Helaku |
Round 4
"Told you it was a good one." laughs Helaku until he is caught in the flames. Damn, should have known better than to walk right into that." Helaku backs down the road. Moving 30 feet backwards on the road. He gestures toward the rearmost goblin and unleashes another scorching ray.
Attack (Ranged Touch) 1d20 + 5 ⇒ (5) + 5 = 10
Damage (Scorching Ray) 4d6 ⇒ (5, 4, 3, 6) = 18
AC 14, touch 14, flat-footed 11. . (+3 Dex, +1 deflection)
hp 14/34
Shaylar Kallanereth |
With a pityful sound, Dapples collapses under me, forcing me to leap from the saddle and landing awkwardly beside my horse. "No, Dapples. Don't die on me. I'll kill those bastards and then I'm gonna get you healed up. Just stay with me. Fang, you guard Dapples. I'm going to kill me those damned beasts."
Nocking another arrow, I draw a bead on the flamedog, sending the arrow hurtling towards it.
Ride check: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Status Shaylar:
AC: 19
Current hp: 11/26
Status Dapples:
AC: 11
Current hp: -2/15
Status Fang:
AC: 14
Current hp: 13/13
Aleste |
Eager to assist Shaylar after his mount goes down I move forward though the trees to the square between the botton two dying hobgoblins, drawing my bow as I go, and aim for the dog Shaylar is fighting.
attack 1d20 + 9 ⇒ (10) + 9 = 19
damage 1d8 + 3 ⇒ (2) + 3 = 5
Then I call out to my companions: Let's concentrate on one at a time! Thin their ranks!
Ambrose Harrowfield |
Ambrose wheels Smoke about as the bomb goes off in the hobgoblin's face, giving Aleste a nod of thanks. He quickly looks for a new target, passing over the laughing hobgoblin. No honor in that. He looks to the road just as the gout of flame erupts over Shaylar and Helaku, and has his anger stoked when he sees the steed fall. He presses his knees into Smoke and advances on the fire-dog.
"Back to Hell with you!".
Moving to the point in between Helaku and Shaylar in front of the Hellhound so that I am its primary target.
Ride Check to Guide: 1d20 + 9 ⇒ (9) + 9 = 18
Smoke Bite Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Smoke Bite Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Ride Check to Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Battleaxe Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Battleaxe Damage: 1d8 + 5 ⇒ (4) + 5 = 9
If Aleste or Helaku are attacked, I will use my Saving Shield feat to grant them a +2 shield bonus on AC as an immediate action.
So many rolls with this mounted combat, ha.
Keliwyn T'Alios |
Keliwyn stows his bow and draws his rapier, and approaches the nearest hobgoblin as quietly as possible, hoping to catch him flat-footed.
Perception, if needed 1d20 + 8 ⇒ (3) + 8 = 11
Stealth 1d20 + 19 ⇒ (20) + 19 = 39
Attack twf Rapier 1d20 + 7 ⇒ (13) + 7 = 20 Damage 1d6 + 1 ⇒ (1) + 1 = 2
Attack twf Dagger 1d20 + 2 ⇒ (3) + 2 = 5 Damage 1d4 ⇒ 4
Sneak Damage 3d6 ⇒ (1, 6, 1) = 8
CrazyHedgehog |
Helaku concealment miss chance 1d100 ⇒ 37
Shaylar aoo 1d20 + 9 ⇒ (11) + 9 = 20
Shaylar aoo damage 1d6 + 1 ⇒ (4) + 1 = 5
2d4 ⇒ (1, 3) = 4
Hobgoblin 2 perception 1d20 + 3 ⇒ (13) + 3 = 16
Hobgoblin 4 perception 1d20 + 3 ⇒ (13) + 3 = 16
Hobgoblin 2 attack 1d20 + 4 ⇒ (7) + 4 = 11
Hobgoblin 4 attack 1d20 + 3 ⇒ (5) + 3 = 8
Hobgoblin 6 attack 1d20 + 3 ⇒ (5) + 3 = 8
Hellhound 1 breath weapon damage 2d6 ⇒ (5, 1) = 6
Ambrose Reflex save 1d20 + 1 ⇒ (17) + 1 = 18
Smoke Reflex save 1d20 + 8 ⇒ (10) + 8 = 18
Aleste perception 1d20 + 9 ⇒ (19) + 9 = 28
2d4 ⇒ (2, 3) = 5
-------
Round 4
Helaku backs away from the hellish beast, and tries to even the numbers by sending another scorching ray at one of the hobgoblin archers. Unfortunately his aim is hasty, and the strike falls short.
