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Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one. | Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one. | ||
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there's a shortage of meat (+1 to pie eating rolls, but needs a good hunt). The local fruits don't make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it's a bit more expensive since they'll have to get some extra from the local fishermen's guild (they need | Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there's a shortage of meat (+1 to pie eating rolls, but needs a good hunt). The local fruits don't make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it's a bit more expensive since they'll have to get some extra from the local fishermen's guild (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won't pay it). | ||
Decide which order to host the events. Each event lasts 1 hour. There's an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt. | Decide which order to host the events. Each event lasts 1 hour. There's an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt. |
Revision as of 07:32, 4 June 2013
Ledgers
Date | Description | Debit | Credit |
---|---|---|---|
Satori, for whatever | 50k | ||
Satori, for town improvement | 50k | ||
Jack, for whatever | 50k | ||
Jack, for town improvement | 50k | ||
Scram, for whatever | 50k | ||
Scram, for town improvement | 50k |
Rak's Festival
Preparation
1 week before the festival, there are several things remaining to be sorted out.
Arbitrate the argument over the size of pies.
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there's a shortage of meat (+1 to pie eating rolls, but needs a good hunt). The local fruits don't make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it's a bit more expensive since they'll have to get some extra from the local fishermen's guild (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won't pay it).
Decide which order to host the events. Each event lasts 1 hour. There's an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.
Pie Eating Contest
You have 5 minutes to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save or a Will save (DC 10).
- -2 for a Will save
- -1 for each pie you've eaten
- -5 if you tried to eat the pie in a single round
- -2 if you tried to eat the pie in two rounds
- +0 if you tried to eat the pie in three rounds
- +2 if you tried to eat the pie in five rounds
- +5 if you tried to eat the pie in one minute
After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you're still counted as having failed once).
After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)
After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.
Archery Contest
Everyone gets 3 shots each round against an AC of 7 (a small target with no dex). Any success is worth 1 point. A success by 5 is worth 3 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough).
- 30 feet - +0 to attack
- 70 feet - +0 to attack
- 110 feet - -2 to attack
- 210 feet - -6 to attack
Ribbon Tag
Grand Hunt
Creatures
Creeper
A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
Creeper CR 4 |
---|
XP 1200 |
N Medium Aberration |
Init +2; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural) |
hp 37 (5d8+15) |
Fort +4, Ref +4, Will +5 |
Defensive Abilities none; DR none; Immune electricity |
OFFENSE |
Speed 30 ft. |
Melee slam +2 (1d4-1 bashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks explosion |
Spell-Like Abilities none |
STATISTICS |
Str 8, Dex 16, Con 16, Int 4, Wis 12, Cha 8 |
Base Atk +3; CMB +2; CMD 15 |
Feats Skill Focus (Stealth), Run, Step Up |
Skills Stealth +12, Perception +1 |
ECOLOGY |
Environment any |
Organization solitary or hatchlings (1d4 young creepers) |
Treasure special |
SPECIAL ABILITIES |
Immunity to Electricity (Ex) A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.
Explosion (Ex) A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this. |
Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.
Dungeoneering | Lore |
---|---|
DC 14 | This is a creeper, an aberration that kills its victims by detonating itself. |
DC 19 | Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this. |
DC 24 | The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger. |
Martite Devil
This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.
Martite CR 1 |
---|
XP 400 |
LE Small Outsider (Devil, Extraplanar, Evil, Lawful) |
Init +2; Senses See in darkness, Darkvision 60 ft.; Perception +5 |
DEFENSE |
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural) |
hp 15 (2d10+4) |
Fort +2, Ref +5, Will +3 |
Defensive Abilities resist acid 10, resist cold 10; DR 5/silver or good; Immune fire |
OFFENSE |
Speed 20 ft., climb 20 ft. |
Melee claws +2 (1d3-1) |
Space 5 ft.; Reach 5 ft. |
Special Attacks none |
Spell-Like Abilities 3/day flare, 3/day ray of fire |
STATISTICS |
Str 8, Dex 14, Con 14, Int 6, Wis 10, Cha 12 |
Base Atk +2; CMB +0; CMD 12 |
Feats Weapon Finesse |
Skills Sense Motive +5, Diplomacy +3, Bluff +6 Perception +5 |
ECOLOGY |
Environment Demonic Realms |
Organization solitary, squad (1 advanced martite and 1d6 martites) |
Treasure none |
SPECIAL ABILITIES |
See in Darkness (Su) A martite can see even in magical darkness. |
Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.
Planes | Lore |
---|---|
DC 11 | This is a martite, a very low rank devil. |
DC 16 | Martites aren't terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals. |
DC 21 | Like most devils, they are fairly resilient physically. Unlike most other devils, that's almost all they have going for them. They are still capable of a few magic cantrips. |
Reproma
Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.
