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4 posters

    chapter 3 - The Ranger's Request

    navyik
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    Post  navyik Wed Sep 20, 2023 3:25 pm

    An elf repairing a dwarf’s shield…

    Onward!
    MAS
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    Post  MAS Wed Sep 20, 2023 4:14 pm

    Zontreaux prepares to hustle, casually.
    Chris
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    Post  Chris Wed Sep 20, 2023 4:20 pm

    When the party finally does reach the area, they discover it resembles the blight surrounding the wolf den. The plants on the perimeter are sickly and dying.  Even with the haste at which the party travelled, you arrive with only an hour of daylight remaining.

    Noala offers the party 2 lesser healing potions and 2 barkskin potions.  Noala again departs to patrol the perimeter and set her traps.


    Healing Potion (Lesser)
    Item 3
    Source Core Rulebook pg. 563 4.0
    Price 12 gp
    The potion restores 2d8+5 Hit Points.

    Barkskin Potion
    Item 4
    Source Core Rulebook pg. 5624.0
    Price 15 gp
    After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level barkskin spell for 10 minutes.

    Duration 10 minutes
    The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.




    Assuming the standard orders, please let me know if you want something different:

    Z - scout
    Herger - defend
    Jace - detect magic
    Grim - defend



    This blight is much stranger than the blight the party visited before. Here, the corruption manifests in distinct bands. The outer band is much like the area around the wolf den, with rotting trees and dying plants. Deeper in, all the plants have died; they are limp and rotten, and the air stinks with sweet decay. There are no birds or insects here, only the remains of creatures desperate enough to eat the poisonous plants. It takes just over 20 minutes to pass through each of these two bands.

    Finally, the party enters the third area, where smaller trees and plants seem to have returned to twisted life. Their leaves drip with an oily sap, their branches are gnarled yet strangely pliable, and their bark looks like scales. Many of these plants are covered in odd pustules that emit a faintly glowing light, and biting gnats swarm around them. Swatting these gnats causes them to burst into tiny flames that do no damage but emit a terrible smell.


    The party now has about 20 minutes of daylight left.  

    Survival check to locate the source of the Blight in this area?
    leave the Blighted area and make camp?
    something else?
    whit10
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    Post  whit10 Wed Sep 20, 2023 4:51 pm

    Herger will try a Survival check to discover the source. We can make a decision after that?

    Survival:

    Wed Sep 20 2023 14:51:07 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 5 to total : 11, + 5, TOTAL: 16
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    Post  Chris Wed Sep 20, 2023 6:20 pm

    whit10 wrote:Herger will try a Survival check to discover the source. We can make a decision after that?

    Survival:

    Wed Sep 20 2023 14:51:07 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 5 to total : 11, + 5, TOTAL: 16

    dang, missed it by 1!


    Aid can add a +1 to skill check or attack roll and the wording is pretty interesting, it is actually one of my favorite (if vaguely worded) ideas in PF2e



    Aid
    Source Gamemastery Guide pg. 13
    It's up to you whether someone's preparation is enough to let them Aid an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to Aid an attempt to Pick a Lock, but just saying you're going to “encourage” them likely wouldn't. Second, the character who is attempting to Aid needs to be in a proper position to help, and able to convey any necessary information. Helping a character Climb a wall is pretty tough if the character a PC wishes to Aid is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished.



    Aid
    [reaction]
    Source Core Rulebook pg. 470 4.0
    Trigger An ally is about to use an action that requires a skill check or attack roll.
    Requirements The ally is willing to accept your aid, and you have prepared to help (see below).
    You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.

    When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20 (or the same as the DC of the task), but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.

    Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
    Success You grant your ally a +1 circumstance bonus to the triggering check.
    Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.



    Yes, this can be used out of combat, so ignore the "reaction" part.


    So think about this, you can basically be creative and use a different skill that you have to help an ally on a skill check that you don't have.  How cool is that?


    here are some combat examples:

    using Intimidation to "scare the foe and cause them to hesitate when they are about to dodge an ally's swipe"

    or you make an Arcana check to Aid an ally by "creating a distracting array of sparks and flashes while your ally goes in for the attack"

    or use Religion, to "offer a prayer to Sarenrae that your allies' strike holds true against the evil foe".



    So, would anyone like to explain a creative skill use to Aid Herger with his Survival check?

    I can think of one for Jace, but it might be more fun for Matt or Alan to try using this cool rule afro
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    Post  MAS Wed Sep 20, 2023 7:00 pm

    Zontreaux puts his old, mundane rapier in hand, handing his silver rapier to Jace.

