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DUNGEON MASTERS: How do you do your session plans!?
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<blockquote data-quote="Zustiur" data-source="post: 6043577" data-attributes="member: 1544"><p>Second thoughts, I'll <em>make</em> time. This thread is worth it.</p><p></p><p>I am one of those DMs who has typically created too many notes, and thus not been able to find or recall details during game sessions. It wasn't uncommon for me to spend more time in prep than in play. I got sick of that.</p><p>My prep time is fluctuating wildly at the moment, because like Grimstead, I am learning to work with less and improvise more.</p><p></p><p>It is important to understand that my notes are broken into two main sections. Session and Adventure. A session may involve parts of more than one adventure. An adventure may take many sessions to complete.</p><p></p><p>I take some in-game notes in the session notes page while playing, but a lot of my in-game notes tend to be hand-written. I can type faster than I can write, but I can write less meaningful sentences when hand-writing, using fewer words, and various pictorial scribbles as required.</p><p></p><p><span style="font-size: 18px"><strong>Session 13 - Goblin Cave Part 3</strong></span></p><p>• Open spreadsheet, pathfinder rules, plus SRD, print or write out a short section of calendar/weather</p><p>• Recap: </p><p> ○ Last game you continued your trek into the goblin cave - searching for Argryn's family Maulaxe</p><p> ○ When we finished, you had just decided to push on through the cave</p><p>• Other things you heard about but haven't dealt with: </p><p> ○ None relevant for this session</p><p></p><p></p><p>Camping</p><p>1st watch</p><p>1 Goblin sneaks up spots party, sneaks away. </p><p>+5 stealth</p><p>+11 stealth check if party uses same campsite</p><p>2nd</p><p>1st goblin reports back. Or not - goblins have coordinated, and will know the area if one doesn't return.</p><p>3rd</p><p>Goblins mass up</p><p>4th</p><p>Goblins attack</p><p>5th</p><p>Nothing</p><p>8x poorly armed goblins with slings and crude crossbows</p><p>3x elite goblins</p><p>1x goblin sergeant?</p><p>Poorly's run the moment the elites get engaged (unless sole combatant?)</p><p></p><p>Goal is to injure the party and make them scared, not to kill</p><p></p><p>12 attacked, 1 got away.</p><p></p><p><span style="font-size: 18px"><strong>Adventure Notes (70) Grotsnik's Cave</strong></span></p><p><strong>Hooks</strong></p><p>News arrives in Thistle that the goblins who killed Argryn's granny are causing trouble again.</p><p></p><p>The village has been attacked again. Argryn's father was wounded during the defence , and the goblins ran off with his maulaxe.</p><p></p><p><strong>Goals</strong></p><p>Kill Grotsnik and his band</p><p>Retrieve Argryn's family maul-axe</p><p></p><p></p><p><strong>Rewards</strong></p><p>2 XP for Killing 25 goblins (number to be assumed by feel) (3 XP per for Argyn)</p><p>2 XP for killing Grotsnik</p><p>2 XP for wiping out the whole cave (or close to)</p><p>+1 Char XP for Argryn for retrieving the MW Dwarvern Maulaxe</p><p>+X for taking many sessions</p><p>+1 for freeing the kobolds instead of killing.</p><p>+3? For helping the kobolds to kill the goblins</p><p> </p><p>Standard CR1s = 212/6 = 35.3333 + 10 cr3 + 2cr4 +1cr6 +wolves</p><p>So in a normal campaign that would be something like 36*1st level treasure plus the others. Given 'poorness' and subtracting their equipment and other belongings from the total…</p><p>4563 cp</p><p>1821 sp</p><p>120 gp</p><p>3 gems (50 GP Jasper, 10 GP obsidian, 1000 GP fire opal)</p><p>2 art (55GP Ivory Statuette of <god>, 1750 gp sapphire pendant on a gold chain)</p><p>7 mundane. MW small heavy mace, MW Studded Leather, MW small short sword, MW Dwarvern Maul Axe, 3 Tanglefoot bags, 3 thunderstones, MW Greatsword</p><p>1 minor. Sovereign Glue</p><p> </p><p>Can be increased if I feel like it. That pile is way below the recommended total, particularly for cash.