Reproma CR 1 |
---|
XP 400 |
N Medium Plant |
Init -1; Senses tremorsense, Perception +4; Perception +4 |
DEFENSE |
AC 12, touch 9, flat-footed 12 (-1 Dex, +3 natural) |
hp 7 (1d8+2) |
Fort +4, Ref -1, Will +0 |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 0 ft. |
Melee 4 tentacles +1 (1d4+1) |
Space 5 ft.; Reach 5 ft. |
Special Attacks Constrict (1d4+1), Grab (tentacle) |
Spell-Like Abilities none |
STATISTICS |
Str 12, Dex 8, Con 14, Int -, Wis 10, Cha 8 |
Base Atk +0; CMB +1 (+5 grapple); CMD 10 (can't be tripped) |
Feats Multiattack |
Skills Perception +4 |
ECOLOGY |
Environment any forest |
Organization solitary |
Treasure incidental |
SPECIAL ABILITIES |
Constrict (Ex): Do an extra 1d4+1 damage on a successful grapple check.
Grab (Ex): If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action. |
Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly.
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.
Nature | Lore |
---|---|
DC 11 | This is a reproma. It's simply a plant that attacks anything that moves. |
DC 16 | Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense. |
DC 21 | Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you. |
Goblin Chief - Toechopper
'
Toechopper, goblin fighter 2 CR 1 |
---|
XP 400 |
CE small Humanoid (Goblinoid) |
Init +3; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 19, touch 15, flat-footed 14 (+3 dex, +3 armor, +1 size, +1 dodge, +1 shield) |
hp 19 (2d10+4) |
Fort +4, Ref +3, Will +1 (+2 vs fear) |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 30 ft. |
Melee MW longsword +6 (1d6+1, 19-20/x2 slashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks none |
Spell-Like Abilities none |
STATISTICS |
Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 6 |
Base Atk +2; CMB +2; CMD 16 |
Feats Weapon Focus (longsword), Dodge, Combat Reflexes |
Skills Acrobatics +3, Climb +3, Intimidate +2, Survival +5, Perception +1 |
ECOLOGY |
Environment |
Organization |
Treasure mw longsword, token of acrobatics |
SPECIAL ABILITIES |
none |
Goblin Cleric - Dogkicker
'
Dogkicker, goblin cleric 1 CR 1/2 |
---|
XP 200 |
NE small Humanoid (Goblinoid) |
Init +3; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 16, touch 14, flat-footed 12 (+3 dex, +1 armor, +1 size, +1 shield) |
hp 10 (1d8+2) |
Fort +3, Ref +3, Will +3 |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 30 ft. |
Melee longsword +0 (1d6-2, 19-20/x2 slashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks bleeding touch 4/day, channel energy 6/day |
Spell-Like Abilities Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day |
STATISTICS |
Str 6, Dex 16, Con 13, Int 10, Wis 12, Cha 12 |
Base Atk +0; CMB -3; CMD 10 |
Feats Extra Channel |
Skills Heal +5, Spellcraft +4, Perception +1 |
ECOLOGY |
Environment |
Organization |
Treasure |
SPECIAL ABILITIES |
Aura (Ex) Detects as lawful evil.
Channel Energy (Su) Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half. Battle Rage (Sp) Standard action touch grants +1 damage for 1 round. Bleeding Touch (Sp) Melee touch attack for 1d6 damage. Cure Light Wounds (Spell) Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage. Savage Maw (Spell) Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage). |
Deities
Ignost
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).
Domains: Tyranny (Law), Evil, Death, War, Healing
Favored weapon: Longsword
Favored spell: Savage Maw (L 1)
Poisons
Prices
Multiply all price factors.
Frequency | Price |
---|---|
each round | 1 |
each minute | 1.8 |
each hour | ? |
each day | ? |
Onset | Price |
---|---|
immediate | 1 |
delay 1 frequency | 0.8 |
delay 10 frequency | ? |
Save DC | Price |
---|---|
11 | 4 |
12 | ? |
13 | 10 |
14+ | DC |
Cure Count | Price |
---|---|
1 | 1 |
2 | 2 |
3 | 2.5 |
4 | 2.8 |
5 | 3.1 |
6 | 3.3 |
Max Failures | Price |
---|---|
1 | ? |
2 | 4 |
4 | 5 |
6 | 6 |
Damage Type | Price |
---|---|
Dex or Str | 1 |
Unconsciousness | 2 |
Con or HP | 2.5 |
Int, Wis, Cha | ? |
Drain | ? |
Damage Amount | Price |
---|---|
Unconsciousness | 1 |
1 to ability score | 1 |
d2 to ability score | 2 |
d3 to ability score | 3 |
d4 to ability score | 6 |
d6 to ability score | 8 |
2d12 to HP | 0.87 |
Spotted Hood
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.
Type poison (injury); Save Fortitude DC 15
Onset -; Frequency 1/round for 4 rounds
Initial Effect 1d2 Int damage; Secondary Effect 1d2 Int damage; Cure 2 consecutive saves