Shaylar is angered as the monster's flaming breath brings down his prized horse Dapples. Rolling clear, he comes up with an arrow ready, but it hits the ground just shy of the creature. Fang growls menacingly, ready to leap into the fight if the creature advances on Dapples.
Ambrose leaps his horse back down the bank, interposing himself between the hound and his companions. Both he and his horse Smoke land solid attacks on the creature, who is definitely looking the worse for wear.
The cloaked stranger sneaks through the trees, coming upon one of the hobgoblin archers. Unopposed, the stranger skewers the hobgoblin with his rapier; the hobgoblin yells, spinning around to view his assailant. He drops his bow and draws his sword, but this action gives the stranger the opportunity to dart in with another strike ( attack of opportunity). The hobgoblin tries to fight back, but is having trouble focusing on his opponent.
Aleste also moves forward to help against the hellhound in melee, and manages to put an arrow into it. The creature yelps in pain, and attempts to back off. Aleste also manages to see another hobgoblin skulking about inside the ruined farmhouse.
The other two hobgoblin archers continue trying to pick off targets, but their arrows come nowhere close this time. The wounded hellhound retreats ( withdraws ), slinking away towards the laughing hobgoblin swordsman. Meanwhile, the other hellhound, sniffing the ground and scanning the forest for the cloaked stranger, breaks off to help its packmate. It moves up the ridge towards both Ambrose and Aleste, finally turning towards Ambrose and unleashing another fiery cloud. Ambrose is able to dodge the worst of the effect, though his armor burns from the heat. 3 points of fire damage each to Ambrose and Smoke, successful Reflex saves.
Battlecries alert you to the arrival of hobgoblin reinforcements. Six hobgoblin warriors are charging up the track running beside the ruined farmhouse. Two break off to check on the laughing swordsman and wake him up, while the rest head towards the road, attempting to cut off any escape to Drellin's Ferry. The hobgoblin swordsman finally overcomes Helaku's spell, and rises to his feet. He glares at you, and roars defiantly: "You dare fight us? We shall see how quickly you die!"
Ambrose Harrowfield |
Smoke has evasion, so hopefully if she succeeded on her save she avoided the damage.
Ambrose presses himself down as flat as possible as the flames rush out at him, and some quick moves on Smoke's part helps to minimize the effect of the attack. Sitting upright, he winces at the minor burns he has received, but lowers his eyes at the new fire-dog and raises his axe, kicking Smoke into motion. He also notices the new group advancing.
More enemies! Form up, don't get surrounded!
Five-foot step to the Hellhound.
Ride Check to Guide: 1d20 + 9 ⇒ (6) + 9 = 15
Smoke Bite Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Smoke Bite Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Smoke Hoof Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Smoke Hoof Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Smoke Hoof Attack: 1d20 + 1 ⇒ (11) + 1 = 12
Smoke Hoof Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ride Check to Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Battleaxe Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Battleaxe Damage: 1d8 + 5 ⇒ (4) + 5 = 9
If either of the Hellhounds breathe fire on me this round, I will attempt a Ride check to hang off of Smoke's side and use her as cover as an immediate action to get a +2 on Reflex Saves:
Ride Check for Cover (DC 15): 1d20 + 9 ⇒ (10) + 9 = 19
Ambrose -
HP 49/52
AC 21, Touch 10, FF 21
Fort +7, Ref +1, Will +3
Smoke-
HP 47/47 (Assuming no problems with Evasion)
AC 22, Touch 12, FF 19
Fort +7, Ref +8, Will +1
I just realized that it is impossible for me to fail ride checks to guide (DC 5), and to attack along with Smoke (DC 10), assuming we are playing with the standard that natural 1s do not mean auto-fail for skill checks. So if it is all the same to you, I'll stop doing them just to cut down on rolling in my posts.
Helaku |
Round 5
"Well, since I can't aim worth a damn today, let's see how you fare against a scream!" Helaku howls with a blood-curdling shriek at the rearmost hobgoblin. Casts ear piercing scream 2d6 ⇒ (6, 5) = 11 damage and DC 17 Fort save to halve the damage and avoid being dazed for 1 round.
AC 14, touch 14, flat-footed 11. . (+3 Dex, +1 deflection)
hp 14/34
Keliwyn T'Alios |
Do you need me to roll for that Attack of Opportunity? If so:
Attack 1d20 + 9 ⇒ (15) + 9 = 24 Damage 1d6 + 1 ⇒ (1) + 1 = 2
Round5 action
Looking for an opening, Keliwyn dodges and thrusts.
