Session 2

Session 2

Sunday, June 19, 2016

10:28 AM

While en route to Khina they are attacked by a goblin ranger, on day 2 of 7.

Noah: 25

Dylan: 21

Tori: 21

Goblin: 6, HP: -3

They met a shepherd from Khina, Agadio. He told them about a lion who took some of his flock and agreed to prep the hide if they kill the lion, and recommended that they take the hide to Xisi to be turned into a cloak.

Tori tracked the lion…

Lion rolled a 23 perception check.

The party was not stealthy enough.

Lion rolled an 18 stealth.

Lion:  23, HP 4

Dylan: 19

Tori: 16

Noah: 12

The lion killed Noah and then Dylan. Alexius brought them back from the dead after Tori agreed to honor their debts to him.

Xisi pointed them towards the nearest goblin den.

Mag alerted the guards outside the den and they chased her back to the party.

They cleared out the goblin den, smoking the last half out with a fire.

They got back in time for the festival and marriage. Just as the marriage ended, a guard alerted them that a great host was riding up from the east.

Lt. Faustina Caelia arrived with a century of Tireless, in search of giants.

Goblin Fighter 1:  26, HP: -2

Noah: 21

Tori: 18

Dylan: 9

Goblin Fighter 2:  7, HP: -19

Name

Goblin CR 2 x 2

XP 600

Neutral Evil Small Humanoid (Animal)

Warrior level 4 (skill points 16) Light Foot

Init +6; Senses Darkvision 60; Perception +3

DEFENSE

AC 22, Touch 17, flat footed 16 ( Leather, Shield, light wooden)

(+6 Dex, +2 Natural, +1 size, +2 armour, +1 shield)

hp 26 (0d8+4d10+4);

Fort +4, Ref +7, Will +2

OFFENSE

Speed 30

Melee

Single Attack Club +8 (1d4+3)

or Shortbow ,Composite +11 (1d4+3 X3)

Full Attack

Club +8 (1d4+3)

Dagger +2 (1d3+1/19-20)

or Shortbow ,Composite +11 (1d4+3 X3) range 70

Space 5ft.; Reach 5

Special Attacks

STATISTICS

Str 16, Dex 22, Con 10, Int 15, Wis 13, Cha 10

Base Attack 4 CMB 6 ; CMD 22

Feats

Armour Prof Heavy,

Armour Prof Light,

Armour Prof Medium,

Martial Weap Prof,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Skill Focus (Acrobatics): +3 Acrobatics,

Skill Focus (Intimidate): +3 Intimidate,

Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties

Skills Acrobatics 12, Climb 7, Craft 2, Handle Animal 4, Intimidate 10, Perception 3, Profession 5, Ride 10, Stealth 13, Swim 9

Languages Common, Goblin

ECOLOGY

Environment Temperate plains

Organization Band 10-100, Gang 4-9, Tribe 40-400

Treasure Standard

MAGIC ITEMS (max value 780)

Potion of Cure moderate wounds - (300gp)

Potion of Cure light wounds - (50gp)

Potion of False life extra 1d10+3hp (300gp)

Potion of Bless weapon - (100gp)

Total Value = 750

The Dungeon of Bloody Sorrows

Level 2

Map Style:   Grid:

Download:

GF2: 22, HP: 0

Dylan: 17

GF1: 16, HP: -16

GF3: 14, HP: -1

Noah: 11

Tori: 7

GR1: 6, HP: -1

GR2: 5, HP: -24

GF4: 4, HP: -36

GR2: 3, HP: -11

Name

Goblin CR 2

XP 600

Neutral Evil Small Humanoid

Ranger level 3 (skill points 21) Archer

(Ranger )

Init +3; Senses Darkvision 60; Perception +8

DEFENSE

AC 18, Touch 14, flat footed 15 (masterwork Studded Leather, Shield, buckler)

(+3 Dex, +1 size, +3 armour, +1 shield)

hp 24 (0d8+3d10+3);

Fort +3, Ref +6, Will +3

OFFENSE

Speed 30

Melee

Single Attack(+1/+0) Dagger +5 (1d3/19-20)

or Sling +8 (1d3) +1 to hit and +1 damage if within 30ft

Full Attack

(+1/+0) Dagger +5 (1d3/19-20)

or Sling +6/6 (1d3) range 50 +1 to hit and +1 damage if within 30ft

Space 5ft.; Reach 5

Special Attacks

Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 1

Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy

Spells Known:

