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Welcome to Kramerland...

Started by Sacrificial Lamb, December 26, 2008, 11:06:59 PM

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Sacrificial Lamb

#180
Okay....just to give MeatLips some ideas, I'm gonna write up some random encounter tables. Who knows? They might come in handy...:) I'll stat 'em up later to make your life easier, Senor MeatLips. ;)

Take note that Armor Class (AC) has three numbers. The first number is "normal" Armor Class. The second number is touch Armor Class, and the third number is flat-footed Armor Class. The second two numbers only apply under limited circumstances, MeatLips, but I figured I'd put 'em in....just in case. Also, the Challenge Rating is for each monster. Now...enjoy. :)

WILDERNESS ENCOUNTER TABLE



* 01-03 Small pond with 1d8 Frogs swimming and hopping about; a curious Water Elemental has a 10% chance of appearing within 1d12 rounds (AC 15/15/14; SPD 5; HD 1/4; HP 1; INIT +1; BAB +0; ATK -17 [grapple]; DMG nil; #AT 1 [grapple]; STR 1, INT 1, WIS 14, DEX 12, CON 11, CHA 4; SQ +4 racial bonus on Hide checks; Amphibious; Low-Light Vision; FORT +2, REF +3, WILL +2; AL N; SZ D [ANIMAL]; SKILLS: Hide +21 Listen +4, Spot +4; FEATS: Alertness; CR 1/10) Water Elemental (AC 20/11/18; SPD 20/90; HD 8; HP 68; INIT +2; #AT 2; BAB +6; ATK +10 [2 slams] or +15 [grapple]; DMG 2d8+5 and 2d8+5 [2 slams]; #AT 2 [slam/slam]; STR 20, INT 6, WIS 11, DEX 14, CON 19, CHA 11; SA Water mastery [+1 bonus to ATK & DMG rolls if it and its opponent touching water; if opponent or Elemental touching ground, Elemental takes -4 penalty on ATK & DMG rolls; overrun small craft with length of 5 ft/HD, stop larger vessels 10 ft/HD, large ships 20 ft/HD can be slowed to half-speed]; drench [Elemental's touch quenches open flames of non-magical origin of Large size or smaller; dispel magical fire it touches as Dispel Magic; caster level equals Elemental's HD]; vortex [transform self into whirlpool once/ten minutes, if underwater, remain in that form for 1 round/2 HD it has; vortex 5 ft wide at base, 30 ft wide at top, and 10 ft or more tall; movement in vortex form does not provoke AoO; creatures one or more size categories smaller than Elemental must succeed on Reflex save DC 19 when in contact with vortex or suffer 2d6 DMG; vortex height is 10-40 ft; victim must also succeed on second Reflex save, or be picked up and held in currents, automatically taking damage every round; affected creatures allowed Reflex save each round to escape vortex; creature still takes damage, but can leave if save is successful; save DC is STR-based; creatures trapped in vortex cannot move except to go where Elemental carries them or to escape whirlwind; creatures in whirlwind can act normally, but must make Concentration check {DC 10 + spell level} to cast spells; creatures caught in whirlwind take -4 DEX penalty and -2 penalty on ATK rolls; if vortex's base touches bottom, creates swirling cloud of debris centered on Elemental, with diameter equal to half vortex's height; cloud obscures vision, including darkvision beyond 5 ft; creatures 5 ft away have concealment, while those farther away have total concealment; those caught in cloud must make Concentration check {DC 15 + spell level} to cast spell; SQ DR 5; darkvision 60 ft; elemental traits; +8 racial bonus to Swim checks to perform special action/hazard; can always take 10 on Swim check; can use Run action while swimming in straight line; FORT +10, REF +4, WILL +2; AL N; SZ L [ELEMENTAL/Water/Extraplanar]; SKILLS: Listen +5, Spot +6; FEATS: Cleave, Great Cleave, Power Attack; CR 5)
* 04-05 Flock of 3d6 Ravens strutting about, some perched on a large, gnarled tree (AC 14/14/12; SPD 10/40; HD 1/4; HP 2; INIT +2; BAB +0; ATK +4 [claws] or -13 [grapple]; DMG 1d2-5 [claws; minimum 1 dmg]; #AT 1 [claws]; STR 1, INT 2, WIS 14, DEX 15, CON 10, CHA 6; SQ Low-Light Vision; Flight; FORT +2, REF +4, WILL +2; AL N; SZ T [ANIMAL]; SKILLS: Listen +3, Spot +5; FEATS: Weapon Finesse; CR 1/6)
* 06-07 Skulking war party of 1d12+2 Goblins; all 1st-level Warriors, armed with heavy maces (AC 15/12/14; SPD 30; HD 1; HP 5; INIT +1; BAB +1; ATK +1 [heavy maces]; DMG 1d6, crit x2 [heavy mace]; #AT 1 [heavy mace]; STR 11, INT 10, WIS 9, DEX 13, CON 12, CHA 6; SQ Darkvision 60 ft; FORT +3, REF +1, WILL -1; AL NE; SZ S [HUMANOID/Goblinoid]; SKILLS: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; FEATS: Alertness; CR 1/3; Equipment: leather armor, light shield, heavy mace, 1d4 squirrel pelts, knife, 1d6+1 gp, 1d6+2 sp, 1d6+3 cp)
* 08-11 1d4+1 Squirrels chattering, and carrying piles of acorns (AC 14/14/12; SPD 40/40; HD 1/4; HP 1; INIT +2; BAB +0; ATK +4 [bite]; DMG 1d3-4 [bite; minimum 1 dmg]; #AT 1 [bite]; STR 2, INT 2, WIS 12, DEX 15, CON 10, CHA 3; SQ Low-Light Vision; Climbing; +4 racial bonus to Hide, Move Silently, and Swim checks; +8 racial bonus to Balance and Climb checks; FORT +2, REF +4, WILL +1; AL N; SZ T [ANIMAL]; SKILLS: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +6; FEATS: Weapon Finesse; CR 1/8)
