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4 posters

    chapter 2 - a meal to die for

    Chris
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    Post  Chris Fri Jun 09, 2023 10:24 am

    Chris wrote:

    chapter 2 - a meal to die for - Page 2 1talmo10




    Initiative

    Ghost of Talmore  30

    Herger 16

    Jace 14

    Grimgar 11



    study  don't forget you get +1 to initiative thanks to Zontreaux cheers


    @Alan - thanks for the stat block
    please try to include each turn, so I don't have to hunt for AC, saves, etc
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    Post  whit10 Fri Jun 09, 2023 10:35 am

    added my stat block
    Chris
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    Post  Chris Fri Jun 09, 2023 10:37 am

    study friendly reminder to PCs... in pf2e you can take a 1 action skill use "recall knowledge" to identify a creature. if you aren't sure what knowledge skill to use, just ask.

    for example, a ghost would generally be Religion. but a golem might be either Arcana or Crafting


    Creature Identification

    A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes. On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.


    also worth noting, this is not a 1 and done but there are diminishing returns


    After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.


    it might be worth getting in the habit of this for a 3rd action as resistances work differently in pf2e from 5e and it would be a good way to not get frustrated by unfamiliar mechanics, just saying....
    MAS
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    Post  MAS Fri Jun 09, 2023 12:03 pm

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

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

    5 + 1 = 6
    Chris
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    Post  Chris Fri Jun 09, 2023 12:22 pm

    Chris wrote:

    ROUND 1

    Ghost of Talmore  30
    Herger 16
    Jace 14
    Grimgar 11
    Zontreaux 6




    The Ghost of Talmore floats foward towards the party.  His voice is like a cold wind as he moans, "The Dead do not suffer the living to steal.... Lawren.... my friend....  let me rest....."  




    Frightful Moan  (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 19 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.


    1 - move 25ft
    2 - moan
    3 - draw a sword


    everyone needs to make a DC 19 Will save before your turn.


    Frightened
    Source Core Rulebook pg. 620 4.0
    You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.





    chapter 2 - a meal to die for - Page 2 1talmo11


    Herger is up, pending his save
    navyik
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    Post  navyik Fri Jun 09, 2023 1:24 pm

    Grim’s save
    Result of the throw of dice "1d20 +7" :

    13 + 7 = 20
    whit10
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    Post  whit10 Fri Jun 09, 2023 2:32 pm

    Herger's save:

    Fri Jun 09 2023 12:32:05 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 4 to total : 18, + 4, TOTAL: 22
    Chris
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    Post  Chris Fri Jun 09, 2023 2:38 pm

    On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.


    Herger and Grimgar ain't afraid of no ghosts cheers



    Jace Will sv

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

    11 + 7 = 18


    affraid


    Jace is not so lucky today, frightened 2



    Herger can go, you don't have to wait for Zon's SV
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    Post  whit10 Fri Jun 09, 2023 4:39 pm

    how does the Recall Knowledge bit work again? I want to potentially do that before making an attack
    MAS
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    Post  MAS Fri Jun 09, 2023 5:54 pm

    WILL save:

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

    12 + 4 = 16

    Fail

    "WHAT FRESH HELL IS THIS?!" cries Zontreaux, clearly spooked.


    Chris
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    Post  Chris Fri Jun 09, 2023 6:38 pm

    whit10 wrote:how does the Recall Knowledge bit work again?  I want to potentially do that before making an attack

    lol! you mean the rules I posted 6 posts up earlier this morning?


    Chris wrote:study   friendly reminder to PCs...  in pf2e you can take a 1 action skill use "recall knowledge" to identify a creature.  if you aren't sure what knowledge skill to use, just ask.

    for example, a ghost would generally be Religion.  but a golem might be either Arcana or Crafting


    Creature Identification

    A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes. On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.


    also worth noting, this is not a 1 and done but there are diminishing returns


    After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.


    it might be worth getting in the habit of this for a 3rd action as resistances work differently in pf2e from 5e and it would be a good way to not get frustrated by unfamiliar mechanics, just saying....


    roll knowledge Religion - costs 1 AP
    whit10
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    Post  whit10 Fri Jun 09, 2023 7:00 pm

    sorry man, busy day and I just didn't see it

    Knowledge Religion

    Fri Jun 09 2023 17:00:20 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 1 to total : 16, + 1, TOTAL: 17

    hell yeah! (maybe)
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    Post  Chris Fri Jun 09, 2023 7:50 pm

    whit10 wrote:sorry man, busy day and I just didn't see it

    Knowledge Religion

    Fri Jun 09 2023 17:00:20 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 1 to total : 16, + 1, TOTAL: 17

    hell yeah! (maybe)

    yes sir!