Attack 1d20 + 9 ⇒ (18) + 9 = 27 Damage 1d6 + 1 ⇒ (4) + 1 = 5
Crit 1d20 + 9 ⇒ (20) + 9 = 29 Damage 1d6 + 1 ⇒ (1) + 1 = 2
Rowena "Cat" Thennemen |
Frustrated by my inability to hit the hobgoblins and cursing the fates to not send gnolls in their stead, I continue pluicking arrows from my quiver and sending them at the monsters, focussing hard in order to overcome my strain of bad luck. And this time I manage to hit my target instead of anything else.
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Crit Check: 1d20 + 10 ⇒ (6) + 10 = 16
Crit Damage: 2d8 + 4 ⇒ (2, 5) + 4 = 11
Status Shaylar:
AC: 19
Current hp: 11/26
Status Dapples:
AC: 11
Current hp: -3/15
Status Fang:
AC: 14
Current hp: 13/13
CrazyHedgehog |
hobgoblin 6 Fort save 1d20 + 5 ⇒ (2) + 5 = 7
hobgoblin 2 attack 1d20 + 4 ⇒ (19) + 4 = 23
hobgoblin 2 crit confirm 1d20 + 4 ⇒ (15) + 4 = 19
hobgoblin 2 damage 1d8 + 1 ⇒ (4) + 1 = 5
hobgoblin 4 Intimidate check 1d20 + 3 ⇒ (12) + 3 = 15
hellhound 2 attack 1d20 + 5 ⇒ (13) + 5 = 18
attack 1d20 + 7 ⇒ (12) + 7 = 19 1d20 + 7 ⇒ (2) + 7 = 9
hobgoblin 7 attack 1d20 + 4 ⇒ (10) + 4 = 14
hobgoblin 8 attack 1d20 + 4 ⇒ (2) + 4 = 6
-------
Round 5
Helaku changes tactics, unleashing an ear piercing shriek that slams into the nearest hobgoblin. He staggers, and shakes his head, dazed and nearly losing his feet. Hobgoblin is dazed for 1 round.
Shaylar looses another arrow, this time at the other hellhound in front of him. It's a good hit, in the shoulder, and the creature howls in pain. well crit'ed!
Ambrose also moves in on the unfortunate hellhound, and though he fails to connect with his battleaxe his mount Smoke manages to bite and kick the beast, which is looking very hurt now.
Meanwhile, in the forest, the cloaked stranger presses his attack on one of the archers. Ducking past the hobgoblin's defenses, he stabs the warrior in the chest with his rapier, very nearly skewering its heart. The hobgoblin just manages to hang on and continue his defense. Another great crit! No worries about the a.o.o. - last round I rolled an attack of opportunity on your behalf, only in the dice rolls I accidentally put Shaylar's name down for it. Result was nearly the same - Keliwyn scored 5pts of damage with rapier. The hobgoblin responds in kind, slipping under the swordsman's guard to slice into his torso. Hobgoblin hits Keliwyn for 5 hit points damage. The hobgoblin nearby ( the middle one ) sees the vicious battle and roars, drawing his sword and preparing to join the melee. He bellows a bestial challenge, and Keliwyn you feel a flutter of fear as the hobgoblin prepares to charge at you. It is a desperate fight! The hobgoblin makes an Intimidate check against Keliwyn; roll = 15, which I think is a success (10 + 5 for Hit Dice + 0 Wis modifier). If that's correct, Keliwyn is shaken for 1 round.
On the other side of the forest, Aleste also attempts to shoot the attacking hellhound, but his arrow just misses the beast. It tries to leap up and bite Ambrose, but its large fangs are unable to penetrate his armor. The other hellhound slinks off into the forest, and seems to be circling around.
The hoblgoblin swordsman that fell laughing to Helaku's spell seems to be some sort of leader, and the embarrasing spell has angered him. He roars to the others and draws two short swords, running up to Ambrose. He leaps from the embankment and attacks, but doesn't manage to get through Ambrose's heavy armor either. Two hobgoblins charge into the fray as well, one brandishing a sword at Ambrose and the other at Aleste. Fortunately, neither of them manage to connect. The other four hobgoblin newcomers follow the track into the road, fanning out to prevent escape to Drellin's Ferry.
The hobgoblin that Aleste spotted skulking within the ruined farmhouse exits and begins moving through the trees towards the battle.
On to Round 6!
CrazyHedgehog |
Smoke has evasion, so hopefully if she succeeded on her save she avoided the damage.
