Wednesday, November 14, 2012

Session Stats

Spring
Month of the Ox
Day 7: Explored the underground caves
7:30am

Monsters Killed

  • 5 Beserkers (150)
  • 1 Owlbear (240)
  • 3 Giant Shrews (111)
  • 1 Gelatinous Cube (240)
Treasure:
  • 12pp
  • 57gp
  • 219sp
Notes
Total amount of coins carried equals 1400 coins with a weight of 140 lbs

Maps

Friday, November 2, 2012

New Rule: Ghouls

Since we made some changes on how ghouls paralyze foes, I thought I'd balance that out a bit.

Ghouls get 3 attacks per round, the infamous claw, claw, bite.

Claw attacks do not cause paralysis, only bites do.  But also, bites have a 5% chance of passing a disease onto the player which will kill them in 1d4 days turning them into ghouls unless a cure disease spell is cast.

Thursday, November 1, 2012

Session Stats

Spring
Month of the Ox
Day 6: Killed rest of hobgoblins then fell in pit
9:00pm

Monsters Killed

  • 2 Bugbears (240)
  • 3 Hobgoblins (45)
  • 2 Berserkers (60)
  • 4 Ghouls (240)
Treasure:
  • 183gp
  • 37ep
  • 230sp
  • 23pp
  • 200cp
Items
  • two woolen cloaks
  • 2 swords
  • Jeweled Necklace (800gp)
  • Jeweled Necklace (100gp) (ghoul garbage)
  • Good wine
  • +1 Leather Armor (Gnarly)
  • battered and corroded sword
  • +1 Ring of Protection (Arg)

Maps

Monday, October 29, 2012

Tonight's Background

With the hobgoblin king defeated in his throne room (along with the emissary of the Black Sun), his guards begin to retreat.  A viking, blind with rage and with most of his hair and beard burned away, pursue the retreating enemies...


Monday, October 22, 2012

Session Stats

Spring
Month of the Ox
Day 6: Killed the Hobgoblin King
9:00am

Monsters Killed
  • 6 Goblins (60xp)
  • 16 Hobgoblins (240xp)
  • 2 Bugbears (120)
  • 2 Hobgoblin King Guards (60xp)
  • Hobgoblin King (120xp)
  • Steve of the Black Sun (60xp)
Treasure:
Looted upstairs
  • 44gp
  • 104sp
  • 2 keys, 1 opened door to stairs
Throne room looted dead
  • 54gp
  • 33ep
  • 83sp
  • Keyring with 3 keys one of which will open one of the doors in the throne room.
  • Keyring with 3 keys on the belt of Steve of the Black Sun
Items
  • +1 shield (Skwanky)
  • +1 spear (dunno who has this one)
  • Ring from hobgoblin king

Maps

Wednesday, October 17, 2012

Rule Updates: Combat

COMBAT ROUND SEQUENCE
  1. Initiative: 1d6 rolled by each side
  2. Winner of initiative acts first. Morale checks made for monster.
  3. Movement (order of DEX)
  4. Missile attack (order of DEX)
  5. Spells are cast (order of DEX)
  6. Melee (order of DEX)
  7. Other side acts from 3-6
  8. New round begins with initiative
COMBAT MOVEMENT
  • A character may move 1/2 their movement rate and attack in melee
  • A character may move 1/2 their movement rate and make one attack with missile
  • A character moving their full movement rate cannot attack with missile or melee unless charging
  • No movement is allowed when casting spells
  • unless attacker stops movement with the first 5' of encountering opponent's front or flank, opponent gains Attack of Opportunity 
CHARGING
  • Full movement and melee is allowed if movement is greater than half rate and in a straight line.
  • Defender gains Attack of Opportunity
  • Attacker does double damage
RETREAT
  • Fighting Retreat allows a character to move backwards at 1/2 movement without penalty providing a clear path
  • Full Retreat a character can move backwards at full movement but incurs an Attack of Opportunity without use of shield and opponent gains +2 to hit.
ATTACKS OF OPPORTUNITY
As mentioned above AOO occur in only three instances;
  1. defending against a charge 
  2. attacking an opponent in Full Retreat
  3. an opponent passing within 5' of character
 There are no other Attacks of Opportunity.

Flanking:  Having opponents positioned to the left and right of a target are considered in flanking position and gain +1 to hit and negates benefit from target's shield'

Attack from Behind: Rear position grants a +2 to hit and negates any benefit from target's shield

Drawing Weapons: You can draw a weapon and attack the same round but at a -1 to hit penalty

Monday, October 15, 2012

Tonight's Background

Having battled and decimated a camp of hobgoblins and freed a prisoner, Throckmorton, a priest of the chaotic god Khalk'Ru the Destroyer, the party continued through the woods. At dusk they discovered some very ancient ruins smothered in the overgrowth and spent the night hidden amongst the rubble.  In the morning they explored some doors and rooms of the ruins coming upon a pristine and peaceful open air garden containing a large pool and a magic fountain...


We'll divide up experience first thing as this garden can be considered a safe haven.

1 Stirge 15xp
1 Hobgoblin 15xp
1 Captured Hobgoblin 15xp
Giant Chameleon 120xp
165 xp

12 Hobgoblins 180xp
8 Centipedes 40xp
10 Giant Rats  50xp
(270 xp)

Treasures
107gp
3 gems; 60gp, 40gp 30gp
12 sp
2 pp
(248xp treasure split)

+2 arrow (Wolf)

Arg's 20 Strength modifiers:

To Hit: +3
Damage: +4
Open Doors: 1-5
Carry Modifier:  100lbs