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

Benedict will take a single move towards the other elemental and use his Alter Self SLA to take the form of a human. This is just for the +2 Str.

The elementals earlier were 80' apart; if that is still the case, then Benedict will be able to charge next round.

But if the other one has moved so much that Benedict would need a double move this round and a charge next round, he'll skip the SLA.


It's been moving and there's a lot of burning debris between the melee-ers and the elemental. So approaching them (I'll say 100' distance for simplicity) means going through smoke and fire and difficult terrain.

PRD wrote:
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.


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

Difficult terrain means that even with a double move I can close only 30' of distance each round. That makes it four rounds to get into melee range, if it doesn't move further away. But, there's really nothing else I can do. My arrows aren't going to get through its DR.

"Someone find Navah!!"

"Grum, can you strike at it with magic from your sword?"

Maybe Energy Mastery for a Lightning Bolt?

Benedict double moves to get closer.

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)

Fire resist 10 laughs at mundane heat!

Not missing a beat, Grum charged forward, blade raised. He went straight into the smoke and flame, eager to stop the elemental before it caused any more damage. ”Maybe, but it wouldn’t kill it. Don’t complain, if it fights me it isn’t burning shyt!” He yelled as he went in. Amazingly, his feet didn’t touch the ground…

Move action fly and standard move. No difficult terrain! And with Fire Resistance 10 Grum should be able to tank


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:

Not a lot to say, Aerel keeps firing!

Attacking with Deadly Aim: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Iterative Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 12 ⇒ (7) + 12 = 19


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 isn't going to be able to catch up in time to do anything useful in this fight.
Is the Survival skill of any use in putting out fires? I think it is in some PFS scenarios.
Or he could try to rally local civilians into a fire brigade.


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

Having used his most useful magic William fires at the elemental again trying to do some damage.

+1 Adaptive. Comp. Longbow MS RS DA AS 1: 1d20 + 16 - 2 - 3 ⇒ (2) + 16 - 2 - 3 = 13 Damage 1: 1d8 + 3 + 2 + 6 + 2 ⇒ (5) + 3 + 2 + 6 + 2 = 18 Damage 2: 1d8 + 3 + 2 + 6 + 2 ⇒ (2) + 3 + 2 + 6 + 2 = 15
+1 Adaptive. Comp. Longbow RS DA AS 2: 1d20 + 16 - 2 - 3 ⇒ (9) + 16 - 2 - 3 = 20 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (4) + 3 + 2 + 6 + 2 = 17
+1 Adaptive. Comp. Longbow RS DA AS 3: 1d20 + 11 - 2 - 3 ⇒ (7) + 11 - 2 - 3 = 13 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (3) + 3 + 2 + 6 + 2 = 16


The arrows from the archers disappear into the smoke and fire surrounding the elemental. It doesn't appear to have been phased. Grum takes flight, flying into the thick smoke, though the brightly burning elemental is easily picked out through the haze.

The remaining fire elemental continues its rampage, setting more things on fire.

Meanwhile, with the destruction of the other one, Benedict orders the civilians forming the bucket brigade to start working on the fires while staying clear of the remaining threat.
Round 5. PCs are up


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 will keep trying to fight the fires.

He will take the most dangerous positions - at the front of the bucket brigade, or running into burning buildings to rescue civilians.

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)

Charge: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Damage with electricity: 1d10 + 1d6 + 22 ⇒ (3) + (2) + 22 = 27

Grum charged through flame and smoke, hurtling through the air with reckless fury. If the elemental wanted to burn the town down, then it would need to get past him first.


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

Having no other options William keeps firing at the elemental.

+1 Adaptive. Comp. Longbow MS RS DA AS 1: 1d20 + 16 - 2 - 3 ⇒ (7) + 16 - 2 - 3 = 18 Damage 1: 1d8 + 3 + 2 + 6 + 2 ⇒ (2) + 3 + 2 + 6 + 2 = 15 Damage 2: 1d8 + 3 + 2 + 6 + 2 ⇒ (6) + 3 + 2 + 6 + 2 = 19
+1 Adaptive. Comp. Longbow RS DA AS 2: 1d20 + 16 - 2 - 3 ⇒ (14) + 16 - 2 - 3 = 25 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (6) + 3 + 2 + 6 + 2 = 19
+1 Adaptive. Comp. Longbow RS DA AS 3: 1d20 + 11 - 2 - 3 ⇒ (12) + 11 - 2 - 3 = 18 Damage: 1d8 + 3 + 2 + 6 + 2 ⇒ (4) + 3 + 2 + 6 + 2 = 17


Round 6

Botting Aerel
Attacking with Deadly Aim: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Iterative attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Grum charges and slashes the elemental while the archers send more arrows into it. It still stands, though it appears more injured than ever. It turns and swipes at Grum.

