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4 posters
chapter 2 - a meal to die for
whit10- Posts : 6622
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- Post n°301
Re: chapter 2 - a meal to die for
Defend for Herger
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- Post n°302
Re: chapter 2 - a meal to die for
Chris wrote: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.
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
Zontreaux's eyebrows raise in interest...
navyik- Posts : 5040
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- Post n°303
Re: chapter 2 - a meal to die for
MAS wrote:
Zontreaux's eyebrows raise in interest...
Please claim it from the loot thread.
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Re: chapter 2 - a meal to die for
navyik wrote:MAS wrote:
Zontreaux's eyebrows raise in interest...
Please claim it from the loot thread.
Done
Chris- Posts : 9517
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- Post n°305
Re: chapter 2 - a meal to die for
Zontreaux - scout
Herger - defend
Jace - detect magic
Grim - ???? (default to defend)
We are not in combat currently, but let's try to stick to 1 turn's worth of actions each until everyone has had a chance to do something. You will likely 'trigger' the next scene quickly, but I want to give folks a chance to take a full turn pre-combat, if they want.
Herger - defend
Jace - detect magic
Grim - ???? (default to defend)
The tunnel beyond the snake’s lair twists and turns
for a great distance; it takes the party 10 minutes
to traverse it before they can detect a faint natural
light up ahead, and the air becomes notably cleaner,
smelling vaguely of grass. After another 5 minutes of
travel, the tunnel opens up into a cave mouth.
The tunnel you have been traversing opens into a cave,
and you can see a forest beyond the cave’s mouth. The
roots of a large tree block the middle of this entrance, as
if the tree had grown into a hillside that has since eroded
away.
Beyond the tree is a large pond; a path around
the water begins to one side beneath a curtain of moss
hanging from the tree. The cave itself is piled high with
two rows of neatly stacked crates and boxes.
for a great distance; it takes the party 10 minutes
to traverse it before they can detect a faint natural
light up ahead, and the air becomes notably cleaner,
smelling vaguely of grass. After another 5 minutes of
travel, the tunnel opens up into a cave mouth.
The tunnel you have been traversing opens into a cave,
and you can see a forest beyond the cave’s mouth. The
roots of a large tree block the middle of this entrance, as
if the tree had grown into a hillside that has since eroded
away.
Beyond the tree is a large pond; a path around
the water begins to one side beneath a curtain of moss
hanging from the tree. The cave itself is piled high with
two rows of neatly stacked crates and boxes.
We are not in combat currently, but let's try to stick to 1 turn's worth of actions each until everyone has had a chance to do something. You will likely 'trigger' the next scene quickly, but I want to give folks a chance to take a full turn pre-combat, if they want.
whit10- Posts : 6622
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- Post n°306
Re: chapter 2 - a meal to die for
can you "defend" and still move and do a Perception check?
Chris- Posts : 9517
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- Post n°307
Re: chapter 2 - a meal to die for
whit10 wrote:can you "defend" and still move and do a Perception check?
That is what Alan asked at the start of the last encounter
Defend, Scout, etc are Exploration Activities. So that's like, "out of combat" and on-going activities.
If you look at the end of my last post.... I ask for 1 round's worth of actions, noting that something might "trigger" the start of combat. Just a word of caution to think about the sequence that you do things and who acts first\last etc.
What you just described is 1 full turn of combat round actions:
1) raise shield
2) stride (move)
3) seek (make a perception check)
so, yes, you can do all that, but then you really are "defending" anymore. does that make sense?
If Herger is going to be the first to act, please state your actions in the order that you are taking them, give me a grid coordinate within your walking speed distance and make your Perception roll. (in whatever order you are actually doing them)
Or you can discuss as a party what you are doing and then just tell me the final decision of who is going first and what they are doing.
whit10- Posts : 6622
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Re: chapter 2 - a meal to die for
The start of the last encounter was a month ago...
but anyway...
fuck it.
Herger will do exactly that. Move forward to B-5 and keep his shield up. Perception check:
Fri Aug 04 2023 21:10:22 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 13, + 6, TOTAL: 19
but anyway...
fuck it.
Herger will do exactly that. Move forward to B-5 and keep his shield up. Perception check:
Fri Aug 04 2023 21:10:22 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 6 to total : 13, + 6, TOTAL: 19
MAS- Admin
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- Post n°309
Re: chapter 2 - a meal to die for
Zontreuax scans the beach and remaining trail for signs of traps.
Result of the throw of dice "1d20 +4" :
9 + 4 = 13
Edit: Perception
Result of the throw of dice "1d20 +4" :
9 + 4 = 13
Edit: Perception
navyik- Posts : 5040
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- Post n°310
Re: chapter 2 - a meal to die for
If Herger doesn’t trigger anything, Grim will go to B-6
Raise shield
Perception to aid Herger?
