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random:characters:notes [2024/12/02 09:31]
din_mor
random:characters:notes [2025/03/24 14:15] (current)
din_mor
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 <​spoiler|Bakkekæmper>​https://​homebrewery.naturalcrit.com/​share/​1-h0o-MsCfyxkZL8GAcPoEttvlDEHK4wh5WSwN5UpwIO7 <​spoiler|Bakkekæmper>​https://​homebrewery.naturalcrit.com/​share/​1-h0o-MsCfyxkZL8GAcPoEttvlDEHK4wh5WSwN5UpwIO7
 +
 +Area Creature(s) Notes
 +1 1 male hill giant
 +   On Guh's command, the giant moves the boulder into the doorway and stands guard outside.
 +   1 round to entrance of Area 2.
 +     1d4+1 Mundane Items: Stuffed animal, Giant-sized pair of old sandals, Giant-sized waterskin (full), 30-foot-long hempen rope tied to a wooden bucket, Iron bell (with or without its clapper)
 +
 +2 Chief Guh, 5 male hill giants, 4 ogres, 6 goblins
 +   Guh doesn'​t move. The giants and ogres defend her, while the goblins shoot from their ledge.
 +     Conch of Teleportation,​ 1 TableF magic item. 1d4 TableB magic items. +1 Rapier, Keoghterm'​s Ointmen, philter of love, Scroll Summon Lesser Demons, Bag of Holding, 150 GP, 630 SP, 5600 CP, Wooden Rocking Horse 25 GP, 6 Vials of Holy Water, Life-size statue of halfling smoking pipe 25 GP, Battered bejeweled hat 250 GP, Gold Flute 250 GP, Jade Flowerpot 750 GP, Ornate Puppet Theater with puppets 2500 GP, 
 +
 +3 4 wolves trained as mounts for goblins
 +   A wooden gate confines the wolves to their pen.
 +     Some gnawed bones.
 +
 +4 5 Hobgoblins
 +   The orcs join their kin in area 9 by way of area 2.
 +   5 rounds to the slope down in Area 9
 +     Each Hobgoblin has 1d10 GP, they have 2 Healing Potions between them.
 +
 +5 6 goblins
 +   The goblins retreat to area 14 by way of area 6.
 +   4 rounds to middle of Area 14
 +     Uncountable kitchenware,​ Halfling Sheepherder,​ Butcher'​s Bib
 +     4 doses of Purple Mushroom, Ingested: 2d12 FortSave13 halves. Can be consumed as material component to turn spell into poison dmg.
 +
 +7 1 hobgoblin
 +   The hobgoblin investigates loud noises in area 5. Otherwise, it guards the north docks.
 +   2½ rounds to be next to oven and oversee Area5.
 +     He has a healing potion
 +     Elven ring 100 GP, 45 GP, 80 SP, 
 +
 +8 4 hobgoblins
 +   The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5.
 +   4 rounds to be next to oven.
 +     Each Hobgoblin carries 1d10 GP, 4, 10, 9, 4
 +
 +9 10 Hobgoblins
 +   The Hobgoblins stay here to guard the animals.
 +     Each Hobgoblin has 1d10 GP, Between them they have 4 Healing Potions.
 +
 +10 2 male hill giants
 +   One giant moves the boulder outside area 9 to seal off the stockyard, stopping to fight enemies in its path. The other giant bolsters the orcs in area 9.
 +   5 rounds for westernmost giant to reach the boulder
 +   3 rounds for easternmost giant to exit the caves.
 +     10 pallets, each containing: 1d6x100 GP, 2d6x100 SP, 3d6x100 CP, and 1d3 Giantsbag items.
 +       400 GP,  800 SP,  1100 CP, Uprooted shrub or berry bush
 +       400 GP,  800 SP,   500 CP, Giant-sized necklace made of bones
 +       200 GP,  600 SP,   400 CP, 5-foot length of chain, Carved wooden statue of a halfling, Carved stone statue of a dwarf
 +       500 GP, 1100 SP,  1200 CP, Bag of dried mushrooms
 +       500 GP,  500 SP,  1100 CP, 10-foot-long hempen rope tied to a rowboat anchor, Wooden oar
 +       400 GP,  700 SP,  1600 CP, 5-foot length of chain, Bundled-up tent, 30-foot-long hempen rope tied to a wooden bucket
 +       500 GP,  900 SP,   700 CP, Giant-sized shabby cloak
 +       500 GP,  600 SP,  1100 CP, Small bag of salt, 3 humanoid skulls, Giant-sized skinning knife
 +       300 GP, 1000 SP,  1400 CP, 5 dragon scales, Giant-sized drum
 +       100 GP, 1100 SP,  1200 CP, Giant-sized necklace made of bones, Tombstone, Wagon wheel
 +       Total 3800 GP, 8100 SP, 10300 CP, 
 +
 +11 2 Caged Boars hankering for pig entrails
 +
 +12 1 Ettin (Oinker-Boinker),​ 7 bugbears
 +   The ettin and the bugbears remain here.
 +
 +13 2 Bugbears
 +   The bugbears stay here until they hear combat in area 12. They then investigate that area.
