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225 posts. Alias of Jerran_Kell.


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Common Check Text Current Location : GoblinHuntMap Loot Sheet

Hi all,

Obviously this adventure stalled out, but I want to say thanks to you all for sticking with it as long as we did. I had a great time and I hope you did too.

The important thing to remember is that you DID complete the mission, and were just exploring the rest of the cave to see what else might come along.

So I'm calling it a success.
Experience: everyone is close to leveling up.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Eal and Fyfe know the shadow of a Giant Spider when they see it. It doesn't notice you and is just moving around above the body, still up in the ceiling's rocky shadows, hard to see clearly but it's there.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The goblin is not moving at all.
A largish shadow seems to move slightly among the shadows of the rocky ceiling.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The goblin looks like it's empty of all fluids, and it's wrapped up in webbing.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Large cavern, thick spiderwebs along the far wall. The cavern has a tall ceiling, plenty of big shadows from rock formations. There is a body of a dead goblin (it's not a treasure chest) on the ground near the center of the room. It has the stink of a body a few days old.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The chamber to the south.
Thick webs hang from the corners and ceiling of this room. Dozens of tiny spiders crawl around on the webs, but hey're far too small to be the source of the large webs.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Your options are:

1. Go home to Sandpoint
2. Explore south along the hallway or
3. Try to get up the 20 foot high cliff.

There's also a treasure chest that hasn't been opened.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

That's cool, I'm happy to keep going.

From October I'll be in a busy time at work so my posts might slow down a lot, but I don't know yet how busy it's going to be.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Hmm, it seems like we may have lost some momentum. The mission itself is complete, do you feel like the game has run it's course? What is the general opinion?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

You make it across the water safely.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

That's actually a 20 foot high cliff that you would have to find a way up to.

And you missed a treasure chest after the goblin fight.

Also:

Tying to come up with some standard text you folks can add to every post to streamline the checks. Especially at doors and with locked things, which could hold us up.

Something like (just remove the . from the command)

[.spoiler=Dice Rolls]
[.dice=perception]1d20[/dice]
[.dice=perception(Stonework)]1d20+2[/dice]
[.dice=Spellcraft]1d20[/dice]
[.dice=Knowledge(Nature)]1d20[/dice]

[.dice=reflex save]1d20[/dice]
[.dice=fortitude save]1d20[/dice]

[.dice=initiative]1d20[/dice]
[.dice=treasureTable]5d100[/dice]

And whatever other special rule you have at the moment.
[/spoiler]

and I'd only use the most recent roll you made if the situation calls for it. It won't cover every situation but maybe it will help.

Result would look like:

Dice Rolls:

perception: 1d20 ⇒ 19
perception(Stonework): 1d20 + 2 ⇒ (4) + 2 = 6
Spellcraft: 1d20 ⇒ 20
Knowledge(Nature): 1d20 ⇒ 20

reflex save: 1d20 ⇒ 6
fortitude save: 1d20 ⇒ 18

initiative: 1d20 ⇒ 4
treasureTable: 5d100 ⇒ (25, 52, 8, 63, 56) = 204

And whatever other special rule you have at the moment.

Feedback welcome.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

I'll look at xp to make sure everything is accounted for, so far I think only the reefclaw hasnt been.

I feel like people are getting close to a level change but need to look at the actual numbers. It has been fun just telling the story. :)


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The sword has power to it. (+1 Longsword)
You notice that when you hear the roar the glow from Detect Magic started glowing more intensely. Whatever power the sword holds grows stronger when associated with whatever that thing is.

It must be big. That must be why there are cow and horse carcasses around, they were too big for the goblins to feast on, even the bugbear.

Should probably just go home.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Fyfe gets strong vibes of magical energy from the sword. It seems to be slightly more deadly than the usual sharpened bit of metal.

The sword glows slightly with the Detect Magic spell active and another shrieking roar, almost sounding frustrated and angry, can be heard deep in the distance of the caverns.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The chest is really a simple box made of wood that is rotting from the moisture and is already half open. The box contains:

1 Potion of Invisibility(it's labeled)
1 Potion of Levitate(it's also labeled)
175 gold pieces in a leather sack
A longsword decorated with metal inlays shaped like scales and dragon wings.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Reefclaw AC14 and I could have sworn I saw a hitting roll before the edit, so we'll call it a hit

Grognar breaks the grapple and then breaks the reefclaw's face with a massive blow. He also ignores the feeble poison through pure toughness alone.

(9+17=26 damage) Exactly double it's HP, killing it.
Reefclaw makes it's Death Frenzy attack against...