Result of the throw of dice "1d20 +5" :
12 + 5 = 17
Raise shield
Perception to aid Herger?
Result of the throw of dice "1d20 +5" :
12 + 5 = 17
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
hey guys, we go into a 5 day trial this week and my weekend was.... busy.
I will try to update tonight, but once a day in the evening may all I can muster this week, sorry
I will try to update tonight, but once a day in the evening may all I can muster this week, sorry
navyik- Posts : 5040
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- Post n°312
Re: chapter 2 - a meal to die for
Chris wrote:hey guys, we go into a 5 day trial this week and my weekend was.... busy.
I will try to update tonight, but once a day in the evening may all I can muster this week, sorry
A fair trial for your client comes first.
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
Since there was no plan as to sequence, I am going to take the actions in the order posted
Herger advances confidently forward and raises his shield. Luckily, he stopped just short of a trip wire! Herger spots the crude line running N-S in the cave (roughly C line represented as a dotted line on the map).
for the sake of brevity, I assume Herger will at least gesture or point out the trip line. everyone can see it
Zontreaux scans the room but doesn't notice anything else unusual.
Grim, having been alerted to the trip line, stops safely at B-6 also with his shield raised.
Jace brings up the rear behind Zontreaux.
the party entering the cave triggers the encounter. the bully from the bar, Hallod, that was tormenting Phinick the goblin cook appears!
Roll Initiative!
Herger advances confidently forward and raises his shield. Luckily, he stopped just short of a trip wire! Herger spots the crude line running N-S in the cave (roughly C line represented as a dotted line on the map).
for the sake of brevity, I assume Herger will at least gesture or point out the trip line. everyone can see it
Zontreaux scans the room but doesn't notice anything else unusual.
Grim, having been alerted to the trip line, stops safely at B-6 also with his shield raised.
Jace brings up the rear behind Zontreaux.
the party entering the cave triggers the encounter. the bully from the bar, Hallod, that was tormenting Phinick the goblin cook appears!
Hallod is a rough-looking man. He is bald
and has a prominent scar running down his face from
an axe wound he took years ago. He is wearing filthy
leather armor and wields a nasty kukri with deadly
efficiency. When the PCs enter the room, he hops up
on a berm formed by the tree roots, armed with a crossbow, and taunts them by saying, “I wondered when
Bort’s lackeys would arrive. Let’s do this!”
Hallod's actions:
1) Stride
2)He quickly drinks some potion. (alchemy check to ID)
3) draws a kukri (already had xbow in hand)
and has a prominent scar running down his face from
an axe wound he took years ago. He is wearing filthy
leather armor and wields a nasty kukri with deadly
efficiency. When the PCs enter the room, he hops up
on a berm formed by the tree roots, armed with a crossbow, and taunts them by saying, “I wondered when
Bort’s lackeys would arrive. Let’s do this!”
Hallod's actions:
1) Stride
2)He quickly drinks some potion. (alchemy check to ID)
3) draws a kukri (already had xbow in hand)
Roll Initiative!
navyik- Posts : 5040
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Re: chapter 2 - a meal to die for
Result of the throw of dice "1d20 +5" :
18 + 5 = 23
18 + 5 = 23
whit10- Posts : 6622
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Re: chapter 2 - a meal to die for
Herger's initiative:
Rolling line 1 : 1d20 + 6 to total : 6, + 6, TOTAL: 12
Rolling line 1 : 1d20 + 6 to total : 6, + 6, TOTAL: 12
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
Jace initiative
Result of the throw of dice "1d20 +5" :
4 + 5 = 9
Hallod the bully
Result of the throw of dice "1d20 +9" :
7 + 9 = 16
Initiative tracker
Grim 23
Hallod 16
Herger 12
Jace 9
just waiting on Z
Result of the throw of dice "1d20 +5" :
4 + 5 = 9
Hallod the bully
Result of the throw of dice "1d20 +9" :
7 + 9 = 16
Initiative tracker
Grim 23
Hallod 16
Herger 12
Jace 9
just waiting on Z
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Re: chapter 2 - a meal to die for
11
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
navyik- Posts : 5040
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Re: chapter 2 - a meal to die for
Grim looks for some rhyme or reason to the tripwire. Is it connected to the barrels and boxes? Does it go into the rocks? Is gunpowder or TNT a thing in in this campaign world?
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
Sounds like the Seek action to me. Go ahead and roll Perception for 1 ap
Yes, there are guns and a class called gunslinger even. Generally is a fantasy world though, just one that includes guns.
