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4 posters

    chapter 3 - The Ranger's Request

    Chris
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    Post  Chris Tue Sep 12, 2023 3:02 pm

    Herger, Z, Jace, Grim is the crawling order?

    Herger has the EB torch in 1 hand and his sword or shield in the other?  

    Any other preparations?

    @Alan - you can do something if you want retroactively, in case you don't get to log in before these guys make all the decision Wink

    if not, it would look like this


    chapter 3 - The Ranger's Request - Page 4 1cave42

    same as before...


    The narrow tunnel is slick with foul-smelling mud. It leads down into a cramped den lit by a shimmering pool of oily water. The chamber stinks of wet fur and sickness. Next to the pool, between the gnarled and dying tree roots, is the rotting carcass of what must have once been a truly gigantic wolf. Nosing around it is a pair of hairless mutant wolves, their bodies deformed by large pustules and tumors. Although they have no eyes, they clearly detect your presence, for they turn their heads at you and snarl.


    stopping at the point of contact with Herger

    Herr Viking?
    navyik
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    Post  navyik Tue Sep 12, 2023 5:21 pm

    Position Grim behind Herger in front of the soft targets (deferring to Zontreaux’s preference) and cast guidance on Herger for his next saving throw.
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    Post  Chris Tue Sep 12, 2023 6:06 pm

    navyik wrote:Position Grim behind Herger in front of the soft targets (deferring to Zontreaux’s preference) and cast guidance on Herger for his next saving throw.

    done and done

    until any actions trigger certain responses, we will just go in order of the party in the tunnel, as the guy in front kinda has to move or do something to make room. once the encounter triggers, we will of course roll proper initiative


    Herger?
    whit10
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    Post  whit10 Tue Sep 12, 2023 6:07 pm

    shield in one hand, torch in the other... he'll probably drop it in the cave when he gets there so he can get his sword out
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    Post  Chris Tue Sep 12, 2023 6:14 pm

    whit10 wrote:shield in one hand, torch in the other... he'll probably drop it in the cave when he gets there so he can get his sword out

    please refer to the map, you are "there" and in the cave.  what do you want to do?


    with Grim 2nd now





    chapter 3 - The Ranger's Request - Page 4 1cave43
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    Post  whit10 Tue Sep 12, 2023 6:24 pm

    toss the torch into the middle of the room, move out of the way (f-6) and draw sword
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    Post  Chris Tue Sep 12, 2023 6:37 pm

    The mutant wolves turn their ears at the sound of the torch hitting the ground but otherwise continue to snarl menacingly at Herger as he moves to F-6 and draws his sword.

    The roots and moss hanging from the low ceiling make it so Medium or larger creatures treat the entire area as difficult terrain.




    chapter 3 - The Ranger's Request - Page 4 1cave44




    Grim is next in line
    navyik
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    Post  navyik Tue Sep 12, 2023 10:33 pm

    Grimgar
    Stat Block:
    HP: 27/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    Grim exits the conga line of a$$ to F-5, raises shield and draws axe.  He gives Herger a look of solidarity.
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    Post  Chris Wed Sep 13, 2023 9:27 am

    navyik wrote:Grimgar
    Stat Block:
    HP: 27/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    Grim exits the conga line of a$$ to F-5, raises shield and draws axe.  He gives Herger a look of solidarity.

    1-2-3 actions


    Grim forms up and makes a shield wall with Herger.  Grim's presence triggers a response from the mutants.  



    The mutant wolves are the last survivors of the pack that attacked the PCs, living here in the den with the corpse of their mother. They are hairless, eyeless, and their blood is an alchemical soup. They do not respond until two characters are in the room, but then they snarl and attack.



    chapter 3 - The Ranger's Request - Page 4 1cave45



    Roll initiative!



    mutant wolves

    Rolling "1d20 +9" 2 times

    1: 13 + 9 = 22
    2: 5 + 9 = 14
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    Post  navyik Wed Sep 13, 2023 9:51 am

    Grimgar
    Stat Block:
    HP: 27/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    Initiative
    Result of the throw of dice "1d20 +6" :

    10 + 6 = 16
    whit10
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    Post  whit10 Wed Sep 13, 2023 10:34 am

    Wed Sep 13 2023 08:33:45 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 7 to total : 15, + 7, TOTAL: 22
    MAS
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    Post  MAS Wed Sep 13, 2023 12:23 pm

