Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"No, help Grum!"

@GM - that is, if Benedict thinks the enemy archers have anything less than "improved cover" from the tower. Amakarang didn't get any cover bonus against the wyvern so I am thinking the tower is not that enclosed.

Benedict strikes at a wolf.
Attack, Alter Self, Flag: 1d20 + 13 + 1 + 1 ⇒ (3) + 13 + 1 + 1 = 18
Damage: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (2) + 4 + (3) + 1 + 1 = 11

Iterative: 1d20 + 8 + 1 + 1 ⇒ (4) + 8 + 1 + 1 = 14
Damage: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (7) + 4 + (5) + 1 + 1 = 18

Great.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 17 ⇒ (14) + 17 = 31
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (6) + (4) + (2) + 22 = 34

Iterative: 1d20 + 9 ⇒ (13) + 9 = 22
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (4) + (4) + (2) + 22 = 32

"I'm coming!" Grum yelled out. Having gotten his footing, he laid into the hobgoblin archers, as he sought to cut his way out of the tower and to Benedict.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@Grum - that was "Aerel, help Grum!" and not "Grum, help me!" Benedict is doing fine.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

"As you wish!"

Round 2, targeting the archer that Grum is not swinging at currently.

Rapid Shot 1: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24 Using Rapid Shot
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Rapid Shot 2: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24 Using Rapid Shot
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Iterative Shot: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 Using Rapid Shot
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Bah! I hope middling rolls are sufficient.


The minotaur moves up to Amkarang, threatening the fallen warrior.

In the barracks, several hobgoblins and minotaurs exit the tents ready for battle.

Benedict's attacks are thwarted by the chain barding on the wolves.

All of Aerel's arrows find their target, but do not slay the hobgoblin sharpshooter.

Grum's two savage strikes drops the other sharpshooter, however.

The two wolves move to flank Benedict and keep attacking him.

Bite, flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Bite, flank: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Desperate, the remaining sharpshooter keeps firing arrows into Grum.

Ranged, pbs, deadly aim: 1d20 + 12 - 2 + 1 ⇒ (13) + 12 - 2 + 1 = 24
Damage: 1d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16

Ranged, pbs, deadly aim: 1d20 + 7 - 2 + 1 ⇒ (13) + 7 - 2 + 1 = 19
Damage: 1d8 + 3 + 4 + 1 ⇒ (3) + 3 + 4 + 1 = 11


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang leaps to his feet, hoping his defenses will protect him against the minotaur. With blinding speed swings his meteor hammer twice at the minotaur.

Attack 1: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
Damage: 1d8 + 8 + 4 ⇒ (8) + 8 + 4 = 20

Attack 2: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Damage: 1d8 + 8 + 4 ⇒ (7) + 8 + 4 = 19

Using doublestrike, letting me take two attacks in one standard action! AC is 24.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

"Grum will easily finish that one in the tower, William. Have any tricks up your sleeve for the army deploying from those tents?"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 17 ⇒ (10) + 17 = 27
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (10) + (2) + (3) + 22 = 37

Iterative: 1d20 + 9 ⇒ (13) + 9 = 22
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (8) + (4) + (1) + 22 = 35

Under the mistaken belief that Benedict needed his help, Grum turned his full attention to the surviving archer...


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William smiles largely and says "Well I can cause a bit of damage to a few of them but not all of them." He then pulls out his wand of fireball and aims it at the three hobs in the back.

Fireball DC 14: 5d6 ⇒ (6, 1, 5, 4, 4) = 20


Grum finishes off the other archer in the tower with two strikes of his sword.

William drops a fireball in the middle of the three hobgoblin newcomers.
Reflex saves: 3d20 ⇒ (18, 14, 17) = 49
All three save

The big minotaur attacks Amkarang with its heavy warhammer and follows up with a gore attack.

Warhammer: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15

Warhammer: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11

Gore: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

The hobgoblins all pull out bows, nock arrows, and let fly against William.

Ranged: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Ranged: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Ranged: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Crit confirm: 1d20 + 11 ⇒ (3) + 11 = 14
Extra Damage: 2d8 + 8 ⇒ (2, 6) + 8 = 16

The other two minotaurs move up to the watch tower and glare at Grum, daring him to come down and face them.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"All good here!" shouts Benedict cheerily.

He tries a feint to get one of the wolves into position for Aerel's arrows.

Feint: 1d20 + 18 ⇒ (17) + 18 = 35

Have at it, Aerel.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William hits the hobgoblins with another fireball.