    "Lets get a closer look into these cursed plants, shall we?"

    Zontreaux cuts into various plants in various ways, hoping that herger will find further clues within them.

    AID
    navyik
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    Post  navyik Thu Sep 21, 2023 1:22 am

    Grim will try to narrow the scope of information Herger must process by looking for a pattern in the progressive worsening of the blight so we can trace towards the center of it.
    Chris
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    Post  Chris Thu Sep 21, 2023 10:44 am

    2 cool ideas, I like them. Now we just need to use the correct mechanics...


    When you use your Aid action, attempt a skill check


    You have to actually roll a skill and beat the DC of 17 to give the bonus to Herger

    Zontreaux sounds like Nature maybe
    Grim sounds like Investigation maybe

    or describe a different Aid action that goes with a different skill and make that roll
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    Post  MAS Thu Sep 21, 2023 4:36 pm

    All I'm doing is chopping them up for better viewing, so Athletics?

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

    11 + 7 = 18
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    Post  navyik Thu Sep 21, 2023 5:00 pm

    Grim will use survival to eliminate areas that look too healthy to be the source of the problem. 😃

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

    5 + 6 = 11

    “That stand of rotting bushes looks healthier than that standing of rotting trees…”
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    Post  Chris Fri Sep 22, 2023 10:11 am

    With Zontreaux's help, Herger finds his way to the heart of the Blighted area.


    Deeper into this massive blight, the plants take on unnatural shades, and their branches seem to shudder and quake at the sensation of something passing. Up ahead is a wall of thick brambles with some sort of thorny iris in the center.  The Pen is built into the side of a hill in the middle of a field of twisted, poisonous brambles.

    There are three large, colorful plants called poison blooms here (each indicated on the map with an X).

    Clustered near the gate\iris are four vine lashers (each indicated on the map with a V), small creeping plants each with one large fibrous tendrils.


    As it is dark now, Jace can carry the torch as he doesn't need weapons in his hands.


    chapter 3 - The Ranger's Request - Page 5 1cave55


    go ahead and roll initiative now with Z's +1 from Scouting, just so we can sequence play a little easier
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    Post  whit10 Fri Sep 22, 2023 10:27 am

    Herger's Initiative:

    Fri Sep 22 2023 08:26:04 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 7 to total : 6, + 7, TOTAL: 13

    AC: 22 (w/shield)
    HP: 32 (currently full)
    Fort: 8
    Reflex: 8
    Will: 5
    Movement: 20'
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    Post  Chris Fri Sep 22, 2023 12:04 pm

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

    2 + 6 = 8


    Herger 13
    Jace 8
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    Post  MAS Fri Sep 22, 2023 12:07 pm

    "After you"
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    Post  navyik Sat Sep 23, 2023 12:17 am

    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

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

    12 + 6 = 18
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    Post  Chris Sat Sep 23, 2023 10:24 am

    Grim is up
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    Post  navyik Sat Sep 23, 2023 11:06 am

    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

    Grim casts Magic weapon on Herger’s sword.
    “Don’t outpace each other. make them come to you so we can work the flanks.” Grim moves to B-12.

    That’s 3 actions if we’re counting yet. Otherwise he’s still defending.
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    Post  Chris Sat Sep 23, 2023 2:41 pm

    Yup, normal turns and action economy please.

    Grim enchants Herger's sword and moves forward.

    Herder is up
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    Post  whit10 Sat Sep 23, 2023 7:16 pm

    Herger will move to C-12 with his sword drawn and shield up. That's easily within his normal 20' movement.

    The crazy priest's idea is sound tactically.


    Stat block:

    AC: 22 (w/shield)
    HP: 32 (currently full)
    Fort: 8
    Reflex: 8
    Will: 5
    Movement: 20'

    Sword is enchanted: +1 and striking +1d8 damage




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    Post  Chris Sun Sep 24, 2023 11:38 am

    Jace moves to B11 and activates his arcane ward giving +1 ac in a 5ft radius

    Z is up
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    Post  MAS Sun Sep 24, 2023 4:26 pm

    HP: 32/32
    AC: 19 - 21 w/ reaction
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Start with panache, Ends round maintaining panache
    Initiative Declined: "After You"




    AP 1: Initiative Declined: "After You"

    AP 2: INTERACT, light torch

    AP 3: STRIDE 30 ft towards I/5
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    Post  Chris Sun Sep 24, 2023 7:30 pm