Spoiler:

(1=Grognar, 2=Navika)
Claw1: 1d2 ⇒ 1
Claw2: 1d2 ⇒ 1

Grognar!
Claw1: 1d20 + 2 ⇒ (12) + 2 = 14
Claw2: 1d20 + 2 ⇒ (10) + 2 = 12

And both attacks miss before the reefclaw's lifeless husk of a body crumples to the ground.

Combat over.

What happens next?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Eal's arrow deals 6 damage to the reefclaw.

Reefclaw attacks Grognar with it's two claws.
Claw1: 1d20 + 2 ⇒ (15) + 2 = 17
Claw2: 1d20 + 2 ⇒ (6) + 2 = 8

DamageClaw1: 1d4 ⇒ 4
Grognar is poisoned. Grognar Fort Save vs DC13: 1d20 + 5 ⇒ (7) + 5 = 12

Spoiler:
Reefclaw gets to attempt a grapple:
Grabvs Grognar CMD: 1d20 + 8 ⇒ (18) + 8 = 26

The reefclaw lunges onto Grognar, grappling him with it's claw and won't let go.

Xilanfur's claw takes another 3 HP from the reefclaw. (total 9 damage)

Vortok passes (if I understood correctly)

Grognar next, who has the reefclaw giving him a big hug

Then:
Navika
Krakkagar
Fyfe


Common Check Text Current Location : GoblinHuntMap Loot Sheet

This thing is called a reefclaw.
Reefclaw
You reach the shore safely and it climbs on with you, then starts clapping it's claws together menacingly and lunges forward.

Initiative
reefclaw: 1d20 + 5 ⇒ (19) + 5 = 24
Vortok: 1d20 + 2 ⇒ (19) + 2 = 21
Eal: 1d20 + 7 ⇒ (17) + 7 = 24
Navika: 1d20 + 2 ⇒ (5) + 2 = 7
Xilanfur: 1d20 + 5 ⇒ (18) + 5 = 23
Fyfe: 1d20 + 1 ⇒ (2) + 1 = 3
Krakkagar: 1d20 + 3 ⇒ (1) + 3 = 4
Grognar: 1d20 + 2 ⇒ (18) + 2 = 20

Eal can go first.

Eal
Reefclaw
Xilanfur
Vortok
Grognar
Navika
Krakkagar
Fyfe


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Everyone ok? Just looking for the people to cross the water.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

It's just treading water, it doesn't look like it wants to move in any direction.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Awesome. If you have declared swimming, go ahead and move your character half your speed across the water.

In the water you notice you are swimming with a large insect like creature. It is just swimming in place watching.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Grognar the water needs a swim check. Sorry probably should have described that. Let's rewind a bit to before that action.

Quote:

A large pool of water dominates this chamber. On the far side of the pool is a small island, on which something glitters in the faint light.[/ooc]

The only way to get to the island is to swim through the pool.

The light blue water is 10 ft deep. The dark blue water is 20 feet deep. You can swim half the normal speed with a successful DC10 swim skill check. Failing the check means not moving through the water at all. Failing by 5 more more means that the character sinks 10 feet underwater and must hold his breath. There are rules for that case.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The sounds don't come from just one source. These caves are by no means empty. Whatever that roar is, it sounds very big and very dangerous. Should probably just go home.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Loot:
6 leather armor
5 light wooden shields
4 shortbow
80 arrows
4 dogslicers (short swords)
1 potion of cure light wounds
4 javelins
1 morningstar
1 longsword

You don't notice anything in the cave you're in.


XP
Each character awarded 600xp

Somewhere in the darkness of the caves beyond you hear some kind of beastly roar, and clicking, and water.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Just some dice rollin'

Spoiler:
5d100 ⇒ (81, 94, 83, 57, 86) = 401
5d100 ⇒ (62, 73, 5, 66, 99) = 305
5d100 ⇒ (22, 1, 73, 72, 90) = 258
5d100 ⇒ (93, 51, 93, 16, 82) = 335
5d100 ⇒ (78, 98, 12, 82, 95) = 365
5d100 ⇒ (99, 95, 5, 20, 84) = 303
5d100 ⇒ (88, 47, 85, 66, 25) = 311
5d100 ⇒ (69, 87, 17, 12, 31) = 216
5d100 ⇒ (38, 53, 81, 1, 34) = 207
5d100 ⇒ (20, 47, 31, 82, 26) = 206
5d100 ⇒ (8, 96, 63, 79, 77) = 323
5d100 ⇒ (14, 9, 55, 29, 3) = 110
5d100 ⇒ (97, 88, 37, 3, 34) = 259
5d100 ⇒ (61, 22, 78, 15, 39) = 215
5d100 ⇒ (56, 35, 57, 7, 41) = 196
5d100 ⇒ (34, 79, 88, 66, 43) = 310

And also, the mission is done, once you report back to the sheriff the adventure we set out to do will be complete. Well done!