    Immunities death effects, disease, paralyzed, poison, precision, unconscious;

    Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical)

    so yes, it has 10 resistance to any non-magical damage Twisted Evil


    Sadly Jace doesn't have the Magic Weapon spell
    whit10
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    Post  whit10 Fri Jun 09, 2023 8:16 pm

    So there's really no way for Herger to damage it?
    navyik
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    Post  navyik Fri Jun 09, 2023 10:21 pm

    Chris wrote:
    Sadly Jace doesn't have the Magic Weapon spell

    Grim is well prepared…
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    Post  Chris Sat Jun 10, 2023 10:48 am

    whit10 wrote:So there's really no way for Herger to damage it?

    Still waiting on you....


    You can always delay if you dont know what to do.
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    Post  whit10 Sat Jun 10, 2023 2:45 pm

    was just going to ask about that... going to delay until after Grimgar

    Stats:
    AC: 18
    Fort: 7
    Reflex: 7
    Will: 4
    HP: 18/20

    Shield still raised
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    Post  Chris Sat Jun 10, 2023 3:27 pm

    Jace Will save


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

    13 + 7 = 20



    Jace may not have Magic Weapon, but he does have Force damage Twisted Evil

    Chris wrote:Jace
    HP 16\16
    AC 14
    Fort +5
    Ref +4
    Will +7



    The runes on his robes glow silver as he speaks Draconic and laces the Weave of Magic....  "Al nal nothrak"

    3 actions to cast Magic Missile

    Magic Missile
    Spell 1
    Evocation Force
    Source Core Rulebook pg. 349 4.0
    Traditions arcane, occult
    Bloodline imperial
    Deities Gravelady's Guard, Lorthact, Nethys
    Cast  to  (somatic, verbal)
    Range 120 feet; Targets 1 creature
    You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.


    Result of the throw of dice "3d4 +3" :

    2 + 3 + 1 + 3 = 9  force


    The Ghost of Talmore moans in pain taking all 9 damage.


    map is still current

    chapter 2 - a meal to die for - Page 2 1talmo12


    Chris wrote:

    ROUND 1

    Ghost of Talmore  30   (-9/X)
    Herger 16
    Jace 14
    Grimgar 11
    Zontreaux 6




    Grimgar is up
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    Post  navyik Sat Jun 10, 2023 4:43 pm

    Grimgar
    Stat Block:
    HP: 19
    AC: 18 (20)
    Fort: 6
    Reflex: 4
    Will: 7
    Move: 20’
    Initiative/Perception: +5
    Spell DC: 15

    <> step to H-8
    <><> Magic weapon on Herger’s sword

    MAGIC WEAPON
    SPELL 1
    TRANSMUTATION
    Traditions arcane, divine, occult
    Cast [two-actions] somatic, verbal
    Range touch;
    Targets 1 weapon that is unattended or wielded by you or a willing ally
    Duration 1 minute
    The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

    “Take my place.”
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    Post  Chris Sat Jun 10, 2023 5:49 pm

    Does Herger want to jump back into initiative now?
    If I read your first post correctly, Herger has 1 ap left.
    1 recall knwloedge
    2 raise shield (the free one from Defend ended on your turn)

    Let me know if that was not your intention and/or if you want to let Zon go first. Keep Flanking in mind for a nice juicy -2 to the ghost's AC which also widens your crit range Wink
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    Post  navyik Sat Jun 10, 2023 5:55 pm

    I hope Josh was thinking that the shield was still raised from before so he can step up and use that magic weapon… 😈
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    Post  whit10 Sat Jun 10, 2023 6:48 pm

    that was my mistake. He didn't use an AP. Can he still move up and attack? (I thought it was still up from before)
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    Post  Chris Sat Jun 10, 2023 7:10 pm

    Sure, no problem
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    Post  whit10 Sat Jun 10, 2023 11:32 pm

    ok, step up and attack

    Sat Jun 10 2023 21:30:05 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 10 to total : 13, + 10, TOTAL: 23

    assume that hits?

    damage if so:

    Sat Jun 10 2023 21:31:12 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 2d8 + 5 to total : 5, 7, + 5, TOTAL: 17

    heh, done.