    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8
    Zontreaux *


    yellow ring is the light from Z's torch
    purple ring is Jace's +1 ac aura


    chapter 3 - The Ranger's Request - Page 5 1cave56


    nothing else moves

    map updated

    back to Grimgar
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    Post  navyik Mon Sep 25, 2023 12:13 am

    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

    “Looks, like it’s them drawing us in.”
    Mystified by the lack of response, grim moves towards 12-i behind cover of his shield. If there’s a change in behavior from the plant creatures he will stop short of 12-i
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    Post  Chris Mon Sep 25, 2023 9:54 am

    Grim trundles forward carefully

    chapter 3 - The Ranger's Request - Page 5 1cave57


    Herger is up
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    Post  whit10 Mon Sep 25, 2023 10:12 am

    Herger will move to I-11; same as before with shield and sword

    Stat block:

    AC: 22 (w/shield)
    HP: 32 (currently full)
    Fort: 8
    Reflex: 8
    Will: 5
    Movement: 20'

    Sword is enchanted: +1 and striking +1d8 damage
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    Post  MAS Mon Sep 25, 2023 11:41 am

    navyik wrote:

    “Looks, like it’s them drawing us in.”
    Mystified by the lack of response, grim moves towards 12-i behind cover of his shield.  If there’s a change in behavior from the plant creatures he will stop short of 12-i

    Perhaps I could have clarified my intent through roleplay - "As always gentlemen, I will dance away and behind" or somesuch. I figured I'd made clear what this build does, it's not a "stand and trade blows" fighter.

    I expected the main element to hold together as you all seemed to be roleplaying, and since nothing was moving, did my usual maneuvering to turn the flank/provoke a response. My intent was to trigger enemy reaction, adjust our orientation by securing a flank, and clear the path for the party in moving along the top where we could best control incoming threats with reduced exposure/flank risk.

    There is still time to avoid getting everyone trapped and surrounded in the center.


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    Post  whit10 Mon Sep 25, 2023 12:13 pm

    I agree with you entirely Matt. The fighter and cleric (with the mage) can handle the 'center' you are better off as a flanker given your fighting style
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    Post  Chris Mon Sep 25, 2023 12:35 pm

    Jace just follows along and makes no tactical decisions or comments.  If anyone wants Jace to do something, they should tell him so in character.  

    Stride and extend aura to 10ft +1ac


    chapter 3 - The Ranger's Request - Page 5 1cave58



    Z is up
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    Post  navyik Mon Sep 25, 2023 1:46 pm

    Z is doing exactly what Grim imagined he would do. Grim is mystified by our ability to approach the plant creatures unchallenged.
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    Post  MAS Mon Sep 25, 2023 4:16 pm

    navyik wrote:Z is doing exactly what Grim imagined he would do. Grim is mystified by our ability to approach the plant creatures unchallenged.

    Good copy - didn't want you you to think i was blowing you off. Im also wary of the inaction.




    HP: 32/32
    AC: 19 - 21 w/ reaction
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Start with panache, Ends round maintaining panache

    AP 1 & 2: STRIDE 30 ft, end move in Q/5

    AP 3: Attack adjacent foe, improvised weapon -2, torch

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

    13 + 6 = 19

    Torch dmg
    Result of the throw of dice "1d4" :

    2 B + 1 Fire
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    Post  Chris Mon Sep 25, 2023 5:49 pm

    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8
    Zontreaux *
    Vine Lashers *last*

    Zontreaux strolls up to the unassuming bush and pokes it with torch.  It takes damage and immediately rustles to life along with all the other Vine Lashers.  All Vine Lashers were using Delay and join initiative after Zontreaux.

    A single large tendril springs to life in a whip-like motion.  


    chapter 3 - The Ranger's Request - Page 5 Vinela10

    current map


    chapter 3 - The Ranger's Request - Page 5 1cave60

    VL1 whips it tendril at Zontreaux

    Melee [one-action] vine +7 [+3/-1] (agile, finesse, reach 10 feet), Damage 1d8+2 plus Grab

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

    18 + 7 = 25

    Result of the throw of dice "1d8 +2" :

    4 + 2 = 6

    Z takes 6 damage and is now "Grabbed"

    Grab
    [one-action]
    Source Bestiary pg. 343
    Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.

    Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


    Vine Lasher has a special addition to the Grab feature, which actually weakens it a bit

    Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.


    study I did a fair bit of research and PF2e doesn't seem to have any clear rules for monsters dragging creatures or picking them up and throwing.  It sounds like this was intentional by the devs so GMs couldn't just toss PCs into lava, but that seems lame.

