Difference between revisions of "Yunauth:GMNotes"

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(Opponents)
(Opponents)
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* A human with +1 stealth, 11 touch AC, +1 ranged, +4 melee
 
* A human with +1 stealth, 11 touch AC, +1 ranged, +4 melee
 
* A goblin with +11 stealth, 13 touch AC, +4 ranged, +3 melee
 
* A goblin with +11 stealth, 13 touch AC, +4 ranged, +3 melee
* An elf with +5 stealth, 12 touch AC, +3 ranged, +1 melee
+
* An elf with +5 stealth, 12 touch AC, +3 ranged, +1 melee (has the acrobatic dodge feat with a +6 acrobatics check)
 
* A gnome with +4 stealth, 12 touch AC, +2 ranged, +3 melee (will use ghost sound and prestidigitation once each)
 
* A gnome with +4 stealth, 12 touch AC, +2 ranged, +3 melee (will use ghost sound and prestidigitation once each)
  

Revision as of 02:28, 5 June 2013

Yunauth/

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 considering how much they've already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won't pay it).

There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.

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.

An ankheg will interrupt preparations if the party doesn't find it first.

Pie Eating Contest

You have 5 minutes (50 rounds) 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 already 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

On a failed roll, you manage to eat that pie, but:

  • 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.

Opponents

Opponents do the following:

  • Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.
  • Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies).
  • Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.
  • Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).
  • Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.
  • Most people that didn't eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.

Prize

A small bowl that will cast abstemiousness 1/day (CL 1), worth 400 gp.

Archery Contest

Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 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). On a roll of a natural 1, you can't get more than 1 point.

  • 30 feet - +0 to attack
  • 70 feet - +0 to attack (-2 if shortbow)
  • 125 feet - -2 to attack (-4 if shortbow)
  • 210 feet - -6 to attack (-8 if shortbow)

Opponents

Opponents have no special tactics

  • +4 to attack (has a MW bow if personal weapons are allowed)
  • +3 to attack, plus Point Blank Shot (+1 at 30 feet)
  • +3 to attack
  • +2 to attack
  • -1 to attack (can borrow a MW bow)

With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.

Prize

A mask that casts hide from animals 1/day (CL 1), worth 400 gp.

Paintball / Ribbon Tag

Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a touch attack). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)

Opponents

Opponents have no special tactics, though some are more aggressive than others.

  • A halfling with +8 stealth, 14 touch AC, +4 ranged, +1 melee
  • A human with +1 stealth, 11 touch AC, +1 ranged, +4 melee
  • A goblin with +11 stealth, 13 touch AC, +4 ranged, +3 melee
  • An elf with +5 stealth, 12 touch AC, +3 ranged, +1 melee (has the acrobatic dodge feat with a +6 acrobatics check)
  • A gnome with +4 stealth, 12 touch AC, +2 ranged, +3 melee (will use ghost sound and prestidigitation once each)

For a second round, use the same stats at +1. Change a couple of the races around.

Prize

A necklace that gives +2 Perception, worth 400 gp.

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