    HP: 32/32
    AC: 19 - 21 w/ reaction
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5

    Initiative Declined: "After You"




    AHSOKA E5 was amazing!!!
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    Post  Chris Wed Sep 13, 2023 12:26 pm

    Jace
    Result of the throw of dice "1d20 +6" :

    8 + 6 = 14


    Initiative

    Herger 22
    Mutant wolf 1 22
    Grimgar 16
    Mutant wolf 2 14
    Jace 14
    Zontreaux *




    Herger is up


    all, please remember stat blocks. thanks
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    Post  whit10 Wed Sep 13, 2023 12:53 pm

    Herger will move 10' towards the wolf at E-5 and attack with a normal strike (due to movement)

    Wed Sep 13 2023 10:50:40 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 10 to total : 8, + 10, TOTAL: 18

    assuming that hits...

    Wed Sep 13 2023 10:51:22 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 6, + 4, TOTAL: 10

    raise shield

    Stat Block:

    AC: 22 (w/shield)
    HP: 32 (currently full)
    Fort: 8
    Reflex: 8
    Will: 5
    Movement: 20' - currently in rough terrain
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    Post  Chris Wed Sep 13, 2023 3:41 pm

    Herger moves en passante and takes a swing at the nearest mutant but his sword cannot find a good angle with all the roots impeding his strike.  miss!


    The wolf seems to sense Herger's motion and it bites at him (twice) with jaws that drip acid....

    Melee [one-action] jaws +11, Damage 1d8+4 piercing plus 1d6 acid

    Result of the throw of dice "1d20 +11" :

    9 + 11 = 20

    miss!

    Result of the throw of dice "1d20 +6" :

    9 + 6 = 15

    miss!

    study  blind wolves are blind, news at 11



    chapter 3 - The Ranger's Request - Page 4 1cave48


    Initiative

    Herger 22
    Mutant wolf 1 - 22
    Grimgar 16
    Mutant wolf 2 - 14
    Jace 14
    Zontreaux *




    Grimgar is up
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    Post  navyik Wed Sep 13, 2023 7:58 pm

    Grimgar
    Stat Block:
    HP: 27/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    Move to E-6 (or D-6 if it isn’t overly precarious)
    swing on the same wolf.
    Result of the throw of dice "1d20 +8" :

    14 + 8 = 22

    Damage
    Result of the throw of dice "1d8 +4" :

    2 + 4 = 6
    Raise shield

    A dwarf should get a pass on the low ceiling…
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    Post  MAS Thu Sep 14, 2023 1:33 pm

    navyik wrote:A dwarf should get a pass on the low ceiling…

    Respectfully, you are asking to ignore size RAW. This encounter was built to hinder medium creatures, and Grim is a medium creature.

    As a small creature, I've got to burn slot for a feat/ability to "get a pass" on being able to grapple the same size creatures as a medium creature, so that's systemically a big ask.

    Maybe an ability or feat something slot might be applied - "Slight": medium creature but treated as small for movement purposes.
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    Post  Chris Thu Sep 14, 2023 2:19 pm

    I made an update this morning but it doesn't seem to have saved..... fugggggg


    I don't disagree with the logic behind the suggestion for Grim.  However, by that same logic, the wolves should also get a pass since they are built low to the ground.  Also, its their den, so they should get a pass.

    The encounter is designed this way for a reason, so let's play it that way as it hinders both sides.

    The wolf hit Grim once and missed once.

    It did 3 piercing and 2 acid, then used its follow up ability

    Tear [one-action] Trigger The wolf dealt damage to a creature with its jaws during the previous action. Effect The wolf tears at the creature’s flesh, dealing 1d6+2 slashing damage and 1 persistent acid damage.

    for another 5 slashing and 1 persistent acid (remember flat check at the end of your turn)


    Grim can use the shield block on 1 source of damage, but not both.  Since the bite causes both piercing and acid, he will still "take damage" and get the "Tear" effect either way.  blocking the Tear is probably the better move


    Jace has to Stride x2, due to difficult terrain and then activates his Arcane Ward, giving Grim and Herger +1 AC


    chapter 3 - The Ranger's Request - Page 4 1cave51




    Zontreaux is up
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    Post  navyik Thu Sep 14, 2023 5:10 pm

    Grimgar
    Stat Block:
    HP: 22/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    Grim blocks the tear, which then presumably prevents the persistent acid?