    The idea is the Vine Lashers drag their prey, but mechanically, it is done using the Shove action

    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.


    Shove and free follow is about the same effect as Drag, it just reverses the positioning of the graber and the grabee.

    Shove is an "attack" tag action, so it does suffer from the multi-attack penalty

    Shove is Athletics vs target Fort DC, Zontreaux has +5 so = 15

    Shove
    Result of the throw of dice "1d20 +3" :

    12 + 3 = 15

    The Vine Lasher drags (shoves and follows) Zontreaux 5ft

    it will try again

    Result of the throw of dice "1d20 -1" :

    8 - 1 = 7

    nope

    ____________________________________________________________________________________

    VL2 tries the same trick against Herger

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

    8 + 7 = 15

    nope

    #2
    Result of the throw of dice "1d20 +3" :

    12 + 3 = 15

    nope

    #3 (cuz it has nothing else to do)

    Result of the throw of dice "1d20 -1" :

    18 - 1 = 17

    nope x3

    ______________________________________________________________________________________

    VL3 strides twice and waddles over to Grim, 1 vine attack

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

    2 + 7 = 9

    nope
    ________________________________________________________________________________________

    VL4 strides twice around the tree towards Jace and makes 1 vine attack

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

    20 + 7 = 27

    crit!

    Result of the throw of dice "1d8 +2" :

    8 + 2 = 10 x2 = 20!

    OUCH  affraid

    Jace is at 4\24 HP now and grabbed by VL4


    new map with VL moves

    chapter 3 - The Ranger's Request - Page 5 1cave61

    top of the round


    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8   (4\24 hp)  grabbed
    Zontreaux *  (26\32 hp)  grabbed
    Vine Lashers *last*

    unless I missed any reactions,  Grimgar is up
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    Post  whit10 Mon Sep 25, 2023 6:10 pm

    if they move up and attack, doesn't Herger get an AoO as a reaction
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    Post  Chris Mon Sep 25, 2023 7:17 pm

    whit10 wrote:if they move up and attack, doesn't Herger get an AoO as a reaction

    uh... no, never has been that way in any game unless you had Sentinel feat in 5e

    1 - you don't have a reach weapon and they do
    2 - they are 10ft away, so you can't hit them anyways

    here is the rules for pf2e version

    Attack of Opportunity
    [reaction]
    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.


    so the creature has to be in your reach to start with (5ft) and then use a manipulate, "move" tag action, ranged attack or leaves your reach while moving


    Herger is still up
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    Post  whit10 Mon Sep 25, 2023 7:29 pm

    right, nevermind, don't know why I thought that...

    I think Grimgar is up, actually

    I will be traveling between Denver and Chicago on Tuesday and Wednesday. Quick company thing, not social. I will try to post updates if I can but it might be Wednesday night before I have the chance.
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    Post  navyik Tue Sep 26, 2023 12:49 am

    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

    Exasperated, Grim hustles to G-15
    Attack with axe
    Result of the throw of dice "1d20 +8" :

    2 + 8 = 10

    “Herger!”

    Grim attacks again
    Result of the throw of dice "1d20 +8" :

    19 + 8 = 27
    -5=22

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

    6 + 4 = 10
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    Post  Chris Tue Sep 26, 2023 9:54 am

    whit10 wrote:right, nevermind, don't know why I thought that...

    I think Grimgar is up, actually

    I will be traveling between Denver and Chicago on Tuesday and Wednesday. Quick company thing, not social.  I will try to post updates if I can but it might be Wednesday night before I have the chance.

    no worries, have a safe trip.  I apologize that grouchy GMs can be grouchy Wink


    Grim chases after Jace's captor and whacks it once with his axe


    chapter 3 - The Ranger's Request - Page 5 1cave62


    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8   (4\24 hp)  grabbed
    Zontreaux *  (26\32 hp)  grabbed
    Vine Lashers
    VL1 (-3 hp)
    VL2
    VL3
    VL4 (-10 hp)
    *last*


    now Herger is up but we may be paused for a bit
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    Post  whit10 Thu Sep 28, 2023 12:53 am

    Herger moves to H-13 and it's time to chop some weeds....

