RolePlay onLine RPoL Logo

, welcome to JR Night of Frozen Shadows

09:13, 24th April 2024 (GMT+0)

1.4 Goblins.

Posted by DMFor group archive 0
Catessa Fallowfield
player, 250 posts
Halfling Nature Priestess
...and Friend Garious
Wed 23 Dec 2009
at 01:27
  • msg #430

Re: 1.4 Goblins

Cat 16  21/21
Gar 20  23/30


Begining to lose hope, Cat steps back away from the demon to cast Flare on it, doubting it'll work.
Glum
player, 311 posts
The world's least dour
dwarf. Hence the name.
Wed 23 Dec 2009
at 01:41
  • msg #431

Re: 1.4 Goblins

Protection from evil (12 rounds remaining) +2 to AC v evil creatures, +2 to saves v actions of evil creatures or evil effects, immune to possession or mental control v evil creatures.

Shield of Faith 1 round remaining +2 to his AC

AC19 v Evil creatures
AC17 v non-evil creatures
HPts 1/28


Glum kept on trying, futile as that seemed to be.

02:41, Today: Glum rolled 8 using 1d20+5. foot.
02:41, Today: Glum rolled 20 using 1d20+5. fist.

This message was last edited by the player at 01:43, Wed 23 Dec 2009.
DM
GM, 592 posts
Sat 26 Dec 2009
at 22:31
  • msg #432

Re: 1.4 Goblins

With actions borne of desperation the group attacks, giving Talis just the opening he needs.  This time, the blinking is in his favor and Malfeshnekor blinks in just in time to meet his sword swing.  With a gurgle of surprise, the demon-like barghest meets his fate with a sword through his heart.  With barely a whimper, Malfeshnekor dissolves into a vile slime that quickly evaporates in the heat from the fire.  Breathing heavily and leaning on his sword, Talis says "Next time we know we are fighting a demon, can I have a Protection from Evil too, pleeease."

Zer-wedula is healed up and the room is searched.

60 eternal candles, minor magic candles that burn eternally without heat, similar to a continual flame spell but shedding only shadowy
light in a five-foot radius. Each eternal candle is worth 25 gp
Glum
player, 312 posts
The world's least dour
dwarf. Hence the name.
Sat 26 Dec 2009
at 22:35
  • msg #433

Re: 1.4 Goblins

Glum heals Talis and then himself as well.
Zer-wedula
player, 249 posts
Sun 27 Dec 2009
at 17:06
  • msg #434

Re: 1.4 Goblins

"Let's get the warhorse and the loot and get out of here," Zer-wedula suggests.  "I leave it up to you if you want to release the tentacle beast, and the fate of Orik and the cat fancier."
DM
GM, 593 posts
Sun 27 Dec 2009
at 22:39
  • msg #435

Re: 1.4 Goblins

A brief search is made for the wand of Shocking Grasp in the fire pit, it is found, damaged but intact and still useable.  I will assume you can come up with a way to retrieve it.  While the rest of the group moves upstairs and prepares to leave, Talis searches the room looking for secret doors and such.  He finds 2 secret doors.  The alcoves contain little, having been ransacked at some time in the past.  Talis does find behind some garbage a little silver coffer containing some fine white sand and a silver ring.


Orik and Lyrie report no problem with the goblins.  There is 1 problem, there is too much treasure to take out by boat.  So some of it is hidden in the room with the dead giant crab, which is hidden by a secret door.  Hopefully the goblins won't find it and you will be able to sneak in from underwater to retrieve it.  I will post the treasure in a separate post.  Otherwise the operation goes fairly smoothly and you all end up in the boat, with a swimming warhorse (Cat can be with the horse or at the stern in the boat leading the horse.)

Any specific ideas on this plan?
Zer-wedula
player, 250 posts
Mon 28 Dec 2009
at 02:48
  • msg #436

Re: 1.4 Goblins

"Our plan is sound.  Take the magic and smaller or more valuable items with us.  Leave the bulk coins and such for the goblins or our return."

He paused, brow furrowed.  "I am no mariner, nor tinker, but one with such skills could perhaps jury rig a raft to pull behind the skiff.  An alternate plan would be to subcontract our treasure retrieval: We could hire Sandpoint youths to swim in and get the excess treasure for a 50% commission to us for giving them the location."
Catessa Fallowfield
player, 251 posts
Halfling Nature Priestess
...and Friend Garious
Mon 28 Dec 2009
at 13:44
  • msg #437

Re: 1.4 Goblins

Cat states simply, "I can do some minor healing only. As for the horse, if we can get it down to the water, it should be able to swim."
DM
GM, 594 posts
Mon 28 Dec 2009
at 21:16
  • msg #438

Re: 1.4 Goblins

The weather has turned a little bad, foggy and choppy.  On the plus side it hides your boat from the goblins, but it also causes the horse to flounder.  It's all the horse can do to keep afloat, so it is mostly towed behind the boat.  As the fog starts to lift the horse begins to panic at something in the water.

Orik and Talis are rowing, Cat and Glum are at the stern holding on to the horse.  Zer-wedula and Lyrie are the the forward part of the boat.

