CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


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The Exchange

Leonar

Round 4
The building cloud cover rumbles overhead, as Leonar calls a bolt of lightning down to strike at the drake. The white hot bolt of electricity hits the drake in the flank, startling it as the drake flinches reflexively. 6 points of electricity damage to the drake.

The tree where Leonar hides out continues to burn as the drake turns towards the newcomers, the trio of dwarves. It swoops down and snaps at a dwarf with a dark beard and braid as it passes overhead, sharp jaws at the end of a long neck snaking down to grasp the dwarf by the shoulder. It shakes the dwarf like a terrier with a rat until it drops the dwarf, and it looks like it hasn't managed to penetrate the scout's armor.

The dwarf backs up a few steps and throws a small axe at the drake. It hits but skids off the drakes hardened scales. His fellows meanwhile crank back their heavy crossbows, loading new bolts.

Ground level map

Initiative
19 - Leonar
19 - flame drake
9 - dwarves

------

GM rolls:

drake Reflex 1d20 + 6 ⇒ (12) + 6 = 18
drake bite 1d20 + 10 ⇒ (3) + 10 = 13
Gislik attack 1d20 + 6 ⇒ (6) + 6 = 12

The Exchange

Blockade
So, what's your plan of attack then? If you want to give me your initial actions, and make any appropriate rolls then go for it. Also, if you could make initiative checks as well, thanks.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar again directs a bolt of lightning at the drake.

Damage 3d6 ⇒ (2, 6, 1) = 9

DC 19 Reflex for half.

While doing so, he also summons a rain of rocks and debris on the monster, trying to exclude the dwarves from the effect.

Damage 2d6 ⇒ (3, 5) = 8

Cast Stone Call. I think I can get the drake in the AoE and exclude the dwarves by centering it behind the the drake.


"I care not about killing these vile monsters in their sleep. I don't feel obliged to play fair or by the rules when our enemies don't do so either. If we can take them out with minimal risk to ourselves; and thus for the benefit of Brindol and the people of the Vale, I am all for it. No need to make them suffer unnecessarily though. Quick and clean."

The Exchange

Leonar

Round 5
Another bolt out of the sky hits the drake, illuminating it in bright light. Not as bright as legendary dragons, the drake nonetheless begins to realize this isn't any ordinary lightning hitting it with such accuracy. It turns to call off its pursuit, choosing instead to head for safer hunting grounds.

At the same time, Leonar summons another spell. A swirl of stone and rubble rises up in a cylinder around the drake, pummeling it with stony force. The drake definitely doesn't like this, and it speeds off. 9 points of electricity damage from the lightning bolt, and 8 points of damage from the stone call.

The drake speeds away to the west, the direction from which it had come.
It casts a look back at the dwarves, who are a bit apprehensive about being out in the open in metal armor during a thunderstorm. Yet as it rapidly disappears into the sunset, two of the dwarves with reloaded crossbows shoot at it, but at this range they have little chance of hitting. [ooc] Drake makes a double move, putting it 120feet away from its last position.

With the threat gone, the three dwarves talk amongst themselves. They congratulate themselves on seeing off the drake, and for being able to sneak up on it. They also glance curiously at the eagle in the tree, having witnessed the drake chasing it. They look pleased that they were able to thwart the drake's plans.

Initiative
19 - Leonar
19 - flame drake
9 - dwarves

------

GM rolls:

drake Reflex 1d20 + 6 ⇒ (4) + 6 = 10
dwarf 2 attack 1d20 + 6 ⇒ (13) + 6 = 19
dwarf 3 attack 1d20 + 6 ⇒ (3) + 6 = 9

The Exchange

Blockade

So your plan as I see it is to have Aleste rain death from above while the rest of you assaulting from the front. Perhaps speeded up with aid of Helaku's spellcasting? Go ahead and roll initiative and attacks, and I'll post up the results.

Edit: Shaylar good to hear from you again. Don't forget you can level up to 7th.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar moves from the tree and flies to approach the dwarves. If he can reach the ground in a move action, he shifts to his human form and greets the dwarves. If not, he does this the next round.