    Not actually arguing against the rule, which is why I made my move. Just grumbling that short guys should be able to do short guy stuff. 😅 Already getting taxed for using an Axe instead of a sword…
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    Post  Chris Fri Sep 15, 2023 10:13 am

    navyik wrote:
    Grim blocks the tear, which then presumably prevents the persistent acid?


    If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.


    correct!

    I think Josh figured this out last time



    Zontreaux is still up
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    Post  MAS Fri Sep 15, 2023 10:28 am

    HP: 32/32
    AC: 19 - 21 w/ reaction*
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Panache: Active (+5 move, +1 to trip, shove, grapple)




    AP 1: Spent on After you

    AP 2: STRIDE to D3 (2 15-ft diagonal moves)

    AP 3: Whip Attack/TRIP vs target @ D5

    Athletics +1 vs Reflex DC
    Result of the throw of dice "1d20 +8" :

    11 + 8 = 19




    Zontreax scowls in disgust at this place that reminds him so much of his whelpage.
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    Post  Chris Fri Sep 15, 2023 10:42 am

    Mutant wolf reflex save +11


    so the DC is 10 +11 = 21

    Zontreaux cracks his nasty whip but the four-legged foe is having none of his shenanigans


    chapter 3 - The Ranger's Request - Page 4 1cave52




    Chris wrote:
    Initiative

    Herger 22
    Mutant wolf 1  (-6hp) - 22
    Grimgar 16     22/28
    Mutant wolf 2 - 14
    Jace 14
    Zontreaux *







    Herger is up!
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    Post  whit10 Fri Sep 15, 2023 11:19 am

    Let's dispatch this foul beast....

    1st attack:

    Fri Sep 15 2023 09:16:47 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 10 to total : 18, + 10, TOTAL: 28

    I would think that hits....

    Damage:

    Fri Sep 15 2023 09:17:20 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 4, + 4, TOTAL: 8

    2nd attack:

    Fri Sep 15 2023 09:17:56 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 5 to total : 14, + 5, TOTAL: 19

    not sure if that hits, if so....

    Fri Sep 15 2023 09:18:25 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d8 + 4 to total : 5, + 4, TOTAL: 9

    Raise Shield

    AC: 23 (w/shield)
    HP: 32 (currently full)
    Fort: 8
    Reflex: 8
    Will: 5
    Movement: 20' - currently in rough terrain
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    Post  Chris Fri Sep 15, 2023 1:28 pm

    AC is 19, so 2 hits.... dang, too bad about the 28 only 1 pt off a crit....  +2 for flatfooted\flanking would have done it or even Aid from someone

    anyways, 17 very respectable damage to the injured mutant wolfie


    It appears very much still in this fight, even having taken 23 total damage so far.  grrr, yip yip

    2 bites back at Herger, with the Tear if either hits

    Melee [one-action] jaws +11, Damage 1d8+4 piercing plus 1d6 acid

    Result of the throw of dice "1d20 +11" :

    2 + 11 = 13

    affraid


    Result of the throw of dice "1d20 +6" :

    12 + 6 = 18

    study  mine dice hath abandoned me


    Chris wrote:
    Initiative

    Herger 22
    Mutant wolf 1  (-23hp) - 22
    Grimgar 16     22/28
    Mutant wolf 2 - 14
    Jace 14
    Zontreaux *

    map is unchanged


    Grimgar is up
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    Post  navyik Fri Sep 15, 2023 7:25 pm

    Grimgar
    Stat Block:
    HP: 22/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    1. Grim takes a swing at the same target. I believe he is flanking unless the whip rules differ in some way.
    Result of the throw of dice "1d20 +8" :

    14 + 8 = 22

    Damage
    Result of the throw of dice "1d8 +4" :

    1 + 4 = 5

    2.

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

    19 + 8 = 27 -5 =22

    Damage

    Result of the throw of dice "1d8 +4" :

    7 + 4 = 11

    3. Raise shield
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    Post  Chris Sat Sep 16, 2023 11:18 am

    YES - Grim gets flanking from Zontreaux's presence in a straight line since his whip has reach.