* 12-13 Unattended firepit; if magic of any kind is activated within 30 ft radius of it, there is chance of hostile Fire Elemental accidentally being summoned, equal to 5%/caster level; attempt Search or Spellcraft check, DC 30 to notice shimmering around campfire; if Elemental appears, 3d6 Fire Crystals; erupt from bottom of pit [500 gp value each; Search check, DC 20, to find them]; reddish crystals immune to fire; faintly glows [faint light in 5-ft-radius] for 1 hour if immersed in fire (AC 18/14/13; SPD 50; HD 8; HP 60; INIT +9; BAB +6; ATK +6/+12 [2 slams]; DMG 2d6+2, plus 2d6 fire [slam]; #AT 2 [slam/slam]; STR 14, INT 6, WIS 11, DEX 21, CON 16, CHA 11; SA Burn [save vs REF, DC 17, or burn for 1d4 rounds; may take move action to extinguish flame; save DC is CON-based]; if using natural weapons/unarmed attacks, attacker suffers dmg as if hit by Fire Elemental, and burns unless succeeds at REF save; SQ DR 5; Darkvision 60 ft; Immunity to Fire; Vulnerability to Cold [+50% dmg from cold]; FORT +5, REF +11, WILL +2; AL N; SZ L [ELEMENTAL/Fire/Extraplanar]; SKILLS: Listen +5, Spot +6; FEATS: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse; CR 5)
* 14-23 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and 10% miss chance to ranged attacks
* 24-25 Pack of 1d8+2 Wolves; hungry; afraid of fire (AC 14/12/12; SPD 50; HD 2; HP 13; INIT +2; BAB +1; ATK +3 [bite] or +2 [grapple]; DMG 1d6+1 [bite]; #AT 1 [bite]; STR 13, INT 2, WIS 12, DEX 15, CON 15, CHA 6; SA Trip [successful bite attack allows Wolf to trip opponent at +1 as Free Action without making Touch Attack, or provoking Attack of Opportunity; if attempt fails, opponent cannot react to trip Wolf; SQ Low-Light Vision; Scent; +4 racial bonus on Survival checks when tracking by scent; FORT +5, REF +5, WILL +1; AL N; SZ M [ANIMAL]; SKILLS: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1; FEATS: Track, Weapon Focus [bite]; CR 1)
* 26-27 Group of 2d8+2 Orc soldiers; hostile; likely to taunt strangers; armed with falchions and javelins; all 1st-level Warriors (AC 13/10/13; SPD 30; HD 1; HP 7; INIT +0; BAB +1; ATK +4 melee [falchion] or +1 ranged [javelin] or +4 melee [grapple]; DMG 2d4+3, crit 18-20/x2 [falchion] or 1d6+3, crit x2 [javelin]; #AT 1 [falchion or javelin]; STR 17, INT 8, WIS 7, DEX 11, CON 12, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +3, REF +0, WILL -2; AL CE; SZ M [HUMANOID/Orc]; SKILLS: Listen +1, Spot +1; FEATS: Alertness; CR 1/2; Equipment: studded leather armor, falchion, javelin, 1d8+1 gp, 1d8+2 sp, 1d8+3 cp)
* 28-29 Small shrine, made of blackened stone, in ruins; 3d4 Gargoyles have a 25% chance of appearing within 2d10 rounds; they like to ambush their prey; 25% chance of ruined forge hidden within it [Search DC 25] with 1d8 magic weapons there; roll randomly on Table 7-11 and Table 7-14 [Minor], pg 223-224 in DMG (AC 16/12/14; SPD 40/60; HD 4; HP 37; INIT +2; BAB +4; ATK +6 melee [2 claws] and +4 melee [bite] and +4 melee [gore] or +6 melee [grapple]; DMG 1d4+2 [claws] and 1d6+1 [bite] and 1d6+1 [gore]; #AT 4 [claw/claw/bite/gore]; STR 15, INT 6, WIS 11, DEX 14, CON 18, CHA 7; SA natural weapons considered magic for purpose of overcoming DR; SQ DR 10/magic; Darkvision 60 ft; Freeze [can hold still; observer must attempt Spot check, DC 20 to notice it is really alive]; Flight; +2 racial bonus on Hide, Listen, and Spot checks; +8 Hide bonus when concealed against background of stone; FORT +5, REF +6, WILL +4; AL CE; SZ M [MONSTROUS HUMANOID/Earth]; SKILLS: Hide +7 [+15], Listen +4, Spot +4; FEATS: Multiattack, Toughness; CR 4)
* 30-31 1d4 Centaurs; friendly to Elves; wary of Humans and Dwarves; armed with large longswords and large composite longbows (AC 14/11/12; SPD 50; HD 4; HP 26; INIT +2; BAB +4; ATK +7 melee [large longsword] or and +3 melee [2 hooves] or +5 ranged [ large composite longbow; +4 STR bonus] or +12 [grapple]; DMG 2d6+6, crit 19-20/x2 [large longsword] and 1d6+2 [2 hooves] or 2d6+4, crit 20/x3 [large composite longbow]; #AT 3 [large longsword/hoof/hoof] or 1 [large composite longbow]; STR 18, INT 8, WIS 13, DEX 14, CON 15, CHA 11; SQ Darkvision 60 ft; FORT +3, REF +6, WILL +5; AL NG; SZ L [MONSTROUS HUMANOID]; SKILLS: Listen +3, Move Silently +4, Spot +3, Survival +2; FEATS: Dodge, Weapon Focus [hoof]; CR 3; Equipment: large longsword, large composite longbow, large quiver, 20 large arrows, 2d6+1 gp, 2d8+2 sp, 2d10+3 cp)
* 32-34 1d12 Hippogriffs; watchful and alert; hostile to Orcs (AC 15/11/13; SPD 50/100; HD 3; HP 25; INIT +2; #AT 3; BAB +3; ATK +6 melee [2 claws] and +1 melee [bite] or +11 [grapple]; DMG 1d4+4 [claws] and 1d8+2 [bite]; #AT 3 [claw/claw/bite]; STR 18, INT 6, WIS 12, DEX 14, CON 16, CHA 6; SQ Darkvision 60 ft; Low-Light Vision; Scent; +4 racial bonus on Spot checks; FORT +6, REF +5, WILL +2; AL N; SZ L [MAGICAL BEAST]; SKILLS: Listen +4, Spot +8; FEATS: Dodge, Wingover; CR 2)