"Greetings, friends. Thanks for helping me with that drake. Without you, I don't think I would have survived. I don't suppose you are the dwarves from ____________, are you? If not, could you tell me where to find them? I have business to discuss with them."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Ok, here's my suggestion. I cast fly and invisibility on all four of us. That should get us up to the hobgoblins without them noticing. We stay in contact with one another. As soon as we get close to the blockade, I cast haste on all of us. Shaylar concentrates arrows on the one on the left. I cast hideous laughter on the one on the right. If either of those fail to take them out, we all unload on the ones left standing. By that time, the ogres will probably wake up and we can turn our attention to them. If they somehow fail to wake, I have some spells that will probably incapacitate them. Sound good?"

I do think we should try to use the element of surprise to try to take out one or two of the hobgoblins. I'm sure the ogres will wake up and we can clean up the rest.


"Sounds like a plan to me, Helaku. Let's do this."

Thanks CH, did indeed forget. Will do later at home


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"Very well. Let us make this quick. I'll leave Smoke behind until we've seen this through."


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

"I will await your strike."

I fly off to hover 30ft above the hobgoblins, readying an action to throw acid.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

If that works for you CHH, DC 19 Will save on the hideous laughter.
After casting the spells, Helaku swoops up to face the hobgoblin. Hoping his words are soft enough to continue the element of surprise, he casts his spell.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose will wait until the first ranged attacks are loosed - whichever fails to incapacitate a hobgoblin (arrows, acid, or spell), he will swoop in to attack the healthiest target.

Bastard Sword: 1d20 + 16 ⇒ (16) + 16 = 32 (higher ground, haste, invisible)
Damage: 1d10 + 5 ⇒ (1) + 5 = 6 plus 1d6 ⇒ 1 cold.

Welp, that was underwhelming!

The Exchange

Blockade

@Helaku: Sure, your plan seems sound.

Surprise Round
You spend a good few minutes preparing yourselves for the ambush, casting spells, then quietly getting into position. Even with the invisibility and fly spells, you worry about giving the game away with every creak or jingle of armor, or the sound of weapons being drawn from their scabbards. But you needn't have worried. The two hobgoblin sentries look mesmerized with boredom, and one yawns loudly and scratches his belly as you approach. At last, you are ready to pounce. The two sentries had very miserable perception scores, which didn't even come close to the noisiest character's stealth check.

The two hobgoblins are talking lazily to each other when Helaku suddenly pops into view, hovering fifteen feet above them. The two fall about in panic before they turn to their training, brandishing their weapons at the floating sorcerer. Before they can do anything more, however, Helaku unleashes his spell. The hobgoblin on the right begins laughing uncontrollably, collapsing as he rolls around with big belly laughs.

Ambrose holds on for now, waiting to see any developments in terms of spellcasters or archers.

Rest of update to follow tomorrow, have been overtaken by other stuff going on and probably won't manage to write the rest tonight. The assault continues!

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

Aleste stealth 1d20 + 30 ⇒ (3) + 30 = 33
Ambrose stealth 1d20 + 16 ⇒ (13) + 16 = 29
Helaku stealth 1d20 + 23 ⇒ (7) + 23 = 30
Shaylar stealth 1d20 + 35 ⇒ (14) + 35 = 49
Aleste init 1d20 + 3 ⇒ (4) + 3 = 7
Ambrose init 1d20 ⇒ 20
Helaku init 1d20 + 7 ⇒ (18) + 7 = 25
Shaylar init 1d20 + 10 ⇒ (5) + 10 = 15
Hobgoblin 1 perception 1d20 + 3 ⇒ (3) + 3 = 6
Hobgoblin 2 perception 1d20 + 3 ⇒ (3) + 3 = 6
hobgoblin regulars init 1d20 + 1 ⇒ (17) + 1 = 18
hobgoblin sergeants init 1d20 + 2 ⇒ (6) + 2 = 8
ogres init 1d20 - 1 ⇒ (7) - 1 = 6
hobgoblin 2 Will 1d20 - 1 ⇒ (15) - 1 = 14
hobgoblin 1 attack 1d20 + 4 ⇒ (12) + 4 = 16


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

So, do I get to throw acid in the surprise round?

If so...

touch attack: 1d20 + 10 ⇒ (12) + 10 = 22
acid damage: 4d6 + 4 ⇒ (2, 2, 6, 4) + 4 = 18

The Exchange

Blockade

Surprise Round continued

@Aleste: Absolutely. The two hobgoblin sentries had abominable Perception rolls, which is bad news for their comrades.