    Attack action:

    Wed Sep 27 2023 22:51:02 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 1d20 + 11 to total : 19, + 11, TOTAL: 30


    ooooh, that could be a crit?

    damage if critical:

    Wed Sep 27 2023 22:52:24 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 4d8 + 5 to total : 3, 5, 8, 8, + 5, TOTAL: 29

    damage if normal:

    Wed Sep 27 2023 22:52:47 GMT-0600 (Mountain Daylight Time)
    Rolling line 1 : 2d8 + 5 to total : 8, 4, + 5, TOTAL: 17

    more actions pending the outcome of that attack
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    Post  navyik Thu Sep 28, 2023 9:19 am

    Housekeeping issue here. We never determined who possesses the potions. 2 lesser healing and 2 bark skin. It’s Grim’s general rule not to have the healer hoarding the healing potions, so at this point each character should have at least one. One Bark skin and a healing potion beyond what supplies other party members he might keep.
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    Post  Chris Thu Sep 28, 2023 10:03 am

    Herger Strides and Strikes for 2 APs. That is indeed a crit and more than enough damage to kill VL4! Jace is freed from the grip of the hungry plant.


    map current


    chapter 3 - The Ranger's Request - Page 5 1cave63


    Herger has 1 AP remaining
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    Post  whit10 Thu Sep 28, 2023 11:03 am

    Alan, Herger has one of the healing potions, didn't really need the barkskin...


    Herger will raise his shield and be done.

    Stat block:

    AC: 22 (w/shield)
    HP: 32 (currently full)
    Fort: 8
    Reflex: 8
    Will: 5
    Movement: 20'

    Sword is enchanted: +1 and striking +1d8 damage
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    Post  Chris Thu Sep 28, 2023 11:12 am

    Jace will Interact to draw a lesser healing potion, Interact to drink it and then Concentrate on his aura, increasing the size by 5ft

    PFS StandardHealing Potion (Lesser)
    Item 3
    Source Core Rulebook pg. 563 4.0
    Price 12 gp
    The potion restores 2d8+5 Hit Points.

    Result of the throw of dice "2d8 +5" :

    7 + 1 + 5 = 13



    chapter 3 - The Ranger's Request - Page 5 1cave64



    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8   (17\24 hp)
    Zontreaux *  (26\32 hp)  grabbed
    Vine Lashers
    VL1 (-3 hp)
    VL2
    VL3
    VL4 ]
    *last*


    Zontreaux is up and grabbed

    reminder:   Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.
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    Post  MAS Fri Sep 29, 2023 9:25 am

    HP: 26/32
    AC: 19 - 21 w/ reaction
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Start with panache, Ends round maintaining panache

    AP 1: ESCAPE "Attack" - Zontreaux selects Acrobatics ability

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

    11 + 8 = 19

    AP 2&3 Pending results.
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    Post  Chris Fri Sep 29, 2023 10:37 am

    MAS wrote:HP: 26/32
    AC: 19 - 21 w/ reaction
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Start with panache, Ends round maintaining panache

    AP 1: ESCAPE "Attack" - Zontreaux selects Acrobatics ability

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

    11 + 8 = 19

    AP 2&3 Pending results.


    checking the rules....

    Escape
    [one-action]
    Attack
    Source Core Rulebook pg. 470 4.0
    You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).


    Athletics DC 10 + 6 = 16


    Zontreaux slips away!
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    Post  MAS Fri Sep 29, 2023 12:24 pm

    HP: 26/32
    AC: 19 - 21 w/ reaction
    Fort: 5
    Reflex: 10
    Will: 5
    Move: 25’ +5 w/ panache
    Initiative/Perception: +5
    Start with panache, Ends round maintaining panache




    "...No shrub can hold ZONTREAUX!"




    AP 2: ATTACK, Precise strike, Silver Rapier
    Result of the throw of dice "1d20 +3" :

    15 + 3 = 18

    DMG if hit:
    Result of the throw of dice "1d6 +3" :

    3 + 3 = 6 P

    +2 dmg, Precise strike

    6P / 8 total

    AP 3: STRIDE to L/8
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    Post  Chris Fri Sep 29, 2023 1:33 pm

    Zontreaux jabs the vine lasher and darts away.  However, when he gets closer to the other plants....


    Hazards: There are three large, colorful plants called poison blooms here (each indicated on the map with an X). If a non-plant creature approaches within 10 feet of any of these poison blooms, all three of them each unleash a cloud of mindfuddle gas that spreads out to a range of 20 feet. The poisonous gas remains in the area for 1 minute, and the poison blooms need 10 minutes to recharge before they can expel this gas again.


    Mindfuddle Gas (poison, inhaled); Saving Throw  Fortitude;


    It looks like Zontreaux gets hit twice but they poison blooms miss everyone else.

