Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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The battle has only raged a few minutes before Chang Jie urgently rides to the eastern gate where the heroes stand ready.

"Is no beast here? Good! The southern gate is being attacked by a giant! The gate won't stand for long!"

The Heroes of Phaendar make all speed south. When they reach the southern gates a hail of archery fire is keeping the Chernasardo Rangers pinned down and unable to deal with whatever it is on the opposite side of the reinforced doors. The gate is already showing signs of buckling to the heavy pounding!

Cerio lets out a whoop when he sees the heroes. 'They're here! They're here!" he shouts. Just then, another mighty blow rocks the gate, its iron-bound timbers splinter inward! A few more blows and the gate will fall for certain!

You can either exit via the sally port to be on the outside of the wall, instruct the gates to be opened in the hopes you can drive the attackers back once the beast is dealt with to shut it again, or attack it from the walls. I'll roll initiative once you've got a plan of action.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

"Those gates won't hold long." Grum said. With a savage smile he added "Let's throw the gates open and slaughter it! It'll break any second now if we don't kill it, so we don't have time to sally out."


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

”How many of them are right outside, Cerio?” How many others will come in when the gate opens?


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

"William, as we open the gate, use the Staff of Fire to lay down a Wall of Fire facing outward, in a semicircle around the gate on the outside. It won't hurt us as we engage the giant, but it should keep any others from easily coming to the giant's aid."


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel stands back from the gate, ready to pour arrows into whatever the gate reveals.


The gates swing open, revealing an eighteen-foot-tall giant with massive tusks dripping saliva and a gangly third arm jutting off its main body.

It roars almost sounding upset that it didn't get to see the gate smash underneath its blows. But then it sees the party, and gets ready to smash them instead.

Enemy: 1d20 + 1 ⇒ (1) + 1 = 2
Grum: 1d20 + 1 ⇒ (15) + 1 = 16
Benedict: 1d20 + 5 ⇒ (3) + 5 = 8
William: 1d20 + 5 ⇒ (8) + 5 = 13
Amkarang: 1d20 + 3 ⇒ (14) + 3 = 17
Aerel: 1d20 + 4 ⇒ (12) + 4 = 16

Everyone's up!!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

Hit v FF: 1d20 + 17 ⇒ (11) + 17 = 28
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (8) + (2) + (3) + 22 = 35

Iterative v FF: 1d20 + 9 ⇒ (7) + 9 = 16
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (7) + (1) + (1) + 22 = 31

Meeting the giant’s roar with one of his own, Grum leapt to the attack. Unable to reach higher, he plunged his sword directly into the giant’s thigh.


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 smiles and mutters, "Well, the harder they fall..." He steps in opposite Grum and puts a flurry of attacks into his gigantic foe.

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

Attack 2: 1d20 + 13 + 2 - 2 + 2 ⇒ (9) + 13 + 2 - 2 + 2 = 24
Damage: 1d8 + 7 + 4 + 2 ⇒ (8) + 7 + 4 + 2 = 21

Attack 3: 1d20 + 8 + 2 - 2 + 2 ⇒ (20) + 8 + 2 - 2 + 2 = 30
Damage: 1d8 + 7 + 4 + 2 ⇒ (1) + 7 + 4 + 2 = 14

Attack 4: 1d20 + 8 + 2 - 2 + 2 ⇒ (10) + 8 + 2 - 2 + 2 = 20
Damage: 1d8 + 7 + 4 + 2 ⇒ (4) + 7 + 4 + 2 = 17

Attack 3 Confirmation: 1d20 + 8 + 2 - 2 + 2 ⇒ (3) + 8 + 2 - 2 + 2 = 13

Current mods are power attack -2/+4, twin blades +2/+2, and flank +2/0


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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 steps up and hits the giant with everything he's got, making a mighty two-handed smash as he has seen Grum and Amkarang do many times.
PrC "Recklessness" ability grants +2 to hit and damage on the round he enters combat. Have Power Attack for the day because of the Manual.