* 35-36 1d6+2 Elite Orc soldiers; hunting for large game; armed with greateaxes and shortspears; 4th-level Warriors (AC 14/10/14; SPD 30; HD 4; HP 36; INIT +4; #AT 1; BAB +4; ATK +8 melee [greataxe] or +8 melee [shortspear] or +4 ranged [shortspear] or +8 melee [grapple]; DMG 1d12+4, crit 20/x3 [greataxe] or 1d6+4, crit 20/x2 [shortspear]; #AT 1 [greataxe or shortspear]; STR 18, INT 8, WIS 6, DEX 10, CON 14, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +6, REF +1, WILL -1; AL LE; SZ M [HUMANOID/Orc]; SKILLS: ; FEATS: Improved Initiative, Improved Toughness; CR 3; Equipment: chain shirt, greataxe, shortspear, 2d8+2, 3d8+3 sp, 4d8+4 cp)
* 37-38 Group of 1d4+2 Dwarves passing through (AC 16/10/16; SPD 20; HD 1; HP 7; INIT +0; #AT 1; BAB +1; ATK +3 [Dwarven waraxe] or +1 [ranged, shortbow] or +2 [grapple]; DMG 1d10+1, crit 20/x3 [Dwarven waraxe] or 1d6, crit 20/x3 [shortbow]; #AT 1 [Dwarven waraxe or shortbow]; STR 13, INT 10, WIS 9, DEX 11, CON 14, CHA 6; SA Dwarf traits [weapon familiarity: Dwarven waraxes/urgroshes treated as martial weapons; +1 racial bonus on attack rolls against Orcs and Goblinoids; SQ Dwarf Traits [SPD 20, in any armor; darkvision 60 ft; stonecunning: +2 racial bonus on Search checks to notice unusual stonework; if Dwarf within 10 ft of unusual stonework, can make Search check as if actively searching; can use Search skill to find stonework traps as Rogue can; can intuit depth underground; stability: +4 bonus to resist being bull rushed or tripped when standing on ground; +2 racial bonus on saves against poison, spells, spell-like effects, as well as Appraise and Craft checks related to stone or metal items; +4 dodge bonus to AC against Giant type creatures]; FORT +4, REF +0, WILL -1; AL LG; SZ M [HUMANOID/Dwarf]; SKILLS: Appraise +2, Craft [blacksmithing] +2, Craft [stonemasonry] +2, Listen +2, Spot +2; FEATS: Weapon Focus [Dwarven waraxe]; CR 1/2; Equipment: scale mail, heavy shield, Dwarven waraxe, shortbow, quiver, 15 arrows, 3d6 gp, 3d8 sp, 3d10 cp)
* 39-42 Flock of 6d10 small assorted birds chattering incessantly; their presence is annoying enough to cause a -1 penalty to d20 rolls, and 5% miss chance to ranged attacks (AC 15/15/12; SPD 10/50; HD 1/8; HP 1; INIT +3; BAB +0; ATK -13 [grapple]; DMG nil; #AT 1 [grapple]; STR 1, INT 2, WIS 14, DEX 17, CON 10, CHA 6; SQ Low-Light Vision; Flight; FORT +2, REF +5, WILL +2; AL N; SZ T [ANIMAL]; SKILLS: Listen +3, Spot +5; CR 1/10)
* 43-45 Circle of shimmering greenish stones; enchanted to enable spellcasters to regenerate 1 HP/round; recover lost spells with 1 hour of meditation
* 46-47 Dryad making its home in a small orchard; lusty and attractive; curious about strangers (AC 17/14/13; SPD 30; HD 4; HP 14; INIT +4; BAB +2; ATK +6 melee [dagger] or +2 [grapple] or +7 ranged [masterwork longbow]; DMG 1d4, crit 19-20/x2 [dagger] or 1d8, crit 20/x3 [masterwork longbow]; #AT 1 [dagger or masterwork longbow]; STR 10, INT 14, WIS 15, DEX 19, CON 11, CHA 18; SA Spell-like abilities [at will: Entangle (DC 13), Speak With Plants, Tree Shape; 3/day: Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day: Suggestion (DC 15); as 6th-level caster; save DCs are Wisdom-based]; SQ DR 5/cold iron; tree dependent [mystically bound to single, enormous oak tree, and must never stray more than 300 yards from it; if Dryad strays beyond that, she becomes ill and dies within 4d6 hours; Dryad's oak does not radiate magic]; wild empathy [as Druid class feature, but with +6 racial bonus]; FORT +3, REF +8, WILL +6; AL CG; SZ M [FEY]; SKILLS: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge [nature] +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 [+6 with bindings]; FEATS: Great Fortitude, Weapon Finesse; CR 3; Equipment: dagger, potion of Cure Light Wounds, oil of Shillelagh)
* 48-49 Shattered stone columns, with large circular pit; 25% chance of 1d6 Gargoyles appearing within 1d12 rounds (AC 16/12/14; SPD 40/60; HD 4; HP 37; INIT +2; BAB +4; ATK +6 melee [2 claws] and +4 melee [bite] and +4 melee [gore] or +6 melee [grapple]; DMG 1d4+2 [claws] and 1d6+1 [bite] and 1d6+1 [gore]; #AT 4 [claw/claw/bite/gore]; STR 15, INT 6, WIS 11, DEX 14, CON 18, CHA 7; SA natural weapons considered magic for purpose of overcoming DR; SQ DR 10/magic; Darkvision 60 ft; Freeze [can hold still; observer must attempt Spot check, DC 20 to notice it is really alive]; Flight; +2 racial bonus on Hide, Listen, and Spot checks; +8 Hide bonus when concealed against background of stone; FORT +5, REF +6, WILL +4; AL CE; SZ M [MONSTROUS HUMANOID/Earth]; SKILLS: Hide +7 [+15], Listen +4, Spot +4; FEATS: Multiattack, Toughness; CR 4)
