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| | Session 4 One too many Goblins | |
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Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Session 4 One too many Goblins Tue May 26, 2020 11:17 am | |
| Our Adventurers rested in the horrible goblin cave. After finding more items and disgusting rations they are ready to make the next move.
Session 4 will be held Sunday 31st May 2020 1200
Attendees: Shamus Enzi Romney Ashton Kahlan Sean
Well done guys
Please remember to post attendance at least 48 hours prior to session. Even if you post a maybe with a reason.
Experience
Goblins: 250 1 shot kill bonus: 50 Skeletons: 200 Puzzle solving (for sleep room, statue, talking door): 200 Finding the map: 50 Sign ups: 75 (the more who sign up the better total is) Home Work: (Shamus, Enzi, Kahlan, Ashton) 100 Posting Homework: (Kahlan for Conjuration) 50 Notes: (Sean) 50 Other bonuses: 50 (Trym rat training, Kahlan cloak)
Total: 1075 each
Last edited by Hornet Warrior on Tue Jun 02, 2020 10:53 am; edited 6 times in total | |
| | | Mini the Minior
Posts : 17 Join date : 2020-04-24
| Subject: Re: Session 4 One too many Goblins Tue May 26, 2020 7:06 pm | |
| I shall be at the next session. | |
| | | Kildrake the Banisher
Posts : 13 Join date : 2020-04-25
| Subject: Re: Session 4 One too many Goblins Thu May 28, 2020 1:17 pm | |
| Thine self shalt be attending with thou at next session | |
| | | Romnipotent
Posts : 14 Join date : 2020-05-14
| Subject: Re: Session 4 One too many Goblins Thu May 28, 2020 4:30 pm | |
| Sure can Any snack requests? | |
| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Re: Session 4 One too many Goblins Thu May 28, 2020 10:23 pm | |
| - Romnipotent wrote:
- Sure can
Any snack requests? funions | |
| | | Sean W
Posts : 27 Join date : 2020-04-25
| Subject: Re: Session 4 One too many Goblins Sun May 31, 2020 11:20 am | |
| Yes we are in. See you at the Updated kickoff of 12:30 woop | |
| | | Sean W
Posts : 27 Join date : 2020-04-25
| Subject: Re: Session 4 One too many Goblins Sun May 31, 2020 10:58 pm | |
| The Goblin that was captured by the Party at the last encounter for interrogation, was let go by the party, and told to tell his superiors to not dare come back again. Suspecting he was lying about the armies presence and location, Zorron uses disguise self in the form of a goblin to follow him, with Trym also following behind Zorron, undetected. The goal being to find the Goblin hideout, and carry out a Seek and Destory mission. The Goblin has indeed lied, and went to a different overgrown path leading to a mine, slipping through a gap in the pylons to a mine entrance. In the ramparts above, 3 goblins protect the entrance. The scouts return and a dirt battle plan is hatched of simultaneously firing arrows, bolts and magic missiles to take out the guards to prevent them raising the alarm. The plan works. Walking inside the party sees a chasm and a bridge below. The party spy a humanoid cloaked figure with a staff standing guarding it. The chasm of Pasiphae is stated as what he guarding, and that 3 questions must be answered to pass. Zorron answers the 3 questions and allowed to pass. Kildrake asks a question in return and the guard, getting it wrong, falls into the chasm, leaving the path open. Across the Bridge is a temple. Studying the carvings, Ereborn discerns it as ancient dwarven nature, pertaining to a maze. Trym then runs into a room, triggering a portcullis trapping him, and 7 animated statues come alive. Tyrm tries stabbing one and they pull their swords. He puts away his weapon and the statues put away theirs, working out that they mirror his actions. Tyrm lies on the bed slab, and the Warrior statues say “sleep”, and lie down. As Trym tries to get up the portcullis slams down again. Thee party work out that they have to move another statue onto the slab to deactivate the portcullis trap. To move the next room, Squall, Kildrake and Ereborn struggle to move a granite statue Onto an empty base. This then opens the main door, revealing 2 goblins which were surprised and quickly despatched before raising the alarm. The party then comes across a door guard who keeps repeating “The Word must be Spoken.” After much labouring with this puzzle, they find they had to trick the Door Guard into saying “Pasiphae” to open the next door. As they do, the party are surprised by 5 goblins. Squall slashed through 2, Salazar flaming sphered 3, killing one, and Kildrake killed one with a fine Glaive Divine Smite. Fire damage from Salazar killed the last one. Making their way to the centre room, Trym triggers an anti gravity trap that reversed and pushed her and Squall (who tried to grab her to stop her floating up) into a pit trap. Squall throws tyrm out of the trap but unfortunately took damage as he contacts the reverse gravity spiked pit floor. Testing, Tyrm resets the pressure plate on the trap. Ereborn laid hands with healing gauntlets on Zorron and cured Squall, who was by this stage looking battered, with a Cure Light Wounds Spell. Entering the middle room, the doors all Suddenly sealed with stone, and sand started to pour into cracks around the door. Grabbing a stone in the middle of the room stopped the sand. The party worked out by releasing sand in stages, they could work it into the grooves made by the Minotaur floor carvings. Doing this 3 times opened the doors, revealing 3 humanoid and 1 animal skeletons. Salazar killed one with a magic missile, Kildrake single divine smite killing another. Squall stepped up and one hit killed another. The dog hit Trym twice as he tried to flee. Salazar fire bolted the final one. With all Skeletons despatched, they all suddenly disappeared! Ereborn cast a healing circle on the Party, inspired by a song from Zorron, as they prepared for the next challenge..... | |
| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Re: Session 4 One too many Goblins Tue Jun 02, 2020 10:50 am | |
| Well done guys You are all slowly getting the idea of the flow of things. You end the session with a short rest in the heart of the maze. Things to take from this lesson: 1. Don't run head first in to new areas of a dungeon. 2. Don't just yell words at a talking door. Ask it questions and problem solve. 3. The rogue should always be looking for traps, even if passive perception comes in to play. 4. Wizard should be looking for magical doors in the dungeon. You all did well and we should be progressing nicely. Homework - Resting:
Resting: Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, Social Interaction, and Combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for Spellcasting, and brace themselves for further adventure.
Adventurers can take short rests in the midst of an Adventuring day and a Long Rest to end the day.
Short Rest A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest, as explained below.
Long Rest A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar Adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a Long Rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.
A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
- Ereborn:
Stone cunning Dwarven trait. Post the description and work out how it might help in the maze.
- Killdrake:
Fighting Style: Great Weapon Fighting. And Armour Class. Post the ability in the homework section and also ready what AC you get with and without the shield. If you need help ask Squall on the facebook message.
- Salazar:
Arcane Recovery. Read that on your character sheet. You can recover a spell in a short rest. Post the description in the homework section.
- Squall:
Finish your descriptions on your character sheet please.
- Trym:
Cunning Action. Post the description in the homework section and explain what it does to me.
- Zorran:
Song of Rest and Hellish Resistance. Post them in the homework section and tell me where we missed 1 of them last session.
Enemies for the session - Dungeon Enemies:
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