Slam: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d8 + 7 ⇒ (2, 3) + 7 = 12

Slam: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 2d8 + 7 ⇒ (8, 6) + 7 = 21

Reflex DC 20 or take Fire: 2d8 ⇒ (8, 1) = 9

PCs are up!!


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

@GM, Aerel has Clustered Shots I think, which may help his damage there a bit.

Benedict is pretty sure he is too far to reach the elemental before his allies win the battle, so he continues trying to contain the damage.

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)

Ref: 1d20 + 7 ⇒ (1) + 7 = 8

Hit: 1d20 + 17 ⇒ (10) + 17 = 27
Damage with electricity: 1d10 + 1d6 + 22 ⇒ (1) + (3) + 22 = 26

Iterative: 1d20 + 9 ⇒ (15) + 9 = 24
Damage with electricity: 1d10 + 1d6 + 22 ⇒ (3) + (2) + 22 = 27

How much of that damage is fire damage? Will get writeup done once known


The slam is just damage. Burn is extra fire damage that Grum takes because of the failed reflex save.

The first mighty swing by Grum ends the elemental's existence on this plane, and it fades out like the previous one. However, the fires it caused remain behind and continues to ravage the surrounding buildings.

An exhausted crew of civilians bravely battle the blaze throughout the morning and into the day. Thom and a contingent of weary soldiers find the Heroes and relieve them from helping battle the fires.

"The Legion's forces have pulled back for now. They've lost their advantage at night, so let's use this time to rest," the mayor advises.

If the heroes go to the wall to view the siege, they see an ominous sight. The dawn's rays crest over the eastern hill, silhouetting the Ironfang Legion's ominous, black tower. It also illuminates a new network of trenches and barricades erected in the black of night. For now, at least, daylight seems to bring with it the promise of rest, and enough respite to bury the dead.

======================
Day 1 tally -- Longshadow beginning strength: 210.
+Rallying: 2d4 ⇒ (4, 4) = 8
-Southern Gate Damage: 3d6 ⇒ (4, 1, 3) = 8
-Elemental rampage: 5d8 ⇒ (7, 8, 5, 3, 2) = 25
-Attrition (-15) = Longshadow remaining strength: 170


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 done Grum! Praise Gorum!"

As Benedict only needs 2 hours' rest (and 1 hour to study the Manual), he will spend several more hours working on repairs and rallying troops.

He is astonished by the carnage inflicted by only two of the Legion's monstrous allies.

Those elementals really did a number on the town's defenses. If we had a cleric or a wizard at this level, then Dismissal or something would have been an option. Fighter-mode is Hard Mode!

Benedict takes a short rest, aided by his Ring, then again studies the Manual (swapping out Flagbearer for Power Attack) and works to repair as much damage as he can.


Though exhausted from the previous night's battle, the beleaguered defenders try to effect repairs to the gates and walls as best they can. However, the fires set by the elementals required precious resources to combat. So by the time the sun sank low on the first day of the siege, few repairs saw full completion.

There was good news, however. At the bell signifying the evening meal, a runner finds Benedict. Out of breath, he still manages to relay a message from Navah. The Lyre of Building is completed.

Keep in mind the Lyre can be used once per day to negate attacks against construction, and only once per week to magically construct buildings, mines, and trenches. How you choose to use it is up to you!


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 first use of the Lyre, to negate damage to structures, would best be used when the enemy has a particularly damaging force at work. I am not sure if we can tell how much damage things are doing; if I had the Lyre earlier, I'd probably have used it when the giant was attacking the gate, but then again the elementals did a lot more damage. And with a 300' radius of effect, the Lyre would have protected against their attack.