Fireball DC 14: 5d6 ⇒ (4, 5, 3, 5, 3) = 20

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Grum saw the minotaurs and smiled, for he had a plan. He walked down to the door, sword in one hand and wand in the other. He had teleported there. That meant that he was, by all accounts, a powerful mage. Taking the wand he pointed it at the minotaurs, and with smug assurance willed the wand to work!

UMD wand of monster summoning 2: 1d20 + 12 ⇒ (3) + 12 = 15


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Against the feinted wolf, which loses it's Dexterity bonus to AC against Aerel's shots

Aerel will 5' step if necessary to get a clearer shot. If he drops the feinted wolf, he will move to the second.

Rapid Shot 1: 1d20 + 17 - 2 - 3 ⇒ (15) + 17 - 2 - 3 = 27 Using Rapid Shot, Deadly Aim
Damage: 1d8 + 5 + 6 + 2d6 ⇒ (8) + 5 + 6 + (4, 5) = 28 Using Deadly Aim and Sneak Attack

Rapid Shot 2: 1d20 + 17 - 2 - 3 ⇒ (12) + 17 - 2 - 3 = 24 Using Rapid Shot, Deadly Aim
Damage: 1d8 + 5 + 6 + 2d6 ⇒ (7) + 5 + 6 + (4, 4) = 26 Using Deadly Aim and Sneak Attack

Iterative Shot: 1d20 + 12 - 2 - 3 ⇒ (12) + 12 - 2 - 3 = 19 Using Rapid Shot, Deadly Aim
Damage: 1d8 + 5 + 6 + 2d6 ⇒ (7) + 5 + 6 + (5, 6) = 29 Using Deadly Aim and Sneak Attack


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang dodges all the minotaur's attacks and grins. His luck in protecting himself, however, seems to have meant his offensive actions are far less lucky.

Attack 1: 1d20 + 13 - 2 + 2 ⇒ (15) + 13 - 2 + 2 = 28
Damage: 1d8 + 7 + 4 + 2 ⇒ (7) + 7 + 4 + 2 = 20

Attack 2: 1d20 + 13 - 2 + 2 ⇒ (2) + 13 - 2 + 2 = 15

Attack 3: 1d20 + 8 - 2 + 2 ⇒ (12) + 8 - 2 + 2 = 20

Attack 4: 1d20 + 8 - 2 + 2 ⇒ (1) + 8 - 2 + 2 = 9

Current mods, power attack -2/+4, twin blades +2/+2


Reflex: 3d20 ⇒ (7, 13, 10) = 30 All save
The hobgoblins avoid the worst of the fire again. They return fire at William.

Ranged: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Ranged: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Ranged: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Grum's wand is ineffective and the minotaurs snort in contempt. The each step forward and start chopping at the struts of the tower.

Damage: 3d6 + 6 ⇒ (2, 5, 4) + 6 = 17

Damage: 3d6 + 6 ⇒ (5, 1, 6) + 6 = 18

Their large axes hew into the legs of the tower, shaking it. The structure remains standing for now.

Amkarang smacks the large minotaur once but his follow-up attacks all miss.
Warhammer: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d6 + 5 ⇒ (1, 5) + 5 = 11
It replies with a heavy strike of its own.

Gore: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Aerel drops the wounded wolf and severely injures the other. It stays on Benedict, snapping at the aasimar.
Bite: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Everyone's up!


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William winces as one of the arrows barely finds a way past his defenses. He then smiles and shakes his head at the hobgoblins. He points the wand at them again.

Fireball DC 14: 5d6 ⇒ (5, 1, 2, 3, 4) = 15


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict smashes at the wolf. If he drops it with his first swing, he will move 30' forward.

Attack, Flag, Alter Self: 1d20 + 13 + 1 + 1 ⇒ (9) + 13 + 1 + 1 = 24
Damage: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (3) + 4 + (1) + 1 + 1 = 10

On the other hand, if it is still up after the first swing, he will attack again.

Iterative: 1d20 + 8 + 1 + 1 ⇒ (8) + 8 + 1 + 1 = 18
Damage: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (2) + 4 + (3) + 1 + 1 = 11


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel will send some support Amkarang’s way so he’s free sooner to deal with the would-be lumber-cows. Attacking the big minotaur fighting the Unsinkable.

