It's rare that I shoot somebody down on a PC request, but it's been happening a lot in this campaign. There was a drow, a barbarian, a half-ogre, and a paladin. I really like to DM for paladins, but it wouldn't work with the current party composition.
I did not agree with letting Grayvin go, but I went along with Eric. I understood what Eric was thinking, but I thought it was "trying to be too clever for our own good." True, we might spread some animosity among bad guys with that substituted message -- but letting Grayvin go is IMO a big mistake that outweighs that.
If the courier was just a goblin or 0-level scrub, I wouldn't care. But Grayvin was obviously a mid-to-high level guy, probably an evil cleric, and we may not get another chance to take someone like that out so easily.
Why did I go along with Eric's idea? He was so insistent about it, and I know Eric will be more engaged in the game by trying to outsmart the bad guys than he will be with simple ambush tactics.
Scott, where is Oak Haven on the Darlene Map? You had marked what I think is the ruins we explored two hexes NW and one hex N of Badwall, and I think that ruins was but a few miles S of Fair Hill, and they were west of the Jewel River. If Fair Hill is three days march SW of Oak Haven, I would think that would put Oak Haven 60-90 miles NE, and either 3 or 4 hexes north of Badwall, and east of the Jewel River. Is that correct? If so, when did we cross the Jewel River when initially travelling from Oak Haven to Fair Hill? Was that just by some unmentioned ford or ferry or bridge?
Last Edit: Apr 29, 2012 22:17:18 GMT -5 by GRWelsh
Scott, can you calculate how much XP we got from the last game you ran at my house? Remember when we fought the evil cleric and zombie-ogres, and I think a Scarlet Brotherhood monk, in one of the Greyhawk Castle towers?
Fleak is less than 100 XP away from 4th, and currently has 28 hp.
If he levels from that last adventure, he'll be 4th level with 30to 37 hit points, which I think is enough to have a fighting chance against the hill giants.
Last Edit: Oct 24, 2012 11:24:03 GMT -5 by GRWelsh
Strength: 17 Intelligence: 13 Wisdom: 15 Dexterity: 18 Constitution: 15 Charisma: 11 Comeliness: 12 (13 due to being a wood elf)
AC: -1 (chainmail, cloak of the bat +2, plus Dex bonus)
Hit Points: 33
Alignment: Neutral Good
Money: check notes
Specialized with the longbow (Range: 7/14/21), proficient with long sword. Uses a +1 longsword Flametongue.
With bow: +1 to hit for being an elf, +3 to hit due to 18 dexterity, +2 to hit at "point blank" range, or +1 to hit at short range.
"Point blank" range is 6' to 30': Damage is 2d6+2.
With sword: +1 to hit for being an elf, +1 to hit for strength, +1 for magic. Base damage 1-8 vs. small or medium-sized, 1-12 vs. giant-sized opponents.
Damage in melee is +1 due to strength, and +1 per level against "giant class" humanoids, +1 for magic.
THACO: 17 base. 11 with bow at "point blank" range, 12 at short range, 15 with longsword.
Tracking: base 10% plus 10% per level, with other modifiers (see UA).
Surprise: Rangers surprise others on a 1-3 on a d6, and are themselves only surprised on a 1 on a d6.
Elf abilities: infravision, detection of secret and concealed doors, 90% resistance to sleep and charm spells, immune to the paralyzing touch of ghouls. An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor, and alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party: 1-4 on a d6, or 1-2 on d6 if some portal or door must be opened to confront the monster.
Equipment: chainmail armor, longbow, 2 quivers that can each hold a score of arrows, 36 arrows, 4 silver arrows, longsword, high soft boots, cap, cloak, 50' rope, backpack, 1 week rations, waterskin, leather armor, large sack.
Magic items: Cloak of the Bat, Longsword +1 Flametongue, Potion of Extra Healing, Potion of Hill Giant Strength.
Last Edit: Oct 24, 2012 15:23:05 GMT -5 by GRWelsh