Yes, there are guns and a class called gunslinger even. Generally is a fantasy world though, just one that includes guns.
navyik- Posts : 5040
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Re: chapter 2 - a meal to die for
Perception
Result of the throw of dice "1d20 +5" :
11 + 5 = 16
Result of the throw of dice "1d20 +5" :
11 + 5 = 16
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
navyik wrote:Perception
Result of the throw of dice "1d20 +5" :
11 + 5 = 16
Hallod has set up a pair of traps in this room, with rather obvious
trip lines stretching from wall to wall between the
rows of barrels and crates (these ropes are marked
on the map with dotted lines). Due to this obvious
nature, anyone about to enter a space occupied by
a trip line can attempt a DC 15 Perception check
to notice the trigger. (this part is done, you have seen both trip lines)
Those that fail trigger the
trap. Once seen, the ropes are obviously avoided
(difficult terrain to step carefully over the trip line),
but characters cannot end their move in a space
occupied by a rope without setting off the trap.
trip lines stretching from wall to wall between the
rows of barrels and crates (these ropes are marked
on the map with dotted lines). Due to this obvious
nature, anyone about to enter a space occupied by
a trip line can attempt a DC 15 Perception check
to notice the trigger. (this part is done, you have seen both trip lines)
Those that fail trigger the
trap. Once seen, the ropes are obviously avoided
(difficult terrain to step carefully over the trip line),
but characters cannot end their move in a space
occupied by a rope without setting off the trap.
Does that answer your questions? I can make up more but that's all the module tells me about the hazard
navyik- Posts : 5040
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Re: chapter 2 - a meal to die for
Grim steps over the wire to D-8 and as far up to J-8 as he can get, stepping over the other wire. That’s a double move after the perception action. “Mind the ropes.” He will stop at e-8 and raise shield if he notices other threats before taking the second move.
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
navyik wrote:Grim steps over the wire to D-8 and as far up to J-8 as he can get, stepping over the other wire. That’s a double move after the perception action. “Mind the ropes.” He will stop at e-8 and raise shield if he notices other threats before taking the second move.
1 - seek
2 - stride 20ft
10ft over the wire at c-7, 5ft to D-8, 5ft to E-8
Grim doesn't notice anything new
3 - stride 20ft
5ft to F-8, 5ft to G-8, 10ft over the wire to H-8
if that's not what you had in mind, just let me know
navyik- Posts : 5040
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Re: chapter 2 - a meal to die for
Looks good
Grimgar
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grimgar
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
navyik wrote:Looks good
great! moving on....
Chris wrote:
Initiative tracker
Grim 23
Hallod 16
Herger 12
Zontreaux 11
Jace 9
It's the bully's turn!
Hallod shakes his head at the effects of the concoction he drank, like he just had a stiff drink of rotgut whiskey. His body exudes a strong and healthy glow but his eyes seem.... dim.
1 - Hallod fires his x-bow at someone that hasn't acted yet (flatfooted)
Ranged [one-action] heavy crossbow +10 (range increment 120 ft.,
reload 2), Damage 1d10+2 piercing
Herger is the most obvious target
Result of the throw of dice "1d20 +10" :
11 + 10 = 21
I think that's a hit, even with Herger's raised shield (but he can block to reduce the damage)
Sneak Attack Hallod deals 1d6 extra precision damage
to flat-footed creatures.
damage
Result of the throw of dice "1d10 +1d6 +2" :
6 + 5 + 2 = 13 piercing to the viking!
free - he drops the xbow
2 - step to I-7, keeping his high ground (+1 to hit)
3 - attack Grim at -5 penalty for 2nd attack penalty
he will use his kukri
Melee [one-action] kukri +12 (agile, trip), Damage 1d6+6 slashing
+12 -5 +1 = +8
Result of the throw of dice "1d20 +8" :
5 + 8 = 13
Grim's stout armor is having none of that weak swing!
Herger is up, pending results of the damage or shield block reaction (I am pretty sure he had his shield up)
whit10- Posts : 6622
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Re: chapter 2 - a meal to die for
yes, shield block (sorry, busy day and I don't rememer how this works at the moment). I will take his turn after you comment about the shield block... and yes, he had it out and raised
Chris- Posts : 9517
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Re: chapter 2 - a meal to die for
whit10 wrote:yes, shield block (sorry, busy day and I don't rememer how this works at the moment). I will take his turn after you comment about the shield block... and yes, he had it out and raised
using Shield block is a reaction
your shield has a hardness of 5 and 20\20 HP
Herger took 13 damage, so when you block, you subtract the hardness of 5 from the damage
13-5 = 8
both Herger and his shield take the remaining 8 damage
so the shield now has 12\20 HP. if it drops below 10 (half) then it is "damaged" but not broken. once it is damaged, it can't block anymore hits until repaired, which is just a quick Crafting roll during the 10 min short rest, like when Grim is using Medicine or something. the shield goes back up to full 20\20
and yes, this is just the starter shield that isn't very good, later shields block more and have more HPs
Herger takes 8 and is up
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Re: chapter 2 - a meal to die for
ok, if I'm reading this right, Herger would be able to make a double move and attack (no shield raise) or he could move once and shoot twice with his short bow?
no raise shield on that but he could at least take a couple shots, yes?
no raise shield on that but he could at least take a couple shots, yes?