Rapid Shot 1: 1d20 + 17 - 2 - 3 ⇒ (14) + 17 - 2 - 3 = 26 Using Rapid Shot, Deadly Aim
Damage: 1d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14 Using Deadly Aim

Rapid Shot 2: 1d20 + 17 - 2 - 3 ⇒ (6) + 17 - 2 - 3 = 18 Using Rapid Shot, Deadly Aim
Damage: 1d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15 Using Deadly Aim

Iterative Shot: 1d20 + 12 - 2 - 3 ⇒ (20) + 12 - 2 - 3 = 27 Using Rapid Shot, Deadly Aim
Damage: 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13 Using Deadly Aim

Confirmation roll: 1d20 + 12 - 2 - 3 ⇒ (20) + 12 - 2 - 3 = 27
Critical damage: 2d8 + 10 + 12 ⇒ (5, 7) + 10 + 12 = 34


Reflex: 3d20 ⇒ (15, 18, 13) = 46 All save

Aerel brings down the big minotaur with an arrow that goes straight through its neck and Benedict finishes off the last wolf.

Grum and Amkarang still to go!


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang gives the big minotaur a kick as it falls before turning his attention to the cow-person just south of him. He lashes out with his meteor hammer, trying to trip it but can't get a good grip on it's ankle.

Trip: 1d20 + 17 ⇒ (3) + 17 = 20

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 17 ⇒ (12) + 17 = 29
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (6) + (6) + (2) + 22 = 36

Deciding that magic was for people who wore dresses and/of glasses, Grum gripped his sword in both hands and charged out of the tower. Given the way that it shook, he figured that it wouldn’t survive for much longer, and dying in a crumbling tower would not be a proper way to go.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

In Minatan, ”Glad you softened that one up for me, Amkarang!”


Grum, you're in a tower, and they're... not. You can't just charge out of there. How are you envisioning this attack?


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Grum's distracted, there's a new baby in their life. My vote is a "vertical charge" where Grum steps out of the tower and lands on a minotaur.


Good point. Vertical charge it is.

Grum dives out of the tower, cleaving a smoking gash into the minotaur as he falls. He his the ground hard, though, and ends up prone at the feet of the injured but still alive minotaur.
Falling: 2d6 ⇒ (3, 6) = 9

The minotaur Amkarang failed to trip turns his axe on the Unsinkable.
Melee: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 3d6 + 8 ⇒ (5, 4, 1) + 8 = 18

Melee: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 3d6 + 8 ⇒ (2, 6, 1) + 8 = 17

The wounded minotaur attacks Grum who is prone at his feet.
Melee: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34
Damage: 3d6 + 8 ⇒ (6, 5, 1) + 8 = 20

Melee: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
Damage: 3d6 + 8 ⇒ (6, 4, 5) + 8 = 23

The scorched and singed hobgoblins start retreating toward the cave entrance.

You're up!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel moves forward with Benedict, aiming to be within 30' of any foes their leader feints. (Which will limit the elven archer to a single shot; if Benedict is not threatening a foe at this point, Aerel will target the minotaur standing over Grum)

Attack: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34 Using Deadly Aim
Damage: 1d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19 Using Deadly Aim

Confirmation roll: 1d20 + 17 - 3 ⇒ (6) + 17 - 3 = 20 Using Deadly Aim
Damage: 2d8 + 10 + 12 ⇒ (1, 4) + 10 + 12 = 27 Using Deadly Aim

I must be living right this week! That's a lot of 20's!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

As it turned out, diving out of a tower was not a wise move. Bruised and battered, Grum got to his feet and wildly swung his sword…

Hit: 1d20 + 17 ⇒ (10) + 17 = 27
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (9) + (1) + (3) + 22 = 35

1:45 here and little guy won’t sleep without being held. So yes, last post was made without clear thought. Thanks for the semi-bot


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict started the fight 75' from the tower (what Aerel said was the closest distance of safe approach), and he moved up 30' last round. So he should be 45' from the tower.

That means a Charge attack to get to one of the minotaurs (provoking an AOO, but Benedict takes no AC penalty when charging). So no feint this round.

Going for Grum's foe if it is still up, or Amkarang's foe otherwise.

Charge, Flag, Alter Self: 1d20 + 13 + 2 + 1 + 1 ⇒ (17) + 13 + 2 + 1 + 1 = 34
Damage: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (7) + 4 + (1) + 1 + 1 = 14


Fighter 11 | 121 HP | AC 24 (25 in fortress mode, 28 w/ full attack), T 14, F 20, CMD 27| F 9 R 8 W 8 | Init +3 | Perc +11

Amkarang grins as he steps in, "Pushover!"