Attack, Recklessness, PA: 1d20 + 13 + 2 - 3 ⇒ (19) + 13 + 2 - 3 = 31
Damage with Fire, Recklessness, PA: 1d8 + 5 + 1d6 + 2 + 9 ⇒ (4) + 5 + (4) + 2 + 9 = 24

Iterative: 1d20 + 8 + 2 - 3 ⇒ (20) + 8 + 2 - 3 = 27
Damage with Fire, Recklessness, PA: 1d8 + 5 + 1d6 + 2 + 9 ⇒ (7) + 5 + (1) + 2 + 9 = 24

Crit?: 1d20 + 8 + 2 - 3 ⇒ (9) + 8 + 2 - 3 = 16

"Aerel, William, let him have it!"


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel opens fire, targeting the creature's face to distract it from his friends attacking its knees.

Attacking with Point-Blank Shot, Rapid Shot, Deadly Aim: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d8 + 12 ⇒ (3) + 12 = 15

Rapid Shot Attack: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 12 ⇒ (8) + 12 = 20

Iterative Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 12 ⇒ (7) + 12 = 19


William uses the staff of fire to bring up a wall of flame to keep the rest of the horde back.

The giant reels from the attacks -- though each attacker manages to strike it once, the wounds they inflict cause it to bellow with pain. It brings its heavy mace down on its assailants -- starting with Grum!

Melee, mace: 1d20 + 19 ⇒ (11) + 19 = 30
Damage: 3d6 + 11 ⇒ (6, 3, 5) + 11 = 25

Melee, mace: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 3d6 + 11 ⇒ (3, 3, 6) + 11 = 23

Swift claw: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 1d10 + 11 ⇒ (6) + 11 = 17

Swift claw confirm: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d10 + 11 ⇒ (2) + 11 = 13

Everyone's up!


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

@GM, pretty sure that Benedict managed to hit it twice, since I got a 31 on my primary and a nat 20 on my iterative. Even so, I can tell this guy's AC is really good.
@Aerel, I think you get your Sneak Attack damage for that first round if he was flat-footed against us.

Benedict attacks again with the Flaming Flail, trying for accuracy over power.
Without the +2 from Recklessness, I can't risk the attack penalty from PA here.

Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16

Iterative: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (6) = 18

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

Hit add 2 if we can flank: 1d20 + 17 ⇒ (6) + 17 = 23
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (6) + (2) + (4) + 22 = 34

Iterative: 1d20 + 9 ⇒ (16) + 9 = 25
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 22 ⇒ (7) + (1) + (2) + 22 = 32

Grum’s armor buckled under the giant’s blow. The heavy hit might well have broken something within it as well, but he remained standing. ”Is that it? I’ve fought goblins that hit harder!” He yelled at it, as he gave back nearly as good as he got.


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel keeps firing, targeting the creature's face to distract it from his friends attacking its knees.

Attacking with Point-Blank Shot, Rapid Shot, Deadly Aim: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d8 + 12 ⇒ (5) + 12 = 17

Rapid Shot Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 12 ⇒ (7) + 12 = 19

Iterative Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 12 ⇒ (5) + 12 = 17


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 takes aim with his bow and fires a barrage of arrows at the giant.

+1 Adaptive. Comp. Longbow PBS MS RS DA AS 1: 1d20 + 16 - 2 + 1 - 3 ⇒ (11) + 16 - 2 + 1 - 3 = 23 Damage 1: 1d8 + 3 + 2 + 1 + 6 + 2 ⇒ (7) + 3 + 2 + 1 + 6 + 2 = 21 Damage 2: 1d8 + 3 + 2 + 1 + 6 + 2 ⇒ (5) + 3 + 2 + 1 + 6 + 2 = 19
+1 Adaptive. Comp. Longbow PBS RS DA AS 2: 1d20 + 16 - 2 + 1 - 3 ⇒ (20) + 16 - 2 + 1 - 3 = 32 Damage: 1d8 + 3 + 2 + 1 + 6 + 2 ⇒ (6) + 3 + 2 + 1 + 6 + 2 = 20
+1 Adaptive. Comp. Longbow PBS RS DA AS 3: 1d20 + 11 - 2 + 1 - 3 ⇒ (20) + 11 - 2 + 1 - 3 = 27 Damage: 1d8 + 3 + 2 + 1 + 6 + 2 ⇒ (2) + 3 + 2 + 1 + 6 + 2 = 16

+1 Adaptive. Comp. Longbow PBS RS DA AS 2 Crit: 1d20 + 16 - 2 + 1 - 3 ⇒ (4) + 16 - 2 + 1 - 3 = 16 Damage: 2d8 + 6 + 4 + 2 + 12 + 4 ⇒ (8, 1) + 6 + 4 + 2 + 12 + 4 = 37
+1 Adaptive. Comp. Longbow PBS RS DA AS 3 Crit: 1d20 + 11 - 2 + 1 - 3 ⇒ (11) + 11 - 2 + 1 - 3 = 18 Damage: 2d8 + 6 + 4 + 2 + 12 + 4 ⇒ (8, 8) + 6 + 4 + 2 + 12 + 4 = 44

Thanks for botting. I got on to post that today.