* 50-52 Smoldering campfire; 10% chance of a Earth Elemental erupting from  near it; 25% chance of 1d10+3 Orcs (all 1st-level Warriors) and 1d4 Ogres appearing within 1d12 rounds (AC 18/8/18; SPD 20; HD 8; HP 68; INIT -1; BAB +6; ATK +12 melee and +12 melee [2 slams] or +17 [grapple]; DMG 2d8+7 and 2d8+7 [2 slams]; #AT 2 [slam/slam]; STR 25, INT 6, WIS 11, DEX 8, CON 19, CHA 11; SA Earth mastery [+1 on attack and damage rolls if it and its foe touch ground; if opponent is airborne or waterborne, Elemental takes -4 penalty on attack and damage rolls]; push [start bull rush maneuver without provoking Attack of Opportunity; combat modifiers for earth mastery also applies to Elemental's opposed Strength checks]; SQ DR 5; earth glide [glide through stone, dirt, earth, but not metal; its burrowing leaves no tunnel or ripple; Move Earth spell cast on area containing burrowing Earth Elemental flings Elemental back 30 ft, stunning it for 1 round, unless it succeeds on DC 15 Fortitude save; darkvision 60 ft; elemental traits; FORT +10, REF +1, WILL +2; AL N; SZ L [ELEMENTAL/Earth]; SKILLS: Listen +6, Spot +5; FEATS: Cleave, Great Cleave, Power Attack; CR 5) Orcs (AC 13/10/13; SPD 30; HD 1; HP 5; INIT +0; BAB +1; ATK +4 melee [falchion] or +1 ranged [javelin]; DMG 2d4+3, crit 18-20/x2 [falchion] or 1d6+3, crit x2 [javelin]; #AT 1 [falchion or javelin]; STR 17, INT 8, WIS 7, DEX 11, CON 12, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +3, REF +0, WILL -2; AL CE; SZ M [HUMANOID/Orc]; SKILLS: Listen +1, Spot +1; FEATS: Alertness; CR 1/2; Equipment: studded leather armor, falchion, javelin, 1d8+1 gp, 1d8+2 sp, 1d8+3 cp) Ogres (AC 16/8/16; SPD 30; HD 4; HP 29; INIT -1; BAB +3; ATK +8 melee [greatclub] or +1 ranged [javelin] or +12 [grapple]; DMG 2d8+7, crit 20/x2 [large greatclub] or 1d8+5, crit 20/x2 [large javelin]; #AT 1 [greatclub or javelin]; STR 21, INT 6, WIS 10, DEX 8, CON 15, CHA 7; SQ darkvision 60 ft; low-light vision; FORT +6, REF +0, WILL +1; AL CE; SZ L [GIANT]; SKILLS: Climb +5, Listen +2, Spot +2; FEATS: Toughness, Weapon Focus [greatclub]; CR 3; Equipment: hide armor, large greatclub, large javelin, 3d8 gp, 3d10 sp, 3d12 cp)
* 53-57 Fresh water pond; prime fishing spot; 25% chance of 1d6 Human fisherman appearing; 25% chance of 1d4+1 Halfling fisherman appearing; both groups treated as 2nd-level Commoners (AC 12/10/12; SPD 30; HD 2; HP 6; INIT +0; #AT 1; BAB +1; ATK +2 melee [shortspear] or +2 melee [grapple] or +1 ranged [shortspear]; DMG 1d6, crit 20/x2 [shortspear]; #AT 1 [shortspear]; STR 13, INT 10, WIS 9, DEX 11, CON 12, CHA 8; FORT +1, REF +0, WILL -1; AL N; SZ M [HUMANOID]; SKILLS: Craft [shipmaking] +3, Listen +1, Profession [fisher] +7, Spot +1, Swim +4, Use Rope +3; FEATS: Simple Weapon Proficiency, Skill Focus [Profession/fisher]; CR 1; Equipment: leather armor, dagger, shortspear, fishing pole, 1d6 gp, 3d6 sp, 5d6 cp) Halflings (AC 14/12/13; SPD 20; HD 2; HP 6; INIT +1; #AT 1; BAB +1; ATK +2 melee [small dagger] or -3 melee [grapple] or +3 ranged [small sling]; DMG 1d3, crit 19-20/x2 [small dagger] or 1d3, crit 20/x2 [small sling]; #AT 1 [small dagger or small sling]; STR 11, INT 10, WIS 9, DEX 13, CON 12, CHA 8; SA Halfling traits [+1 racial bonus on attacks rolls with thrown weapons and slings]; SQ Halfling traits [+2 racial bonus on Climb, Jump, Listen and Move Silently checks; +1 racial bonus on all saves; +2 morale bonus on saves vs fear, stacks with racial save bonuses; FORT +2, REF +2, WILL +0 [+2 on saves vs fear]; AL N; SZ S [HUMANOID/Halfling]; SKILLS: Climb +1, Craft [shipmaking] +1, Hide +5, Jump +1, Listen +3, Move Silently +3, Profession [fisher] +4, Spot +1, Swim +1, Use Rope +2; FEATS: Simple Weapon Proficiency; CR 1; Equipment: leather armor, small dagger, small sling, 10 small sling bullets, fishing pole, 1d6 gp, 3d6 sp, 5d6 cp)
* 58-59 Green Dragon wandering through the forest (AC 27/8/27; SPD 40/150/40; HD 20; HP 230; INIT +0; BAB +20; ATK +26 melee [bite], +21 melee [2 claws] and +21 melee [2 wings] and +21 melee [tail slap], or +36 [grapple]; DMG +26 melee (3d8+8, bite), +21 melee (2d6+4, 2 claws), +21 melee (1d8+4, 2 wings), +21 melee (2d6+12, tail slap); #AT 6 [bite/claw/claw/wing/wing/tail slap]; STR 27, INT 16, WIS 17, DEX 10, CON 21, CHA 16; SA Breath weapon [breathes 50 ft cone of corrosive acid gas once every 1d4 rounds; DMG 12d6; DC 25]; crush [area 15ft by 15 ft; small or smaller opponents take 2d8+12 points of bludgeoning dmg, succeed on DC 23 Reflex save or be pinned; grapple bonus +36]; frightful presence 180-ft radius, HD 19 or less, Will DC 21 negates]; spell-like abilities [Suggestion 3/day; caster level 6th; save DC 16]; spells; SQ DR 5/magic; darkvision 120 ft; immunity to acid, Sleep, and paralysis; low-light vision; SR 21; water breathing [breathe underwater indefinitely; freely use breath weapon, spells, and other abilities while submerged]; FORT +17, REF +12, WILL +15; AL LE; SZ H [DRAGON/Air]; SKILLS: Bluff +20, Concentration +15, Diplomacy +13, Hide +0, Intimidate +25, Knowledge [arcana] +18, Knowledge [nature] +18, Listen +25, Move Silently +20, Search +23, Sense Motive +11, Spellcraft +25, Spot +25, Swim +16; FEATS: Alertness, Cleave, Flyby Attack, Hover, Improved Natural Attack [bite], Power Attack, Wingover; CR 13; Spells: As 5th-level Sorceror. [6/7/5; save DC 13 + spell level] 0-level: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Read Magic, Resistance; 1st-level: Expeditious Retreat, Nystul's Undetectable Aura, Shield, True Strike; 2nd-level: Blur, Detect Thoughts)
