Deerslicer
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Out of character, I am completely fine with a rest for medical treatment.
| GM Deneve |
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Given the amount of time you've spent here, which is about 40 minutes, if I'm not mistaken, it's feasible for Pepper to have gone back out and gotten more berries. I mean, the dogs are not hostile to her and she did feed them after all. The round-trip would be about 30 minutes long. I know it feels longer as we've been here in the caves for several days in real time, but in reality you've been here for no more than 20 minutes.
| "Pepper" |
No, she wouldn't go back out through those areas alone for that.
It's fine.
I am really fine w. it, as I said.
I was just mentioning this Druid stuff because it is not fun if you get into situations when you do not expect/know this.
| GM Deneve |
Yes, but I also mean it in case one of your characters wants to go back to town and stock up on things as you guys are waiting for almost an hour before pushing forward. It just depends on what your character would do in those kinds of situations where they're just waiting.
So, if everyone is ready, shall we move forward? I know Gamble and Deerslicer said the were ready to move on.
| "Pepper" |
So, okay that we waited one hour? Pepper @-6HP?
And ready to move on (even if we do not wait)
| GM Deneve |
Hazards at Hallod's lair
There are some rather obvious trip lines stretching from wall to wall between the rows of barrels and crates (these ropes are marked on the map with dotted lines). Due to this obvious nature, anyone about to enter a space occupied by a trip line can attempt a DC 15 Perception check to notice the trigger. Those that fail trigger the trap. Once seen, the ropes are obviously avoided, but characters cannot end their move in a space occupied by a rope without setting off the trap.
In addition, if your characters are pushed into a crate or box, the container collapses into a pile of broken wood and debris. You must succeed at a DC 15 Reflex Save or fall prone and take 1d4 piercing damage.
| Gamble Eigirsson |
Just checking so that I can be appropriately concerned...
The sprite's 23 would have missed but for the natural 20, yes?
While I'm at it, Hallod succeeded his will save earlier vs. phantom pain so that he only took base damage and not the riders, correct?
| GM Deneve |
Ugh! Thank you. I keep checking the result and not the flat die roll as well. The second hit was a crit. success from the sprite and yes, he passed the Will DC save taking into account he has a minus to his rolls because of the juggernaut mutagen. So he only took the base damage, but that was dice luck more than high stats, to be honest.
I'll add the extra damage Hallod took from crunchy munchy sprite as soon as Sinan, Simon or Kunsheng post.
| GM Deneve |
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Yay! My first GM Hero Point. I'm going to use it to revive Hallod during his phase 2 transformation!
To clarify, Sinan is unconscious, but not dying. The fist was rolled as a non-lethal attack. Gracie and Gamble are prone from the alpha male's Knockdown, but neither are unconscious nor dying.
Pepper saw the alpha fall and heals Sinan.
| GM Deneve |
So thanks to everyone's efforts, Gaston's and Lefou's were able to bring the Beast down!
Congrats! You're level 2! You obtained a total of 1,010 xp. Please set your current XP to 10, as once you reach 1,000 xp, you reduce xp by 1,000 on leveling up.
Maybe now I'll be able to use more deadly traps to make sure you don't detect them so easily. :p
All right, so according to my xp tracker you're at:
Prior XP 10
Guard Dogs 45
Poisoned lock 30
Giant Lightning 100
Hallod 80
Caustic Wolf 40
Alpha Wolf 20
Total: 325
| GM Deneve |
We're just about to wrap up Act 1 of The Fall of Plaguestone!
I do need an indication of where you plan to go to keep things moving: Out through the cave's mouth and into the forest to reach Etran's Folly 2) Backtracking through the tunnels and into Etran's Folly 3) Finding the location of the stump. I need to know as the option you choose moves the timetable up and what the NPCs are doing at the time you come back.
Also, please let me know who's going to Identify Magic so I can make the rolls.
| "Pepper" |
Pepper would prefer to go out through the forest.
Either to Etran's Folly, or the Stump-- as people wish.
Deerslicer
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I'd say we take Hallod back to town, trussed up, and hand him over to the authorities (such that they are). Then go and check out the stump. Then rest. Come get the dogs in the morning, maybe keeping them in our stables, if we can clean it up enough to be functional.