    Grim took 0 damage, per convo on rules page, updated


    Chris wrote:
    Initiative

    Herger 22
    Mutant wolf 1  (-39hp) - 22
    Grimgar 16    
    Mutant wolf 2 - 14
    Jace 14
    Zontreaux *


    Grim hacks away at the mutant beast but it is still in the fight, just barely now


    The second mutant wolf will go after Grim again with 2 bites and maybe a Tear

    Result of the throw of dice "1d20 +11" :

    16 + 11 = 27

    chomp!

    damage

    Result of the throw of dice "1d8 +1d6 +4" :

    8 + 1 + 4 = 13

    now he can use Tear since Grim can't negate all of that with 5 hardness

    Tear [one-action] Trigger The wolf dealt damage to a creature with its jaws during the previous action. Effect The wolf tears at the creature’s flesh, dealing 1d6+2 slashing damage and 1 persistent acid damage.


    Result of the throw of dice "1d6 +2" :

    1 + 2 = 3

    13 (assuming a block) 8 + 3 = 11
    8 damage to his shield
    1 persistent bleed


    study the Tear cannot be blocked since it is not an "attack" tag action Wink  


    2nd bite

    Result of the throw of dice "1d20 +6" :

    7 + 6 = 13

    miss!






    Chris wrote:
    Initiative

    Herger 22
    Mutant wolf 1  (-39hp) - 22
    Grimgar 16       17\28  1 persistent acid
    Mutant wolf 2 - 14
    Jace 14
    Zontreaux *

    Jace is up
    He concentrates on his arcane ward, expanding the aura.


    Jace sends a bolt of lightning bouncing from 1 wolf to the next

    Electric Arc
    Cantrip 1
    Cantrip Electricity Evocation
    Source Core Rulebook pg. 335 4.0
    Traditions arcane, primal
    Mystery tempest
    Cast [two-actions] somatic, verbal
    Range 30 feet; Targets 1 or 2 creatures
    Saving Throw basic Reflex
    An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.


    Result of the throw of dice "1d4 +4" :

    4 + 4 = 8

    each wolf gets a reflex save for 1/2  vs DC 18

    Rolling "1d20 +11" 2 times

    1: 6 + 11 = 17
    2: 9 + 11 = 20

    wolf 1 takes 8 but wolf 2 manages to avoid some of it and only takes 4.  wolf 1 goes down!


    chapter 3 - The Ranger's Request - Page 4 1cave54



    Chris wrote:
    Initiative

    Herger 22
    Mutant wolf 1  DEAD - 22
    Grimgar 16       17\28  1 persistent acid
    Mutant wolf 2 - 14
    Jace 14
    Zontreaux *


    Z is up
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    Post  MAS Sat Sep 16, 2023 12:07 pm

    HP: 32/32
    AC: 19 - 21 w/ reaction*
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Panache this round: Begin active, End inactive




    AP 1: STRIDE to B6

    AP 2: Rapier attack, Precise Strike/Confident Finisher, EXPENDS PANCHE

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

    19 + 8 = 27

    Rapier dmg
    Result of the throw of dice "1d6 +3" :

    5 + 3 = 8 P

    Deadly D8 if Crit:
    Result of the throw of dice "1d8" :

    8

    Precise Strike:
    Result of the throw of dice "2d6" :

    6 + 5 = 11

    Dmg if Hit: 19 p
    Dmg if Crit: 27 p
    Dmg if fail: 5 P

    AP 3: STEP backwards to A5

    HOT DICE!
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    Post  navyik Sat Sep 16, 2023 1:55 pm

    Grimgar
    Stat Block:
    HP: 16/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    1 persistent acid

    Shield damage 8

    Grim blocks the attack and takes 8 +3
    Grim started the encounter at 27/28 from the previous encounter.
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    Post  Chris Mon Sep 18, 2023 9:58 am

    MAS wrote:HP: 32/32
    AC: 19 - 21 w/ reaction*
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Panache this round: Begin active, End inactive




    AP 1: STRIDE to B6

    AP 2: Rapier attack, Precise Strike/Confident Finisher, EXPENDS PANCHE

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

    19 + 8 = 27

    Rapier dmg
    Result of the throw of dice "1d6 +3" :

    5 + 3 = 8 P

    Deadly D8 if Crit:
    Result of the throw of dice "1d8" :

    8

    Precise Strike:
    Result of the throw of dice "2d6" :

    6 + 5 = 11

    Dmg if Hit: 19 p
    Dmg if Crit: 27 p
    Dmg if fail: 5 P

    AP 3: STEP backwards to A5

    HOT DICE!


    ok, help me out here....  