So I guess the next time the enemy has a unit that seems capable of causing a lot of damage, I'll use the "protect structures" effect. 300' for 30 minutes. That really is the main value - it even negates Disintegrate.

And in terms of the construction aspect, there is no better time than now - to rebuild the defenses as best we can. Presuming that we think we have a couple of hours until night falls and, most likely, the attack resumes. It is summer, so it gets dark late, and we can try to gauge when the next attack will come based on when the Legion attacked the night before.

If there is time now:
"Praise the gods! I don't think we have time to find a skilled player, and whoever is playing will be a target for the enemy."
Benedict will use his innate Charisma (plus his new Circlet) to do the best he can. He takes the beautiful instrument and calls upon its magic.

As he plays, stones roll uphill and cement themselves into place to reinforce towers; wood assembles itself into barricades and restores the burned buildings. Earth moves from ditches and forms ramparts.

He will take direction from Captain Kulcher as to the best locations to fortify and the best types of work to focus on.

The first hour of playing doesn't need a check. That is 600 person-days of labor.
The second hour, for another 600 person-days of labor:
Perform (String), Circlet of Persuasion DC 18: 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 18
Benedict almost falters, but manages to continue.
A potential third hour:
Perform (String), Circlet of Persuasion: 1d20 + 4 + 3 ⇒ (2) + 4 + 3 = 9
He can play no more. He can still use the Lyre to ward against damage, and once a week has passed a more skilled musician can use it to rebuild - after the battle.
I don't know how much of Longshadow's strength is restored by 1200 person-days of work, but hopefully it's a decent amount. Probably weren't going to have more than two hours anyway.

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)

33 damage taken, so down 35

Wand of CLW, 7+ to cast heals 5 per: 8d20 ⇒ (19, 15, 17, 17, 4, 7, 9, 17) = 105

Full health, used 7 charges

"Good timing!" Grum exclaimed as he went about healing his wounds.

If anyone else needs healing, feel free to roll. 7+ to work, I'll mark off the charges


Benedict estimates there's about three hours before nightfall and the next attack. If you want to go ahead and use it the instant it's ready, I'll use your rolls that you've got now. If you want to use it at a later time, that's up to you.


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

Yes, Benedict will use it now. It would make sense to reinforce the defenses as best as possible, and hunting for a more optimal lyre player might take too much time.


Benedict starts playing and the wonderful magic begins to work. For the first ten minutes or so, it's a marvel as work is done by invisible hands, fortifying the walls and the damaged gates.

Then there's a cry from the hobgoblin camps. Their spotters scouts have clearly observed the magical phenomenon and reported! Though out of bowshot range, the hobgoblin ranks begin mustering while it is still daylight, the calls of their captains drifting across the battlefield!

Benedict has played for nearly a half hour, but the Ironfang Legion has responded. The sun is sinking low, but it is still daylight, yet the hobgoblins are marching upon the south gates!

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)

"Ha! They commit already? Good! If we can repulse them now, then it will harm their morale while increasing that of the defenders. They risk much making such a move already." Grum grinned. "Let's see what they can do in their desperation."


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

"I have lured them to attack? Good!
Now, they may think they can similarly lure me to the fight..."

Benedict looks down at the Lyre and concentrates on the right chords to play.

"But I think I can do more good here. Only call on me if it is dire. I have faith that the four of you can handle anything the Legion has to throw at the city. Aerel, feel like being the tactician?"

Benedict is totally the party bard. For now, I think Longshadow's best hope is for him to keep playing. I say this without knowing exactly how many Hit Points the city is regaining, but it seems like a significant amount if it is convincing the Legion to attack. I don't mind sitting out an encounter; I won't even give advice from the peanut gallery.


Troops of soldiers advance upon the southern gates, trying to stop the magical reinforcements of the defenders' battlements. Rows of archers loose quarrels and arrows that pelt the soldiers rushing to take advantage of the light! Longshadow archers, including Amélie, brave the incoming hail of missiles to lay down accurate fire against the invaders.

Both sides see serious damage, as scores of Ironfang soldiers die to the bowfire of the defenders, but the rain of arrows similarly drop many of the defenders even as Benedict is sorely taxed to keep playing!

Benedict, make a concentration check (CL=Level plus Charisma bonus)!