I just realized that it is impossible for me to fail ride checks to guide (DC 5), and to attack along with Smoke (DC 10), assuming we are playing with the standard that natural 1s do not mean auto-fail for skill checks. So if it is all the same to you, I'll stop doing them just to cut down on rolling in my posts.
Sure, by now working together is second nature for Ambrose and Smoke. Feel free to dispense with the Ride checks, I may just call on you to roll for it in future if any circumstantial penalties mean there are consequences for failing a roll.
Thanks for the reminder about evasion. Smoke manages to evade the 3 points of damage.
Ambrose Harrowfield |
Ambrose mutters a silent prayer to Heironeous as he blocks, parries, and deflects the incoming swords with shield, axe, and armor. With sweat lashing his brow, he takes a look around to his comrades, worrying for them should these reinforcements go after them.
"All right you revolting mongrels, come at me, then! You're no match for my steel!" he shouts, attempting to draw the attention to himself. Not going with any skill or ability here...just a roleplaying attempt.
Smoke rears up and tries again to take out the Hellhound, while Ambrose swings his axe down on the two-sword-wielding hobgoblin.
Smoke Bite Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Smoke Bite Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Smoke Hoof Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Smoke Hoof Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Smoke Hoof Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Smoke Hoof Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Ambrose Axe Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Ambrose Axe Damage: 1d8 + 5 ⇒ (8) + 5 = 13
If Smoke drops the Hellhound and still has attacks left, I'll apply leftover strikes to the two-sword hobgoblin.
If Smoke is hit during the turn, I'll try and negate the hit with Mounted Combat (if she ends up being hit more than once, I'll try against the first one).
Ride Check to negate attack (DC=attack roll of the attacker): 1d20 + 9 ⇒ (8) + 9 = 17
Shaylar Kallanereth |
Encouraged by the succesful shot, I line up another arrow, hoping to finish off the hound, so that I can take care of Dapples before my equine companion dies. As the arrow strikes, I see Ambrose try to draw the hobgoblins' attention to himself. I can't help but admire the knight for his courage "He may be a bit annoying sometimes, especially his stories about beautiful 'Brindol', but damn, he's one brave son of a dog."
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Status Shaylar:
AC: 19
Current hp: 11/26
Status Dapples:
AC: 11
Current hp: -4/15
Status Fang:
AC: 14
Current hp: 13/13
CrazyHedgehog |
hobgoblin 6 Fort save 1d20 + 5 ⇒ (12) + 5 = 17
---------
Round 6
Helaku releases another ear-piercing shriek at the same hobgoblin archer. It doesn't seem so fazed by the effect this time, though. Successful save vs. the spell, took half damage, un-dazed.
Shaylar looses another arrow at the hellhound, getting a terrific shot. With a howl, the hound goes down! The hobgoblin swordsman beside it roars in anger at the slaying of his "pet".
Ambrose continues to try to fight off his many attackers, trying to keep their attention focused on him. As the hellhound near him goes down, the hobgoblin with two swords roars in anger, and Smoke takes advantage of the opportunity by biting the hobgoblin on the shoulder. He wheels back to attention just as Ambrose tries to hit with his battleaxe, and parries the blow with a snarl.
Your cloaked ally in the forest continues to fight, but being shaken, has trouble focusing on where to strike. His attack goes awry.
Aleste |
Just realised I haven't acted yet for round 6!
I move away from the hobgoblin near me 5ft step NE and then lob an explosive bomb into the crowd of new Hobgoblins.
attack touch ac 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
damage 3d6 + 3 ⇒ (5, 6, 2) + 3 = 16
Splash damage on an explosive bomb is 10ft, rather than 5
CrazyHedgehog |
hobgoblin 9 Ref save 1d20 + 1 ⇒ (8) + 1 = 9
hobgoblin 10 Ref save 1d20 + 1 ⇒ (3) + 1 = 4
hobgoblin 11 Ref save 1d20 + 1 ⇒ (13) + 1 = 14
hobgoblin 12 Ref save 1d20 + 1 ⇒ (17) + 1 = 18
bladebearer attack 1 1d20 + 7 ⇒ (6) + 7 = 13
bladebearer attack 2 1d20 + 7 ⇒ (13) + 7 = 20
hobgoblin 7 attack 1d20 + 4 ⇒ (4) + 4 = 8
hobgoblin 8 attack 1d20 + 4 ⇒ (17) + 4 = 21
hobgoblin 8 damage 1d8 + 1 ⇒ (4) + 1 = 5
hobgoblin 2 attack 1d20 + 4 ⇒ (1) + 4 = 5
hobgoblin 4 attack 1d20 + 4 ⇒ (20) + 4 = 24
hobgoblin 4 crit confirm 1d20 + 4 ⇒ (6) + 4 = 10
hobgoblin 4 damage 1d8 + 1 ⇒ (3) + 1 = 4
--------
Round 6 continued
Aleste edges back from the threatening hobgoblin towards the rest of the group, and lobs an explosive bomb at the group of hobgoblins down the road. The bomb wreaks havoc amongst the hobgoblins, and they seem wary of advancing any closer, preferring instead to hold the line where they are. "Closest" hobgoblin takes a direct hit, for 16points damage. Two more fail saves and take 6 points splash damage. One of the hobgoblins does manage a successful save, only takes 3 points of splash damage (fire).