Ranger Spells

CL 3 Concentration 5

STATISTICS

Str 11, Dex 16, Con 11, Int 12, Wis 14, Cha 6

Base Attack 3 CMB 2 ; CMD 15

Feats

Rapid Shot: Gain extra ranged attack all attacks at -2,

Armour Prof Light,

Armour Prof Medium,

Endurance: +4 on checks to resist non-lethal damage,

Martial Weap Prof,

Point Blank Shot: +1 to hit +1 damage if within 30 ft,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Weapon Focus(Ranged): +1 attack rolls

Skills Bluff -2, Climb 3, Craft Bowyer 5, Handle Animal 2, Heal 6, Intimidate 4, Know Dungeon 5, Know Geography 5, Know Nature 5, Perception 8, Ride 11, Sense Motive 5, Stealth 14, Survival 8, Swim 1

Languages Common, Goblin

ECOLOGY

Environment Temperate plains

Organization Band 10-100, Gang 4-9, Tribe 40-400

Treasure Standard

SPECIAL ABILITIES

Favored Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 1

Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.

Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

MAGIC ITEMS (max value 780)

Masterwork Studded Leather (150gp)

Potion of Barkskin (+2) - (300gp)

Masterwork Dagger (300gp)

Total Value = 750

Name

Goblin CR 2x3

XP 600

Neutral Evil Small Humanoid

Fighter level 3 (skill points 6) -Fighter

(Mobile Fighter )

Init +2; Senses Darkvision 60; Perception +1

DEFENSE

AC 16, Touch 13, flat footed 14 ( Leather, Shield, light wooden)

(+2 Dex, +1 size, +2 armour, +1 shield)

hp 25 (0d8+3d10+6+3);

Fort +5, Ref +3, Will +1

OFFENSE

Speed 30

Melee

Single Attack Handaxe +6 (1d6+1)

or Javelin +6 (1d4+1)

Full Attack

Handaxe +6 (1d6+1)

or Javelin +6 (1d4+1) range 30

Space 5ft.; Reach 5

Special Attacks

STATISTICS

Str 13, Dex 15, Con 14, Int 11, Wis 11, Cha 6

Base Attack 3 CMB 3 ; CMD 15

Feats

Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,

Step up: Take a 5ft step as an Immediate action when foe steps back,

Armour Prof Heavy,

Armour Prof Light,

Armour Prof Medium,

Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,

Martial Weap Prof,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,

Weapon Focus: +1 to attack rolls

Skills Climb 1, Intimidate 4, Perception 1, Ride 11, Stealth 10, Survival 0, Swim 1

Languages Common, Goblin

ECOLOGY

Environment Temperate plains

Organization Band 10-100, Gang 4-9, Tribe 40-400

Treasure Standard

SPECIAL ABILITIES

Agility (Ex) Gains a bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. Bonus = + 1

Armour Training Reduced armour check penalty and increases dex bonus by 1

They then smoked out the remaining goblins.

Noah: 24

Tori: 18

Dylan: 13

GS: 8, HP -12

G1: 7, HP: -5

G2: 6, HP: 6, asleep

G3: 6, HP: 6, asleep

G4: 0

Name

Goblin CR 3

XP 800

Neutral Evil Small Humanoid

Sorcerer level 4 (skill points 16) Sorcerer

(Infernal )

Init +2; Senses Darkvision 60

DEFENSE

AC 13, Touch 13, flat footed 11 ( No Armour, Shield, none)

(+2 Dex, +1 size)

hp 22 (0d8+4d6+4+4);

Fort +2, Ref +3, Will +4

OFFENSE

Speed 30

Melee

Single Attack Morningstar +1 (1d6-2)

or Javelin +5 (1d4-2)

Full Attack

Morningstar +1 (1d6-2)

or Javelin +5 (1d4-2) range 30

Space 5ft.; Reach 5

Special Attacks

Bloodline Infernal Whenever cast spells by the charm subschool DC +2

Corrupting Touch (Sp) As a touch attack shaken creature for 1/2 level rounds, 3+CHA Bonus /day

Spells Known:

Sorcerer Spells

CL Concentration 1

Level 0 (4) DC 11

Acid Splash(Conjuration)[Creation Acid ] X 3

V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous

SV None Area: One missile of acid Book:

Description: Orb deals 1d3 acid damage.

Daze(Enchantment)[Compulsion Mind-Affecting ] X 1

V,S,M rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round

SV Will negates Area: One humanoid creature of 4 HD or less Book:

Description: A single humanoid creature with 4 HD or less loses its next action.

