GM Polygoon's Beginner Box Campaign - Goblin Hunt!

Game Master Jerran_Kell

This campaign was created to give new players a chance to play Pathfinder using the Play By Post method here on the Paizo forums.


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Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Having found nothing Vortok opens the bag to inspect the contents, leaving the chest to the others.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe moved to AC-47, Xilanfur to AA-46.

Fyfe lights a torch and tries to carefully inspect the chest without touching it, lest it be trapped. He swaps his scimitar for his quarterstaff and slowly waves it around the chest, looking for wires or other riggings. Once he's convinced that it's not rigged, he'll tap around the chest to listen for movement or other signs that it's full. He's also looking for signs that it's locked, whether the surface it's resting on might be rigged, strange markings, etc.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

This is why our predecessors carried around a 10-foot pole. And a Thief. :-)


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Vortok:
The bag contains only bones. Quite a lot of bones that must have belonged to several animals. Really a large amount of bones. Knowledge: nature, animals, anything that would experience bones.

Fyfe:
The chest doesn't appear to be rigged to any wires or anything. Vortok would have noticed any suspicious stonework. There's a latch with a keyhole.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

After he finishes inspecting the chest and is fairly certain it won't explode in his face, Fyfe the Amateur Rogue tries to force open the lock using a dagger.

Disable Device: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11

That's probably not good. Maybe Grognar can whack it with a hammer.


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Eal examines the bag of bones.

knowledge(nature): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

+2 from favored enemy(goblinoids)


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Fyfe is unsuccessful in unlocking the chest.

Eal knows a thing or two about animal bones. He is pretty sure that the bones belonged to dogs from the shapes of the skulls, and his knowledge that Goblins particularly hate dogs. He sees the skull of what was probably a horse in there as well, another animal that goblins hate. He also knows that all of those bones should weigh a lot more than it feels in his hands, it can be lifted easily.

Strangely, and unnaturally, the bag seems bigger on the inside than it looks on the outside. There sure are a lot of bones in there.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"Something is amiss here."

Fyfe casts Detect Magic to get insight on the objects the group has found (bag, chest, mats).

Detect Magic:

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

He concentrates and waits for any of the nearby objects to manifest an aura and determine the strength, if any.


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

Grognar looks as Fyfe fumbles with the chest and heaves his axe ready to smash the hinges.

attack: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d12 + 4 ⇒ (3) + 4 = 7

He grins and says: That's how you open a chest

we might want to check if it is a bag of holding and if so what it holds


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

"Navika, Krakkagar, can you two help figuring out what is wrong with this bag? I expect magic trickery." shouts Vortok, waving the sorceress and the bard closer.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
"Let's take a look at it."


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Fyfe gets a solid Conjuration aura vibe coming from the bag.

Krakkagar has heard of something like this. It must be a Bag of Holding(Type 1). It is currently holding a bunch of bones. Just bones, not special, just enough of them to show that the bag is bigger on the inside.

Description


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

So what's the protocol for claiming something like that? I'd like a Bag of Holding but I don't want to just say "It's mine!" since I'm sure I'm not the only one who'd want it.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Grognar smashes the chest mightily.
Inside is:
-A small sack of 20 gold pieces.
-A particularly attractive Dagger
-a Small Ruby
-A glass vial of orange liquid, it seems magical. Fyfe's Detect Magic picks it up and it gives an aura of Conjuration magic.

Krakkagar I also don't know what the protocol would be. As long as the party stays together it could be considered a collective party asset, or it could be sold for the gold. I'm open to other ideas


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

We're definitely hanging onto that. I've read some fun stories about the many uses for a Bag of Holding.

I think for the moment it's party property. It'll come in handy for sure. I don't think we want to dump the contents just yet.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

[b] "Nice work, and nice findings everyone" [b] Vortok mumbles as he hears Krakkagar explaining the Bag of Holding.

[b] "Can someone figure out what this liquid is, and how much this dagger and ruby are worth?" [b]

This is not Vortok's skill set.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe studies the strange potion.

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

"Anyone else want a look? Navika? Krakkagar?"


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Let's move it a bit along

appraise gemstone: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20

appraise dagger: 1d20 - 1 ⇒ (1) - 1 = 0


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar studies the potion intensely...
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15

Then turns his attention to the dagger and Ruby.

"I wonder if either of these are magical?"

Detect Magic:
School: divination
Level: Bard: 0; Skald: 0; Cleric: 0; Oracle: 0; Warpriest: 0; Druid: 0; Sorcerer: 0; Wizard: 0; Arcanist: 0; Hunter: 0; Adept: 0; Inquisitor: 0; Summoner: 0; Witch: 0; Magus: 0
Casting Time: 1 standard action
Components: : V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none
Spell Resistance: no
Source: Core Rulebook
Summary: Detects all spells and magic items within 60 ft.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st RoundPresence or absence of magical auras.

2nd RoundNumber of different magical auras and the power of the most potent aura.

3rd RoundThe strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

While the intelligent guys are looking at the loot, Vortok decides to walk towards the door at the end of the hallway to look for traps.

perception: 1d20 + 7 ⇒ (4) + 7 = 11

Afterwards he puts his ear against the door to listen into the next room.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The door is not trapped.
You don't hear anything on the other side.
The ruby is worth 50 gold.
The dagger is very pretty.
The vial is a potion of Cure Light Wounds.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"Considering I've already got a wand and another potion of Cure Light Wounds, and that I've had at least one close call recently, I suggest someone else may want to keep that one safe."

"On the other hand, if nobody else wants the dagger, I'll be happy to hang onto that."