    Stats:
    AC: 18
    Fort: 7
    Reflex: 7
    Will: 4
    HP: 18/20
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    Post  Chris Sun Jun 11, 2023 11:46 am

    Herger steps forward and connects with his newly magical sword. The ghost seems a bit surprised as he is used to blades passing through him.

    If Herger had moved to H-5 he could have got Flanking w Zon but alas.....


    Zon is up
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    Post  MAS Sun Jun 11, 2023 2:22 pm

    Where is the backpack the ghost appeared from, and is it close to any windows? and are the windows open and bare or somehow closed?
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    Post  Chris Sun Jun 11, 2023 2:40 pm

    The backpack is at H-3, the original location of the ghost. Nearest windows are j-3 and h-5. Both are open as the shutters have long since fallen off.
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    Post  MAS Sun Jun 11, 2023 3:50 pm

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

    frightened 2 / decreases 1 at end of Z's turn




    1. Whip; attack to Trip (he may be immune to my dmg but is he immune to "trip"?)

    Athletics +6, Frightened -2
    Result of the throw of dice "1d20 +4" :

    19 + 4 = 23

    2. Stride to I-3

    3. Interact = Attack the backpack with his Rapier! (lemme know if you wanna resolve that differently as an action)
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    Post  Chris Sun Jun 11, 2023 7:55 pm

    Uh.... it does not appear that a ghost is immune to the prone condition, so he ends up on ectoplasmic backside!

    What are you trying to accomplish with attacking the backpack? I don't think it is going to do anything but put a small hole in the leather, but I want to make sure I am not missing something here.
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    Post  MAS Sun Jun 11, 2023 8:11 pm

    His thought was that the ghost may be somehow tied to the backpack, and if that was damaged or destroyed it may effect the ghost. Its OK if that fails/wasn't the case.
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    Post  navyik Sun Jun 11, 2023 8:14 pm

    chapter 2 - a meal to die for - Page 2 Img_6510
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    Post  Chris Mon Jun 12, 2023 10:08 am

    MAS wrote:His thought was that the ghost may be somehow tied to the backpack, and if that was damaged or destroyed it may effect the ghost. Its OK if that fails/wasn't the case.

    Zontreaux is at least partially correct in that assumption Wink

    @Alan - is that a ghost generator from Gauntlet?  it is hitting me somewhere in my childhood but I can't quite place it....



    Zontreaux probes the backpack with his rapier.  The blade easily pierces the old leather and he hears the distinct clink of metal hitting metal inside.



    at the top of Round 2, the ghost of Talmore stands up (1) and attacks Herger twice, as that is the only melee target.  He swings his blade at the warrior....

    2 - first attack

    Result of the throw of dice "1d20 +13" :

    19 + 13 = 32

    ouch, that's a crit as its +10 over Herger's AC of 16, it still would have crit if he raised his shield so no harm there

    Result of the throw of dice "2d6 +2" :

    4 + 1 + 2 = 7

    Herger takes 14 negative energy damage!   The blade feels like ice as it slices into his chest.

    3 - second attack at -5

    Result of the throw of dice "1d20 +8" :

    3 + 8 = 11


    Miss!


    map update

    chapter 2 - a meal to die for - Page 2 1talmo13



    Chris wrote:

    ROUND 1

    Ghost of Talmore  30   (-26/X)

    Jace 14
    Grimgar 11
    Herger 11b   4/20
    Zontreaux 6




    Jace moves to I-8 and activates his Arcane Ward which gives everyone in a 5ft radius +1 AC.  for his 3rd AP he will cast Shield on himself


    chapter 2 - a meal to die for - Page 2 1talmo14



    Grimgar is up
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    Post  navyik Mon Jun 12, 2023 11:04 am

    Grimgar
    Stat Block:
    HP: 19
    AC: 18 (20)
    Fort: 6
    Reflex: 4
    Will: 7
    Move: 20’
    Initiative/Perception: +5
    Spell DC: 15

    That is the ghost generator from Gauntlet
    Herger’s AC is 18 (still a crit)

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

    7 + 8 = 15

    <> Grim moves to I-5 to flank

    “We have not come to disturb your rest, brother, we have come to fulfill the oath! To the last man!”