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Re: chapter 2 - a meal to die for
whit10 wrote:ok, if I'm reading this right, Herger would be able to make a double move and attack (no shield raise) or he could move once and shoot twice with his short bow?
no raise shield on that but he could at least take a couple shots, yes?
assuming double movement to step over the trip line and 25ft of speed, I agree Herger could reach Hallod and swing once.
but that also assumes he has his shield and sword in hand, yes?
so he would have to drop (free) both and draw his bow (1 ap), move (1p) and shoot once. or not move and shoot x2
keep in mind his melee weapons are now on the ground
let me know how you want to proceed including the grid coordinate if you choose to move and make any appropriate rolls
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Re: chapter 2 - a meal to die for
grrrr... starting to have an issue with their rules for something as simple as raising a shield....
screw it....double move and swing
Wed Aug 16 2023 13:46:38 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 16, + 9, TOTAL: 25
damage if it hits
Wed Aug 16 2023 13:47:09 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 8, + 4, TOTAL: 12
at least he did max damage if he hit
HP: 11/20
AC: 18
Fort: 7
Reflex: 7
Will: 4
shield damage -8
done
screw it....double move and swing
Wed Aug 16 2023 13:46:38 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 16, + 9, TOTAL: 25
damage if it hits
Wed Aug 16 2023 13:47:09 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 8, + 4, TOTAL: 12
at least he did max damage if he hit
HP: 11/20
AC: 18
Fort: 7
Reflex: 7
Will: 4
shield damage -8
done
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Re: chapter 2 - a meal to die for
whit10 wrote:grrrr... starting to have an issue with their rules for something as simple as raising a shield....
screw it....double move and swing
Wed Aug 16 2023 13:46:38 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 16, + 9, TOTAL: 25
damage if it hits
Wed Aug 16 2023 13:47:09 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 8, + 4, TOTAL: 12
at least he did max damage if he hit
HP: 11/20
AC: 18
Fort: 7
Reflex: 7
Will: 4
shield damage -8
done
lol, says the guy that just took 3! actions. you are crying that you can't do 4 things.
and remember that a shield is just +2 in D&D, here it ALSO blocks damage when you get hit so yes it has a cost but it also does more
what grid coordinate did Herger move to?
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Re: chapter 2 - a meal to die for
Oops, sorry... moved to H-7
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Re: chapter 2 - a meal to die for
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Re: chapter 2 - a meal to die for
HP: 21
AC: 18 (20 w/ Nimble Dodge, Z will always use a reaction to apply this if he has it and needs the buff to avoid a hit).
Fort: 4
Reflex: 9
Will: 4
Move: 25’
Initiative/Perception: +4
What is the mechanism for avoiding the trip wires?
Intended turn:
AP 1 + 2: STRIDE to G/6 without getting tripped
AP 3: TRIP attk w/ Whip
Athletics check vs target reflex DC -
Result of the throw of dice "1d20 +6" :
14 + 6 = 20
EDIT: success of trip atk grants Z panache
AC: 18 (20 w/ Nimble Dodge, Z will always use a reaction to apply this if he has it and needs the buff to avoid a hit).
Fort: 4
Reflex: 9
Will: 4
Move: 25’
Initiative/Perception: +4
What is the mechanism for avoiding the trip wires?
Intended turn:
AP 1 + 2: STRIDE to G/6 without getting tripped
AP 3: TRIP attk w/ Whip
Athletics check vs target reflex DC -
Result of the throw of dice "1d20 +6" :
14 + 6 = 20
EDIT: success of trip atk grants Z panache
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Re: chapter 2 - a meal to die for
MAS wrote:HP: 21
AC: 18 (20 w/ Nimble Dodge, Z will always use a reaction to apply this if he has it and needs the buff to avoid a hit).
Fort: 4
Reflex: 9
Will: 4
Move: 25’
Initiative/Perception: +4
What is the mechanism for avoiding the trip wires?
Intended turn:
AP 1 + 2: STRIDE to G/6 without getting tripped
AP 3: TRIP attk w/ Whip
Athletics check vs target reflex DC -
Result of the throw of dice "1d20 +6" :
14 + 6 = 20
EDIT: success of trip atk grants Z panache
thanks for the stat block
mechanism is 2 things - don't end your turn on a square with a dotted line and it counts as difficult terrain (10ft) to pass through the marked squares without tripping on the line
Hallod's reflex DC is +10 so 10+10 = 20
Zontreaux just barely manages to wrap his whip around the brute's ankle and pull him down.