* 60-61 1d6 Treants; quiet, and carefully watches any strangers in the area (AC 20/7/20; SPD 30; HD 7; HP 66; INIT -1; BAB +5; ATK +12 melee [2 slams] or +22 [grapple]; DMG 2d6+9 [slam]; #AT 2 [slam/slam]; STR 29, INT 12, WIS 16, DEX 8, CON 21, CHA 12; SA animate trees [animate trees within 180 ft; 1 round for tree to uproot itself, control 2 trees at a time; moves at SPD 10, and fights as Treant; animated trees stop moving if Treant is incapacitated or out of range, ability otherwise simliar to Liveoak spell]; double damage to objects; trample [DMG 2d6+13; REF DC 22 half; save DC is STR-based]; SQ DR 10/slashing; low-light vision; plant traits; vulnerability to fire; FORT +10, REF +1, WILL +7; AL NG; SZ H [PLANT]; SKILLS: Diplomacy +3, Hide -9 [+7 in forested areas], Intimidate +6, Knowledge [nature] +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 [+10 above ground]; FEATS: Improved Sunder, Iron Will, Power Attack; CR 8)
* 62-63 1d8 Pseudodragons; curious, friendly, and likely to beg for food (AC 18/14/16; SPD 15/60; HD 2; HP 15; INIT +2; BAB +2; ATK +4 melee [sting] or -8 [grapple]; DMG 1d3-2 [sting]; #AT 1 [sting]; STR 6, INT 10, WIS 12, DEX 15, CON 13, CHA 10; SA poison [injury; FORT DC 14; initial dmg sleep for 1 minute; secondary dmg sleep for 1d3 hours; SQ blindsense 60 ft [locate creatures within 60 ft by non-visual means; opponents still have concealment]; darkvision 60 ft; immunity to Sleep and paralysis; low-light vision; SR 19; telepathy 60 ft [telepathy 60 ft with creatures that speak Common or Sylvan; FORT +4, REF +5, WILL +4; AL NG; SZ T [DRAGON]; SKILLS: [IDiplomacy[/I] +2, Hide +20 [+24 in forest areas], Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 [+3 following tracks]; FEATS: Weapon Finesse; CR 1)
* 64-66 Elven hunting party; all 1st-level Warriors; 1d6+2 of them appearing; armed with longswords and longbows (AC 15/11/14; SPD 30; HD 1; HP 4; INIT +1; BAB +1; ATK +2 melee [longsword] or +3 ranged [longbow] or +2 melee [grapple]; DMG 1d8+1, crit 19-20/x2 [longsword] or 1d8, crit 20/x3 [longbow]; #AT 1 [longsword or longbow]; STR 13, INT 10, WIS 9, DEX 13, CON 10, CHA 8; SQ Elven traits [immune to magic sleep effects; +2 racial save bonus against enchantment spells/effects; low-light vision; martial weapon proficiency: longsword, rapier, longbow, composite longbow, shortbow, composite shortbow; +2 racial bonus on Listen, Search, and Spot checks; Elf who passes within 5 ft of secret/concealed door is entitled to Search check as if actively looking for it]; FORT +2, REF +1, WILL -1; AL CG; SZ M [HUMANOID/Elf]; SKILLS: Hide +1, Listen +2, Search +3, Spot +2; FEATS: Weapon Focus [longbow]; CR 1/2; Equipment: studded leather armor, light shield, longsword, longbow)
* 67-72 Very strong windstorm, lasting for 1d4 hours; within it, creatures suffer a -2 penalty to d20 rolls, and 10% miss chance to ranged attacks; a curious Air Elemental has a 10% chance of appearing during the storm (AC 20/16/13; SPD 100; HD 8; HP 60; INIT +11; BAB +6; ATK +12 melee [2 slams] or +12 [2 grapples]; DMG 2d6+2 and 2d6+2 [2 slams]; #AT 2 [slam/slam]; STR 14, INT 6, WIS 11, DEX 25, CON 16, CHA 11; SA air mastery [airborne creatures take -1 penalty on ATK and DMG rolls against Elemental]; whirlwind [transform self into whirlwind once/ten minutes, remain in that form for 1 round/2 HD it has; whirlwind 5 ft wide at base, 30 ft wide at top, and up to 40 ft tall; movement in whirlwind form does not provoke AoO; creatures one or more size categories smaller than Elemental must succeed on Reflex save DC 16 when in contact with whirlwind or suffer 2d6 DMG; whirlwind height is 10-40 ft; victim must also succeed on second Reflex save, or be picked up and held in currents, automatically taking damage every round; affected creatures allowed Reflex save each round to escape whirlwind; creature still takes damage, but can leave if save is successful; save DC is STR-based; creatures trapped in vortex cannot move except to go where Elemental carries them or to escape whirlwind; creatures in whirlwind can act normally, but must make Concentration check {DC 10 + spell level} to cast spells; creatures caught in whirlwind take -4 DEX penalty and -2 penalty on ATK rolls; if whirlwind's base touches ground, creates swirling cloud of debris centered on Elemental, with diameter equal to half whirlwind's height; cloud obscures vision, including darkvision beyond 5 ft; creatures 5 ft away have concealment, while those farther away have total concealment; those caught in cloud must make Concentration check {DC 15 + spell level} to cast spell]; SQ ; FORT +5, REF +13, WILL +2; AL N; SZ L [ELEMENTAL/Air/Extraplanar]; SKILLS: Listen +5, Spot +6; FEATS: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse; CR 5)