Shaylar comes screaming into the fight like an eagle, bow at the ready. He aims for the sentry on the left and plants an arrow in the shoulder of the surprised hobgoblin. It stops to pull out the shaft when Aleste appears directly overhead, dropping a flask of acid on the hobgoblin's head. The flask bursts, coating the sentry in burning acid. The guard goes down screaming until its vocal cords, then its lungs, are eaten away. 6 points of damage to the left of the two hobgoblins, 18 points of acid damage from Aleste and it's dying.

We'll start in with regular initiative, Helaku up first, I'll NPC Ambrose if he is still away, then the hobgobbies.

Attack on the Blockade - Ambrose hasn't attacked so is still invisible, have noted how high you all currently are. And you all are hastened as well? [/ooc]

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (8) + 11 = 19
damage 1d8 + 2 ⇒ (4) + 2 = 6

The Exchange

Leonar
In eagle form Leonar swoops down and approaches the dwarves as they chat amiably amongst themselves. One of the dwarves points as Leonar draws near and shifts back to human form. The dwarves don't seem perturbed, watching with interest. Their hands don't stray far from their weapons, though.

"Greetings, friends. Thanks for helping me with that drake. Without you, I don't think I would have survived. I don't suppose you are the dwarves from the Hammerfist Holds, are you? If not, could you tell me where to find them? I have business to discuss with them."

The lead dwarf chuckles. "We thought it a bit strange that drake was so keen on hunting a little bird. I suppose that makes you some sort of druid then? And I'm guessing that lightning strike was your work as well?"

One of the other dwarves extends a hand. "We've fought that drake before, we're going to get him one of these days, too. My name's Gjulden Ironaxe. This is my brother, Boldren, and that there's Gislik. And we are wardens of the Hammerfist Holds. C'mon, we'll take you home. Usually we'd grill you a bit more about your business here, but I'm tired and you've proved your worth fighting that drake." The grizzled dwarf motions towards the camouflaged tunnel where they had been hiding.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"It's a pleasure to meet the two of you. Yes, I'm a bit of a Druid, and the lightning was from me. Most of my spells were fire based, and wouldn't have had a done anything against it. Thankfully, you two came along when you did, or I think I'd have been supper. Call me Leonar," the Druid smiles as he heads with the two dwarves.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Not wanting to waste time, Helaku calls out the words of another incantation and instanteously a ball of snow trailing wisps of vapor appears in his hand. He winds up and throws it directly into the laughing hobgoblin.
Ranged Touch 1d20 + 6 ⇒ (7) + 6 = 13
Damage (cold) 5d6 ⇒ (4, 5, 3, 2, 4) = 18
DC 17 Fort save or be staggered for one round. Of course, the hideous laughter may keep him down anyway.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose flies into the blockade and touches down on the ground while the others take care of the sentries up top. He looks into the roofed tower through the door to see what other enemies are afoot.

Flying over the wall and getting to a door still leaves me with movement,and a standard action, so I guess I will determine my actions when I know what I see inside. Assuming the door is open. If not, I'll do something else..are the ogres armed and armored?

The Exchange

Leonar

Leading the druid down through subterranean tunnels, the dwarves finally lead Leonar to an area lit by everburning torches. Wide galleries and halls have been carved into the rock to create homes and dwelling places. The dwarves are gruff and dry-witted but friendly, and soon direct you to your quarry. You are pointed to Ervath Helmbreaker, captain of the mercenary Shining Axe Company. He is a burly, bald-headed dwarf who nonetheless has a braided black beard. when you meet him he is practicing throwing javelins at a target. There are several shafts buried in the target at its center.

"Well, what do you have for me? Speak up boy! We don't stand on ceremony here. What can I do for you?"

Leonar, you may want to make a Diplomacy check, there may be bonuses involved for roleplaying as well.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

DM, I am under the assumption that an agreement has been reached between the dwarves and the citizens of the cities, and the gold was all that was needed to cement the deal. Am I incorrect, and I need to posit an offer to the dwarves? Just want to be sure what I am doing here before I post.

The Exchange

@Leonar: Brindol has reached an agreement with the Shining Axe mercenaries, but this is an opportunity for you to impress or otherwise influence the dwarves. On the one hand, they certainly weren't expecting their gold to arrive via a druid in the shape of an eagle. On the other, the dwarves like the personal touch and like to know who they are dealing with. The dwarfholds are pretty far south, and so probably aren't truly aware of the ravages of the Red Hand horde.