Hallod is now PRONE and Zontreaux is feeling panachey
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Re: chapter 2 - a meal to die for
Chris wrote:
Initiative tracker
Grim 23
Hallod 16 (-19) PRONE
Herger 12 (11/20)
Zontreaux 11
Jace 9
Jace is up and will move into the room to B6. He traces patterns in the Weave of magic and speaks Draconic, "Al Nothrac Bikendu" darts of magical force fly from his hand striking Hallod unerringly
1 - stride
2+3 - magic missile
Result of the throw of dice "2d4 +2" :
1 + 4 + 2 = 7 force damage
Round 2.... fight!
Grim is up
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Re: chapter 2 - a meal to die for
Grimgar
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim will attack twice to take advantage of the scoundrel’s disadvantage! Then raise shield.
Rolling "1d20 +8" 2 times
1: 17 + 8 = 25
Damage
Result of the throw of dice "1d8 +3" :
6 + 3 = 9
Second attack
2: 6 + 8 = 14 -5 = 9
Stat Block:
HP: 19
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim will attack twice to take advantage of the scoundrel’s disadvantage! Then raise shield.
Rolling "1d20 +8" 2 times
1: 17 + 8 = 25
Damage
Result of the throw of dice "1d8 +3" :
6 + 3 = 9
Second attack
2: 6 + 8 = 14 -5 = 9
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Re: chapter 2 - a meal to die for
PRONE - just a reminder, this makes the person flatfooted which inflicts a -2 to their AC. The only actions you can take while prone are to Crawl, Stand or Take Cover. Stand is a "move" action which triggers an Attack of Opportunity.
Grim clobbers the brute!
Chris wrote:
Initiative tracker
Grim 23
Hallod 16 (-28) PRONE
Herger 12 (11/20)
Zontreaux 11
Jace 9
Hallod has to use his first AP to Stand.
Remember AoO is a feat now. All fighters get it for free, so at least Herger can use his Reaction to make an AoO if he wants. But I don't think Grim has the feat.
After Herger's AoO, Hallod will finish his turn.
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Re: chapter 2 - a meal to die for
Herger's AoO:
Fri Aug 18 2023 10:04:19 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 7, + 9, TOTAL: 16
yuck... if that actually somehow hits,
Damage:
CLEAR
Fri Aug 18 2023 10:05:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 1, + 4, TOTAL: 5
lol... crap all around.
Fri Aug 18 2023 10:04:19 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 7, + 9, TOTAL: 16
yuck... if that actually somehow hits,
Damage:
CLEAR
Fri Aug 18 2023 10:05:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 1, + 4, TOTAL: 5
lol... crap all around.
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Re: chapter 2 - a meal to die for
whit10 wrote:Herger's AoO:
Fri Aug 18 2023 10:04:19 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 7, + 9, TOTAL: 16
yuck... if that actually somehow hits,
Damage:
CLEAR
Fri Aug 18 2023 10:05:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 1, + 4, TOTAL: 5
lol... crap all around.
Herger's attack just barely misses!
The brute stands up (1ap) despite Herger's best efforts to keep him down. Hallod swings with his kukri knife, followed by his massive fist at Grim.
2 AP One-Two Move [two-actions] Hallod makes two Strikes, one with
each hand; he usually attacks first with his kukri.
If this first attack hits, the target is flat-footed to
the second attack (which for Hallod is usually a fist
Strike). The multiple attack penalty applies to these
attacks as normal.
Melee [one-action] kukri +12 (agile, trip), Damage 1d6+6 slashing
+1 to hit for high ground
Result of the throw of dice "1d20 +13" :
17 + 13 = 30
so that is a critical hit against Grim's 20ac since its +10
Dirty Trick [free-action] Trigger Hallod scores a critical hit
with a melee attack. Effect Hallod can attempt an
Athletics check to Shove or Trip the target of his
attack. This uses the same multiple attack penalty
as the attack, but it does not count as an additional
attack for that penalty.
damage: Result of the throw of dice "1d6 +6" :
2 + 6 = 8 x2 = 16
Grim can block with his reaction
Hallod will attempt his free shove
Shove
[one-action]
Attack
Source Core Rulebook pg. 243 4.0
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.
Athletics +11
Grim has +6 fort so DC 16
Result of the throw of dice "1d20 +11" :
9 + 11 = 20
Hallod pushes the dwarf back 5ft..... and right into the trip line!
Even if the PCs do not trigger the traps, Hallod
uses his Dirty Trick to push characters into them,
making them trigger the traps.
In addition, if a character is pushed into a
crate or box, the container collapses into a pile
of broken wood and debris. The character must
succeed at a DC 13 Reflex save or fall prone and
take 1d4 piercing damage.
uses his Dirty Trick to push characters into them,
making them trigger the traps.
In addition, if a character is pushed into a
crate or box, the container collapses into a pile
of broken wood and debris. The character must
succeed at a DC 13 Reflex save or fall prone and
take 1d4 piercing damage.