    Z needs 2 FORT saves please

    chapter 3 - The Ranger's Request - Page 5 1cave65


    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8   (17\24 hp)
    Zontreaux *  (26\32 hp)  grabbed
    Vine Lashers
    VL1 (-11 hp)
    VL2
    VL3
    VL4 ]
    *last*
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    Post  whit10 Fri Sep 29, 2023 1:51 pm

    we need fire
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    Post  Chris Fri Sep 29, 2023 3:53 pm

    whit10 wrote:we need fire

    Zontreaux has a lit torch. I just took the radius of light off the map since there were so many other circles now.
    MAS
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    Post  MAS Fri Sep 29, 2023 4:33 pm

    Rolling "1d20 +5" 2 times

    1: 5 + 5 = 10
    2: 1 + 5 = 6

    OOOF.
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    Post  Chris Fri Sep 29, 2023 4:55 pm

    MAS wrote:Rolling "1d20 +5" 2 times

    1: 5 + 5 = 10
    2: 1 + 5 = 6

    OOOF.

    Mindfuddle Gas (poison, inhaled); Saving Throw DC 15 Fortitude;
    Maximum Duration 6 rounds;
    Stage 1 stupefied 1 (1 round);
    Stage 2 stupefied 2 (1 round);
    Stage 3 1d4 mental damage, stupefied 2, and confused (1 round)


    Z fails both times affraid


    Stupefied
    Source Core Rulebook pg. 622 4.0
    Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.


    ok, lots of micro rules to unpack here....

    method of exposure

    Inhaled: An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.


    Multiple exposures

    Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.





    A few things to keep in mind...

    Afflictions take effect at the end of your turn so if they have anything that can remove a Poison then they can stop themselves from suffering an additional tick of damage.

    So at the end of each round, you make another Poison save (since the stages are 1 round long for this poison). If you fail, you advance a stage (get worse) but if you succeed you start to get better (reduce a stage). Critical success\failure moves you by 2 stages and medicine checks help those rolls.


    Medicine is a really good skill

    Treat Poison
    [one-action]
    Manipulate
    Source Core Rulebook pg. 248 4.0
    Requirements You are holding healer's tools, or you are wearing them and have a hand free
    You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

    Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
    Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
    Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.



    Afflictions
    Source Core Rulebook pg. 457 4.0
    Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.




    Z had 2 exposures, failed both, but no crit fails, so... he starts at Stupified 2 in round 1. At the end of his next turn, he gets to save again to see if he gets better or worse. For Z, being in the cloud would mean another exposure, if he stays there - each round at the start, in addition to the Affliction check at the end.

    Poisons are nasty Twisted Evil
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    Post  Chris Fri Sep 29, 2023 5:03 pm

    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8   (17\24 hp)
    Zontreaux *  (26\32 hp)  stupified 2
    Vine Lashers
    VL1 (-11 hp)
    VL2
    VL3
    VL4 ]
    *last*
    '

    The Vine Lashers continue their insidious plot to grab the party and drag them into the Mindfuddle gas!

    VL1 strides to N-8 and whips are Zontreaux

    Melee [one-action] vine +7 [+3/-1] (agile, finesse, reach 10 feet), Damage 1d8+2 plus Grab

    Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.


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

    4 + 7 = 11

    miss!

    again

    Result of the throw of dice "1d20 +3" :

    13 + 3 = 16

    miss!

    _________________________________________________________________________________

    VL2 (1) strides to I-11 and (2) whips at Jace

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

    12 + 7 = 19

    got him!

    Result of the throw of dice "1d8 +2" :

    3 + 2 = 5

    Jace takes 5 and is GRABBED

    VL2 will now try to Drag Jace into the poison cloud

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

    8 + 6 = 14

    not quite enough!  whew

    __________________________________________________________________________________

    VL 3 (1) strides to J-13 and (2) whips at Herger

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

    12 + 7 = 19

    miss!  nice AC, dang it

    again

    Result of the throw of dice "1d20 +3" :

    14 + 3 = 17

    nope




    chapter 3 - The Ranger's Request - Page 5 1cave66



    Chris wrote:

    Grimgar 18
    Herger 13
    Jace 8   (12\24 hp)  grabbed
    Zontreaux *  (26\32 hp)  stupified 2
    Vine Lashers
    VL1 (-11 hp)
    VL2
    VL3
    VL4 ]
    *last*


    Grimgar is up, mind the gas Wink

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