Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


Character Creation:

I want a background first and foremost.

No psionics, gunslingers, alchemists, magus, summoners, or warlocks need apply.

I am not a fan of the buy out systems, and we all have to trust each other anyway so roll 4d6 eight times. Six of these will be your stats, taking the three highest and adding them together.

2 Traits, and one campaign trait... soon to come.

Roll for your money, but your background story is where you can gain more!

Create a quick blurb about your appearance, the more interesting your background story the more bonuses you might stumble upon or requests granted.

Your background story should have at least 3 paragraphs, childhood and relatives, training in your class, and some points of why you are a third level.

Create an introduction. It could be your way to the Dragon's Draught, up on top of the massive building, entering into the labyrinth, killing something in the nearby hills, etc. Make it fun and flavorful!

Campaign Traits:

Dream-Called: Visions of a horrible apocalypse have haunted you for months. They have grown more vivid in the recent weeks with the most recent dream showing your only escape from destruction is an inn called the Dragon's Draught. Panicked, you woke in the night and made way for the Dragon's Draught, leaving your life behind. You gain a +1 trait bonus to Will saves and you have uncovered a secret magical place along your way here and uncovered a magical item, that is worth no more than 2,500 gp.

Scholar: With new found ruins and artifacts in the region, they have attracted many intellectuals and arcanists. You made your way over as well, but quickly found yourself short of funding. You gain a +1 trait bonus to Knowledge (Arcana) or Knowledge (History) and that skill is always a class skill for you. Bonus?

Whisper Woods Hunter(Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider. Bonus?

Patient Optimist (Desna, Erastil,Sarenrae): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once. You gain diplomacy as a class skill and if already is a class skill gain a +1 trait bonus to Diplomacy.

Hellknight Ancestry:At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights. You start with a set of Hellknight armor.

Demon Hunter: Raised in a church, you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons. Bonus?

Brastlewark Student: You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in nontraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.

Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials. Bonus?

These are suggestions for basic traits:

Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Threatening Defender: You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Magical Traits:
These regional traits are available to all Chelish characters.

Desperate Focus: You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Diabolical Dabbler: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Theoretical Magician: You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Race Traits
These race traits are available to all characters of the appropriate race.

Brastlewark Businessman (Gnome): Your time among the Brastlewark elite has led to an extensive knowledge of alchemy and ready connections in the trade. You gain a +2 trait bonus on all Craft (alchemy) checks.

Infernal Influence (Chelaxian): Your family boasts secret diabolical ties that may go back much further than the Thrune regime, and much deeper. You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.

Masterful Demeanor (Chelaxian): As a proud Chelaxian, you are confident that members of other, inferior races will obey you, and quickly. You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.

Successful Shirker (Halfling): Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer’s ire and attention, the better to spend time on your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.

Regional Traits
These regional traits are available to all Chelish characters.

Cliff Jumper (Cliffs of Fury): You spent your early years exploring and foraging along the coastal cliffs. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

Dump Salvager (Westcrown): You grew up in or around Westcrown’s rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling. You gain a +3 trait bonus on Perception checks to search for concealed items.

Egorian School Apprentice (Egorian): You studied under one of the masters of the Egorian School style of architecture.
You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.

Wharf Rat (Ostenso): You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Whisper Woods Hunter (Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.

Brastlewark Student (Brastlewark): You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in untraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.

Religion Traits
These religion traits are available to all characters of the listed faith.

Asmodean Demon Hunter (Asmodeus): Raised in the church of Asmodeus (whether or not you are currently a follower of the Prince of Darkness), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Patient Optimist (Desna, Erastil): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

Social Traits
These regional traits are available to all Chelish characters.

Hellknight Ancestry: At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.

Nonchalant Thuggery: You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

First level of the Fort

Second Level

Third Floor

Fourth Floor

Fifth Floor

[spoiler=Local village of Sphrick's Falling]

Population: 98. 7 dwarves, 1 halforc, 5 other, 27 elves, 2 catfolk.

The village is quaint and cozy. A stone wall of about 4 feet surrounds the village leaving the road just plain open with no gate. There is a rope ferry that takes up to two wagons with eight horses across. The ferry is the main reason a village is here, it was a good outpost until the Dragon's Draught refurbished the outpost into the inn that it is today. There are a few farms around the village and fishing are the village's main livelihood.

The buildings of note is the forge, an armor smith, a rather bare general store, 2-3 traveling merchants, a hovel with a bottle scratched in charcoal on the side bubbling can be heard coming from within, and the watermill attached to the bakery. There is a small dock on the north side of the mill, while the ferry is tied off to some block of stone, to the South side. The block of stone seems to be really old, similar to the foundation of the Dragon's Draught. The stables of the Dragon's Draught doubles as the stables for the town.