Spear Launcher
Hazard 2
Mechanical Trap
Source Core Rulebook pg. 523 4.0
Complexity Simple
Stealth DC 20 (trained)
Description A wall socket loaded with a spear connects to a floor tile in one 5-foot square.
Disable Thievery DC 18 (trained) on the floor tile or wall socket
AC 18, Fort +11, Ref +3
Hardness 8, HP 32 (BT 16); Immunities critical hits, object immunities, precision damage
Spear [reaction] (attack); Trigger Pressure is applied to the floor tile. Effect The trap shoots a spear, making an attack against the creature or object on the floor tile.
Ranged spear +14, Damage 2d6+6 piercing
Spear Launcher attack
Result of the throw of dice "1d20 +14" :
10 + 14 = 24
damage
Result of the throw of dice "2d6 +6" :
3 + 5 + 6 = 14 piercing
I think that puts Grim down and out, but maybe I am missing something. I will roll Hallod's punch just for the sake of speed. If Grim is down, he will swing at Herger. If Grim is not down, he will take the free step that comes with the Shove and swing at Grim who is FF and maybe prone.
+11 fist -5 for 2nd attack
Result of the throw of dice "1d20 +6" :
11 + 6 = 17
that's a miss against either target, so Hallod is done.
Grim has the following effects to resolve:
16 damage slashing from the crit
14 damage piercing from the spear
reflex save DC 13 or fall prone and take 1d4
Herger is up, pending Grim's resolution
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Re: chapter 2 - a meal to die for
Herger will go as it shouldn't affect Grim's turn.
Two swings since he doesn't need to move:
Fri Aug 18 2023 10:46:36 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 11, + 9, TOTAL: 20
Fri Aug 18 2023 10:46:55 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 4 to total : 20, + 4, TOTAL: 24
that should be two hits:
Fri Aug 18 2023 10:47:22 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 3, + 4, TOTAL: 7
Fri Aug 18 2023 10:47:21 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 6, + 4, TOTAL: 10
17 total damage.
Herger will raise his shield and he is done
stat block:
HP: 11/20
AC: 18
Fort: 7
Reflex: 7
Will: 4
shield damage -8
Two swings since he doesn't need to move:
Fri Aug 18 2023 10:46:36 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 9 to total : 11, + 9, TOTAL: 20
Fri Aug 18 2023 10:46:55 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 4 to total : 20, + 4, TOTAL: 24
that should be two hits:
Fri Aug 18 2023 10:47:22 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 3, + 4, TOTAL: 7
Fri Aug 18 2023 10:47:21 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 6, + 4, TOTAL: 10
17 total damage.
Herger will raise his shield and he is done
stat block:
HP: 11/20
AC: 18
Fort: 7
Reflex: 7
Will: 4
shield damage -8
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Re: chapter 2 - a meal to die for
Grimgar
Stat Block:
HP: 19 / 00
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim drools.
“Mr. Grim, why are you so intent on death? My goodness, you have a comparatively simple assignment next to most revenants.” With exasperation, “ Just carry out your oath and you can snod the plot respectably like a good little corpse.”
Stat Block:
HP: 19 / 00
AC: 18
Fort: 6
Reflex: 4
Will: 7
Move: 20’
Initiative/Perception: +5
Grim drools.
“Mr. Grim, why are you so intent on death? My goodness, you have a comparatively simple assignment next to most revenants.” With exasperation, “ Just carry out your oath and you can snod the plot respectably like a good little corpse.”
Last edited by navyik on Sat Aug 19, 2023 1:30 pm; edited 1 time in total
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Re: chapter 2 - a meal to die for
MAS- Admin
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Re: chapter 2 - a meal to die for
HP: 21
AC: 18 (20 w/ Nimble Dodge, Z will always use a reaction to apply this if he has it and needs the buff to avoid a hit).
Fort: 4
Reflex: 9
Will: 4
Move: 25’ (+5 with Panache)
Initiative/Perception: +4
AP 1: Stride = G5 -> I5
AP 2: 5 ft step into I6
AP3: Rapier attack, Precise Strike, Confident finisher
Result of the throw of dice "1d20 +7" :
16 + 7 = 23
Blade dmg =
Result of the throw of dice "1d6 +3" :
5 + 3 = 8 P
Precise Strike Finisher:
Result of the throw of dice "2d6" :
5 + 5 = 10
Deadly D8 (If crit)
Result of the throw of dice "1d8" :
3
if HIT DMG: 18 P
if CRIT DMG: 21 P
if FAIL/MISS DMG: 5 P
Zontreaux expends panache.
AC: 18 (20 w/ Nimble Dodge, Z will always use a reaction to apply this if he has it and needs the buff to avoid a hit).