    I am trying to figure out why you are not doubling the precise strike damage?


    Doubling and Halving Damage
    Source Core Rulebook pg. 451 4.0
    Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it).


    basic rules say roll everything and double it

    Deadly - extra dice get added after doubling, ok

    I also looked up Precision damage, precise strike, confident finisher, etc
    I don't see anything that says Precision damage is not doubled for some reason.

    I think your correct damage is   2(8+11)  + 8 = 46

    This would kill the mutant wolf dead, so please let me know if you think I am not doing something correctly here.  Otherwise.... the fight is over!
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    Post  MAS Mon Sep 18, 2023 12:14 pm

    Chris wrote:
    MAS wrote:HP: 32/32
    AC: 19 - 21 w/ reaction*
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Panache this round: Begin active, End inactive




    AP 1: STRIDE to B6

    AP 2: Rapier attack, Precise Strike/Confident Finisher, EXPENDS PANCHE

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

    19 + 8 = 27

    Rapier dmg
    Result of the throw of dice "1d6 +3" :

    5 + 3 = 8 P

    Deadly D8 if Crit:
    Result of the throw of dice "1d8" :

    8

    Precise Strike:
    Result of the throw of dice "2d6" :

    6 + 5 = 11

    Dmg if Hit: 19 p
    Dmg if Crit: 27 p
    Dmg if fail: 5 P

    AP 3: STEP backwards to A5

    HOT DICE!


    ok, help me out here....  

    I am trying to figure out why you are not doubling the precise strike damage?


    Doubling and Halving Damage
    Source Core Rulebook pg. 451 4.0
    Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it).


    basic rules say roll everything and double it

    Deadly - extra dice get added after doubling, ok

    I also looked up Precision damage, precise strike, confident finisher, etc
    I don't see anything that says Precision damage is not doubled for some reason.

    I think your correct damage is   2(8+11)  + 8 = 46

    This would kill the mutant wolf dead, so please let me know if you think I am not doing something correctly here.  Otherwise.... the fight is over!

    Doubling? Why I am doubling anything?

    Are you saying I failed to double for the "if crit" dmg? I do appear to have overlooked that.
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    Post  Chris Mon Sep 18, 2023 1:06 pm

    MAS wrote:

    Doubling? Why I am doubling anything?

    Are you saying I failed to double for the "if crit" dmg? I do appear to have overlooked that.

    lol! yes, doubling for a crit and looking at your "if crit" damage

    sorry for lack of clarity on my part


    since Z moved into a flanking position, the wolf is flatfooted and has a -2 AC (19-2=17) which makes the 27 a crit
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    Post  navyik Mon Sep 18, 2023 1:48 pm

    Grimgar
    Stat Block:
    HP: 16/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6

    “Good work,” Grim praises Zontreaux with a wink. “Look for those flanking opportunities and capitalize.”

    If combat is ended, Grim will see to his persistent damage. “Anyone else hurt?”


    Last edited by navyik on Mon Sep 18, 2023 10:52 pm; edited 1 time in total
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    Post  MAS Mon Sep 18, 2023 3:15 pm

    Zontreaux cleans his blade and re-sheaths it, nods in respect, in return to Grimgar.

    "I am unscathed, Mezzon, but thank you."
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    Post  Chris Mon Sep 18, 2023 3:38 pm


    The oily pool gives off an acrid smell.

    If anyone wants to interact with it, please describe how you do so in some detail.

    There isn't really anything to search for but anyone interested in the "oily pool" can make any of the following rolls:
    Crafting, Nature, or Occult as part of their interaction with it.
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    Post  MAS Mon Sep 18, 2023 4:44 pm

    "My business is finished here, I shall await you all outside."

    Zontreaux strolls back into the open air.

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    Post  navyik Mon Sep 18, 2023 7:25 pm

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

    20 + 5 = 25
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    Post  whit10 Mon Sep 18, 2023 8:46 pm

    Nature:

    Mon Sep 18 2023 18:46:36 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 5 to total : 15, + 5, TOTAL: 20
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    Post  navyik Mon Sep 18, 2023 10:52 pm

    If none of this provokes some kind of encounter I’ll add my roll for medicine.