In a few rounds the horse will be safe, but it is panicking and trying to get away.  If you move too quickly you may fall out of the boat or even tip it over.

-Glum and Cat need to make 3 str and/or handle animal(to calm him to make the str check easier) rolls to hold on and keep the horse moving.
-Everyone needs to make spot checks.
This message was last edited by the GM at 17:44, Tue 29 Dec 2009.
Glum
player, 313 posts
The world's least dour
dwarf. Hence the name.
Mon 28 Dec 2009
at 22:02
  • msg #439

Re: 1.4 Goblins

23:01, Today: Glum rolled 12 using 1d20+4. Spot.
23:01, Today: Glum rolled 2 using 1d20. str 3.
23:01, Today: Glum rolled 6 using 1d20. str 2.
23:01, Today: Glum rolled 20 using 1d20. str 1.



DM edit: Ouch, I hope someone else can do something for the 1st 2 rounds because Glum is obviously to cold and wet to hold onto anything


Last two rounds: the twenty was for the first.  That's the trouble with cut and paste.
This message was last edited by the player at 10:56, Tue 29 Dec 2009.
DM
GM, 595 posts
Tue 29 Dec 2009
at 10:43
  • msg #440

Re: 1.4 Goblins

Talis will look at Orik, and together they attempt to roll faster.
Catessa Fallowfield
player, 252 posts
Halfling Nature Priestess
...and Friend Garious
Tue 29 Dec 2009
at 12:54
  • msg #441

Re: 1.4 Goblins

07:51, Today: Catessa Fallowfield rolled 7 using 1d20+1. str 3.
07:50, Today: Catessa Fallowfield rolled 10 using 1d20+1. str 2.
07:50, Today: Catessa Fallowfield rolled 13 using 1d20+1. str 1.
20:30, Today: Catessa Fallowfield rolled 15 using 1d20+6. spot.
Not much better. Talis roll better, please, not faster.

This message was last edited by the player at 01:31, Wed 30 Dec 2009.
Zer-wedula
player, 251 posts
Tue 29 Dec 2009
at 23:14
  • msg #442

Re: 1.4 Goblins

18:12, Today: Zer-wedula rolled 15 using 1d20+4. spot check.


Zer-wedula looked about for something he could make use of.  "Perhaps an Enlarge spell...?" he ventured.
DM
GM, 596 posts
Thu 31 Dec 2009
at 20:36
  • msg #443

Re: 1.4 Goblins

Talis and Orik try to speed up, but have trouble coordinating their efforts.  They do manage to keep moving forward, but the speed increase turns into an "S" path.  Glum manages to hold on for 1 round, but then the horse breaks free and slips beneath the water as a wave washes over his head. (Failed his swim check, the surf makes the swim check dc 20)  Both Glum and Cat make a last grab, but can't quite hold on as the boat moves away.  Zer-wedula points out a creature breaking the surface 30' away.  At first you see what looks like a seal looking in your direction, but as it dives underwater you see that the back half is shark-like.  Only Cat recognizes what it is.
[Private to Catessa Fallowfield:  Cat recognizes this as a Bunyip, a magical fusion of seal and shark.  It has a seals cleverness(2 int) and a sharks bloodlust.  It has an incredibly sharp sense of smell and tends to focus on 1 target at a time.  It seems to be focused on the horse.]
The horse does not immediately resurface.
This message was last edited by the GM at 20:38, Thu 31 Dec 2009.
DM
GM, 597 posts
Thu 31 Dec 2009
at 20:37
  • msg #444

Re: 1.4 Goblins

Talis stops rowing and gets out his bow, "So are we going to leave the horse as monster chow, or are we going to try to kill this thing?"

[Private to GM: 19 on balance check, hits]
Zer-wedula
player, 252 posts
Fri 1 Jan 2010
at 17:55
  • msg #445

Re: 1.4 Goblins

"While I have no interest in the horse, per se, I would not leave it to a fate of either being eaten or drowning."  Zer-wedula loaded his crossbow.  "Cat, maybe you could comvince the attacker to let us pass?"
Catessa Fallowfield
player, 253 posts
Halfling Nature Priestess
...and Friend Garious
Sat 2 Jan 2010
at 23:02
  • msg #446

Re: 1.4 Goblins

Cat yells out, "It's a bunyip. Not overly smart, but single minded killers. We must kill it." Or be next, or the goblins, or Sandpoint...

[Private to DM: What are my attack options?]
Glum
player, 314 posts
The world's least dour
dwarf. Hence the name.
Mon 4 Jan 2010
at 23:06
  • msg #447

Re: 1.4 Goblins

Glum prepared to cast an AID spell on Talis in the hope of improving Talis' aim and so killing the creature.
Zer-wedula
player, 253 posts
Tue 5 Jan 2010
at 11:07
  • msg #448

Re: 1.4 Goblins

Zer-wedula loads his crossbow and casts True Strike.
DM
GM, 599 posts
Wed 6 Jan 2010
at 22:34
  • msg #449

Re: 1.4 Goblins

While most of the group readies to attack, Orik grabs the 2nd oar and tries to keep the boat near the horse.  Lyrie just holds onto and tries not to be sick.  The horse comes up once, but is to far away to grab, before floundering again.  Soon, the Bunyip surfaces.  It's an animal and isn't expecting to be attacked, so the group gets a surprise round and then everyone also got initiative on it.  But the creature presents a fairly small target with only it's head showing, 40' away.  Talis stands (making his balance check) and shoots, Cat uses her energy blast, Zer-wedula casts True Strike and shoots his crossbow.  Everybody hit once.