    Does Herger get an opportunity attack when the ghost stands? Or is that only for normal movement?
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    Post  Chris Mon Jun 12, 2023 11:20 am

    navyik wrote:

    Does Herger get an opportunity attack when the ghost stands? Or is that only for normal movement?

    uh.... good question! I don't know the answer to that.


    let's see.....


    Attack of Opportunity
    Source Core Rulebook pg. 142 4.0
    Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

    You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


    ok, so anything with the "move" tag or the "manipulate" tag. and if the latter, it can be interrupted, which I didn't know

    so what has the MOVE tag?

    Move
    Source Core Rulebook pg. 634 4.0
    An action with this trait involves moving from one space to another.

    Actions
    Balance, Board, Burrow, Climb, Cover Tracks, Crawl, Disgusting Gallop, Drive, Drop Prone, Fly, Gallop, Gallop, Hunt and Gather, Hustle, Leap, Maneuver in Flight, Mount, Prepare Campsite, Run Over, Sand Stride, Sneak, Squeeze, Stand, Step, Stride, Swim, Track, Travel, Tumble Through



    ok, so YES he does!

    that covers way more things that I had thought. Good call, Alan!


    Herger - swing away. you don't get flanking because it happened on the Ghost's turn



    But, I will give Grimgar a Hero Point for the idea!


    as a reminder:


    Hero Points
    Source Core Rulebook pg. 29 4.0
    Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points.


    so its not the same as ADV, but its still a reroll as needed. it refreshes per "game session" not per day. I would generally consider a forum chapter to be a "session". So this is session 2 "a meal to die for". Grimgar now has 2 HPs and everyone else has 1.
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    Post  whit10 Mon Jun 12, 2023 12:33 pm

    Nice call Alan!!

    AoO swing from Herger:

    Mon Jun 12 2023 10:32:42 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 10 to total : 20, + 10, TOTAL: 30

    oh snap!

    damage on a crit

    Mon Jun 12 2023 10:33:28 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 2d8 + 5 to total : 6, 2, + 5, TOTAL: 13
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    Post  Chris Mon Jun 12, 2023 12:44 pm

    whit10 wrote:Nice call Alan!!

    AoO swing from Herger:

    Mon Jun 12 2023 10:32:42 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 10 to total : 20, + 10, TOTAL: 30

    oh snap!

    damage on a crit

    Mon Jun 12 2023 10:33:28 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 2d8 + 5 to total : 6, 2, + 5, TOTAL: 13

    so that's actually 26 damage, since ALL damage gets doubled in pf2e and you already had the 2d8 from magic weapon.  so its effectively 4d8+10!!

    Herger finishes off the Ghost of Talmore cheers  


    The day is going to be over, so its not worth ret-conning the damage by the ghost and the heal, etc.


    The Ghost of Talmore moans and fades away into the night.  The old farmhouse warms back up again to a normal temperature.  The only thing that remains is the backpack and a ghostly sword on the ground.  The sword is currently insubstantial and cannot be picked up (yet).  Perhaps some aspect of the ghost endures.....


    Anyone that would like can make a "recall knowledge" roll, Religion DC 16.  This is different from the combat roll that Josh already made to learn its resistances.
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    Post  Chris Mon Jun 12, 2023 12:48 pm

    study so.... the DM made a slight boo-boo with that encounter, but it worked out OK. That was supposed to be a weaker version of the ghost and I did use the correct saving throw DC for his fear. But then, I closed the window, slept, etc and when I pulled up ghost again, it was a regular ghost and not a "weak ghost" so it should have had a few less HP and lower attack #s, but you defeated it anyways.... so....

    the weak ghost would be worth 120 xp
    the regular ghost would be worth 160xp

    since I botched it up, let's just call it 160xp. the save DC wouldn't have made a difference to be honest because Herger saved either way, Jace's magic missiles are not affected by fear, nor is Grimgar's casting of MW and Zon was failed either way.

    so the party total is now 570\1000 cheers

    you are over halfway to level 2
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    Post  whit10 Mon Jun 12, 2023 12:59 pm

    cool man. Time to rest!
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    Post  navyik Mon Jun 12, 2023 1:33 pm

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

    9 + 5 = 14

    Anyone got an aid?