Mage Hand(Transmutation)[ ] X 1

V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Concentration

SV None Area: One nonmagical, unattended object weighing up to 5 lb. Book: CRB

Description: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

Touch of Fatigue(Necromancy)[ ] X 1

V,S,M rng: Touch CT: Dur: 1 round/level

SV Fortitude negates Area: Creature touched Book:

Description: Touch attack fatigues target.

Level 1 (7) DC 12

Adjuring Step(Abjuration)[Force ] X 2

V, S, M (a rabbit’s foot) rng: Personal CT: Dur: 1 round/level or until discharged

SV - Area: you Book: UC

Description: This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.

Grease(Abjuration)[Creation ] X 1

V,S,M (Ol) rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level (D)

SV See text Area: One object or a 10-ft. square Book:

Description: Makes 10-ft. square or one object slippery.

Protection from Good(Abjuration)[Evil ] X 1

V,S,M/DF rng: Touch CT: Dur: 1 min./level (D)

SV Will negates (harmless) Area: Creature touched Book: CRB

Description: +2 to AC and saves, plus additional protection against selected alignment.

Level 2 (3) DC 13

Accelerate Poison(Transmutation)[ ] X 1

V,S,M rng: Touch CT: Dur: instantaneous

SV Fortitude negates Area: creature touched Book: APG

Description: You hasten the onset of poison in the target. If the poison normally has an onset time, its effects begin immediately. If the poison has no onset time, its frequency is doubled, requiring two saving throws and inflicting damage twice per round or minute, though its duration is halved. Accelerate poison does not change the cure condition for the poison. If the target is affected by more than one poison, you may choose which is affected if you administered the poison; otherwise, randomly determine which poison is affected.

STATISTICS

Str 7, Dex 14, Con 13, Int 14, Wis 11, Cha 13

Base Attack 2 CMB -1 ; CMD 11

Feats

Combat Casting: +4 Concentration checks for Defensive casting,

Eschew Materials: Cast spells without material components,

Simple Weapon Proficiency

Skills Appraise 2, Bluff 8, Fly 7, Intimidate 8, Know Arcana 6, Ride 6, Spellcraft 9, Stealth 10, Use Magic Device 5

Languages Common, Goblin

ECOLOGY

Environment Temperate plains

Organization Band 10-100, Gang 4-9, Tribe 40-400

Treasure Standard

SPECIAL ABILITIES

Eschew Materials Gives feat 1

Infernal Resistances (Ex) Resist fire 5, +2 poison save. At 9th fire 10, poison +4

MAGIC ITEMS (max value 1650)

From 

Name

Goblin CR 2

XP 600

Neutral Evil Small Humanoid

Ranger level 3 (skill points 21) Archer

(Ranger )

Init +3; Senses Darkvision 60; Perception +8

DEFENSE

AC 18, Touch 14, flat footed 15 (masterwork Studded Leather, Shield, buckler)

(+3 Dex, +1 size, +3 armour, +1 shield)

hp 24 (0d8+3d10+3);

Fort +3, Ref +6, Will +3

OFFENSE

Speed 30

Melee

Single Attack(+1/+0) Dagger +5 (1d3/19-20)

or Sling +8 (1d3) +1 to hit and +1 damage if within 30ft

Full Attack

(+1/+0) Dagger +5 (1d3/19-20)

or Sling +6/6 (1d3) range 50 +1 to hit and +1 damage if within 30ft

Space 5ft.; Reach 5

Special Attacks

Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 1

Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy

Spells Known:

Ranger Spells

CL 3 Concentration 5

STATISTICS

Str 11, Dex 16, Con 11, Int 12, Wis 14, Cha 6

Base Attack 3 CMB 2 ; CMD 15

Feats

Rapid Shot: Gain extra ranged attack all attacks at -2,

Armour Prof Light,

Armour Prof Medium,

Endurance: +4 on checks to resist non-lethal damage,

Martial Weap Prof,

Point Blank Shot: +1 to hit +1 damage if within 30 ft,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Weapon Focus(Ranged): +1 attack rolls

Skills Bluff -2, Climb 3, Craft Bowyer 5, Handle Animal 2, Heal 6, Intimidate 4, Know Dungeon 5, Know Geography 5, Know Nature 5, Perception 8, Ride 11, Sense Motive 5, Stealth 14, Survival 8, Swim 1

Languages Common, Goblin

ECOLOGY

Environment Temperate plains

Organization Band 10-100, Gang 4-9, Tribe 40-400

Treasure Standard

SPECIAL ABILITIES

Favored Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 1

Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.

Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

MAGIC ITEMS (max value 780)

Masterwork Studded Leather (150gp)

Potion of Barkskin (+2) - (300gp)

Masterwork Dagger (300gp)

Total Value = 750