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Well...Clearly you wanted a short battle...

The bugbear stumbles to one knee, spitting blood and growling at the heroes who just ended his time in the world. He laughs and speaks in broken Common.

"You puny worms think you're powerful, but you know nothing."

His eyes look off into the distance and he falls over dead.

Cue the victorious music.
Mission Accomplished!
You have completed the mission that you have set out to do, and have discovered, the reason why dogs and horses have been disappearing from Sandpoint's surrounding farmland.

Still, there sure are a lot of horse and cow carcasses around, more than this group of sorry goblins would eat, but you did complete the mission and can return to Sandpoint with heads held high in pride.

I'll get started on XP calculations.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

A big ugly bugbear steps to M49 and throws a javelin at Eal.
javelin: 1d20 + 3 ⇒ (9) + 3 = 12
It misses the shot but growls defiantly anyway.

Eal
Xilanfur
Grognar
Krakkagar
Navika
Fyfe
Vortok
Bugbear


Common Check Text Current Location : GoblinHuntMap Loot Sheet

You lose the -2 penalty next activation.
Goblin9 dies horribly and noisily. And it smells.
And ninja Vortok dispatches the last little evil goblin.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Next up:
Navika
Fyfe
Vortok
Mysterious lurker


Common Check Text Current Location : GoblinHuntMap Loot Sheet

GoblinKing splatters against the wall beyond.(dead)


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Goblin8:
Goes down(dead) with bulging eyes

Eal doesn't notice exactly what is coming from around the corner but can sense a presence moving around the cave beyond. It's very likely a very angry bugbear.

New enemy will enter turn order after Vortok

Goblin10:
Attacks Xilanfur with his short sword.
shortsword: 1d20 + 2 ⇒ (14) + 2 = 16

GoblinKing:
Draws sword and attacks Vortok
sword: 1d20 + 2 ⇒ (15) + 2 = 17

Goblin9:
Hops up and down in pain and attacks Xilanfur
shortsword: 1d20 + 2 ⇒ (3) + 2 = 5


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Sorry, things are a bit busy and I'm running a bit late. Will update asap.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Oops sorry Eal, you do feel the burn.[/dice]
[dice=EalDMG]1d4

Grognar takes an unhealthy chunk out of the Goblin King but the foul creature still stands and spits blood at the half-orc.

Krakkagar narrowly misses

Navika misses

Fyfe misses

Vortok misses

You all hear a loud growly voice yelling from somewhere in the tunnel beyond. "Whaaat ya waaaant!?"

ROUND 2

Xilanfur next.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

lol
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.
.
.
.
Eal:
bow dmg: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Goblin8 howls in pain as an arrow lodges itself into his side.(4 dmg)

Xilanfur:
Xilanfur makes short work of Goblin11, shredding it to smelly green ribbons.

Goblin8:
Goblin8 runs as fast as it can screaming "Buggaboss! Heelp killa dogeeeee!" From Q39 to L41

Goblin10:
Mouth wide open in shock as his friend is cut down, he steps to Q41 and attacks Xilanfur with his short sword and connects.
shortsword: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d4 ⇒ 1

Goblin11:
Bleeds and quivers.(dead)

GoblinKing:
Very upset, the nasty creature steps forwardR39 to Q41 and raises his hands at the group, a spitting a filthy incantation. Casts Burning Hands

Reflex Saves:

vs DC12
Grognar: 1d20 + 2 ⇒ (18) + 2 = 20
Vortok: 1d20 + 4 ⇒ (4) + 4 = 8
Eal: 1d20 + 5 ⇒ (8) + 5 = 13

Vortok Damage: 1d4 ⇒ 1
pfft, crap spell

Goblin9:
Overwhelmed with shock and anger rushes Xilanfur too.
shortsword: 1d20 + 2 ⇒ (9) + 2 = 11

Grognar
Krakkagar
Navika
Fyfe
vortok


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Eal = 27
Xilanfur = 25
Goblin8: = 23
Goblin10: = 23
Goblin11: = 22
GoblinKing: = 18
Goblin9: = 14
Grognar = 10
Navika = 10
Fyfe = 8
vortok = 3

Eal has highest initiative at the moment, activating first , then will resolve Xilanfur's epic goblin shredding.