You weren't within a 5'step when the doors opened, so unless there were ways of getting full attacks, I only counted one strike

Also, I forgot the thing's bite attack

Bite, vs. Grum: 1d20 + 17 ⇒ (1) + 17 = 18
Nevermind

Though Grum's and Aerel's attacks bounce off the giant's thick hide, Benedict manages to strike the foe once and a pair of arrows from William's bow bring the giant down!

The giant totters and then crashes to the earth. The chant of hobgoblins on the other side of the fire wall grows louder as it's evident they can see the open gates through the fire and smoke. Once the fire wall goes down, it's evident the Ironfang Legion will make a major rush towards the opening!


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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've got seven rounds left on the Wall of Fire, fortunately.

Benedict does a cocky twirl of his flaming flail, obviously pleased with his uncommonly effective ability in this combat.

"Everybody back inside! Close the gate!"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

Grum coughed when he tried to answer. Nodding he turned back towards the safety of the town.


The gates creak shut and are further barricaded, but the damage has given the hobgoblins a viable target. The assault is renewed once the fire wall fades.

The Heroes are called upon to help defend the siege at the southern gate, though reports of attacks all along the wall continue to pour in.

Hours of fighting go by. With the relentless siege, the defenders again begin to doubt. Fear and despair that the city will never be able to withstand this steady, draining assault of attrition. Though every defender the Legion takes is paid for at a steep cost, the Legion seems to have plenty more hobgoblins to keep throwing at the walls.

The doubt begins spreading. Jie rides frantically in. "We need Benedict's words! Morale is faltering! What can I say to them?!?" she shouts.


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

Given that hours have passed, can we assume that Grum is healed of 40 damage by some local acolyte using 8 charges from one of our CLW wands?

Benedict fights alongside the people of Longshadow, using his flail or his bow as needed. His Darkvision helps, as do his enchanted armor and shield.

"I'm right here, Jie. On it!"

He stands on the battlements, waving his flaming flail and blocking arrows with his shield.

I assume I can use Diplomacy here?

"Stalwarts of Longshadow! We have felled the foe's greatest brute! We are making a second wall from the bodies of goblin dead!
The cowardly cow dares not face us! She seeks to first tire out our arms and blunt our swords on the skulls of her troops!
But we will not falter! Longshadow stands! The battle is ours!"

Going to use Inspired trait on this check to roll twice and take the better.

Diplomacy, Circlet of Persuasion: 1d20 + 16 + 3 ⇒ (8) + 16 + 3 = 27
Inspired: 1d20 + 16 + 3 ⇒ (20) + 16 + 3 = 39

Wow, I don't think the trait has ever paid off that well before. Total is 8 points lower if he has to use Perform (Oratory). And hey, if there's any perks for breaking 40, maybe someone else can Aid Another?


Benedict's words echo along the walls and give renewed hope to the defenders. The fear and panic begin to abate, even as the hobgoblins continue their assault.

Another hour of brutal fighting continues. The defenders are near their breaking point. Thom, Culcher, and the other captains begin cycling defenders more frequently to give the exhausted combatants a chance for a brief respite against the unrelenting attacks.

Dawn slowly approaches. While still technically night, the faintest of light begins creeping in against the eastern horizon. Just as the glimmer of hope that with the arrival of dawn the beleaguered defenders may get a chance to rest, a new glow lights up the early morning sky.

Flaming arrows and volleys of pitch are sent over the walls! Fire splashes against homes and buildings, taking purchase in the thatch and timber walls.

Bucket brigades begin forming to attempt to douse the flames, but their efforts are stymied by a final push against the walls by the hobgoblins. More flaming arrows are sent, and amidst the volley, two large ballista bolts arc over the walls sending a streaming trail of fire behind them. They crash into the streets, and then rising up from the crater are a pair of huge creatures made entirely of fire!