A pair of hobgoblins batters at Ambrose, trying to wear down his defenses. The hobgoblins have difficulties getting through his defense, even the hobgoblin leader with his two short swords. However, the other hobgoblin eventually gets through, slicing into Ambrose's arm. [ooc] 5 points damage to Ambrose.
Meanwhile your ally in the forest is now being attacked by two hobgoblins, as the archer who roared his intimidating challenge now charges in to flank. He swoops in with his sword, inflicting a deadly blow. Nearly a critical hit, Keliwyn takes 4 points of damage.
The remaining hellhound seems to be hovering at the edge of the battle, perhaps waiting to pick off any stragglers. Likewise, the armored hobgoblin who had been hiding in the farmhouse continues to circle around the fight. He looks like he may be heading towards Helaku or Aleste.
The other remaining archer, after being buffeted by two of Helaku's piercing screams, decides he's had enough and retreats ([ooc] heads off right-side of the map).
The other hobgoblins, now smoking from the explosive blast, are halfheartedly guarding the road.
Ambrose Harrowfield |
Ambrose winces as the sword cuts into his arm, but clenches his teeth in determination and tries to ignore the pain. He focuses his gaze on the two-sword hobgoblin, still acknowledging him as the greatest threat. "By my honor, brute, you shall fall!" He brings his battleaxe down on the hobgoblin with new-found focus.
Swift action to declare my challenge on the two-sword hobgoblin, granting me +2 bonus on attack rolls and a +5 bonus on damage rolls against him. I also take a -2 penalty on AC on attacks made by anyone except him. Smoke attacks the other hobgoblin who hit me.
Smoke Bite Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Smoke Bite Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Smoke Hoof Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Smoke Hoof Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Smoke Hoof Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Smoke Hoof Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ambrose Axe Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Ambrose Axe Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Ambrose
-HP 44/52
-AC 21, Touch 10, FF 21 (19/8/19 against creatures other than the two-sword hobgoblin)
Smoke
-HP 47/47
-AC 22, Touch 12, FF 19
Well looks like the dicebot just crit me, haha.
Aleste |
I dance away from the hobgoblin near me 5ft step to the east and throw another explosive bomb toward the group of hobgoblins, hoping to drive off the spooked creatures. This time aiming for the most northerly hobgoblin, seeking to seriously damage a different one this time and splash the rest.
touch attack with explosive bomb1d20 + 9 ⇒ (13) + 9 = 22
damage 3d6 + 3 ⇒ (5, 1, 3) + 3 = 12
Helaku |
Round 7
Helaku turns his attention to the woods on the other side where the armored hobgoblin is circling and raises a hand toward him, unleashing a bolt of fire that flies through the woods. Casts scorching ray
Attack (Ranged Touch) 1d20 + 5 ⇒ (19) + 5 = 24
Damage 4d6 ⇒ (5, 5, 1, 6) = 17
AC 14, touch 14, flat-footed 11. . (+3 Dex, +1 deflection)
hp 14/34
CrazyHedgehog |
Helaku ranged touch concealment1d100 ⇒ 36
Shaylar attack 1d20 + 10 ⇒ (10) + 10 = 20
Shaylar damage 1d8 + 2 ⇒ (5) + 2 = 7
hobgoblin 9 Reflex save 1d20 + 1 ⇒ (9) + 1 = 10
hobgoblin 11 Reflex save 1d20 + 1 ⇒ (4) + 1 = 5
hobgoblin 12 Reflex save 1d20 + 1 ⇒ (19) + 1 = 20
hobgoblin 4 attack 1d20 + 4 ⇒ (7) + 4 = 11
hobgoblin 7 attack 1d20 + 4 ⇒ (4) + 4 = 8
hobgoblin 8 attack 1d20 + 4 ⇒ (6) + 4 = 10
leader attack 1 1d20 + 7 ⇒ (6) + 7 = 13
leader attack 2 1d20 + 7 ⇒ (20) + 7 = 27
leader attack 2 crit confirm 1d20 + 7 ⇒ (13) + 7 = 20
leader attack 2 damage 1d6 + 5 ⇒ (1) + 5 = 6
cleric channel energy 2d6 ⇒ (2, 6) = 8
---------
Round 7
Helaku spies the armored hobgoblin moving to the rear of the group, and unleashes another scorching ray. This time he manages to catch the hobgoblin as it moves through the trees, searing the creature badly. Though hurt badly, it continues to move towards you.
