Keppira D'Bear

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129 posts. Alias of CrystalSeas.


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The heroes find the doll, return it to the Goblin King, and learn much about fighting Black Fang.

After a glorious battle, they prevail, and Black Fang flees, leaving behind many tales to be told around the fireplace at The Weeping Treant.


Off to Isger


Larcenara, Cort, Eleanor, and Pastorgrym travel to Isger.


Don't forget the coin for crossing the River Styx

There's death
There's taxes
There's death taxes


If anyone wants to search the spider, they must make a DC 12 STR check.
That means the character has to roll 1d20 plus their STR modifier. If the result is 12 or higher, they have cut through the webs in that square and can search the body.

The same check must be made for each square you move into, so that trying to reach the goblin body will take two checks by someone who is outside the web.


If you want to check the body of the spider or the goblin, you need to tell me where you're moving and what you're doing


The spider doesn't have a chance. With a gush of green gore, it falls back into the web.

Looking around you notice the body of a dead goblin tied firmly into the web with spider silk

body position now visible on the map


Tie Breaker:

Spider: 1d20 ⇒ 5
Eleanor: 1d20 ⇒ 12

.
.
.

Initiative Order:
25 Cort
16 Pastorgrym
9 Larcenara
7 Eleanor
7 Spider

map has been updated to show spider position


None of you saw the spider hiding in the web, so none of you were expecting the attack. You are all caught flat-footed for this surprise round.

You'll need to roll for initiative after the spider attacks.

Spider: 1d20 + 2 ⇒ (12) + 2 = 14
Fortunately, the spider misjudges the distance and misses Pastorgrym

Initiative (spider): 1d20 + 3 ⇒ (4) + 3 = 7


Everyone make a Perception check

GOD:
Spider Stealth: 1d20 + 11 ⇒ (15) + 11 = 26


This webs hang from the corners and ceiling of this room. Dozens of tiny spiders crawl about on the webs, but they're far too small to be the source of the large webs.


At first glance, the gem appears to be a large, flawless ruby
Anyone with the Appraise skill can try to ascertain its value

Eleanor:
As you examine the gem, you realize that it is an Energy Heart, which helps protect the bearer against damage from acid, cold, electricity or fire attacks.

Be sure to let me know who is carrying the gem when you leave this room


As Larcenara inspects the other statue, she realizes that the trap mechanism has already been latched into place, and cannot be set off.


Larcenara fiddles with the trap for a few moments and finally locates a lever that she can lock into position. The trap is now disabled and will not reset

The gem still gleams brightly on the altar.


Larcenara:
The statues are trapped. They seem to be set up to emit a cone of fire about 15 feet, but you notice that the opening for the flame seems to be fairly high, abut 3 feet above the floor. Perhaps "humility" means by kneeling or crawling.

You can make a Disable Device skill check on either one of the statues to try to disable the trap so it doesn't go off.

Also, you're not walking about the room. No, no, no. You are examining the room from where you stand.

If any of you leave your positions by the door, please adjust your token on the map to show me where you are.


Pastorgrym:
You know of no religion that is related to anything in this room. However, the statues and the gem glow with a magical aura.

Eleanor:
Nothing in the room looks like a language you know.

Squad Goals: avoid the trap, retrieve the gem


You skirt the fountain and head toward the other door which opens with a gentle push. You see a rectangular room with a door at the southwest corner.

The chamber is bathed in red light. On the east side of the room, a pair of stone statues stand on either side of a dusty altar that is inscribed with runes. Atop the altar sits a large red gemstone. The creepy read light comes from this gemstone.

As soon as someone enters the room, a booming voice seems to come from the statues, "Approach with humility and live!"

Map updated, you can see the layout of this room.


Map updated; check your PMs


Introductions:
Pastorgrym: 1d20 + 2 ⇒ (9) + 2 = 11
Eleanor: 1d20 + 1 ⇒ (20) + 1 = 21
Cort: 1d20 + 1 ⇒ (12) + 1 = 13

If each of you introduce yourself, Eleanor will catch the eye of Fatmouth

"Ho, nice pretty lady! Me sister Bucktooth stole dragon toy. Her missing now. These idiots too scared to go find toy. If you go find toy, me let you live. And me let you go through throne room as much as you want!”

He turns to the still-arguing goblins and waves his bone scepter at them.
"Shut you not-so-fat mouth"

King Fatmouth sighs.
"She love that dragon toy. It move! It wings flap and mouth make like fire come out."

He waves his arm toward the north east corner of the cave. "She go there. She no come back."


The walls of this large cavern are covered with crude drawings of goblins. The ceiling is about 20 feet high, and the room itself is about 30 feet wide.

In the southwest corner is a throne made from animal bones, with a goblin wearing a crown of bones and feathers.

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.

When Cort enters the room, the arguing goblins stop and stare at the intruders.

The chief composes himself, sits up straight, and attempts to impress his goblin minions by addressing the scary heroes in a loud voice, saying,
“Who you? This throne room of me, King Fatmouth!”


Oh, dang, did that wrong

Larcenara:
You get a +2 bonus on all attack rolls in the next combat.

Eleanor:
You are healed full hit points.

Pastorgrym:
1d10 + 5 ⇒ (4) + 5 = 9 You get a +2 bonus on all attack rolls in the next combat

And Cort, once you toss your gold piece in

Cort:
1d10 + 5 ⇒ (2) + 5 = 7You get a +2 bonus to Armor class in the next combat.


Eleanor:
1d10 ⇒ 1
nothing happens

Eleanor glows softly for a few seconds.


Larcenara:
1d10 ⇒ 4
The drinker is healed full hit points
Larecenara feels a warm glow as the drink reaches her stomach.
Be sure you edit your avatar info line to show full hit points

Larcenara glows with a golden aura for a few seconds.