* 73-74 1d6 Satyrs wandering around; 10% chance that each carries a tankard of magic ale [Tankard of Valhalla; when filled up, can act as both Goodberry and Rage spells to imbiber 1/day] (AC 15/11/14; SPD 40; HD 5; HP 22; INIT +1; BAB +2; ATK +2 melee [headbutt] or +2 melee [dagger] or +3 ranged [shortbow] or +2 melee [grapple]; DMG 1d6 [headbutt] or 1d4, crit 19-20/x2 [dagger] or 1d6, crit 20/x3 [shortbow]; #AT 1 [headbutt or dagger or shortbow]; STR 10, INT 12, WIS 13, DEX 13, CON 12, CHA 13; SA pipes [60 ft radius; DC 13 WILL save or be affected by Charm person, Sleep or Fear; caster level 10th; satyr chooses effect; pipes have no effect in hands of other beings; save DC CHA-based; successful save makes target immune to those pipes for 24 hours; SD DR 5/cold iron; low-light vision; FORT +2, REF +5, WILL +5; AL CN; SZ M [FEY]; SKILLS: Bluff +9, Diplomacy +3, Disguise +1 [+3 acting], Hide +13, Intimidate +3, Knowledge [nature] +9, Listen +15, Move Silently +13, Perform [wind instruments] +9, Spot +15, Survival +1 [+3 above ground]; FEATS: Alertness, Dodge, Mobility; CR 2)
* 75-76 A village with 2d6+2 houses; 3d10+3 villagers; animals fear the villagers; they look Human, most are actually Ghouls, and feast upon Human flesh (AC 14/12/12; SPD 30; HD 2; HP 13; INIT +2; BAB +1; ATK +2 melee [bite] and +0 melee [2 claws] or +2 [3 grapples]; DMG 1d6+1 [bite] and 1d3 [2 claws]; #AT 3 [bite/claw/claw]; STR 13, INT 13, WIS 14, DEX 15, CON -, CHA 12; SA ghoul fever [disease-bite, FORT DC 12, incubation period 1 day, DMG 1d3 CON and 1d3 DEX; save DC is CHA-based; victim who dies of ghoul fever rises as Ghoul next midnight]; paralysis [DC 12 FORT save or be paralyzed for 1d4+1 rounds; Elves immune to this paralysis; save DC is CHA-based]; SQ Darkvision 60 ft; FORT +0, REF +2, WILL +5; AL CE; SZ M [UNDEAD]; SKILLS: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; FEATS: Multiattack; CR 1)
* 77-79 Sacred shrine; circle of stones; 3d6 cultists; all 2nd-level Experts; armed with scimitars (AC 12/10/12; SPD 30; HD 2; HP 7; INIT +0; BAB +1; ATK +2 melee [scimitar] or +2 melee [grapple]; DMG 1d6, crit 18-20/x2 [scimitar]; #AT 1 [scimitar]; STR 13, INT 10, WIS 12, DEX 10, CON 10, CHA 8; FORT +0, REF +0, WILL +4; AL CN; SZ M [HUMANOID]; SKILLS: Diplomacy +5, Gather Information +5, Intimidate +5, Knowledge [arcana] +8, Knowledge [religion] +5, Knowledge [the Planes] +5, Use Magic Device +5; FEATS: Martial Weapon Proficiency [scimitar], Skill Focus [Knowledge/arcana]; CR 1; Equipment: leather armor, scimitar, 1d6 gp, 3d6 sp, 5d6 cp)
* 80-83 Wandering Badger; might attack if creatures get too close (AC 15/14/12; SPD 30/10 [burrow]; HD 1; HP 6; INIT +3; BAB +0; ATK +4 melee [2 claws] and -1 melee [bite]; DMG 1d2-1 [2 claws] and 1d3-1 [bite]; #AT 3 [claw/claw/bite]; STR 8, INT 2, WIS 12, DEX 17, CON 15, CHA 6; SA rage [if Badger takes damage, it flies into berserk rage during next turn; +4 STR, +4 CON, -2 AC]; SQ low-light vision; scent; FORT +4, REF +5, WILL +1; AL N; SZ S [ANIMAL]; SKILLS: Escape Artist +7, Listen +3, Spot +3; FEATS: Track, Weapon Finesse; CR 1/2)
* 84-86 1d6 hungry Trolls; aggressive and belligerent; afraid of fire (AC 16/11/14; SPD 30; HD 6; HP 63; INIT +2; BAB +4; ATK +9 melee [2 claws] and +4 melee [bite] or +14 [3 grapples]; DMG 1d6+6 [claw] and 1d6+6 [claw] and 1d6+3 [bite]; #AT 3 [claw/claw/bite]; STR 23, INT 6, WIS 9, DEX 14, CON 23, CHA 6; SA rend [if troll hits with both attacks, it latches onto opponent's body, automatically inflicting additional 2d6+6 dmg]; SQ regeneration [regenerate 5 HP/round; fire and acid inflict normal damage to Troll; if Troll loses limb or body part, lost portion regrows in 3d6 minutes; can reattach severed member instantly by holding it to stump]; darkvision 90 ft; low-light vision; scent; FORT +11, REF +4, WILL +3; AL CE; SZ L [GIANT]; SKILLS: Listen +5, Spot +6; FEATS: Alertness, Iron Will, Track; CR 5)
* 87-88 Ring of magic mushrooms; consumption of a mushroom has a 10% chance of acting as a random minor potion; roll on Table 7-17: Potions and Oils, page 231 of the DMG; a Druid instantly recognizes its powers, and if standing within it, can use it to cast Summon Nature's Ally I-V up to 3/day; Spellcraft check DC 30 for non-Druids to identify its function; caster level 10th; 10% chance of 2d4 Pixies appearing (AC 16/15/12; SPD 20/60 [flight]; HD 1; HP 3; INIT +4; BAB +0; ATK +5 melee [small shortsword] or +5 ranged [small longbow] or -6 melee [grapple]; DMG 1d4-2, crit 19-20/x2 [small shortsword] or 1d6-2, crit 20/x3 [small longbow]; #AT 1 [small shortsword or small longbow]; STR 7, INT 16, WIS 15, DEX 18, CON 11, CHA 16; SA spell-like abilities [1/day-Lesser Confusion {DC 14}, Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts {DC 15}, Dispel Magic, Entangle {DC 14}, Permanent Image {DC 19; visual and auditory elements only}, Polymorph {self only}; caster level 8th; save DC is CHA-based]; special arrows [memory loss; DC 15 WILL save or lose all memory; save DC CHA-based; victim retains skills, languages, and class abilities, but forgets everything else until receiving a Heal spell or memory restoration with a Limited Wish, Wish or Miracle; SQ DR 10/cold iron; Greater Invisibility [remain invisible even when attacking; suppress or resume it as free action]; low-light vision; SR 15; FORT +0, REF +6, WILL +4; AL NG; SZ S [FEY]; SKILLS: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8; FEATS: Alertness, Dodge, Weapon Finesse; CR 4)