With a ROAR, the thing slips beneath the waves, leaving behind some blood.  But the roar is frighteningly powerful and everyone has to make a will save.  Both Orik and Talis fail and jump overboard from panic.  It is all the group can do to rescue them and they lose track of the horse.  You finish the trip to the beach and eventually find the horses body washed up along the shore, uneaten.  You either killed or drove off the Bunyip.

The rest of the trip is uneventful and you return to Sandpoint to a heroes welcome.  Shalelu the ranger had been spying on the goblins from the land and was aware of your general progress (but not the specifics).

Questions;
Unless someone objects, Orik and Lyrie will leave the group after landfall.  They say they are heading to Magnimar.

I will post treasure soon.
Zer-wedula
player, 254 posts
Thu 7 Jan 2010
at 00:33
  • msg #450

Re: 1.4 Goblins

"Best wishes to you," Zer-wedula says to Orik and Lyrie, rather insincerely.

"I propose we rest and report," he suggests to the group.
Glum
player, 315 posts
The world's least dour
dwarf. Hence the name.
Thu 7 Jan 2010
at 10:40
  • msg #451

Re: 1.4 Goblins

Glum rested horizontally on the beach as soon as Zer-wedula suggested it.
Catessa Fallowfield
player, 254 posts
Halfling Nature Priestess
...and Friend Garious
Thu 7 Jan 2010
at 13:40
  • msg #452

Re: 1.4 Goblins

Cat is sadden by the loss of the horse but glad the bunyip is dealt with. She collapses on the beach as well. "Rest is good."
DM
GM, 601 posts
Sat 9 Jan 2010
at 21:20
  • msg #453

Re: 1.4 Goblins

5300 xp

Here is a vaguely organized list of loot...


Loot

[Private to Talis Revain: A few goblin weapons]
From Gogmurt
vile looking potions(obviously of goblin manufacture):
2 clw(1d8+4), 1 speak with animal and 2 tree shape (all at 4th level)
wand of produce flame
really nice elven made-small sized cloak (+1 to saves)


pearl handle dagger 100gp

from the Bugbear

potion marked as "cure wounds"
,
mw (+4str)comp longbow, 20 arrows,
4 magic/evil looking arrows,
4pp (looking new and shiny)

from the goblins in the throne room;
wand,
3+1+1 potions (unmarked 1 from each goblin, though 3 are identical)

ring of keys

from Lyrie
wand of magic missles(cl3, 38chgs)
potion clw
scroll(3rd) sleep, comprehend languages, minor image, see invisibility, whispering wind


A Spellbook Zer-wedula had access too
0- all
1st—comprehend languages, detect secret doors, floating disc, identify, obscuring mist, sleep, burning hands, mage armor, ray of enfeeblement
2nd—locate object, minor image, see invisibility, spider climb, mirror image, shatter

Nualias Loot:

magic bastard sword
magic medallion with a Sihedron(7 pointed star)

masterwork composite longbow with arrows
gold holy symbol(evil, 100gp, 1/2 if melted down),
7pp, 5gp

This collection consists of an unorganized pile of
89 gp, 3 pp,
a leather pouch of 34 badly flawed malachites worth 1 gp each,
a Medium masterwork scimitar,
a pair of masterwork manacles,
a gold holy symbol of Sarenrae worth 100 gp,
a jade necklace worth 60 gp,
a fine blue silk gown with silver trim worth 150 gp

flooded treasure room

630gp, 40 precious stones worth 10 gp each, and
a jade amulet of natural armor +1


Silk Sheet
Chunk of Obsidian
Nualia's papers and diary (not really worth coin, but possibly worth something to a historian.)

100gp surgical tools

60 eternal candles, minor magic candles that burn eternally without heat, similar to a continual flame spell but shedding only shadowy
light in a five-foot radius. Each eternal candle is worth 25 gp

little silver coffer containing some fine white sand and a silver ring


Left behind
Nice bed
Some artifacts worth a bit if you can find the right buyer
ancient helm;it isn’t solid gold (most of it is bronze)200gp (300 pounds)
3,500 sp
7,432 cp
2,490 sp
a Medium mw chain shirt(needs repair)
magic breastplate(female, human)
magic breastplate(small)
heavy flail
Zer-wedula
player, 255 posts
Sun 10 Jan 2010
at 02:08
  • msg #454

Re: 1.4 Goblins

"Might we consider trading Nualia's papers, some of the candles, and perhaps an invitation to copy spells from the spellbook to some of the the local scholars in return for some identification of the unknown items?" Zer-wedula suggests.

"Also, we may wish to ask the town elders what bounty there is on cleaning out the remaining goblins."
Sign In