PF2 [IC] JM's "Doomsday Dawn" Playtest Party#1 Chapter#1 - Page 34
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  1. #331
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    "Opening it without making a huge racket would be... preferable," says the half-orc, sighing.

  2. #332
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    Hiromi sighed and took out her picks. She fiddled with the lock and it popped open with very little work. She said proudly, "Wasn't as hard as I thought it would be!"

    OOC: Let me use Coyote... I'll roll six times and see how it goes... Thievery: 1D20+5 = [2]+5 = 7
    1D20+5 = [11]+5 = 16
    1D20+5 = [19]+5 = 24
    1D20+5 = [12]+5 = 17
    1D20+5 = [5]+5 = 10
    1D20+5 = [4]+5 = 9

    Hey, only took her four rolls. Not bad.

  3. #333
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    Urik uses his free hand to grab the lid of the chest and pull it open. "Maybe this is where they keep the clothes they actually washed," he quips as he goes to take a look inside.

  4. #334
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    Actually....

    On the first attempt, Hiromi gets a critical failure and a thin spine of metal shoots out and jabs her finger. She takes 1 piercing damage and if she fails a DC 15 fortitude save, (1d6)[3] poison damage plus gaining the drained 1 condition. (And that condition is nasty.) You have also learned that this lock is pretty good. It requires an annoying three DC 22 Thievery checks to pick.

    Poisoned Lock melee attack: 1D20+10 = [18]+10 = 28

  5. #335
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    OOC: remember you get +1 item bonus to Fortitude saving throws for 1 hour against toxins, including diseases, poisons, and venoms from the earlier elixir every little bit helps
    .

  6. #336
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  7. #337
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    The small chest holds its own for a few swings until one attack hits the hinge just so and then the top is quickly turned to kindling. Inside the chest you find a well-made crossbow, a feather, three arrows, two scrolls, a wand, a vial of liquid, a collection of rare inks and powders, a series of related books, a small bag of gems perhaps, a small sack of coins, the Star of Desna, and an obviously very ancient book.

    Everyone make a perception check. And Hiromi still owes us a poison saving throw.

  8. #338
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    She thought she had it, but the tumbler was a fake; a trap. "Aoow!" she said as the pin bit her. She was terribly embarrassed for thinking she'd had it. Then she felt her vision blur and her head spin. "Not again!" she thought to herself.

    OOC: Oh. I thought the DC was still 15. Oops. Ouch. Fort - (1d20+3)[8]
    Last edited by FitzTheRuke; Today at 03:09 AM.

  9. #339
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    You are poisoned and have the Drained 1 condition. Next stage is 1 hour from now so you don't have to worry about it getting "worse" too soon. But....

    Quote Originally Posted by Drained
    When a creature successfully drains you of blood or some other life force, you become less healthy. Drained always includes a value. You take a conditional penalty equal to the value on Fortitude saves and Constitution based checks. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit with an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

    In most cases, the drained condition heals naturally at a slow rate. Each day, when you regain Hit Points by resting, your drained value is reduced by 1. This increases your
    maximum Hit Points, but you don’t immediately recover the lost Hit Points. When the drained value reaches 0, you no longer have this condition.
    Still need a new Perception check from everyone.

    GM: Also, we are getting close to the end of this adventure. Start making 4th level characters for part 2. Details for char gen are in the RG thread.

  10. #340
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