 +   2½ rounds to mid-Area12
 +       They each have a spoiled healing potion, normal effect but also sickened for 1 hour.
 +     5 Cages of Prisoners
 +       Human farmers: Father, Mother, Teenage girl and Two boys).
 +       Gryhark (CN Male Human) Elk tribe Tribal Warrior
 +       Ghalvin Dragonmoor (CG Male Half-Elf) Scout for Emerald Enclave
 +       Prins Braegan Stenhammer, +1 Dværg
 +       3 dværge
 +
 +14 1 male hill giant (Slub), 1 otyugh
 +   The hill giant and otyugh remain here.
 +     Gavel of the Venn Rune as a necklace
 +     2 potions of antiplague, which gives advantage on fortsaves against disease for 24 hours.
 +
 +15     Half a barrel of pig snouts, half a barrel of vinegar, 1d6x100 GP, 2d6x100 SP, 3d6x100 CP, 1d4 giantsbag items.
 +       100 GP, 200 SP, 800 CP. Mangy fur pelt
 +
 +16 1 hobgoblin, 2 goblins
 +   The hobgoblin climbs the ladders behind the smithy and heads to area 7. The goblins stay here and attempt to hide.
 +   4 rounds to be next to oven.
 +     Smith has 1d10 GP, each goblin has 1d10 GP.
 +
 +
 +Carrying Chieftain Guh: 8 Hill Giants
 +
 +Herding Pigs: 5 Hill Giants, 10 Hobgoblins
 +
 +Scouting and Reconnaissance:​ 10 Hobgoblins
 +
 +Carrying Supplies: 5 Hill Giants, 10 Hobgoblins
 +
 +Guard Duty and Defense: 8 Ogres, 10 Hobgoblins
 +
 +
 +
 +Sabotage Supplies: The players can sneak into Grudd Haug and poison or steal a portion of the giants'​ food and water supplies, weakening them before the march.
 +
 +Target Leaders: Assassinate key leaders like the hobgoblin commander or the giants'​ second-in-command,​ causing confusion and disrupting their chain of command.
 +
 +Set Traps: Lay traps around the perimeter of Grudd Haug, such as pit traps or explosive devices, to injure and demoralize the giants when they try to leave.
 +
 +Create Diversions: Use illusions or minor attacks to create diversions, drawing the giants and hobgoblins away from critical areas, allowing the players to strike more effectively.
 +
 +Free Prisoners: If there are any captured creatures or slaves within Grudd Haug, the players can free them to cause chaos and potentially gain allies for their cause.
 +
 +
 +
 +Ambush Patrols: Attack small patrols or scouting parties sent out by the giants, chipping away at their numbers and morale.
 +
 +Destroy Bridges: If the giants need to cross any bridges or similar structures, the players can destroy them, forcing the giants to find alternate, more difficult routes.
 +
 +Set Fires: Use hit-and-run tactics to set fire to the giants'​ supplies or sleeping quarters during rest periods, causing panic and loss of resources.
 +
 +Harass with Ranged Attacks: Use ranged weapons and magic to harass the giants from a distance, gradually wearing them down without engaging in direct combat.
 +
 +Block Roads: Fell trees or create landslides to block narrow passes and roads, slowing down the giants'​ progress and making them more vulnerable to further attacks.
 +
 +
 +
 +1 dag til Beliard.
 +2 dage til Grudd Haug
 +1 dag smedjen og tårnet.
 +1 dag forsøg med bagindgang
 +1 dag svømme ind og redde fanger
 +2 dage tilbage
 +
 +Allerede lootet:
 +269gp (150gp, 630sp, 5600cp)
 +1550gp (310x5)
 +
 +Ej-endnu lootet:
 +3800gp, 8100sp, 10300cp.
 +100gp, 200sp, 800cp
 +4841gp (468x5+1)
 +
 +Møde med Zephyros
 + - Gargoyle Overfald
 +
 +Beskatning af Noanars Hold for 9028gp
 +
 +
 +1 luftdag til Yartar
 +1½ luftdage til Noanar'​s Hold
 +8 Gargoyles AC15 33HP, Res-all, Fly60',​ 2x +4 2d4+2 dmg.
 +6 Gargoyle+ AC15 44HP, Res-All, Fly60',​ 2x +6 2d4+6 dmg.
 +4 LøjtnantGoyles Large, 55HP, Res-All, Fly60',​ 2x +8 4d4+6 dmg.
 +
 +4-12 MPH
 +Fra Beliard
 +385 mil til Alfaderens Øje
 +98 mil til Yartar
 +148 mil til Noanars Hold
 +194 mil ti Waterdeep
 +152-287 mil til Evermoors sumpen.
 +
 +Fra Noanars Hold
 +358 mil til Alfaderens Øje
 +118 mil til Yartar
 +38-143 mil til Evermoors sumpen.
 +
 </​spoiler>​ </​spoiler>​
 <​spoiler|Kæmpe Spådomme><​code>​ <​spoiler|Kæmpe Spådomme><​code>​
random/characters/notes.1733131866.txt.gz · Last modified: 2024/12/02 09:31 by din_mor