Navika the books says the whole combat but we'll make it 2 rounds

For your perception perception checks, you only see a lot of animal carcasses and bones everywhere, charred and crunched. Eal noticed that before he entered the room they kept arguing in low tones, 'we don't need him,' and 'he bigger, we need his bigness'

As the group rushes the room the goblins freeze, look in your direction, and start screaming 'killa yooooo! Help, big buggyboss!"


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Goblin8: 1d20 + 6 ⇒ (17) + 6 = 23
Goblin9: 1d20 + 6 ⇒ (8) + 6 = 14
Goblin10: 1d20 + 6 ⇒ (17) + 6 = 23
Goblin11: 1d20 + 6 ⇒ (16) + 6 = 22
GoblinKing: 1d20 + 5 ⇒ (13) + 5 = 18

active effects:

Xilanfur : +2 to attack rolls
Krakkagar : +2 to AC
Fyfe : +2 to attack rolls in the next combat.
Navika : -2 to attack rolls in the next combat.
Eal : -2 to all saving throws in the next combat.
Grognar +2 to Attack rolls
Vortok : +2 to AC

Vortok's AC for this fight is 22

If there's anything else to add to active effects let me know. Who is Mage armor affecting?


Common Check Text Current Location : GoblinHuntMap Loot Sheet
Quote:
The walls of the large cavern are covered with crude drawings of goblins. In the southwest corner there is a throne made from animal bones, with a goblin wearing a crown of feathers and bones. Four more goblins are nearby, arguing violently with each other. The goblin on the throne appears annoyed and is covering his ears as the four other goblins shove and scream at each other.

Eal turns a corner and finds some goblins arguing amongst themselves.

They haven't noticed Eal yet.
Grognar and Vortok can position themselves, then we'll roll initiative.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Not sure, it's been ages since Mage armor was cast, I'd say after the next encounter it's expired.

No sound from the other side of the door. No sign of any traps or unusual stonework. The door also doesn't have a lock.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

So you are all in a room with a fountain, and there are two exits. The open corridor has some goblin voices on the other side of it, and the closed door is a door that is closed. What happens next?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

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


Common Check Text Current Location : GoblinHuntMap Loot Sheet

The runes say that anyone who offers gold to Desna, the goddess of fortune, will receive a boon(blessing). The runes also say that once the water leaves the fountain it loses it's magical properties after a few seconds, leaving just fresh water.

Any PC who drops as least 1 gold coin into the fountain before taking a drink receives a +5 bonus on the roll to determine what happens to them.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Yes knowledge of Religion would help with understanding the fountain of mystery.

Without spoiling the whole truth, the effects revealed so far have only involved either a buff or penalty to various rolls. Luckily for Navika and Eal this inconvenience is not a permanent one.


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.


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.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

I like the players to roll as much as possible so that I'm not just playing by myself and unlucky rolls are more credible, but I'll take over some more of them.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Hmm, something involving falling rocks...


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Grognar can you please roll 1d10 ?


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.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Still here, sorry, work is getting busy.


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.

Full Name

Jarha

Race

Human

Classes/Levels

Ranger 1

Gender

Male

Deity

Pharasma

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 13
Charisma 8

About Jarha

Male Human; Medium Humanoid ( Human )
Ranger 1
Hit Dice: (1d10)+5
Hit Points: 15
Initiative: +1
Speed: Walk 30 ft.

AC:
14 (touch 11, flatfooted 13)

Attacks:
*Greatsword (two handed) +5; *Greatsword [Power Attack (Two-Handed)] (two handed) +4;

Damage:
*Greatsword (two handed) 2d6+6; *Greatsword [Power Attack (Two-Handed)] (two handed) 2d6+9;

Special Attacks:
Favored Enemy: Undead +2
Special Qualities:
Bonus Feat, Skilled, Track, Wild Empathy

Saves:
Fortitude: +4, Reflex: +3, Will: +1

Abilities:
STR 18 (+4), DEX 12 (+1), CON 14 (+2), INT 12 (+1), WIS 13 (+1), CHA 8 (-1)

Skills:
Acrobatics +0 , Climb +3 , Escape Artist +0 , Fly +0 , Handle Animal +3 , Intimidate +3 , Knowledge (History) +6 , Knowledge (Nature) +5 , Knowledge (Religion) +6 , Perception +5 , Ride +0 , Stealth +4 , Survival +5 , Survival (Follow or identify tracks) +6 , Swim +3

Feats:
Power Attack, Toughness

Possessions: Greatsword; Studded Leather; shortbow, Arrows (20), Heavy Mace, Holy Water, Trail Rations (5)

Special Abilities:

Ancient Historian (Scarab Sages Faction) You are well acquainted with the lore of fallen empires. Choose either Knowledge (history) or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.
Bonus Feat Humans select one extra feat at 1st level.
Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.