The Blockade

Round 1
Helaku winds up, summoning a snowball wreathed in misty vapour. He hurls it at the laughing hobgoblin, and the poor hobgoblin flat on its back as it rolls around in gales of laughter is suddenly flash frozen at the top of the guardtower. 18 points of cold damage to the hobgoblin affected by hideous laughter, and it's well into the minuses.

Ambrose flies over the wall, landing lightly on the top of the guardtower. The ogres have been roused by the sounds of spellslinging and dying hobgoblins, groggily rubbing their eyes and looking around in confusion. Each has a barrel of large spears nearby, but neither is holding any weapon at the moment.

Looking down one of the hatches into the guardroom below, several more hobgoblins are scrambling over themselves to grab weapons. Two officers seem to be shouting at four warriors, trying to establish some sort of order to the confusion as they prepare to meet the enemy.

Hobgoblins are spending their round getting ready, so Shaylar up next, then Aleste. Ambrose is still invisible.

Updated Map

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

========

GM rolls:

hobgoblin 1 Fort 1d20 + 5 ⇒ (10) + 5 = 15


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Greetings, leader of the dwarves! I'm Leonar, and I've traveled from around Brindol to see that your agreement is solidified with the lands. The kingdom is under attack by a huge force of evil, including dragons, bugbears, ogres, etc. if they are evil, and can band together they are going so. We don't know exactly who has convinced them to bond the way they have, but I'm afraid we will be overrun without some assistance. I have been sent to deliver payment to you for the support of your people.take this gold, and please join us in our attempt to save our lands from this horde.". The Druid pulls out a bar of gold from the haversack, then dumps out the rest, showing payment in full.

Diplomacy 1d20 ⇒ 12


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Is there a door/cover to the hatch? Or just a ladder or something leading up to the top?

The Exchange

Just a hatch with a wooden ladder leading down. No cover, but you think they must have something nearby that they can rig up so as to keep out rain.

Round 1 continued
Both the hobgoblin sentries down, Shaylar quickly turns his attentions to the two ogre scrambling to get up. He launches one arrow and hits the ogre, the arrow piercing its hand. 7 points of damage to the ogre.

Ambrose can see that the two lead warriors are struggling to get everyone into armor and lead a counterattack. It looks like it will take them some time.

Ok Aleste, it's your shot. Any more flasks raining down?

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (6) + 11 = 17
damage 1d8 + 2 ⇒ (5) + 2 = 7


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Standing by when we get past the ogres in initiative...

The Exchange

Leonar

Ervath Helmbreaker runs an appraising eye over the gold. "Ogres? Dragons? An army? Well lads, it looks like we have some killing to do! But first, let's get this guy some food, and ale. He's come a long way and certainly has a tail to tell." . The dwarven mercenaries welcome you to their hold.

Congratulations on securing the support of the Shining Axe mercenary company. They will be fierce fighters. Feel free to return to the others, we'll get you back into the action once the others have taken care of the blockade, I think they will make short work of the defenders.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar enjoys his evening sharing tales of the adventures he had in the forest so far. He especially takes pride in the telling of the victory over a real live dragon. He consumes much alcohol and rests in the safety of the dwarven village for the night. Before leaving he tells the others that if they want to go drake hunting after all this is done, that he would be happy to help try and rid them of the beast. He leaves early the next morning, wanting to get back to assist his friends.

The Exchange

Blockade
Still hovering, Aleste rains down more death from above, hurling a flask of fire at one of the ogres, the one Shaylar had just hit with an arrow. The flask bursts against the ogre's chest in a fiery explosion. 16 points of fire damage to the already wounded ogre.

The ogre on fire flails about uselessly, eventually bursting through the door in its part of the stockade and heading inside the watchtower. You can hear its growls of agony. The other ogre is still trying to heave itself to its feet, beginning to reach towards a barrel stocked with javelins.

Ok, Helaku, you're up!

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

Aleste attack 1d20 + 9 ⇒ (19) + 9 = 28
damage 4d6 + 3 ⇒ (5, 5, 2, 1) + 3 = 16


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku chuckles softly as the ogre goes for the javelins. "Going to have a tough time hitting us from where you're headed." The sorcerer puts a hand against a small shovel hanging from his belt by a frayed cord and then points his hand at the earth beneath the ogre.
Casts create pit centered on our ogre friend. DC 18 Reflex save or fall into 30 foot deep pit or take 3d6 ⇒ (1, 4, 3) = 8 of falling damage


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Glancing left and right to see that the ogres are handily being taken care of, the still-invisible Ambrose looks down the hatch into the tower's interior, noting all of the enemies gathered within. Shrugging, he squats down and grabs the ladder leading up to the roof and hoists it up top. Full round action to lift the ladder up to the roof?