He tries to let out a flurry of attacks but messes up the spin of the two ends of his hammer. Once he's built enough momentum again, his attacks are ineffective at best.

Attack 1: 1d20 + 13 + 2 + 1 - 2 ⇒ (4) + 13 + 2 + 1 - 2 = 18

Attack 2: 1d20 + 13 + 2 + 1 - 2 ⇒ (3) + 13 + 2 + 1 - 2 = 17

Attack 3: 1d20 + 8 + 2 + 1 - 2 ⇒ (2) + 8 + 2 + 1 - 2 = 11

Attack 4: 1d20 + 8 + 2 + 1 - 2 ⇒ (6) + 8 + 2 + 1 - 2 = 15

Current mods flag +1/+1, twin blades +2/+2, power attack -2/+4. Man, rough rolls there...


Aerel sends another amazing shot at the minotaur standing over Grum, this arrow blowing through its chest and killing it before it has a chance to swing at Grum as he stands.

Amkarang hits twice they don't have great AC

Damage: 1d8 + 7 + 4 + 2 ⇒ (4) + 7 + 4 + 2 = 17

Damage: 1d8 + 7 + 4 + 2 ⇒ (3) + 7 + 4 + 2 = 16

Benedict charges in and stabs it, but risks an attack of his own.

AoO: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 3d6 + 8 ⇒ (6, 1, 6) + 8 = 21

The beast-man reels from the attacks, but stands long enough to take another couple of pathetic swings before he is brought down.

Greataxe: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 3d6 + 8 ⇒ (6, 5, 2) + 8 = 21

Greataxe: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 3d6 + 8 ⇒ (2, 1, 3) + 8 = 14

Someone's free to kill it. It's got less than anyone's minimum damage left

Universal CMW for hobgoblins (so they all still have the same HP): 2d8 + 3 ⇒ (2, 5) + 3 = 10

You're up! The battlefield is clear, mostly!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Wow - I don't think I have had as many longbow criticals in my life as I have had in this combat. Not going to lie, I like it!

Aerel continues running in, but doesn't waste an arrow on the remaining minotaur. Instead, he is focused on the retreating hobgoblins, watching for tricks - or traps.

Move toward the base of the tower, pausing to post up with a readied arrow for anyone coming out of the cave.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William's action last round would have been the wand on the hobgoblins again and move up 30 feet.

Fireball DC 14: 5d6 ⇒ (6, 2, 5, 5, 3) = 21

William moves forward another 30 feet and lobs another fireball at the hobgoblins just inside the cave.

Fireball DC 14: 5d6 ⇒ (6, 5, 3, 5, 6) = 25


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Well that plan was a failure thinks Benedict sourly.
I should have planned to drop the wyvern first before Grum teleported in.

Benedict takes out his frustration on the minotaur.
Attack: 1d20 + 13 + 1 + 1 ⇒ (9) + 13 + 1 + 1 = 24
Damage: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (5) + 4 + (6) + 1 + 1 = 17

Then he will hang his flail at his belt (move action), to free up a hand for perhaps a potion or something next.

It looks on the map like there is some sort of gate or stockade across the cave entrance. Is that the case? And what are in the stockade 'cages' east of the big cave?


Saves fb1: 3d20 ⇒ (11, 18, 3) = 32 No. 3 dies
Saves fb2: 3d20 ⇒ (1, 2, 9) = 12 Nos. 1 & 2 die

Two more fireballs finish off the hobgoblin rangers.

The cages east of the cave mouth are rough-hewn wooden structures holding a variety of local wildlife: wolves, hounds, owls and hawks.

The cave mouth is barred by a 12-foot tall fence of thick logs, but spaced far enough apart a medium-sized creature can slip through. It is sturdy enough, however, to keep all sorts of larger beasts inside.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel moves up to the bars and peers in with his darkvision, curious what the hobgoblins had planned for the once-unsuspecting town.

He stays back 15’ until he has had time to study and make sure there wasn’t something dangerous waiting to pull him in. If he feels safe, he will approach closer, but stays outside for now.


You can definitely see large shapes moving past the gate, but it's hard to definitively make out what they are.

Let me know when you're ready to make the push into the cave.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"We should heal up before proceeding.
Grum, can Sir Kingston scout the cave?"

Benedict is not badly wounded, but Grum took quite a beating (and Amkarang a few hits as well).

He will search the tower archers and the minotaurs, particularly looking for healing potions.