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

Concentration: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Not a great roll, but +3 more if this is a Charisma check to which the Circlet of Persuasion applies. As best as I can tell it is a grey area but some designers imply that it does.

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)

Oratory to boost defender morale: 1d20 + 3 ⇒ (19) + 3 = 22

While Benedict played, Grum made his way to the gate. As arrows flew in either direction, he strode up and down the battlements, flaming sword in hand. He walked with his head up, as if daring the arrows to fall on him. As he did, he bellowed out "GORUM! He watches us! GORUM! He approves! Defenders! See their desperation! See their hurried attack! They FEAR you! They depend on a quick siege. Give it to them! Give them death!"

With that Grum let loose a primal roar, swinging his flaming blade in the air for all of the defenders and attackers to see.

Dazzling Display to decrease attacker morale: 1d20 + 12 ⇒ (12) + 12 = 24

Finally, he took his bow and took careful aim. He looked for any hobgoblin flag bearers. He knew how important they were for morale. He knew that killing them wouldn't do anything permanent, as the flag would certainly be picked up again. Nor would any one death break the attack. Instead he went for their morale. He tried for a hardest of shots, looking to hit the flag itself, so that it might be ruined. To ensure that it could not be used again would damage morale more than a single death or a temporary drop in the flag. And if he missed? It wouldn't matter too much, so long as it looked good when he shot. This assault would be won or lost based upon which side wanted victory the most. All that he could do was tip the scales towards the town while Benedict did the important work of playing his magical instrument.

Hit: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Confirm?: 1d20 + 10 ⇒ (13) + 10 = 23
Crit: 2d8 + 4 ⇒ (1, 1) + 4 = 6


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:

Sorry, RL has tied me up good. Grum appears to have tactics well in hand. What do you need from me?


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 may be roped into the fight anyway by reason of his Lyre-playing being disrupted. We'll see. If he is, he'll do his Tactician thing. But for now, do what you think best.


The Ironfang Legion continues to throw waves of soldiers in an effort to stop the lyre of building from continuing its work restoring the defenses. Benedict is able to concentrate amidst the hail of bolts and arrows while Grum emboldens the defenders and intimidates the attackers.

Fortunately for Longshadow, the magic restores and improves the southern gates and walls, undoing what damage the Legion's forces can wreak.

However, spotters on the walls issue a cry of dismay as the last of the day's light begins to dwindle. More and more soldiers are seen pouring out of the black tower high on the ridge above Longshadow. The Ironfang Legion has called up more reinforcements!

As Benedict finally falters in his playing, runners from the northern gates arrive, panting, with news that a force of minotaurs are attacking the northern gates, which are now seen as the weakest spot of the city wall!

It will be fully dark by the time the Heroes reach the northern gates.


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

So Longshadow got some HP back? I still have the other function of the Lyre available, to ward a 300' radius against all damage for 30 minutes, but will save that for some notable siege engine or weapon. Certainly any more enemies like the elementals would warrant it.

Benedict stows the Lyre, takes up his flail, and moves toward the northern gates.

"Here we go again. Let's get ready. Maybe we're lucky and this Kosseruk is one of the minotaurs."


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 gathers heimself up and moves toward the north gate.


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 is traveling light and heads to aid the defenders at the north gate.

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)

"Let's slaughter the beasts! Break their morale!" Grum said, glad to be moving back towards the action.


The heroes make haste to the northern gates, where they see a heavy amount of combat taking place. A trio of heavily armed and armored minotaurs and wreaking havoc on the defenders, having forced their way through the sally port and are trying to hack away at the chains holding up the main gates while hewing through soldiers trying to stop them.

Warmaze Masters: 1d20 - 1 ⇒ (13) - 1 = 12
Grum: 1d20 + 1 ⇒ (17) + 1 = 18
Benedict: 1d20 + 5 ⇒ (17) + 5 = 22
William: 1d20 + 5 ⇒ (7) + 5 = 12
Amkarang: 1d20 + 3 ⇒ (12) + 3 = 15
Aerel: 1d20 + 4 ⇒ (15) + 4 = 19

The party is 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 looks the situation over and decides the one hacking at the chain is the most dangerous currently and fires at him.