Taking my time to survey the situation, I take aim at the ogre again, my arrows a silent, deadly rain.

Attack, Longbow: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, Longbow: 1d8 + 3 ⇒ (3) + 3 = 6
Attack, Longbow: 1d20 + 11 ⇒ (6) + 11 = 17
Damage, Longbow: 1d8 + 3 ⇒ (6) + 3 = 9

Status: AC 19 - current HP 33/33


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

is it possible to drop flasks through the hatch?

if it is, I'll drop a smoke bomb into the room.

touch attack to hit square in room: 1d20 + 10 ⇒ (10) + 10 = 20

The Exchange

Blockade, Round 2
Helaku chuckles softly as extends a hand towards the ogre reaching for a javelin. Just as it reaches for the javelins stacked in a barrel, the ogres eyes widen as the earth beneath its feet peel back, opening into a gaping pit. The ogre almost looks comical as it suddenly finds itself tumbling into the pit. 8 points of damage to the ogre, excellent spell choice.

Ambrose has a crafty plan and heaves on the ladder at the hatch beside him. Summoning all of his strength, he hauls the ladder up to the top of the tower. The hobgoblins within lunge for the ladder but are not quick enough to hold on to it. They peer up, trying to see their adversary, but cannot see anyone! Yes, I think it would be a full-round action to haul it up.

Hobgoblins start pouring through the other hatch, onto the top of the watchtower. Their counterattack is somewhat hampered by Ambrose's quick thinking, and only a few are able to come up through the hatch (this round), a couple soldiers and one of their leaders. However, once up top they grab their bows and target the spellcasters hovering above them. Their shots miss, though one arrow rips through Aleste's scarlet cloak. For the description, I just lumped the sergeant in with his troops.

Shaylar sends a deadly rain of arrows down on the ogre still on his feet, just as he is pulling another arrow out of his hand and trying to swat out the fire from Aleste's bomb. The death from above spells the end for the ogre, peppered with arrows. It goes down in a heap, it's body still smoldering. 15 points damage to the firebombed ogre, and it's is dying.

Aleste, sure you can drop a smoke bomb down either of the hatches, neither is covered.

Updated Map - ogre on the left is 10 feet tall, in a pit 20 feet deep. And the hatch in the north-west (top-left) corner has had its ladder pulled up.

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

ogre 2 Reflex 1d20 ⇒ 9
Ambrose strength 1d20 + 4 ⇒ (7) + 4 = 11
hobgoblin 3 attack 1d20 + 3 ⇒ (2) + 3 = 5
hobgoblin 4 attack 1d20 + 3 ⇒ (6) + 3 = 9
hobgoblin searg 1 1d20 + 8 ⇒ (9) + 8 = 17


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"That worked, let's see about taking a page from Aleste's book." Helaku casts grease on the ladder that still has hobgoblins trying to emerge.
DC 17 Reflex save. They ought to have fun with that without a Dex bonus while they're trying to climb :)


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

I send a smoke bomb spiralling in through the south-easterly hatch bottom right.

If roll needed, it is above

I have not targetted an individual but anyone in the area of effect will be under threat of splash damage (7 points of damage, dc16 reflex save for half damage) and a fog cloud fills an area twice the size of the splash.

Right, so Ambrose is alone with three hobgoblins... poor hobgoblins! :D


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

With his advantages of increased speed and invisibility, Ambrose looks at the three hobgoblins on the roof, and eyes up the one closest to the hatch with the now-greased ladder. Moving down along the roof and wheeling around to close in on him, Ambrose leans forward shoulder first, looking to send the goblinoid back down his hole.

CMB to Bull Rush: 1d20 + 11 ⇒ (1) + 11 = 12 (not sure if the +1 to attack rolls from haste or the +2 from being invisible applies to CMB, so I didn't factor them in).