They gleefully begin rampaging among the buildings, leaving streams of fire in their wake!

Fire elementals: 1d20 + 12 ⇒ (15) + 12 = 27
Grum: 1d20 + 1 ⇒ (12) + 1 = 13
Benedict: 1d20 + 5 ⇒ (3) + 5 = 8
William: 1d20 + 5 ⇒ (7) + 5 = 12
Amkarang: 1d20 + 3 ⇒ (13) + 3 = 16
Aerel: 1d20 + 4 ⇒ (12) + 4 = 16

Before the Heroes can reach them, the two elementals go in opposite directions!

The PCs are up! The elementals are 80 feet away from each other.


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

How far away are they from us? Is it like a line, where one is 40' east of us and one 40' south? Or an equilateral triangle where we are all 80' apart? I am considering having the archers target one and the melee types the other, but the question is whether or not we need Grum's Dimension Door trick to get the melee types in range. If they are 60' from us then that is charge range.


Elemental A will be 2d6 ⇒ (4, 6) = 10x10=100 feet; and Elemental B will be 2d6 ⇒ (1, 6) = 7x10=70 feet away.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

With hours going by Grum will have used his wand. 7+ to use at 5HP per use

12d20 ⇒ (13, 10, 16, 5, 9, 14, 4, 11, 6, 11, 12, 18) = 129

Up to 92/94. Now…dimension door to the one that is 100ft away! Can bring the melee fighters who can full attack this turn

”We need them down before they burn the town down. Quick, hold on tight!” Grum announced as he willed himself (and up to three others) to teleport directly next to the elemental that was furthest away.


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel targets the second elemental.

Attacking with Deadly Aim: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Iterative Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

Confirmation roll: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 2d8 + 22 ⇒ (8, 6) + 22 = 36 Boo!


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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 uses Barroom Brawler to pick up Dedicated Adversary (Fire Elemental) and takes a swing.

Attack, Recklessness, Dedicated Adversary, PA: 1d20 + 13 + 2 + 2 - 3 ⇒ (6) + 13 + 2 + 2 - 3 = 20
Damage with no Fire: 1d8 + 5 + 2 + 2 + 9 ⇒ (1) + 5 + 2 + 2 + 9 = 19

He will shout, to any guards nearby, "Find Navah!"


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

Teleporting along with Grum, Amkarang lets off a flurry of swings at the elemental.

Attack 1: 1d20 + 13 + 2 - 2 ⇒ (16) + 13 + 2 - 2 = 29
Damage: 1d8 + 7 + 4 + 2 ⇒ (8) + 7 + 4 + 2 = 21

Attack 2: 1d20 + 13 + 2 - 2 ⇒ (4) + 13 + 2 - 2 = 17

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

Attack 4: 1d20 + 8 + 2 - 2 ⇒ (20) + 8 + 2 - 2 = 28
Damage: 1d8 + 7 + 4 + 2 ⇒ (3) + 7 + 4 + 2 = 16


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

@Amkarang, if that -2/+4 is for PA, you would now be -3/+6. I have a feeling we will need every point of damage we can do.


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

Sure is, forgot to update that!


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 takes a bead on the closest elemental and opens fire.

+1 Adaptive. Comp. Longbow MS RS DA AS 1: 1d20 + 16 - 2 - 3 ⇒ (1) + 16 - 2 - 3 = 12 Damage 1: 1d8 + 3 + 2 + 6 + 2 ⇒ (6) + 3 + 2 + 6 + 2 = 19 Damage 2: 1d8 + 3 + 2 + 6 + 2 ⇒ (1) + 3 + 2 + 6 + 2 = 14
+1 Adaptive. Comp. Longbow RS DA AS 2: 1d20 + 16 - 2 - 3 ⇒ (12) + 16 - 2 - 3 = 23 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (5) + 3 + 2 + 6 + 2 = 18
+1 Adaptive. Comp. Longbow RS DA AS 3: 1d20 + 11 - 2 - 3 ⇒ (1) + 11 - 2 - 3 = 7 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (1) + 3 + 2 + 6 + 2 = 14


The fire elemental dodges Benedict's swing but is struck twice by Amkarang's hammer. It swipes back at him with its limbs of fire.