</p><p>Detail</p><p>Getting there/Finding it</p><p>?? Too late</p><p></p><p>The Cave itself</p><p>3 entrances. 1 can be seen from a distance. It is clearly defended.</p><p></p><p>Defended Entrance</p><p>1 Elite goblin</p><p>P Standard goblins</p><p>P Poorly armed goblins</p><p>1 Elite goblin</p><p>1P Standard goblins</p><p>1P poorly armed goblins</p><p></p><p>They prefer to fight within the cave itself. That way they can fight in the dark, and use the choke point.</p><p></p><p>Left Entrance</p><p>The spear traps have been reset!</p><p>Very thin passage (squeeze). Not defended. Hard to find (perception DC 22). Tight for 50 feet. Then opens up to 5' passage. 1st square contains a trap. Spear trap. +12 vs AC 1d8 x3. Triggers each time someone steps on that square. Search & Disable DCs 20.</p><p>Entered here,</p><p>Disabled trap</p><p>Headed right</p><p>Steep slope, acrobatics DC15</p><p>Argryn slipped and took 4 damage. Clay slipped and took2.</p><p>Cleared 1 room of 8 goblins</p><p>Disabled another spear trap.</p><p>The spear traps have been reset!</p><p></p><p>Right Entrance</p><p>Very thin passage (squeeze). Wolf Den. 2 adult wolves, 5 cubs</p><p></p><p>Corridor Groups - become active after the first Blue gets the alert out</p><p>4 poorly armed goblins</p><p>Or</p><p>1 goblin with sling/crossbow. Shoot once, run.</p><p></p><p>Rooms</p><p>0: done</p><p>2 Standard goblins</p><p>2P poorly armed goblins</p><p>80 cp + 160 cp = 240 cp</p><p>10 sp + 40 sp = 50 sp</p><p></p><p>1: done</p><p>P Standard goblins</p><p>P Elite goblins</p><p>2P poorly armed goblins</p><p>1 goblin blue</p><p>1 goblin sergeant</p><p>160 cp + 320 cp + 160 cp +160 cp = 700 cp</p><p>40 sp + 80 sp + 40 sp + 50 sp = 210 sp</p><p>1 tanglefoot bag, 1 thunderstone</p><p>(10 gp) obsidian</p><p></p><p>----------</p><p>I'll cut off there because the rest is just more room listings with monsters and treasure.</p><p>Of course, there is nice formatting and colours etc in the real doc. I'm not going to try re-creating that in forum-code.</p><p></p><p>I also have a monsters page where I collect 4e style stat blocks (I run pathfinder, but using the 3.5 MM, but I find the original stat blocks horrible to work with). I've recently found that printing out the monster stat blocks makes things run much more smoothly than trying to keep that on screen.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 6043577, member: 1544"] Second thoughts, I'll [I]make[/I] time. This thread is worth it. I am one of those DMs who has typically created too many notes, and thus not been able to find or recall details during game sessions. It wasn't uncommon for me to spend more time in prep than in play. I got sick of that. My prep time is fluctuating wildly at the moment, because like Grimstead, I am learning to work with less and improvise more. It is important to understand that my notes are broken into two main sections. Session and Adventure. A session may involve parts of more than one adventure. An adventure may take many sessions to complete. I take some in-game notes in the session notes page while playing, but a lot of my in-game notes tend to be hand-written. I can type faster than I can write, but I can write less meaningful sentences when hand-writing, using fewer words, and various pictorial scribbles as required. [SIZE="5"][B]Session 13 - Goblin Cave Part 3[/B][/SIZE] • Open spreadsheet, pathfinder rules, plus SRD, print or write out a short section of calendar/weather • Recap: ○ Last game you continued your trek into the goblin cave - searching for Argryn's family Maulaxe ○ When we finished, you had just decided to push on through the cave • Other things you heard about but haven't dealt with: ○ None relevant for this session Camping 1st watch 1 Goblin sneaks up spots party, sneaks away. +5 stealth +11 stealth check if party uses same campsite 2nd 1st goblin reports back. Or not - goblins have coordinated, and will know the area if one doesn't return. 