Looks like it doesn't matter, ha.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

They would count, but not with that 1 :(

The Exchange

Round 2 continued
With Ambrose busy hauling up the ladder from the hatch in the northern corner, Aleste hurries over to hatch in the south-eastern corner. He dodges the three hobgoblins that have managed to reach the top of the tower, fortunate that holding their bows they aren't effectively able to threaten him. Skidding to a stop, Aleste drops a flask down one of the hatches. A moment later it explodes, sending up a blast of smoke and splinters. As everyone braces for an explosion, they are surprised when instead it creates a thick haze of dark smoke that obscures the ladder and hatch for those hobgoblins still below.

Across the blockade, the ogre tries to lever itself out of the coarse stone pit created by Helaku. It heaves itself up, higher and higher as it gains purchase, but then slides down. It curses in giant with a loud and grating voice.

Round 3
Hovering over the stockade, Helaku flings down another spell. This time he targets the remaining ladder, causing the rungs to grow slick and greasy. As the hobgoblins below stumble about in the fog, you hear shouts as they run into the ladder but are not able to climb up it.

Ambrose closes in on the hobgoblin closest to the hatch. With a running start he hurls himself at the enemy, who turns out to be one of the hobgoblin leaders and a huge representative of his race. The hobgoblin is shocked as the cavalier appears right before him and bowls into him. However, despite Ambrose's great strength and the element of surprise, bull rushing this hobgoblin feels like running into a brick wall! This warrior is huge, and built solid. An evil grin spreads across his face as he looks down at the human in front of him. I agree with Helaku, I think you could apply the bonuses, but apart from the evils of rolling a 1 it wasn't quite enough to beat the hobbie's CMD.

The hobgoblins retaliate. One drops his bow in favour of his sword and moves in to swipe at Aleste, but the alchemist evades the attack. Another hobgoblin on the rooftop moves backward and continues to shoot at Aleste. Fortunately the shot goes wide. Shaylar tries to respond with an attack of his own, but his aim is off as he tries to shoot around allies locked in melee.

The big, hulking hobgoblin in front of Aleste tries to plant a fist across Ambrose's face, but the Lion of Brindol easily dodges the attack.

Ok, back around to Aleste!

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

ogre Climb 1d20 + 7 ⇒ (17) + 7 = 24
hobgoblin 3 attack 1d20 + 4 ⇒ (6) + 4 = 10
hobgoblin 4 attack 1d20 + 3 ⇒ (10) + 3 = 13
hobgoblin 5 1d100 ⇒ 78
hobgoblin 5 Reflex 1d20 + 1 ⇒ (2) + 1 = 3
hobgoblin 6 1d100 ⇒ 49
hobgoblin 6 Reflex 1d20 + 1 ⇒ (8) + 1 = 9
Shaylar attack 1d20 + 7 ⇒ (5) + 7 = 12
damage 1d8 + 1 ⇒ (5) + 1 = 6
hobgoblin sergeant 1 unarmed 1d20 + 7 ⇒ (7) + 7 = 14
damage 1d3 + 3 ⇒ (3) + 3 = 6


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

I still do basic damage with the smoke bomb (according to PFSRD).

I thought I was still in the air, has the fly run out?

I step out of the way 5ft step and throw a bomb at the big hobgoblin.

touch attack: 1d20 + 10 ⇒ (12) + 10 = 22
acid damage: 4d6 + 4 ⇒ (5, 2, 2, 2) + 4 = 15


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Fly will be good for 7 minutes so probably still good.

The Exchange

The Blockade - Round 3 continued
Aleste - thanks for the confirmation re smoke bombs. I thought that was the case, but the APG doesn't make it clear. I'll apply splash damage to those who would have been caught in the blast. Aleste, Helaku, and Shaylar are all still in the air, and spell is still in effect for all of you. I had map tags indicating your altitude, but I see they've wandered about a bit. At an elevation of 35 feet, you are 15 feet above the top of the stockade tower and those standing there. My previous description did make it sound like one of the hobbies was standing next to you. :)

Aleste circles around and throws another bomb down on, this time at the hulking hobgoblin leader. The flask erupts in a great arc of green acid, biting into the hobgoblin's flesh. Ambrose tries to take a step back but 15 points of acid damage to the hobgoblin. 7 points acid damage to Ambrose as he failed Reflex save to move out of splash range.

The ogre trapped in the pit continues trying to climb out, but for all the progress it makes it just slides down the steep sides to the bottom again.

Ok, Helaku back up to you.