+1 Adaptive. Comp. Longbow MS RS DA AS 1: 1d20 + 18 - 2 - 3 ⇒ (2) + 18 - 2 - 3 = 15 Damage 1: 1d8 + 3 + 2 + 6 + 3 ⇒ (6) + 3 + 2 + 6 + 3 = 20 Damage 2: 1d8 + 3 + 2 + 6 + 3 ⇒ (1) + 3 + 2 + 6 + 3 = 15
+1 Adaptive. Comp. Longbow RS DA AS 2: 1d20 + 18 - 2 - 3 ⇒ (14) + 18 - 2 - 3 = 27 Damage: 1d8 + 3 + 2 + 6 + 3 ⇒ (8) + 3 + 2 + 6 + 3 = 22
+1 Adaptive. Comp. Longbow RS DA AS 3: 1d20 + 13 - 2 - 3 ⇒ (19) + 13 - 2 - 3 = 27 Damage: 1d8 + 3 + 2 + 6 + 3 ⇒ (6) + 3 + 2 + 6 + 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)

How far away from them are we?

"HOLD! HOLD! RAWRGH!" Grum yelled as he ran with all haste towards the melee.


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

Also wondering about distance and positioning - I don't want to end up where I can easily get flanked.


There aren't any maps for these encounters, but I put one together for this. I've put you all just off the map. Hope this helps.

William's first arrow falls short of its mark, but his second pair bite deep into the minotaur's flesh.


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

Ugh, their positioning makes it terrible for us.
Well, I hope that we can drop at least two of them before they get to go.

Benedict moves up and strikes at a minotaur, focusing on the wounded one.
Attack, Recklessness, PA: 1d20 + 14 + 3 - 3 ⇒ (7) + 14 + 3 - 3 = 21
Damage: 1d8 + 5 + 1d6 + 3 + 9 ⇒ (7) + 5 + (4) + 3 + 9 = 28

Leaving a charge lane open for Grum.

"Amkarang, try to trip!" Benedict shouts, gesturing to the uninjured one next to Amkarang.
I think Amkarang's Trip CMB is +18? +10 BAB, +4 Str, +2 GWF, +2 Improved Trip, -2 TWF, +2 Twin Blades. And he can mix it in with regular attacks.


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

Trip: 1d20 + 18 ⇒ (3) + 18 = 21

Trip 2: 1d20 + 12 ⇒ (6) + 12 = 18

Amkarang moves in, trying twice to lash the chains of his meteor hammer around the legs of the uninjured minotaur.

Using doublestrike to make two trip attempts.


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 he hustles toward the gate, Aerel stops just out of sight to grab an oil from his pouch and rub it onto the bow.

If that is considered to be pre-combat, I will roll a round of attacks, also. It doesn't look like I will be able to get within 30', so no point-blank shot or sneak attack.

Targeting the same minotaur as William.

Attack 1 (Rapid Shot): 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36
Damage 1 (Manyshot, Gravity Bow): 2d6 + 5 + 2d6 + 5 ⇒ (1, 4) + 5 + (4, 6) + 5 = 25

Attack 2 (Rapid Shot): 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
Damage 2 (Gravity Bow): 2d6 + 5 ⇒ (6, 5) + 5 = 16

Attack 3 (Rapid Shot): 1d20 + 18 - 2 - 5 ⇒ (16) + 18 - 2 - 5 = 27
Damage 3 (Gravity Bow): 2d6 + 5 ⇒ (5, 5) + 5 = 15

Confirm 1: 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35
Crit Damage: 4d6 + 10 ⇒ (4, 2, 3, 6) + 10 = 25


Moving Grum up with a double move since the presence of the other defenders doesn't give him a charge lane (except to the one who was dropped by the arrows)

The devastating barrage of arrows from Aerel bring down one of the minotaurs, but Amkarang's chains fail to trip up his target and the beast-man stays on his feet.

Benedict, seeing that the arrows dropped his original target, strikes the other minotaur next to him.

The minotaurs bellow and start swinging their heavy warhammers and goring with their sharpened tusks!

Melee, vs. Grum: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15

Melee, vs. Grum: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13

Gore, vs. Grum: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Melee, vs. Amkarang : 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10

Melee, vs. Amkarang: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14

Gore, vs. Amkarang: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

You're all 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:

Does Aerel have a firing lane on either of the other minotaurs?