The other hobgoblins were just inside the cave past the fence? Maybe leave them alone for now.


The big minotaur (warmaze master) has three potions amongst its gear, along with several other flasks of alchemical concoctions. The two sharpshooters also have several potions (four each) on them.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel looks around for a spent arrow and retrieves it. ”Doesn’t need to fly well, just fly.”

Walking up to the cave entrance, but remaining outside, he casts light on the used arrow and fires it into the cave, carefully avoiding any of the moving shapes, just to put some light on the subject.

I have 60’ darkvision, so I presume they must be quite a ways in if I cannot see them from the mouth of the cave. A light arrow should alleviate that.


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

The previous sharpshooters each had an Elixir of Hiding, 2 CMW, and a Potion of Heroism. Seems likely that these two have the same gear.

Benedict will try to identify one of the potions the big minotaur was carrying.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Cure Medium Wounds: 2d8 + 2 ⇒ (6, 3) + 2 = 11
Cure Medium Wounds: 2d8 + 2 ⇒ (7, 2) + 2 = 11
Curative Mastery: 1d8 + 5 ⇒ (7) + 5 = 12
Curative Mastery: 1d8 + 5 ⇒ (7) + 5 = 12
Curative Mastery: 1d8 + 5 ⇒ (1) + 5 = 6

Wounds: 52 - 11 - 11 - 12 - 12 - 6 = 0

Taking two potions, Grum downed them in quick succession. With his latent sorcerous powers he willed the potions to be more effective, so by the time he was done drinking all was well.


Benedict figures out that the potions are more potent than others he's tasted. cure serious wounds

Aerel's arrow illuminates the cave somewhat, but also throws shadows from the big gate. While he can't identify the creatures beyond, he can tell they're big and animal-like.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

OK, we're not supposed to be able to see them. Got it.

Aerel waits by the big gate, watching the vague movement within and wondering what manner of beasts these might be.


Oh, I didn't see where you had moved your token up that close to the mouth. You'd be able to see inside from that close. But that's going to initiate combat and Benedict and Grum have several rounds of actions already spoken for. You still going up there alone?


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I’ve described at least three rounds’ worth of actions as I cautiously investigate. If I thought there was a threat - as opposed to mindless beasts milling about in the darkness of the cave - I was staying at least 15’ back, as originally posted.


The group begins its push into the cave. As they approach, the big animal forms resolve themselves into a pair of metallic bulls and a giant snake attended by a pair of hobgoblins. The bulls stomp and snort while the massive snake eyes the heroes with its reptilian stare.

Knowledge (nature) DC 18:

These are gorgons, dangerous magical beasts. Higher results on the check will reveal more information about their dangerous abilities.

One hobgoblin wears priestly robes and an unholy symbol prominently.

Knowledge (religion) DC 15:

The symbol is of Hadregash, a goblinoid war-god

Metal Bulls: 1d20 + 4 ⇒ (6) + 4 = 10
Hob Hunter: 1d20 + 6 ⇒ (18) + 6 = 24
Battlepriest: 1d20 ⇒ 2
Grum: 1d20 + 1 ⇒ (15) + 1 = 16
Benedict: 1d20 + 5 ⇒ (8) + 5 = 13
William: 1d20 + 5 ⇒ (11) + 5 = 16
Amkarang: 1d20 + 3 ⇒ (12) + 3 = 15
Aerel: 1d20 + 4 ⇒ (1) + 4 = 5

The hunter, wielding a flaming whip, begins chanting.

Everyone but Aerel are up!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Can Grum charge the beast on the left? If so…:

Hit: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (5) + (6) + (4) + 22 = 37

Confirm: 1d20 + 19 ⇒ (13) + 19 = 32
Crit: 1d10 + 22 ⇒ (1) + 22 = 23

With a cry of ”Gorum!” Grum charged in, unheeding of the danger. The fact that he had only recently danced with death didn’t seem to faze him in the slightest.


No charging is possible because of the gate


M Aasimar Fighter 9/Chevalier 3| HP 112/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Knowledge (Nature): 1d20 + 3 ⇒ (8) + 3 = 11

Benedict doesn't know what the metal bulls are.

Knowledge (Religion): 1d20 + 3 ⇒ (4) + 3 = 7

Nor does he recognize the holy symbol.

There is a wooden gate between us and the bulls? Such that we can fit through but they can't?

Benedict will draw his bow, take a step back, and fire at the hobgoblin who is chanting.

Attack: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Cover not applied on attack roll.

"William, what are we facing here?"

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