Simon Samarian
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I agree we should both take Hallod into town. Which route we take doesn't matter.
I'm a little unclear on where "the stump" is, and I'm not sure whether that's supposed to be the case. Are we sure the stump is the one in the town? That seems like a very public spot for a dead drop.
I thought the shrine we found with the stirges was also a stump of some kind. Could that be the one?
| Kunsheng "Qīngwā" Xue |
We've got a map, right? I think we should split the party again, with the better talkers taking Hallod to town through the forest, and the rest of the party checking out the stump.
Deerslicer
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I wasn't clear on this: I suggest leaving out of the cave and walking through the forest to take Hallod back to town.
| GM Deneve |
I agree we should both take Hallod into town. Which route we take doesn't matter.
I'm a little unclear on where "the stump" is, and I'm not sure whether that's supposed to be the case. Are we sure the stump is the one in the town? That seems like a very public spot for a dead drop.
I thought the shrine we found with the stirges was also a stump of some kind. Could that be the one?
The stump is not in town nor is it the bloodseeker nest. The stump is noted in the map you found as being about 3 miles away from Etran's Folly and in the forest. Leaving the cave mouth and following the map will take you there.
| Gamble Eigirsson |
Take Hallod back to Etran's Folly through the woods.
I can attempt to identify anything that is Arcana (+5) or Occult (+5 or +7 if it has the mental, possession, prediction, or scrying traits)
Simon Samarian
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I vote only the super stealthy go to the stump. They can get away if needs be and regroup with us bringing Hallod to Deputy Derp
That sounds good.
I definitely don't want to end up fighting the patron short-handed if we run into her at the stump.
Deerslicer
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I can be stealthy and look for traps, and am at full HP, so am fine going straight to the stump. I wasn't thinking there was a time pressure on it, but I guess Kunsheng is right, that evidence could be destroyed.
| "Pepper" |
Hello all!
Having talked with our cool GM Deneve, I will be dropping out of the game and retiring Pepper.
It being between Acts of the story this seems like the least bad time to do this to you guys.
I like the adventure as run - it's the best! - and the five companions are so colorful and great, so, my life not being at the best right now is the reason I am putting Pathfinder aside and thus also stopping this game.
Sorry for the bother-- and I hope you all roll high, and remain safe!
Simon Samarian
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It's been a real pleasure to play with you (the player), both here (with Pepper) and in other scenarios (Milady, Lilic). I hope you'll return to Pathfinder someday, but if you don't, I hope everything works out and you get to experience some of the joy you've brought to our lives (real and fantasy).
Deerslicer
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Yeah, hope everything goes OK. Was a lot of fun.
| Sinan al-Razima |
If any of you can join, I'm going to be running my scenario, SFS 2-21 Illegal Shipment at Paizoconline on Fantasy Grounds Unity (my first time using this VTT). I still plan to run it on the boards, but Shifty is running it right now and I want to see what works and what falls flat on the boards first.
Deerslicer
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Cool. Was just signing up for my games ... and fortunately, my Saturday was still mostly open. ;) Looking forward to it.
| "Pepper" |
Thanks so very much for the kind words!
)))
Have fun - stay safe - and roll high!
Deerslicer
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Five is fine. The adventures are written for 4 by default, aren't they?
| GM Deneve |
You'll probably want to report to Tamli after speaking to Noala either later today —3 Arodus— or tomorrow —4 Arodus. However, I wanted to talk about the downtime you guys have right now.
You now have 7 days of downtime until Noala comes back for you. Think of it just as Society downtime. You can of course focus on the house and at the same time focus on Earning Income or Crafting or even retraining.
Remember that the Feedmill is a general store as well.
Once everyone has decided their actions and made their rolls, I will move the timeline forward 7 days. You can also deal with things during these 7 days such as speaking with the locals, or questioning Hallod, Phinick, etc.
Deerslicer
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I forget, did we get any money from Hallod's lair? I'll need to restock on arrows. I assume this is a common item I could pick up at the general store, or will I need to craft them?
I do have +4 on Crafting, and will focus on helping to fix the house during the downtime, probably, if I don't have to craft arrows. It wouldn't occur to him to go help the dogs, but if someone presses the issue, he's willing to make the effort and bring them back.