die for
navyik wrote:whit10 wrote:didn't we get a healing potion at some point? Herger's roll failed, so just trying to get Grim back on his feat...
We have 2 minor healing potions from sir Kent. 1d8
it doesn't matter who makes the roll, but that will get Grim back on his feet as any amount raises him above 0 and ends the dying condition
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Re: chapter 2 - a meal to die for
Chris wrote:MAS wrote:Zontreaux will move to J/2, peer down the tunnel = "SCOUT" while the others attend to Grim.
make a Perception check, please
Result of the throw of dice "1d20 +4" :
6 + 4 = 10
whit10- Posts : 6629
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Re: chapter 2 - a meal to die for
Herger will tip a healing potion down Grim's gullett
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Re: chapter 2 - a meal to die for
whit10 wrote:Herger will tip a healing potion down Grim's gullett
and the roll.....
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Re: chapter 2 - a meal to die for
oops, sorry
Mon Jul 31 2023 15:21:29 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 0 to total : 6, TOTAL: 6
Mon Jul 31 2023 15:21:29 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 0 to total : 6, TOTAL: 6
navyik- Posts : 5049
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Re: chapter 2 - a meal to die for
Grimgar
Stat Block:
HP: 19 / 6
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim sits in a small antechamber wearing only a white tunic waiting for his appointment. Hours pass, heightening his hope and anticipation. Finally a stoic looking clerk opens the door with a busy flourish.
“Mr… Gar? Is that right? Grim Gar.”
“Uh, yes?”
“I’m sorry sir but you’re pre-mature.”
“Huh?”
“The list says you’re not allowed to die yet. You still have work to do.”
“Oh…” Grim droops with exhaustion.
“If you will just sign here, you can get back to… uh… oh! Tracking down the undead created at last wall.”
“Okay…”
Grim wakes with a start, his eyes rolling wildly. “But how many more are there!?!?”
Stat Block:
HP: 19 / 6
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim sits in a small antechamber wearing only a white tunic waiting for his appointment. Hours pass, heightening his hope and anticipation. Finally a stoic looking clerk opens the door with a busy flourish.
“Mr… Gar? Is that right? Grim Gar.”
“Uh, yes?”
“I’m sorry sir but you’re pre-mature.”
“Huh?”
“The list says you’re not allowed to die yet. You still have work to do.”
“Oh…” Grim droops with exhaustion.
“If you will just sign here, you can get back to… uh… oh! Tracking down the undead created at last wall.”
“Okay…”
Grim wakes with a start, his eyes rolling wildly. “But how many more are there!?!?”
navyik- Posts : 5049
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°293
Re: chapter 2 - a meal to die for
In addition to my previous, Grim is prepared to do some healing so we don’t have to stop for medicine checks. “Who’s injured?”
whit10- Posts : 6629
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°294
Re: chapter 2 - a meal to die for
Herger is down 14 right now
navyik- Posts : 5049
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°295
Re: chapter 2 - a meal to die for
Heal Herger
Result of the throw of dice "1d8 +8" :
5 + 8 = 13
Result of the throw of dice "1d8 +8" :
5 + 8 = 13
navyik- Posts : 5049
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°296
Re: chapter 2 - a meal to die for
Heal Grim
Result of the throw of dice "1d8 +8" :
8 + 8 = 16
“Let’s keep after him.”
Result of the throw of dice "1d8 +8" :
8 + 8 = 16
“Let’s keep after him.”
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
Character Information
Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°297
Re: chapter 2 - a meal to die for
navyik wrote:“Let’s keep after him.”
While still peering forward down the passage, Zontreuax extends his arm behind him towards the party and holds up his index finger, as if to say "One moment, Mezzon..."
Chris- Posts : 9534
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°298
Re: chapter 2 - a meal to die for
MAS wrote:navyik wrote:“Let’s keep after him.”
While still peering forward down the passage, Zontreuax extends his arm behind him towards the party and holds up his index finger, as if to say "One moment, Mezzon..."
Zontreaux doesn't notice anything unusual or interesting.
Did anyone else want to do anything in this chamber? If so, let me know and make any rolls appropriate.
If not, everyone but Zon can declare their exploration activity for moving down the next passageway.
navyik- Posts : 5049
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°299
Re: chapter 2 - a meal to die for
Quick search?
Result of the throw of dice "1d20 +5" :
13 + 5 = 18
Result of the throw of dice "1d20 +5" :
13 + 5 = 18
Chris- Posts : 9534
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°300
Re: chapter 2 - a meal to die for
navyik wrote:Quick search?
Result of the throw of dice "1d20 +5" :
13 + 5 = 18
I was worried you would miss this one!
Reward: At the bottom of the shallow pool
is the body of an explorer who died here many
years ago. Nothing more than bones now, the
body has slowly been consumed by limestone
that has calcified around its skeleton. A successful
DC 15 Perception check spots the body. Anyone
who investigates finds the pommel of a weapon
sticking out of the stone. Breaking it out will take
a hammer and a couple solid whacks, but
doing so recovers a low-grade silver rapier.
is the body of an explorer who died here many
years ago. Nothing more than bones now, the
body has slowly been consumed by limestone
that has calcified around its skeleton. A successful
DC 15 Perception check spots the body. Anyone
who investigates finds the pommel of a weapon
sticking out of the stone. Breaking it out will take
a hammer and a couple solid whacks, but
doing so recovers a low-grade silver rapier.
Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.
Base Material
Silver
PFS Standard
Silver Weapon (Low-Grade)
Item 2
Source Core Rulebook pg. 599 4.0
Price 40 gp (+4 gp per Bulk)
Craft Requirements at least 20 sp of silver + 2 sp per Bulk
just FYI, its value is about equal to a +1 weapon
I still need exploration activities for the next scene. I have a sentencing and hearing today so I won't get to update until tonight.
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