Shaylar shoots another arrow, at the sword wielding leader. It is a good hit. NPC rolled for Shaylar, maybe he's away for the weekend. 7 points of damage from arrow to the hobgoblin.
Ambrose and Smoke together engage the hobgoblin raiders, trying to bring down the leader and those closest to him. However, none of their attacks manage to get around the hobgoblins' defenses. The leader with the two swords manages to land a nasty blow, sliding under Ambrose's armor. He roars in triumph and in response to Ambrose's challenge. 6 points of damage to Ambrose.
By now Keliwyn has regained his composure after the hobgoblin's intimidating attack. Rounding on the other attacker, he hits with a vicious blow that floors his opponent. The other warrior tries to catch Keliwyn from behind but the elf manages to parry the attack with a riposte from his rapier. The wounded hobgoblin is now dying. I'll just use Keliwyn's name from now on, to keep things clear. The other hobgoblin tries to attack you, but is unsuccessful.
Aleste throws another of his explosive bombs, catching one of the hobgoblins guarding the road in the chest. The explosion takes down two of the hobgoblins, and the other two are hurt badly. Unused to this kind of magic, they turn tail and run! The hobgoblin swordsman who has been harrying Aleste continues to press his attack by leaping down the embankment and closing in, but the nimble alchemist manages to dodge the clumsy blows. The hobgoblin near you continues to move in, but his attack is unsuccessful.
In response to Helaku's scorching attack, the armored hobgoblin closes in, grasping an amulet around his neck. A powerful blast of fell energy emanates from the hobgoblin and washes over Helaku, threatening to overwhelm him with dread. The remaining hellhound also seems to be prowling about nearby, emboldened by the hobgoblin's attack. Negative energy channeled by the cleric (armored hobgoblin) for 8 points of damage; 30ft radius, Helaku can make a DC 13 Will save for to take 4points of damage instead.
Let me know if this makes sense, as everyone seems to be involved in separate fights, I thought it might be easier to split up your opponent's turns in the description above. Let me know if it is confusing.
Ambrose Harrowfield |
Taking another wound, Ambrose grunts and his shield arm drops slightly, but the sight of the routing hogboblins gives him strength. He raises his axe high, glowering at the hobgoblin leader, clenching his teeth in determination.
"Elsir Vale is no place for you!"
Smoke Bite 1d20 + 6 ⇒ (5) + 6 = 11
Bite Damage 1d4 + 4 ⇒ (1) + 4 = 5
Smoke Hoof 1d20 + 1 ⇒ (17) + 1 = 18
Hoof Damage 1d6 + 2 ⇒ (4) + 2 = 6
Smoke Hoof 1d20 + 1 ⇒ (9) + 1 = 10
Hoof Damage 1d6 + 2 ⇒ (5) + 2 = 7
Ambrose Axe 1d20 + 13 ⇒ (14) + 13 = 27
Axe Damage 1d8 + 10 ⇒ (1) + 10 = 11
Aleste |
Aleste wrote:CH, is the hobgoblin still standing after Ambrose's attack?Yes, still standing. Sadly, none of Ambrose's or his mount's attacks were hits last round.
But this round... he rolled a 27 with his axe, surely that's a hit! I don't want to waste bombs if the hobgoblin leader is already down.
Shaylar Kallanereth |
Taking heart from the fact that several hobbers are now lying dead or dying on the ground and a few have fled, I quickly cast a look at Dapples, lying on the ground, bleeding from several wounds. "Hang in there, my friend. We've got them running. Then we will patch you up and have healed and well before you know it."
Drawing another arrow from my quiver, I look out over the site of the ambush before drawing a bead on the sword-wielding hobgoblin leader again. With a quick prayer to Cayden Cailean, I let go of the arrow, hoping to finish off the humanoid and maybe break the morale of the ambush party.
Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Status Shaylar:
AC: 19
Current hp: 11/26
Status Dapples:
AC: 11
Current hp: -6/15
Status Fang:
AC: 14
Current hp: 13/13
Helaku |
Will save 1d20 + 3 ⇒ (19) + 3 = 22
AC 14, touch 14, flat-footed 11. . (+3 Dex, +1 deflection)
hp 10/34
Round 8
Best try to finish this one off. I don't think I can take another of those. Helaku opens his mouth and shrieks at the evil cleric.
Casts ear piercing scream 2d6 ⇒ (3, 1) = 4 damage and DC 17 Fort save to halve the damage and avoid being dazed for 1 round.
CrazyHedgehog |
Fort save 1d20 + 6 ⇒ (12) + 6 = 18
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Round 8, part one
Helaku rounds on the hobgoblin cleric, and issues another ear piercing scream. The hobgoblin is taken aback, but must be made of stern stuff as he manages to shrug off the worst of the effects. He still seems to be in good shape. Successful save from the cleric, took 2 points of damage though.
Shaylar in turn draws a bead on the leader, and his arrow spears the big hobgoblin in the shoulder. The hobgoblin is obviously in pain, but snaps the arrow and carries on. However, the distraction is enough for Ambrose to get in a well-placed strike with his axe and with an accompanying kick from Smoke, the leader goes down! For those who see him go down, their courage seems to disappear. Sorry guys, I think I had been looking at the wrong line, Ambrose did indeed hit, well done!
Keliwyn continues to duel with the hobgoblin in the forest, unable to get in a telling strike.
Shaylar Kallanereth |
With a nod of satisfaction, I see the hobgoblin leader go down. Jumping over the prone form of Dapples, I draw another arrow and let it go as soon as I get the hobber fighting Aleste in my sights. "Take that you bastard. Elsir Vale will not be your playground! It will be nothing but your grave!"
Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Status Shaylar:
AC: 19
Current hp: 11/26
Status Dapples:
AC: 11
Current hp: -7/15
Status Fang:
AC: 14
Current hp: 13/13
Jumping to square above left of Fang, one empty square between me and hobgoblin
CrazyHedgehog |
Aleste bomb 1d20 + 7 ⇒ (14) + 7 = 21
Aleste damage 3d6 + 3 ⇒ (1, 6, 3) + 3 = 13
Hobgoblin 7 Reflex 1d20 + 1 ⇒ (5) + 1 = 6
Hobgoblin 8 Reflex 1d20 + 1 ⇒ (9) + 1 = 10
Hobgoblin 4 attack 1d20 + 4 ⇒ (5) + 4 = 9
Hobgoblin 7 attack 1d20 + 4 ⇒ (5) + 4 = 9
Hobgoblin 8 attack 1d20 + 4 ⇒ (14) + 4 = 18
Fang attack 1d20 + 2 ⇒ (19) + 2 = 21
Fang damage 1d6 + 1 ⇒ (6) + 1 = 7
Helaku Will save 1d20 + 3 ⇒ (1) + 3 = 4
Hellhound attack 1d20 + 5 ⇒ (17) + 5 = 22
Hellhound damage 1d8 + 1 ⇒ (2) + 1 = 3 + 1d6 ⇒ 3
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Round 8, continued
Aleste takes a further step back, throwing another bomb in between the two hobgoblins fighting him and Ambrose. The bomb detonates, fragments impaling both hobgoblins ( Both hobgoblins take 6 points splash damage ).
The hobgoblin fighting Keliwyn attacks furiously with his sword but is unable to get past the elf's guard. Likewise, the hobgoblin attacking Ambrose is not quite able to land a blow, and the other stalking Aleste is hampered by Fang nipping at his flank. The wolf's jaws clamp down on the hobgoblin, severely wounding him.
The hobgoblin cleric grasps his holy symbol and casts another spell, shouting in Common: "Flee!" Suddenly Helaku stops, turns, and runs back up the road! The hobgoblin smiles maliciously as it turns and commands the remaining hellhound to return to the fray. It bounds down the slope and runs to attack Fang, ripping and gashing and burning the poor wolf. Fang takes 3 points of damage plus 3 points of fire damage from the hellhound's bite.
Round 9, part one
Helaku continues to run away. Helaku is subjected to a command spell to flee, and runs off the north-west corner of the map along the road for 1 round. Can return next round.
Shaylar draws another arrow and expertly pins the hobgoblin bothering Aleste, expertly firing in between his allies. The hobgoblin collapses, pierced. I didn't move Shaylar on the map as that would put you next to the hellhound with your bow. Let me know if you prefer to be moved somewhere else.
