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Polma guards the Priestess' chambers in the Goblin Camp during Act One.

Involvement edit

Act One edit

Polma guards Priestess Gut's Priestess Gut's chambers in the Defiled Temple. Convincing Polma to allow the party safe passage through the room requires a DC 22 Ability check DC 22 Ability check of either Persuasion, Intimidation, or Deception.

It is possible for the party to avoid combat by sneaking behind Polma during her patrols or using the rocky crevice shortcut found in the storeroom guarded by Erna Erna and Yerle Yerle.

If the player character is captured by Gut, forced to sleep sleep, and fails to break free once captured, Korrilla Korrilla rescues the party and kills both Gut and Polma.

Even if the party turns the Goblin Camp hostile, Polma remains nonhostile so long as the above ability check is passed.

Combat edit

Attacks and abilities edit

Main Hand Attack Main Hand Attack (Action)   –   Gnarled Tree Branch
Damage: 7~21
2d8 + 5BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Slam Slam (Action)
Damage: 7~21
2d8 + 5BludgeoningBludgeoning

Hit a target and possibly knock it Prone Prone.

DEX Save DEX Save
 Range: 3 m / 10 ft
Throw Stone Throw Stone (Action)
Damage: 7~17
2d6 + 5BludgeoningBludgeoning

Throws a sharp stone at a foe.

 Range: 18 m / 60 ft

Loot edit

External links edit