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika followed behind everyone. The dagger caught her eye. It was very pretty and looked like it might hurt someone worse than her dagger would. The bag is nice and Navika thinks it will come in handy on their travels.
Seeing Vortok head down the hall, Navika follows quietly behind him.

appraise dagger: 1d20 ⇒ 10


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Eal examines the floor of the cave, seeking evidence of the goblins' "boss".

perception: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27


Common Check Text Current Location : GoblinHuntMap Loot Sheet

It's a masterwork dagger (+1)

Eal notices several goblins sized footprints and a set of large bipedal footprints, larger than anyone in your party. Possibly a bugbear, something like that would be mean enough to whip a group of goblins into shape.


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

"Whatever it is, it's big," mutters Eal.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

"Nice job figuring out what we have found. Shall we move on to the next room?"

I moved my token into the front row, ready to open the door when you are.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur follows Vortok, with Fyfe right behind. Tokens moved.

Perception (Xilanfur): 1d20 + 1 ⇒ (19) + 1 = 20

Perception (Fyfe): 1d20 + 8 ⇒ (7) + 8 = 15


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

Grognar walks up to the door and in his best whisper says: Can I finally smash some goblins.

while saying this he gets a big smile on his face.

stealth: 1d20 - 2 ⇒ (1) - 2 = -1

In case the GM decides that a half-orc barbarian isn't known for being silent.

It might be the barbarian in me but this door is getting kicked open in a day or two,three if we haven opened it by then.


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Open the door, Vortok. Let's see whats in there.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar moves up behind the group but stays back a little. Knowing his bow is next to useless in such close quarters, he slings in on his back and draws his rapier, just in case.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Seeing that everybody is ready Vortok opens the doors.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The stone doors swing open, revealing a room bathed in s shimmering golden radiance like sunlight reflecting off the ocean. The light emanates from a rune-covered fountain in the center of the room. Faint talking noises can be heard.

There are two exits from the room. One is an open corridor, and the other is a closed door.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe and Xilanfur slowly walk around studying the room. Fyfe has his quarterstaff drawn and is careful not to touch anything directly.

Perception (Xilanfur): 1d20 + 1 ⇒ (2) + 1 = 3

Perception (Fyfe): 1d20 + 8 ⇒ (6) + 8 = 14


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Eal walks in and looks around the room.

Perception: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
The plus 2 there is for things involving goblinoids. Tracks, for example.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Vortok walks into the room and whispers to the rest "I hear someone talking over there, anyone willing to sneak a bit closer to take a look? "


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika looks around the room slowly. She moves closer to the rune-covered fountain, checking to see if she can get an idea of what the runes are.
Not being to really understand these, she moves over to the dor to see if she can make out the voices.

spellcraft check on runes: 1d20 + 4 ⇒ (6) + 4 = 10
perception check at door: 1d20 + 1 ⇒ (10) + 1 = 11


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Is there anything in the fountain and is it functioning?

Hmmm... Where are those voices coming from?

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


Common Check Text Current Location : GoblinHuntMap Loot Sheet

This magic fountain is made of stone and filled from an underground spring. Navika can't read the tiny runes along the fountain, other than the word Desna. The water is clean and cool, and glows while it is in the fountain.

The voices are coming from down the open corridor, high pitched, sounds like goblins, more than one for sure.

The tracks don't make a lot of sense, they are jumbled up.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"I would strongly advise not drinking from the fountain until we get a better idea of what that water might be."

Fyfe, suspicious of the room, and especially the fountain, casts Detect Magic again and concentrates.

Detect Magic:

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Desna is a chaotic good goddess. She is one of the 6 Gods to which the Cathedral in Sandpoint is dedicated. Anyone willing to make a knowledge religion check?


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

Grognar smiles as he sees the fountain and says:
Don't know about you guys but fighting makes me thirsty.

He walks to the fountain and takes a big gulp.

Ah that tastes great, shall we go and smash some more goblins

Sorry guys as a chaotic oaf I can't not do something like this and still claim that I was in character. On the bright side we will know what the fountain does after this.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Grognar can you please roll 1d10 ?


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

bold move: 1d10 ⇒ 10


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Grognar feels all warm and tingly inside as the magical water does it's work.
Veeeeery good roll, best possible result.

Grognar may chose one of the following effects for the rest of the adventure:
+2 bonus to Attack rolls
+2 saving rolls
+2 armor class

If anyone else drinks then also roll 1d10 for the effect.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe is feeling thirsty himself.

Everything to Lose: 1d10 ⇒ 9

Xilanfur snorts and dips her face into the water as well.

Xilanfur should know better: 1d10 ⇒ 10


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar doesn't wanna get left out and heads over to drink some of the fountain's water.
Watch me roll a negative somehow
Ooo, ooo, me too!: 1d10 ⇒ 10


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika is surprised at the effect of the water and decides to join in.

bad idea, I'm guessing. Sigh: 1d10 ⇒ 1


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

"I'm a little thirsty myself," says Eal.

How's my luck?: 1d10 ⇒ 3

[ooc]Not so good, I'm guessing[/i]


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The water is cool and fresh, and safe to drink. The magical fountain glimmers and twinkles the same for everyone, but the effects of it's water varies for each drinker.
Each player can only drink for a magical effect once.

Xilanfur may make the same choice as Grognar.
Krakkagar may make the same choice as Grognar.
Fyfe gets +2 to attack rolls in the next combat.
Navika gets -2 to attack rolls in the next combat.
Eal takes -2 penalty to all saving throws in the next combat.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur chooses +2 to attack rolls. That same +2 is kind of wasted on Fyfe, but maybe he can get in some practice.

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