Slam: 1d20 + 19 ⇒ (11) + 19 = 30
Damage plus 2d8 fire: 2d8 + 7 + 2d8 ⇒ (8, 1) + 7 + (1, 6) = 23

Slam: 1d20 + 19 ⇒ (16) + 19 = 35
Damage plus 2d8 fire: 2d8 + 7 + 2d8 ⇒ (2, 2) + 7 + (8, 5) = 24
Reflex DC 20 or catch fire, taking 2d8 fire damage for 1d4 ⇒ 4 rounds

The other elemental is struck by an arrow from Aerel's bow, which does little to stop it. It smashes into another structure, setting it ablaze.

PCs are up!


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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 takes two powerful swings at the giant elemental.

Attack, PA, Dedicated Adversary: 1d20 + 13 - 3 + 2 ⇒ (17) + 13 - 3 + 2 = 29
Damage without fire: 1d8 + 5 + 9 + 2 ⇒ (8) + 5 + 9 + 2 = 24

Iterative: 1d20 + 8 - 3 + 2 ⇒ (18) + 8 - 3 + 2 = 25
Damage without fire: 1d8 + 5 + 9 + 2 ⇒ (7) + 5 + 9 + 2 = 23


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel keeps firing!

Attacking with Deadly Aim: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Iterative Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 12 ⇒ (6) + 12 = 18

Seems like a lot of nat ones this combat!

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 17 ⇒ (14) + 17 = 31
Damage with electricity: 1d10 + 1d622 ⇒ (1) + (275) = 276

Iterative if available: 1d20 + 9 ⇒ (5) + 9 = 14
Damage with electricity: 1d10 + 1d622 ⇒ (3) + (302) = 305

Finally free to attack, Grum took a step forward and drove his sword into the back of the elemental. The fire on his blade, of course, didn’t do anything. But solid steel wreathed in electricity was going to leave a mark regardless.


I'm going to say there's a slight miscalculation in your electricity damage, Grum.


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

I too would like to deal 1d10+1d622 damage. But I believe it was 1d10+1d6+22.


Pikachu on a stick

Real Damage 1: 1 + 1d6 + 22 ⇒ 1 + (6) + 22 = 29

Real Damage 2: 3 + 1d6 + 22 ⇒ 3 + (4) + 22 = 29


Amkarang or William?


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 keeps up his assault on the elemental, swinging four times.

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

Attack 2: 1d20 + 13 + 2 - 3 ⇒ (10) + 13 + 2 - 3 = 22

Attack 3: 1d20 + 8 + 2 - 3 ⇒ (19) + 8 + 2 - 3 = 26
Damage: 1d8 + 7 + 2 + 6 ⇒ (4) + 7 + 2 + 6 = 19

Attack 4: 1d20 + 8 + 2 - 3 ⇒ (17) + 8 + 2 - 3 = 24
Damage: 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21


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 isn't sure why he isn't doing the damage the thinks he should be keeps firing at the elemental.

+1 Adaptive. Comp. Longbow MS RS DA AS 1: 1d20 + 16 - 2 - 3 ⇒ (12) + 16 - 2 - 3 = 23 Damage 1: 1d8 + 3 + 2 + 6 + 2 ⇒ (4) + 3 + 2 + 6 + 2 = 17 Damage 2: 1d8 + 3 + 2 + 6 + 2 ⇒ (4) + 3 + 2 + 6 + 2 = 17
+1 Adaptive. Comp. Longbow RS DA AS 2: 1d20 + 16 - 2 - 3 ⇒ (3) + 16 - 2 - 3 = 14 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (8) + 3 + 2 + 6 + 2 = 21
+1 Adaptive. Comp. Longbow RS DA AS 3: 1d20 + 11 - 2 - 3 ⇒ (9) + 11 - 2 - 3 = 15 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (2) + 3 + 2 + 6 + 2 = 15


Round 3
Elemental 1: -63
Elemental 2: -15

William's arrows continue to burn up before doing any damage to the elemental, though another of Aerel's arrows strikes true. However, the strength of his shots are severely lessened by the power of the elemental's defenses.

Amkarang's reflex save: 1d20 + 7 ⇒ (9) + 7 = 16
Amkarang is on fire and takes Fire: 2d8 ⇒ (3, 5) = 8

The melee warriors fare a little better. Benedict, Grum, and Amkarang each strike the fire creature once, pushing some serious damage through.