    “The sword yet remains. Something is still amiss, I fear that Talmore still has unfinished business.”
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    Post  whit10 Mon Jun 12, 2023 1:45 pm

    Herger will try to Aid Grimgar:

    Mon Jun 12 2023 11:45:28 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 1 to total : 13, + 1, TOTAL: 14

    or maybe not...
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    Post  Chris Mon Jun 12, 2023 1:52 pm

    with a DC of 16, it makes more sense to just try and make the roll yourself, since adding +1 to a 14 still doesn't make it.


    Jace is untrained but he will try anyways

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

    3 + 4 = 7


    lol, nope


    Zontreaux?

    Hero Point to reroll?
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    Post  navyik Mon Jun 12, 2023 1:57 pm

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

    20 + 5 = 25
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    Post  Chris Mon Jun 12, 2023 2:34 pm

    navyik wrote:Hero point
    Result of the throw of dice "1d20 +5" :

    20 + 5 = 25

    cheers excellent use of the extra freebie HP!


    Grimgar recalls that a ghost can be bound to an item or a location.  The ghost, even if defeated, will reappear in a few days to resume its haunting.  The item must be properly buried or the location hallowed.  This is probably why the ghost of Talmore has been following and continually tormenting poor drunken Sir Lawren Kent.  

    Zontreaux is reminded that his sword hit something metal in the backpack from which Talmore spawned.  Upon closer inspection, Zontreaux finds what appears to be the holy symbol of a Champion (Paladin).  The symbol is a sword inside a sun.  Grimgar recognizes it as Iomedae's heraldry.  She is a goddess of honor, justice and valor.  Many of her devotees fought in the Shining Crusade against the Whispering Tyrant.
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    Post  navyik Mon Jun 12, 2023 2:43 pm

    Sir Kent followed us, right?

    “Sir Kent. Talmore will be free when his resting place is restored. Where lies his body?”

    Detect magic.
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    Post  Chris Mon Jun 12, 2023 2:52 pm

    Sir Kent sobs in shame, "He fell at Lastwall.... his body was never buried.... I.... I... took that from his corpse....." he points to the object Zontreaux found.
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    Post  navyik Mon Jun 12, 2023 3:19 pm

    “He was your friend. Was there a place that was special to him? Where we can honor our fallen brother?”
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    Post  Chris Mon Jun 12, 2023 3:54 pm

    "He always loved... fishing... the river here is lovely.... Talmore would have adored it.... maybe down by the river?" Kent suggests
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    Post  navyik Mon Jun 12, 2023 4:35 pm

    “Talmore will rest tonight,” Grim addresses Sir Kent. “You will see to the ceremony in the morning. I will carry this burden tonight.”

    “Keep watch with us, brother. From henceforth your sins are purchased. Those are not minions you hear and see. Barzahk calls you to seek out our other wandering fallen. We are his now. Dead already, with nothing left to fear.”

    “Hold your head high. Your oath is not forsaken, it is repurposed until the last of us rests.”
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    Post  Chris Mon Jun 12, 2023 4:46 pm

    navyik wrote:“Talmore will rest tonight,” Grim addresses Sir Kent. “You will see to the ceremony in the morning. I will carry this burden tonight.”

    “Keep watch with us, brother. From henceforth your sins are purchased. Those are not minions you hear and see. Barzahk calls you to seek out our other wandering fallen. We are his now. Dead already, with nothing left to fear.”

    “Hold your head high. Your oath is not forsaken, it is repurposed until the last of us rests.”

    very nice, it reminds me of the priest at the beginning of Les Mis, "I have bought your soul for God." cheers


    Ok, so the plan is to sleep the night at the Feedmill and bury the icon in the morning, also, if I recall, you wanted to follow the wagon tracks to the north side of town looking for Bort's reagent deliveries, all while keeping an eye out for the goblin chef-assistant Phinick?
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    Post  MAS Mon Jun 12, 2023 5:34 pm

    "Just as Zontreaux suspected!"

    Wink


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