* 89-90 Group of 2d8+3 Human bandits; all 2nd-level Warriors, 10% chance of them having 1d8 Light Horses (AC 12/10/12; SPD 30; HD 2; HP 13; INIT +0; BAB +2; ATK +3 melee [longsword] or +2 ranged [light crossbow]; DMG 1d8, crit 19-20/x2 [longsword] or 1d8, crit 19-20/x2 [light crossbow]; #AT 1 [longsword or light crossbow]; STR 13, INT 10, WIS 8, DEX 10, CON 14, CHA 8; FORT +4, REF +0, WILL -1; AL CN/CE; SZ M [HUMANOID]; SKILLS: Climb +4, Handle Animal +2, Intimidate +2, Jump +4, Ride +3; FEATS: Quickdraw, Track; CR 1; Equipment: leather armor, longsword, light crossbow, 10 crossbow bolts, 1d8 gp, 2d8 sp, 3d8 cp) Light Horses (AC 13/10/12; SPD 60; HD 3; HP 19; INIT +1; BAB +2; ATK -2 melee [2 hooves]; DMG 1d4+1 [2 hooves]; #AT 2 [hoof/hoof]; STR 14, INT 2, WIS 12, DEX 13, CON 15, CHA 6; SQ low-light vision, scent; FORT +5, REF +4, WILL +2; AL N; SZ L [ANIMAL]; SKILLS: Listen +4, Spot +4; FEATS: Endurance, Run
* 91-92 Unattended campfire; still smoking; 10% chance of 2d6 Orcs appearing within 1d10 rounds; all 1st-level Warriors; armed with falchions and javelins (AC 13/10/13; SPD 30; HD 1; HP 7; INIT +0; BAB +1; ATK +4 melee [falchion] or +1 ranged [javelin] or +4 melee [grapple]; DMG 2d4+3, crit 18-20/x2 [falchion] or 1d6+3, crit x2 [javelin]; #AT 1 [falchion or javelin]; STR 17, INT 8, WIS 7, DEX 11, CON 12, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +3, REF +0, WILL -2; AL CE; SZ M [HUMANOID/Orc]; SKILLS: Listen +1, Spot +1; FEATS: Alertness; CR 1/2; Equipment: studded leather armor, falchion, javelin, 1d8+1 gp, 1d8+2 sp, 1d8+3 cp)
* 93-94 Circular cluster of rune-etched stones; if spell is cast within it, 5%/spell level chance of an enraged Earth Elemental appearing (Spellcraft check DC30 to determine its function (AC 18/8/18; SPD 20; HD 8; HP 68; INIT -1; BAB +6; ATK +12 melee and +12 melee [2 slams] or +17 [grapple]; DMG 2d8+7 and 2d8+7 [2 slams]; #AT 2 [slam/slam]; STR 25, INT 6, WIS 11, DEX 8, CON 19, CHA 11; SA Earth mastery [+1 on attack and damage rolls if it and its foe touch ground; if opponent is airborne or waterborne, Elemental takes -4 penalty on attack and damage rolls]; push [start bull rush maneuver without provoking Attack of Opportunity; combat modifiers for earth mastery also applies to Elemental's opposed Strength checks]; SQ DR 5; earth glide [glide through stone, dirt, earth, but not metal; its burrowing leaves no tunnel or ripple; Move Earth spell cast on area containing burrowing Earth Elemental flings Elemental back 30 ft, stunning it for 1 round, unless it succeeds on DC 15 Fortitude save; darkvision 60 ft; elemental traits; FORT +10, REF +1, WILL +2; AL N; SZ L [ELEMENTAL/Earth]; SKILLS: Listen +6, Spot +5; FEATS: Cleave, Great Cleave, Power Attack; CR 5)
* 95-98 Brown bear foraging for food at a stream; might drive away intruders (AC 15/10/14; SPD 40; HD 6; HP 51; INIT +1; BAB +4; ATK +11 melee [2 claws] and +6 melee [bite]; DMG 1d8+8 [2 claws] and 2d6+4 [bite] or +6 melee [grapple]; #AT 3 [claw/claw/bite]; STR 27, INT 2, WIS 12, DEX 13, CON 19, CHA 6; SA Improved Grab [must hit with claw attack, but can then attempt grapple as free action without provoking AoO]; SQ low-light vision; scent; FORT +9, REF +6, WILL +3; AL N; SZ L [ANIMAL]; SKILLS: Listen +4, Spot +7, Swim +12; FEATS: Endurance, Run, Track; CR 4)
* 99-00 A stone archway acting as a magical Resonance Portal; 25% chance of it still being active; not keyed to specific location; can act as Greater Teleport spell if creatures pass through it (as 30th-level caster); to understand its functions requires either Identify spell, Knowledge (arcana) check (DC 30), or Spellcraft check (DC 30); creatures and objects are immune to sonic attacks while in physical contact with an active Resonance Portal; a Search check (DC 30) will reveal barely visible energy fluctuations emanating from portal, as well as 1d12 Resonance Crystals (100 gp value each; each provides +1 resistance bonus to sonic attacks; glows as Light spell for 3 hours if exposed to sonic attack); such crystals grow naturally in the area near a Resonance Portal; to properly activate it, make either Concentrate check (DC 15 if identified, DC 25 if not) or Use Magic Device check (DC 15 if identified, DC 25 if not)