This time, yes. But generally, no. If something is behind a spoiler, only the person to whom it is addressed is assumed to have that knowledge.

Usually, the character would share as much as they wanted to with the rest of the group. You might not always want to share everything.

If something is behind a spoiler, other characters are assumed not to know that information unless there was actual character dialogue that shared it.

Usually, if a GM wants the whole group to know something, it would be included in the GM post

===============
Larcenara discovers that the fountain is magic and appears to have beneficial effects.

Larcenara:
You notice that there seems to be a bit of a risk as well

===============

The polite thing to do is not to read other people's spoilers, or the spoilers for DC checks that are higher than you rolled. If you do read them, your character still needs to pretend they don't know that information.


Eleanor:
The water in the fountain looks cool and sweet, but there's a hit of risk as well. It appears to have magic power. You think that someone drinking from the fountain might gain some benefits, but they might also risk a small injury. A gift of gold to Desna before drinking will improve your odds for a benefit.

Larcenara looks around the square room, which is constructed of stone blocks that are fitted tightly together without mortar. The ceiling is about 10 feet high. At the northwest corner there is a passage way, and in the southeast corner, a closed door. The room is well lighted by the glow of the fountain.
Larcenara:
There are no traps.


Pastorgrym:
The runes say that anyone who offers gold to Desna, the goddess of fortune, will receive a boon

Eleanor:
Round 1:There are magical auras in this room.
Round 2: the water in the fountain is magical. Nothing else in the room has a magic aura.
Round 3: The magic aura of the fountain is very strong.
You'll need to do a Spellcraft check to identify the properties of the fountain (DC 15)

You can't seem to make out the runes; they aren't familiar to you.


The room is empty except for the fountain, which is made of stone, and appears to be filled from beneath.

A series of tiny runes are carved around the fountain's lip. A golden light shines from the fountain, but the glow has no visible source.


You should be able to see the room on the map now


The stone doors swing open, revealing a room bathed in a 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.


You hear nothing beyond the door, and there are no traps.
As a matter of fact, the door doesn't seem to be locked, either


At the end of a 20-ft corridor, you find yourselves facing two smooth stone doors.

I moved the tokens up to the doors, keeping the combat order you posted


Yep, it's just an overall "better" weapon no matter what you use it for.


The stone is a ruby worth 50 gp


To summarize:
You have entered a room that contained a locked chest, and two dirty straw mats. It appears to be the quarters of the two goblins that attacked you outside.

You have opened the chest and discovered several items inside, which you have identified. Would one character please list who is carrying each of the items?

And then, what each of you is doing next. Check the map for more information


Pastorgrym doesn't see anything related to spiritual or religious concepts when he examines the items, but Cort and Larcenara both notice that the dagger is extremely well made.
The dagger is a Masterwork dagger, +1 to attacks and +1 to damage


Ahh, ok. I forgot we were running BB.

Role a Perception check then


After Eleanor checks the items for magic, Larcenara should probably use her Appraise skill to check their value.

Skill Check = 1d20 + modifiers

Appraise skill


The vial is a Potion of Cure Light wounds.


The lock clicks open, and Larcenara lifts out a small sack containing 20 gold pieces, a dagger, a small ruby, and a glass vial full of orange liquid


Generally, a simple lock has a DC 20 to open. Also, if Larcenara is using her Theive's Tools for the check, she should say so. Otherwise, there's a penalty

Some options:
Check around the room to see if there is a key nearby. Goblins aren't into "complicated".

Use the "Take 10" option for another skill check. Failing to open a simple lock (1 round, full-round action) generally will give you a chance to try again.

Core Rule Book wrote:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Or you might consider "Take 20" for opening a lock

Core Rule Book wrote:

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

In this case, Larcenara can take the 2 minutes, but sometimes, in a dungeon, this wouldn't be possible (you'd get attacked by the residents if you just stood around that long).

Edit To Add:
That worked.


The lock on the chest resists Larcenara's efforts and does not open


The chest does not radiate magic, but it does appear to be locked.


There doesn't appear to be a trap on the chest.


The moss curtain parts to reveal a small cave with a low ceiling. On the far side of the cave are a pair of straw mats, with a battered treasure chest sitting between them. Off to one side, a passageway leads to a pair of stone doors.


One goblin is carrying a short sword, a dead lizard, and a belt pouch that contains 1 gold coin.

The other goblin has a short sword, a empty wine jug, and a belt pouch with 3 gold coins.


In the gameplay thread, all four of you should let me know what you are doing before I post again


The goblin falls leaving two dead bodies just outside the mossy curtain that covers the entrance to the cave.

I've adjusted the map so you can see into/enter the cave

When you part the moss curtain, you see a small cave with a low ceiling. On the far side of the cave are a pair of straw mats, with a battered treasure chest sitting between them. Of to one side, a passageway leads to a pair of stone doors.


The goblin turns as Eleanor's knife flies past his neck.
i no like that!

He steps toward her and swings with his shortsword
Goblin1: 1d20 + 2 ⇒ (20) + 2 = 22
Possible Critical (Nat 20)
Goblin: 1d20 + 2 ⇒ (16) + 2 = 18
Confirmed

Damage: 2d4 ⇒ (4, 2) = 6


When you make an attack, go ahead and roll the damage at the same time. Don't wait for the GM to tell you whether or not you hit.

That keeps things moving in combat, and everyone can take their turn even if the GM doesn't post right away.


Need to fix a couple mistakes:

Pastorgrym is a dwarf.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

So, the role is 1d20 + 2 +1 for a total attack role of 21.
We forgot the sword damage roll. So I'm gonna do it here
Dmg: 2d8 + 2 ⇒ (2, 6) + 2 = 10

The goblin still dies, but not as dramatically as previously.