Fort: 4
Reflex: 9
Will: 4
Move: 25’ (+5 with Panache)
Initiative/Perception: +4
AP 1: Stride = G5 -> I5
AP 2: 5 ft step into I6
AP3: Rapier attack, Precise Strike, Confident finisher
Result of the throw of dice "1d20 +7" :
16 + 7 = 23
Blade dmg =
Result of the throw of dice "1d6 +3" :
5 + 3 = 8 P
Precise Strike Finisher:
Result of the throw of dice "2d6" :
5 + 5 = 10
Deadly D8 (If crit)
Result of the throw of dice "1d8" :
3
if HIT DMG: 18 P
if CRIT DMG: 21 P
if FAIL/MISS DMG: 5 P
Zontreaux expends panache.
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Re: chapter 2 - a meal to die for
Zontreaux glides into position for the killing blow. His silver rapier slices open the villain's throat. Hallod uses his last breaths to look around the cave. He wonders if this is all his life was worth?
Congratulations! You have completed chapter 1
I will assume a thorough search of the room and the stabilization of the appropriately named Mr. Grim.
(I highlighted magic items and money)
Rewards: Hallod has the following items on his person:
heavy crossbow (10 bolts), +1 kukri, leather armor,
lesser healing potion, lesser juggernaut mutagen (1),
strongbox key that opens the
strongbox and the crates here are not
all empty. They contain 50 gp worth of alchemical
reagents that can be used in Crafting alchemical
items, a runestone containing the shadow rune (Armor with this rune becomes hazy black.
You gain a +1 item bonus to Stealth checks while wearing the armor.)
and 2 everburning torches. (An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched.)
Rewards: Inside the strongbox is a batch of 14 receipts
that match the logs from Bort’s ledgers (see Bort’s
Books on page 10), as well as a scrap of parchment
that lists each transaction along with a value slightly
higher than that listed on the corresponding receipt
from Bort. The chest contains some of the gold that
Hallod has skimmed from these transactions over
the years (the reason for the difference in values).
Although Hallod has spent much of the difference,
the chest still contains 21 gp and 37 sp.
On the back of the transaction list is a crude map. It
depicts a cave helpfully labeled “HIDEOUT,” next to
a shape that might be a pond; from there, a winding
path passes through a strange V-shaped chamber
before ending at what appears to be a clearing with
a tree stump labeled “DROP POINT.”
XP Award: Bringing Hallod to justice is a
significant milestone, worth an 80 XP story award (in
addition to the normal XP for defeating the brute).
Last Missive: Folded up in Hallod’s pocket is
a note written on a scrap of parchment.
To keep this simple, there is a total 43gp worth of ANY non-magical gear the party wants in the wagons.
And Yes Josh, that includes Full Plate Mail for only 30gp
If you don't want the Alchemical agents, just count that as 25gp in trade
Everyone gets enough XP to go to level 2. As a reminder, you can freely respec your character at each level up or change it completely. You will need to figure out the RP aspects
Congratulations! You have completed chapter 1
I will assume a thorough search of the room and the stabilization of the appropriately named Mr. Grim.
(I highlighted magic items and money)
Rewards: Hallod has the following items on his person:
heavy crossbow (10 bolts), +1 kukri, leather armor,
lesser healing potion, lesser juggernaut mutagen (1),
strongbox key that opens the
strongbox and the crates here are not
all empty. They contain 50 gp worth of alchemical
reagents that can be used in Crafting alchemical
items, a runestone containing the shadow rune (Armor with this rune becomes hazy black.
You gain a +1 item bonus to Stealth checks while wearing the armor.)
and 2 everburning torches. (An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched.)
Rewards: Inside the strongbox is a batch of 14 receipts
that match the logs from Bort’s ledgers (see Bort’s
Books on page 10), as well as a scrap of parchment
that lists each transaction along with a value slightly
higher than that listed on the corresponding receipt
from Bort. The chest contains some of the gold that
Hallod has skimmed from these transactions over
the years (the reason for the difference in values).
Although Hallod has spent much of the difference,
the chest still contains 21 gp and 37 sp.
On the back of the transaction list is a crude map. It
depicts a cave helpfully labeled “HIDEOUT,” next to
a shape that might be a pond; from there, a winding
path passes through a strange V-shaped chamber
before ending at what appears to be a clearing with
a tree stump labeled “DROP POINT.”
XP Award: Bringing Hallod to justice is a
significant milestone, worth an 80 XP story award (in
addition to the normal XP for defeating the brute).
Last Missive: Folded up in Hallod’s pocket is
a note written on a scrap of parchment.
UNSOLVED MURDER
In tracking down Hallod and exploring his hideout,
the players have made significant progress in
determining who caused the untimely demise of
Bort the dwarf merchant. Unfortunately, the villain
who ordered the murder is still at large. Even worse,
there’s no way to learn where this mysterious “V”
might be found.