The fire elementals continue to rampage. The one being attacked by the archers continues to wreak havoc, while the one engaged in melee swings back at its attackers.

1d3 ⇒ 3

Slam vs. Grum: 1d20 + 19 ⇒ (3) + 19 = 22

Slam vs. Grum: 1d20 + 19 ⇒ (13) + 19 = 32
Damage plus 2d8 fire: 2d8 + 7 + 2d8 ⇒ (3, 1) + 7 + (1, 1) = 13
Reflex DC 20 or catch fire and take 2d8 fire for the next 1d4 ⇒ 2 rounds.


M Aasimar Fighter 9/Chevalier 3| HP 40/112 | 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

I only hit it once with a 29 and 25 to hit last round? So its AC is better than 25?

"William, try your spells!"

Benedict continues to batter the elemental.

Attack, Dedicated Adversary, PA: 1d20 + 13 + 2 - 3 ⇒ (20) + 13 + 2 - 3 = 32
Damage: 1d8 + 5 + 2 + 9 ⇒ (4) + 5 + 2 + 9 = 20

Iterative: 1d20 + 8 + 2 - 3 ⇒ (16) + 8 + 2 - 3 = 23
Damage: 1d8 + 5 + 2 + 9 ⇒ (1) + 5 + 2 + 9 = 17

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (40) 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 (1/5) Buffs (Ability Mastery +2 Str)

Ref: 1d20 + 7 ⇒ (12) + 7 = 19

Can we flank?

Hit: 1d20 + 17 ⇒ (20) + 17 = 37
Damage with electricity: 1d10 + 1d6 + 22 ⇒ (9) + (1) + 22 = 32

Confirm: 1d20 + 17 ⇒ (8) + 17 = 25
Crit: 2d10 + 44 ⇒ (8, 4) + 44 = 56

Iterative: 1d20 + 9 ⇒ (18) + 9 = 27
Damage with electricity: 1d10 + 1d6 + 22 ⇒ (7) + (6) + 22 = 35

Grum went up like a living torch. Rather than stop to put it out, he instead roared and channeled the pain into his attacks. Two brutal blows landed upon the elemental, each one enough to break through steel. The question was whether it was enough to stop the extraplanar creature.


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

Seeing his arrows burning up William nods toward Benedict. He makes a few arcane gestures and missiles of force fly toward the elemental.

Magic MIssile Damage: 5d4 + 5 ⇒ (4, 2, 2, 4, 4) + 5 = 21


Aerel and Amkarang? (And yeah, Benedict, the things have an AC of 26.) No worries on missing that crit confirm by one, Grum, they're immune to crits anyway!


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 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel keeps firing!

Attacking with Deadly Aim: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Iterative Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 12 ⇒ (8) + 12 = 20

Sorry, I thought I was caught up.


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

Busy few days, will have my post up tomorrow.


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 swings and swings, hitting his flaming foe three more times.

Attack 1: 1d20 + 13 + 2 - 3 ⇒ (18) + 13 + 2 - 3 = 30
Damage: 1d8 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23

Attack 2: 1d20 + 13 + 2 - 3 ⇒ (16) + 13 + 2 - 3 = 28
Damage: 1d8 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18

Attack 3: 1d20 + 8 + 2 - 3 ⇒ (4) + 8 + 2 - 3 = 11

Attack 4: 1d20 + 8 + 2 - 3 ⇒ (20) + 8 + 2 - 3 = 27
Damage: 1d8 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23


My bad, everyone. I thought somehow their ACs were 26, but it was a little lower. I've recalculated

Round 4

The melee fighters destroy the elemental they were fighting, their weapons glowing red from the heat of the animated flame.

Amkarang is still on fire, and takes another Fire: 2d8 ⇒ (1, 5) = 6 damage.

The second elemental continues to wreak havoc on the town's wooden structures, leaving a blazing wake in its path!

Everyone's up again!


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

Let's see, currently at 43 HP, probably worth it to heal a bit on my next turn. Using two move actions to put out the fire.

Reflex: 1d20 + 7 ⇒ (10) + 7 = 17

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

Amkarang stops, drops, and rolls, taking a bit more time than expected to put out the flames.

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