Ambrose Harrowfield |
Ambrose lashes out at the last hobgoblin adjacent to him.
Ambrose Axe: 1d20 + 11 ⇒ (11) + 11 = 22
Axe Damage: 1d8 + 5 ⇒ (3) + 5 = 8
If the hobgoblin survives the attack, Smoke will try and bite him. If he falls to the axe, Smoke will move to the hellhound and apply the bite to it.
Smoke Bite: 1d20 + 6 ⇒ (4) + 6 = 10
Bite Damage: 1d4 + 4 ⇒ (2) + 4 = 6
If the hobgoblin survives the axe and the bite both, Smoke will use both hooves against him as well.
Smoke Hoof: 1d20 + 1 ⇒ (10) + 1 = 11
Hoof Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Smoke Hoof: 1d20 + 1 ⇒ (13) + 1 = 14
Hoof Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Ambrose
-HP 38/52
-AC 21, Touch 10, FF 21
Smoke
-HP 47/47
-AC 22, Touch 12, FF 19
CrazyHedgehog |
Round 9 continued
Fueled by his success against the hobgoblin leader, Ambrose quickly wipes out the other hobgoblin facing him with a quick strike to the chest. The cavalier looks around the battlefield, looking for any other enemies to slay.
Keliwyn also manages two vicious strikes against his opponent. The hobgoblin staggers, barely able to keep a grip on his blade.
No longer pursued by a hobgoblin, Aleste draws his bow and snaps off a quick shot at the remaining hellhound. It's a perfect shot, dropping the hellhound.
The hobgoblin cleric, finding his allies quickly being cut down, decides to save his life, and turns to run. Cleric makes a double-move towards the edge of the map. The other hobgoblin, realizing he is the only hobgoblin left in sight, throws down his sword in surrender!
Well fought! I've updated the map in case you want to pursue the cleric - Helaku I've put you back on the map where you thought you might reappear.
Aleste |
As Ambrose tears off, I look around for a moment, curse under my breath; Damnit.
Then I tear off through the trees behind the hobgoblin runner.
Moving 60ft, I can get past the hobgoblin by the end of the round, I'n thinking of ending just off the map, 10ft NW of the cleric. I'm trying to force him more South than West so that he can get a face full of Ambrose.
CrazyHedgehog |
Seeing movement in the trees, Ambrose notices the hobgoblin cleric trying to leave the scene, and gallops off in pursuit. Riding down the old farmtrack, he eventually runs down the hobgoblin, cutting off escape and with Aleste closing in as well. The hobgoblin readies his weapon to defend himself. Ambrose, Aleste, and the cleric are about 55feet away from the road, just off the SW corner of the map.
Meanwhile, as the others look after the hobgoblin that surrendered, Shaylar desperately tries to administer aid to Dapples, to try and save his trusted mount from dying. However, it appears that he may not know enough about healing to be of any aid.
I'll roll for Shaylar, I think he may be on holiday just now.
Shaylar heal 1d20 + 1 ⇒ (5) + 1 = 6
Oh dear for Dapples!
Helaku |
Helaku joins Shaylar by Dapples, "I'm sorry Shaylar. Healing is not my strong suit and I fear I have little aid to offer in saving Dapples, but I will try." Helaku kneels to see if he can assist Shaylar.
Heal (untrained) to aid 1d20 - 1 ⇒ (2) - 1 = 1
Oy, no assist there. We can try once a round though, correct? If so, here are some more rolls
Heal (untrained) to aid 1d20 - 1 ⇒ (12) - 1 = 11
Heal (untrained) to aid 1d20 - 1 ⇒ (6) - 1 = 5
Heal (untrained) to aid 1d20 - 1 ⇒ (12) - 1 = 11
Well, at least that's a couple if not too late
Ambrose Harrowfield |
Stopping about 20 ft. away from the cleric, if possible.
Ambrose slows his pace as he closes in on the hobgoblin, reigning Smoke to stop short of him. As the enemy raises his weapon in defense, Ambrose holds his bloodied axe out to the side, turning and lowering it so the cutting edge is level with the hobgoblin's neck.
"Think carefully, hobgoblin. At this range Smoke here can gain ample enough speed for me to remove your head, and this axe has a good weight for it. Or my friend behind you might put you to flames before I even get in reach. Throw down your weapon and submit and you might yet live, by my honor."
Diplomacy/Intimidate, if necessary:
Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Intimidate: 1d20 + 2 ⇒ (5) + 2 = 7