3rd Goblins mass up 4th Goblins attack 5th Nothing 8x poorly armed goblins with slings and crude crossbows 3x elite goblins 1x goblin sergeant? Poorly's run the moment the elites get engaged (unless sole combatant?) Goal is to injure the party and make them scared, not to kill 12 attacked, 1 got away. [SIZE="5"][B]Adventure Notes (70) Grotsnik's Cave[/B][/SIZE] [B]Hooks[/B] News arrives in Thistle that the goblins who killed Argryn's granny are causing trouble again. The village has been attacked again. Argryn's father was wounded during the defence , and the goblins ran off with his maulaxe. [B]Goals[/B] Kill Grotsnik and his band Retrieve Argryn's family maul-axe [B]Rewards[/B] 2 XP for Killing 25 goblins (number to be assumed by feel) (3 XP per for Argyn) 2 XP for killing Grotsnik 2 XP for wiping out the whole cave (or close to) +1 Char XP for Argryn for retrieving the MW Dwarvern Maulaxe +X for taking many sessions +1 for freeing the kobolds instead of killing. +3? For helping the kobolds to kill the goblins Standard CR1s = 212/6 = 35.3333 + 10 cr3 + 2cr4 +1cr6 +wolves So in a normal campaign that would be something like 36*1st level treasure plus the others. Given 'poorness' and subtracting their equipment and other belongings from the total… 4563 cp 1821 sp 120 gp 3 gems (50 GP Jasper, 10 GP obsidian, 1000 GP fire opal) 2 art (55GP Ivory Statuette of <god>, 1750 gp sapphire pendant on a gold chain) 7 mundane. MW small heavy mace, MW Studded Leather, MW small short sword, MW Dwarvern Maul Axe, 3 Tanglefoot bags, 3 thunderstones, MW Greatsword 1 minor. Sovereign Glue Can be increased if I feel like it. That pile is way below the recommended total, particularly for cash. Detail Getting there/Finding it ?? Too late The Cave itself 3 entrances. 1 can be seen from a distance. It is clearly defended. Defended Entrance 1 Elite goblin P Standard goblins P Poorly armed goblins 1 Elite goblin 1P Standard goblins 1P poorly armed goblins They prefer to fight within the cave itself. That way they can fight in the dark, and use the choke point. Left Entrance The spear traps have been reset! Very thin passage (squeeze). Not defended. Hard to find (perception DC 22). Tight for 50 feet. Then opens up to 5' passage. 1st square contains a trap. Spear trap. +12 vs AC 1d8 x3. Triggers each time someone steps on that square. Search & Disable DCs 20. Entered here, Disabled trap Headed right Steep slope, acrobatics DC15 Argryn slipped and took 4 damage. Clay slipped and took2. Cleared 1 room of 8 goblins Disabled another spear trap. The spear traps have been reset! Right Entrance Very thin passage (squeeze). Wolf Den. 2 adult wolves, 5 cubs Corridor Groups - become active after the first Blue gets the alert out 4 poorly armed goblins Or 1 goblin with sling/crossbow. Shoot once, run. Rooms 0: done 2 Standard goblins 2P poorly armed goblins 80 cp + 160 cp = 240 cp 10 sp + 40 sp = 50 sp 1: done P Standard goblins P Elite goblins 2P poorly armed goblins 1 goblin blue 1 goblin sergeant 160 cp + 320 cp + 160 cp +160 cp = 700 cp 40 sp + 80 sp + 40 sp + 50 sp = 210 sp 1 tanglefoot bag, 1 thunderstone (10 gp) obsidian ---------- I'll cut off there because the rest is just more room listings with monsters and treasure. Of course, there is nice formatting and colours etc in the real doc. I'm not going to try re-creating that in forum-code. I also have a monsters page where I collect 4e style stat blocks (I run pathfinder, but using the 3.5 MM, but I find the original stat blocks horrible to work with). I've recently found that printing out the monster stat blocks makes things run much more smoothly than trying to keep that on screen. [/QUOTE]
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