
Robert Henry |

Hey Brv, kind of a stupid question, on the jump attack. You rolled:
The creature leaps at Onnello
acrobatics: 1d20 + 23 ⇒ (2) + 23 = 25
I happened to go back and look at the regular bullette:
Skills Acrobatics +9 (+17 jumping),. When a bulette charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies.
And the advanced bullette (which has higher strength and dexterity)
Skills Acrobatics +11 (+19 jumping),
If the regular bullette has a + 17 to jump and the advance has a +19 to jump (which means it can't miss) how does the juvenile have a + 23?

Robert Henry |

Ok, as you know I don't normally play characters that do a lot of Knowledge checks. So I was not familiar with the details of the rules. I would like to clarify with your expectations, because I don't want to cheat or look like I'm cheating.
In games when knowledge checks were rolled, I've seen some GM's just list the name of the beast. I've seen some GM's respond by listing how many questions the player can ask and then asking what questions the player wanted answered. I've seen GM's just give a certain amount of information. I wasn't sure what that was based on or what they were expecting. So I went and read up on it a little.
Monster Lore
You can use this skill to identify monsters and their special powers or vulnerabilities.
Check: In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
So practical application, using the bullette for example only because it's the last monster we rolled knowledge on. The bullettte was level 6 monster so the knowledge check equals 10 + 6 (I'm assuming it's not a rare monster since low level thieves are using it for a guard dog). Lucian rolled a 26 which would be "remembering a bit of usefull information" and two more usefull pieces of information for 21 and 26. So three pieces of useful information.
From here on out would you rather list the pieces of information you think we would find useful or tell me how many questions I can ask or tell me how much useful information I can apply and let me check the MM and select the ones I want my characters to know?
Again, just wanting to clarify how you want knowledge to work.

Robert Henry |

Trying to clarify before we continue:
If the regular bullette has a + 17 to jump and the advance has a +19 to jump (which means it can't miss) how does the juvenile have a + 23?
I don't need a full explenation, I just wanted to make sure that the +23 was not an error. If it's an error and Onnello is supposed to be alive he could have retreated with the others. If the +23 is what it is, let's move on.
From here on out would you rather list the pieces of information you think we would find useful or tell me how many questions I can ask or tell me how much useful information I can apply and let me check the MM and select the ones I want my characters to know?
Again, just wanting to clarify how you want knowledge to work.
I'm asking so I know exactly how to handle knowledge checks, Please let me know.

narrator robot |
Ok, so Naomi will get the 500 XP for completion, but Onnello does not.
Working on calculating value of items and what I'm keeping. I want to ask about two items; the improved club that the half orc carried, lists as a masterwork tetsubo is it an exotic weapon? Also is "the wooden mallet with a five-foot-handle" a weapon or a tool, where would I find how much it's worth.
edit:
Items sold/sale value
small silver chime 5 gp
masterwork studded leather 87 gp 5 sp
dagger 1 gp.
whip 5 sp
small masterwork leather armor 80 gp.
small masterwork dagger, 151 gp.
small masterwork shortsword 155 gp.
dagger 1 gp.
shortsword (Onnello) 5 gp.
thieves tool (Naomi) 15 gp
three draft horses 300 gp.
Total value: 801 gp.
Group money at the end of the module 3496 gp. 11 sp. and 94 cp. + 801 gp Itmes sold = 4, 397 gp. 11sp. 94 cp = 4399.04 = 879 gp 8 sp per character, Ian will have 703.84 after offering and tithe
working on expenditures now:

narrator robot |
Riding order: Ian, Onnello, Seamus, Lucian, Naomi
Onnello, Seamus, Lucian and Naomi have the leads to the four draft horses.
The draft horses are carrying 533.75 lbs.
watch order. three watches, four hours each:
Lucian and Naomi, Onnello, Ian and Seamus.
They will have one of the Bullseye Lantern lit for observation.