Taking this information to Rolth only adds to the
inept sheriff’s worry. Worse than a simple murder,
the PC’s investigation has uncovered a nefarious plot
involving secret agents and clandestine deliveries,
with roots stretching back many years. These events
do clear the name of the PCs and of the members
of the caravan, but the sheriff pleads with the PCs
to help him uncover the true culprit.
Tamli is keen to hear what happened in the
caves underneath Hallod’s home. She listens with
rapt attention, the knuckles on her clenched hands
white with tension, as the story unfolds. Although
she is relieved that the man directly responsible for
Bort’s death has been caught, she grows quiet at the
revelation that there was someone else involved. After
a moment of silence, she asks how the PCs plan to find
the mastermind behind all this, expecting the group
to continue the search. As the new owner of Bort's wagons,
she offers the PCs gear to aid their continued quest.
In tracking down Hallod and exploring his hideout,
the players have made significant progress in
determining who caused the untimely demise of
Bort the dwarf merchant. Unfortunately, the villain
who ordered the murder is still at large. Even worse,
there’s no way to learn where this mysterious “V”
might be found.
Taking this information to Rolth only adds to the
inept sheriff’s worry. Worse than a simple murder,
the PC’s investigation has uncovered a nefarious plot
involving secret agents and clandestine deliveries,
with roots stretching back many years. These events
do clear the name of the PCs and of the members
of the caravan, but the sheriff pleads with the PCs
to help him uncover the true culprit.
Tamli is keen to hear what happened in the
caves underneath Hallod’s home. She listens with
rapt attention, the knuckles on her clenched hands
white with tension, as the story unfolds. Although
she is relieved that the man directly responsible for
Bort’s death has been caught, she grows quiet at the
revelation that there was someone else involved. After
a moment of silence, she asks how the PCs plan to find
the mastermind behind all this, expecting the group
to continue the search. As the new owner of Bort's wagons,
she offers the PCs gear to aid their continued quest.
To keep this simple, there is a total 43gp worth of ANY non-magical gear the party wants in the wagons.
And Yes Josh, that includes Full Plate Mail for only 30gp
If you don't want the Alchemical agents, just count that as 25gp in trade
Everyone gets enough XP to go to level 2. As a reminder, you can freely respec your character at each level up or change it completely. You will need to figure out the RP aspects
whit10- Posts : 6622
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Re: chapter 2 - a meal to die for
hell yeah!
For now, Herger only wants to buy that full plate as mentioned above. he had 2 gold left and would need 28 of that total. He will also pick up the crossbow from the dead baddie
If there is an item left over that has a +1, then the rune can be changed to something else - is that what the +1 Kukri is?
That shadow armor sounds good for the goblin....
For now, Herger only wants to buy that full plate as mentioned above. he had 2 gold left and would need 28 of that total. He will also pick up the crossbow from the dead baddie
If there is an item left over that has a +1, then the rune can be changed to something else - is that what the +1 Kukri is?
That shadow armor sounds good for the goblin....
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Re: chapter 2 - a meal to die for
If I understand correctly, the party as a collective can take 43gp of stuff from the caravan. If we don’t want the alchemical reagents, that’s another 25 we can take from the caravan. (So 68 total or ~32.3 each).
I will put the current state in the loot thread. A stealth rune could also help in hiding the least sneaky party member Mr. Full plate guy.
Does anyone want to veto trading the alchemical re-agents?
Can we also spend our own money and trade other treasure freely with the caravan?
I will put the current state in the loot thread. A stealth rune could also help in hiding the least sneaky party member Mr. Full plate guy.
Does anyone want to veto trading the alchemical re-agents?
Can we also spend our own money and trade other treasure freely with the caravan?
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Re: chapter 2 - a meal to die for
yes, the kukri has a +1 rune which Jace can swap to another weapon, same with the +1 sword Grim has.
total gold quick count is 43 (tamli), 21 (hallod), 25 (reagents sold) = 89g
plus whatever you had in the loot thread, so there should be at least 30gp each (not counting Jace who really doesn't need much)
but I will let you all sort that stuff out
@Alan - yes, you can also spend any other money on non-magical gear from the caravan.
total gold quick count is 43 (tamli), 21 (hallod), 25 (reagents sold) = 89g
plus whatever you had in the loot thread, so there should be at least 30gp each (not counting Jace who really doesn't need much)
but I will let you all sort that stuff out
@Alan - yes, you can also spend any other money on non-magical gear from the caravan.
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Re: chapter 2 - a meal to die for
Each PC gets
GP 37each
Sp 27 each
Cp 4 each
There’s a small remainder of 1 GP, 1 Sp, and 2cp.
Loot thread is updated for the additional items.
GP 37each
Sp 27 each
Cp 4 each
There’s a small remainder of 1 GP, 1 Sp, and 2cp.
Loot thread is updated for the additional items.
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