    Result of the throw of dice "2d8" :

    6 + 3 = 9

    Grimgar
    Stat Block:
    HP: 25/28
    AC: 19 Breastplate (17 quilted)
    +2 with raised shield
    Fort: 7
    Reflex: 5
    Will: 8
    Move: 20’
    Initiative/Perception: +6
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    Post  Chris Tue Sep 19, 2023 10:16 am

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

    20 + 5 = 25

    Grim recognizes that this water is tainted by something unnatural. A critical success on this check reveals that the chemicals are mutagenic in nature, causing those who drink it to change, often at a terrible price.


    study if the party recalls, Hallod the brute also had mutagen potions and alchemical supplies in his cave study


    anything else in the cave?
    back outside to look for Naola?
    something else entirely?
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    Post  whit10 Tue Sep 19, 2023 1:23 pm

    hmm, well that could be that mystery solved. (the brute and the mutagens)

    back to the Ranger?
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    Post  Chris Tue Sep 19, 2023 3:16 pm

    whit10 wrote:hmm, well that could be that mystery solved.  (the brute and the mutagens)



    2 clues to the same mystery, also don't forget the note you found

    chapter 3 - The Ranger's Request - Page 4 Clue11
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    Post  navyik Tue Sep 19, 2023 6:26 pm

    “This is either coming up from or seeping down into the water table. We have to tell the Elf woman. And then, Herger, we need to stake out that stump. Tell no-one outside of us four about the stump. There are still clues without connections.”
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    Post  whit10 Tue Sep 19, 2023 10:42 pm

    forgive me but what "stump" are you referring to?
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    Post  navyik Wed Sep 20, 2023 12:56 am

    whit10 wrote:forgive me but what "stump" are you referring to?
    “From the letter. I think there was a map From the bully’s strong box?”
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    Post  Chris Wed Sep 20, 2023 9:46 am

    navyik wrote:
    whit10 wrote:forgive me but what "stump" are you referring to?
    “From the letter. I think there was a map From the bully’s strong box?”

    correct

    moving on...


    The party finds Noala burning a pair of mangy wolf bodies — stragglers that she caught trying to sneak out of the den after the party went in. She is eager to hear what the party discovered.

    chapter 3 - The Ranger's Request - Page 4 Elf_ra13

    She agrees with Grim that the water must be the source of the pollution, but how the water is being contaminated is still a mystery. Noala knows of no caves nearby that contain access to any significant source of water. Without an obvious lead, Noala suggests they travel to the oldest, largest blight in these woods. This will require a one-day journey through unforgiving wilderness. She suggests they set off at once, but she will wait until morning if the party would rather return to Etran’s Folly to rest.
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    Post  whit10 Wed Sep 20, 2023 9:49 am

    do we need the rest? Herger doesn't but he won't speak for everyone
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    Post  MAS Wed Sep 20, 2023 10:49 am

    Zontreaux is ready to march.
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    Post  Chris Wed Sep 20, 2023 1:25 pm

    chapter 3 - The Ranger's Request - Page 4 Elf_ra14

    "The journey to the Blight is long and challenging. If we hope to arrive before nightfall, we must take no exploration tactics other than movement, covering ground as quickly as possible."


    Does the group agree?
    Do you want to move slowly and spend a night resting in the woods?
    something else?
    navyik
    navyik


    Posts : 5040
    Join date : 2012-03-22

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    Post  navyik Wed Sep 20, 2023 1:31 pm

    “Just need a few minutes to fix my shield.”
    It has some damage but isn’t broken. How does this work?
    Chris
    Chris


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    Post  Chris Wed Sep 20, 2023 1:47 pm

    navyik wrote:“Just need a few minutes to fix my shield.”
    It has some damage but isn’t broken. How does this work?

    10 minute short rest, which i think you already took to heal someone?

    Jace can fix the shield while you healed. Its a crafting roll + repair kit which the party has

    DC 14 for a basic item like a shield

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

    7 + 8 = 15

    done

    failure just means, you wasted the 10 minutes and only a critical failure damage the shield further but at +8... Jace can't critically fail unless he rolls a 1


    Repair
    Exploration Manipulate
    Source Core Rulebook pg. 243 4.0
    Requirements You have a repair kit.
    You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.

    Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).

    Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).

    Critical Failure You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.

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