Dragon's Draught:
an inn of ill repute, though illusions cover the walls and several animated sculptures of dragons are moving. All of the surfaces in this inn are covered in draconic motifs, draconic murals, tapestries with dragon portraits, and many more. Even the floor has an animated scene of draconic pictographs moving. The main room is filled with elegant curving chairs and tables. As you enter the inn you can see a large staircase on the left leading up to the second story, to the right is a large hearth which appears to be the mouth of a massive dragon, straight ahead is the bar. There are two doors leading from each wall.

Behind door on first floor:

Behind the doors on the first floor leads to beds

Behind doors on wall, same as bar:

lead to hot springs suitable for about six humans.

attendants:

All of the attendants of the inn are fairly beautiful females, unless stated otherwise. A catfolk and two elves serve the patrons on the main floor. A half-orc and human tend the bar. They all wear simple robes of silk or linen, which are quite revealing, the catfolk’s clothes reveal a corset under the crimson robe.

Catfolk:

Jasmine, black furred catfolk, crimson silk robe with corset below, dagger in shoe

Elf 1:

Tali, dark red hair, deep emerald colored eyes, green linen robe, chain belt

Elf 2:

Rithalia, blonde hair, light blue colored eyes, pink linen robe

Half-orc:

Crush, black hair, deep violet colored eyes, full length black silk robe, black leather belt, with scabbard, short sword

Human:

Syfer, white hair, deep sapphire colored eyes, light blue linen robe, simple belt with pouch

Male Elf:

Kirren, short coppery red hair, deep emerald colored eyes, black and orange checkered full length silk robe, chain belt.

There appears to be a dozen women up on the banisters on the second floor, flaunting their wares. At any given time not many other patrons appear to be at the inn.

town:

The town that it resides in is a simple farming and fishing area, the inn does not fit for it is the largest building by far. The warehouses and mill are the only buildings that come close, yet are still only large to the houses.

On the road again, waiting for the goblins to raid again...
Outside of Dragon's Draught

Tyrel you find 6 different groups...
1. a dozen goblins
2. two dozen goblins with some wolves
3. a dozen goblins with a large humanoid with them
4. a half dozen hobgoblins with wolves
5. a half dozen goblins
6. a dozen goblins, their tracks seem to have some liquid in them that glows green.

DM notes:

1. a dozen goblins - canyon, goblin nests on one side 11 combatants left, 34 Non-combatants.
2. two dozen goblins with some wolves - the twin peaks, 28 combatants left, 54 non-combabtants, 5 wolves, 5 worgs. Ruins of 'creature'.
3. a dozen goblins with a large humanoid with them - 11 ogres, 12 goblins, 8 wolves, cave network.
4. a half dozen hobgoblins with wolves - closest thing to a city, walls, wooden spike defenses, moat, near lake. Bandit camp with strong hobgoblin presence. They let you in with 3 gp entrance fee. 20 humans, 35 hobgoblins, 20 wolves.
5. a half dozen goblins - they are all burnt dead a hour away from the massacure
6. a dozen goblins, their tracks seem to have some liquid in them that glows green - a hour away they are piles of bright green goo. A skull of a horned demon is with them. very powerful.

Arsil, would you please tell me which #?

Tyrel you find 6 different groups...
1. a dozen goblins
2. two dozen goblins with some wolves (Two Rock Tribe, cleared)
3. a dozen goblins with a large humanoid with them (ogre village burned by lava, cleared)
4. a half dozen hobgoblins with wolves
5. a half dozen goblins (burnt goblin tree, cleared)
6. a dozen goblins, their tracks seem to have some liquid in them that glows green. (To the crater, where you are leaving now)

Also other places of note:
Fey table of Feasting
Fire Titan Helios' Fortress
Old Haven (zombies)

Goblin Tree.

Two Rock tribe
Two Rock Ruins

DM notes - NPCs:

Theron - brother of Locke, paladin, dire puma mount
dwarf assosiciate of Theron,

Thaolin
1d20 + 12 ⇒ (4) + 12 = 16 attack bite, 3d6 + 10 ⇒ (6, 2, 1) + 10 = 19 damage.
1d20 + 12 ⇒ (17) + 12 = 29 attack bite, 3d6 + 10 + 1d6 ⇒ (4, 3, 4) + 10 + (1) = 22 damage with fire.
fire breath