Updated map - Leonar, you still there? We'll get you back in the action with the others soon.
Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

-----

GM rolls:

Ambrose reflex 1d20 + 2 ⇒ (8) + 2 = 10
ogre Climb 1d20 + 7 ⇒ (7) + 7 = 14


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Im here, DM. Take your time. I'm just soaring through the skies on my way back.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose is quite surprised at just how solid the hobgoblin is, but catches himself in time to duck under the armored fist, feeling the blow soar just above him. As he dodges, he feels the sudden sting and acrid stench of the acid splattering onto him and flinches. Planting his foot behind him for balanced, Ambrose twirls his blade into striking position, shining motes of silver-blue light dancing along its edge. He narrows his eyes at the hobgoblin in resolved determination. "My turn." The knight goes on the offensive, delivering three rapid cuts, his focus solely on this enemy.

Challenge, full attack.

Bastard Sword: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d10 + 11 ⇒ (8) + 11 = 19 plus 1d6 ⇒ 1 cold
Bastard Sword: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d10 + 11 ⇒ (4) + 11 = 15 plus 1d6 ⇒ 4 cold
Bastard Sword (Haste): 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d10 + 11 ⇒ (1) + 11 = 12 plus 1d6 ⇒ 5 cold

AC: 22 (20 vs everyone but the Challenged hobgoblin)
HP: 62/69


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

Sorry I didn't specify: can we assume that I am using my precise bombs ability to avoid hurting my aliies. No splash is intended to strike Ambrose.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku flies over the hobgoblin sergeants and points his hand at them, sending two flaming lines of fire burning through the hobgoblins.
Ranged Touch 1: 1d20 + 6 ⇒ (13) + 6 = 19
Damage Ray 1: 4d6 ⇒ (4, 6, 2, 1) = 13
Ranged Touch 2: 1d20 + 6 ⇒ (19) + 6 = 25
Damage Ray 1: 4d6 ⇒ (4, 6, 4, 6) = 20

The Exchange

@Aleste - Thanks for clarifying; with alchemists I still have troule keeping track of all the bomb effects.

Blockade - Round 4
Hovering beside Aleste, Helaku rains down fire on his enemies below. The two warriors, gathering near their leader, take the flaming missiles in the chest and are horribly burned for their efforts. Both lay dying. Only one of the sergeant leaders is on the rooftop at the moment, and with Aleste's smoke bomb I think Helaku's view of the other one would be obscured. Also please forgive artistic license to redirect the strikes at the two soldiers rather than the sergeant, to allow for Ambrose's post. Either way, between the two of you I think the result is the same.

Ducking underneath the hobgoblin's swing, Ambrose comes up with his sword ready. In a voice cold as his blade he issues a challenge; the two champions clash blades. The hulking hobgoblin is good, but Ambrose is better. Three quick cuts by the cavalier finds the hobgoblin cut to shreds, dead at his feet. You can disregard the damage from the acid bomb, Aleste was applying the precise bomb effect to protect you from the acid. Otherwise, great rolls from the both of you - what's happened to my hobgoblins?

The hobgoblins still seem to be milling around downstairs. As you wait, Shaylar alights on the edge of the watchtower, arrow at the ready to launch at any hobgoblin brave enough to climb up that ladder. You think they might be struggling in the smoke to find the remaining ladder up to the rooftop, when you hear the gates at the far side being pushed open with a loud clatter. Two remaining hobgoblin soldiers burst out, running pell-mell down the road as fast as their heavy armor can carry them. Their leader emerges a moment later, trying to catch up. The ogre continues to struggle, trying to find a way out of that pit. Obviously the morale of these guards is a bit lacklustre.

Ok Aleste, over to you. No combatants left on the rooftop, just the ogre still in the stockade and the three hobbies that are legging it.

Updated Map

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeant
7 - Aleste
6 - ogres

------

Spoiler:

hobgoblin 5 1d100 ⇒ 36
hobgoblin 6 1d100 ⇒ 54
sergeant 1d100 ⇒ 8
ogre Climb 1d20 + 7 ⇒ (6) + 7 = 13


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

Considering my options, I decide to let them run, "They're not important enough to know anything useful."

How long will the pit last? I'm not a huge fan of ogre-wrestling.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"They might not know anything, but we shouldn't let them inform anyone else that we are here. There's a wyrmlord somewhere in the area, remember!" Ambrose calls, regaining his posture after dealing with the big hobgoblin. He wipes his brow and looks on at the fleeing enemies. "Shouldn't waste more spells or other resources on them, though. I can chase them down."

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