Note: These stats will be for D&D 3.5...

Edit: Okay. It's July 12th, Sunday night...and I've finally gotten around to finishing this thing off. Enjoy...:)

Edit Number Two: On second thought, make that July 13th, Monday morning...

imurrx

Horatio Tortola Biography

Kratos Biography

Read them at your peril!

You asked for them, you got them.
MADE IN THE USA

imurrx

MADE IN THE USA

Sacrificial Lamb

Yo, imurrx. Guess what? I just realized something. Those Bracers of Armor +2 you made for us will only work if we aren't wearing any armor at all. In other words, armor bonuses don't stack with armor bonuses. Normal armor provides an "armor bonus". Bracers of Armor provide an "armor bonus". If I'm wearing my chain shirt armor (AC +4), then we don't add the +2 from the bracers. So...um... :(

imurrx

Quote from: Sacrificial Lamb;296755Yo, imurrx. Guess what? I just realized something. Those Bracers of Armor +2 you made for us will only work if we aren't wearing any armor at all. In other words, armor bonuses don't stack with armor bonuses. Normal armor provides an "armor bonus". Bracers of Armor provide an "armor bonus". If I'm wearing my chain shirt armor (AC +4), then we don't add the +2 from the bracers. So...um... :(

Then I could make it a deflection bonus. There are other types of bonuses. I did not think it was a problem because it did not state that you could not.

http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bracersofArmor

So, I just need to tweek the type of bonus, hell Why not make it profane or instead of braces, make them a amulet of that uses the shield of faith spell and make it  a deflection bonus.
MADE IN THE USA


Sacrificial Lamb

Quote from: MeatLips;296942Get a load of this:

http://uncyclopedia.wikia.co/wiki/UnScripts:Dungeons_and_Dragons:_The_Movie

It says, "Address Not Found".

Edit: Oh, and I'll finish this encounter table later on this week. Hopefully, there's enough in there for MeatLips to fiddle with...

imurrx

#187
http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA

It now includes a XP pages. You fill in the yellow sheets and the green fields are auto calcuating with XP based in UA rules.

So, here is a clear easy way for XP tracking.

If you want Mr DM, I can set up up with a form for XP and monsters killed, and i can link it to auto fill the spreadsheet.

do I need to resend the access to it?
MADE IN THE USA

imurrx

http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA

Now, the XP chart on the first page is all auto populated with data from the XP page.  This will always update the level and tell when and how much more XP you need to advance.

On the XP page, I added function to delineate who participated and also the ability to add extra XP for only a particular player.

This too me a few more hour to do, but it seems more functional now and in line with the other sheets. The only problem it is getting my browser a little sluggish now as I work on it. Ton's of formulas going on in it.
MADE IN THE USA

MeatLips

Quote from: Sacrificial Lamb;296982It says, "Address Not Found".

Edit: Oh, and I'll finish this encounter table later on this week. Hopefully, there's enough in there for MeatLips to fiddle with...

http://uncyclopedia.wikia.com/wiki/UnScripts:Dungeons_and_Dragons:_The_Movie


Mutt

If you guys want to come down another night this week to game that's cool just let me know when

imurrx

#192
I'm game, just need to clear with the wife.

,


Well since SacLamb and Mr DM did not respond, I will have to assume that they are too busy between washing the cat, keeping an eye on the furniture so no one steals them, or organizing their snot collection. I will probably not be able to game until Monday.
MADE IN THE USA

Sacrificial Lamb

#193
I didn't write the campaign journal, as I was feeling burnt out on writing...well, anything. I'm more pumped about writing now, but since I can't really remember what happened the last two sessions, I'll just list the monsters and treasure...



Here's the deal for the first session..

MONSTERS DEFEATED
 
* Hydra (1)
* Hobgoblins (12)
* Elite Hobgoblin (1)
* Hell Hounds (2)
* Stirges (8)

INVENTORY

ITEM..............................................................................VALUE

* Leather pouch filled with gold coins..............................355 gp
* Short Swords (12)....................................................10 gp each
* Suit of Masterwork Studded Leather Armor.....................175 gp
* Masterwork Longswords (3).........................................315 gp each
* Composite Longbow....................................................100 gp



Here's a list of monsters and loot during the second session...

MONSTER DEFEATED

* Hobgoblins (4)
* Worg Rider Goblins (2)
* Worgs (2)
* Minotaur (1)
* Bugbear (1)
* Manticore (1)

INVENTORY

ITEM...................................................................................................VALUE

* Daggers (4).........................................................................2 gp each
* Masterwork Longswords (4).................................................315 gp each
* Heavy Steel Shields (4)........................................................20 gp each
* Composite Longbows (4)......................................................100 gp each
* Quivers with 20 Arrows (4)..................................................1 gp each
* Potions of Cure Moderate Wounds (12)...............................300 gp each
* Bastard Sword +1, Frost......................................................8,000 gp
* Dragon Skull................................................................................?
* Frost Giant Teeth on a Thick String (24).................................?
* Mithril Chain Shirt.....................................................................250 gp
* Wooden Staff; Staff of Life, 7 charges ..................................155,750 gp
* Huge Masterwork Spiked Gauntlet.............................................305 gp
* Journal of Emery.........................................................................?
* Iron Coffers (small chests, 10)......................................................?
* 2,500 sp
* 2,100 gp
* 120 pp
* Silk Cloak with Gold and Silver Thread.....................................250 gp
* Notes of Credit (expired).....................................................nil
* Deed to Vrath Keep............................................................?
* Gold Tooth from Skull...........................................................1 gp

Basically, we ran into some Hobgoblin bandits. After defeating them, we engaged in a lengthy interrogation process with one of them, after which we finally divulged the name of his patron, someone named Azerkul. Well, whatever. Later, we entered some border town to rest at an inn, where we were approached by a man and woman. They introduced themselves as Nerowistin (dude) and Seranna (chick), and asked us for help with some Orc or Goblin army or something. I think they wanted us to go to Vrath Keep, which was somewhere near Wyrmsmoke Mountain. To get there, we needed the assistance of a guide, named Jor. We were given directions, and went there.

Eventually, we arrived there, announced by his two barking dogs. He greeted us, and we spoke with him for a while. We spent the night at his place, and then journeyed to Vrath Keep the next day.



On our journey, we reached a small river with a wooden bridge crossing over it, when suddenly we were attacked...by a Hydra! Well, we killed it, and then just moved on.



We finally arrived at Vrath Keep. I'm not gonna break down every little detail that happened there, point for point, but I'll say we fought a bunch of monsters, and recovered a deed that makes us the legal owners of Vrath Keep. So there we go. I believe that the list of monsters and loot is complete...


imurrx

Guys, lets game again on Saturday evening at my house. My wife will be working late and my parents are off to a party, so I would need to be home to accommodate my son.
MADE IN THE USA