Aerel can shoot the one Grum is engaging without having to move. The minotaur will have cover. Based on William's position, he could shoot the one facing off with Benedict and Amkarang (which will also get cover).


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 continues with his arrows at the next minotaur and again steps up five feet.

+1 Adaptive. Comp. Longbow MS RS DA AS 1: 1d20 + 18 - 2 - 3 ⇒ (16) + 18 - 2 - 3 = 29 Damage 1: 1d8 + 3 + 2 + 6 + 3 ⇒ (1) + 3 + 2 + 6 + 3 = 15 Damage 2: 1d8 + 3 + 2 + 6 + 3 ⇒ (2) + 3 + 2 + 6 + 3 = 16
+1 Adaptive. Comp. Longbow RS DA AS 2: 1d20 + 18 - 2 - 3 ⇒ (20) + 18 - 2 - 3 = 33 Damage: 1d8 + 3 + 2 + 6 + 3 ⇒ (3) + 3 + 2 + 6 + 3 = 17
+1 Adaptive. Comp. Longbow RS DA AS 3: 1d20 + 13 - 2 - 3 ⇒ (13) + 13 - 2 - 3 = 21 Damage: 1d8 + 3 + 2 + 6 + 3 ⇒ (8) + 3 + 2 + 6 + 3 = 22

+1 Adaptive. Comp. Longbow RS DA AS 2 Crit Confirm: 1d20 + 18 - 2 - 3 ⇒ (13) + 18 - 2 - 3 = 26 Damage: 2d8 + 6 + 4 + 12 + 6 ⇒ (4, 8) + 6 + 4 + 12 + 6 = 40


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 steps 5' closer to the gate, but keeps putting as many arrows in the air as possible.

Targeting Grum's minotaur.

Attack 1 (Rapid Shot): 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17
Damage 1 (Manyshot, Gravity Bow): 2d6 + 5 + 2d6 + 5 ⇒ (1, 5) + 5 + (1, 1) + 5 = 18

Attack 2 (Rapid Shot): 1d20 + 18 - 2 ⇒ (13) + 18 - 2 = 29
Damage 2 (Gravity Bow): 2d6 + 5 ⇒ (3, 4) + 5 = 12

Attack 3 (Rapid Shot): 1d20 + 18 - 2 - 5 ⇒ (19) + 18 - 2 - 5 = 30
Damage 3 (Gravity Bow): 2d6 + 5 ⇒ (6, 5) + 5 = 16

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)

32 damage! As it turns out, AC 25 at lvl 10 doesn't cut it. Will have to find a way to rectify that going forward

Hit: 1d20 + 19 ⇒ (9) + 19 = 28
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (3) + (1) + (2) + 23 = 29

Iterative: 1d20 + 11 ⇒ (3) + 11 = 14
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (5) + (3) + (3) + 23 = 34

Grum's exuberance was short lived. As it turned out, his once gleaming suit of deurgar-forged plate armor didn't hold up well against the strength of a minotaur. His momentum worked against him as a hammer buffeted him and horns gored him. A lessor warrior would have been felled, but the half-orc managed to hold his position, even if he did not give back nearly as good as he received.


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

It seems a reasonable guess that William's target is dead? Benedict hit them at AC 21, so even with the -4 for cover William did 88 damage on top of the 28 that Benedict did earlier.

If that is the case, Benedict will move to the one Grum is fighting (I think I can move so I have cover and therefore don't provoke an AOO) and strike once.

Attack, PA: 1d20 + 14 - 3 ⇒ (3) + 14 - 3 = 14

It's a wild swing.

Yeah, for a party of all fighters, we don't have very good AC. My usual goal is at least 20+level, or even better 25+level. Benedict can get up to AC 32 with Smite and Combat Expertise. Maybe higher if he has Tactician running for Lastwall Phalanx.


William's arrows are precise and deadly, catching the minotaur in the back of his throat when it opened its mouth to bellow. Its lifeless body slumps to the ground.

The other one cannot stand up to the savage attacks of Grum, who finishes it off after a pair of arrows from Aerel wounds it.

The gate's defenders rally to repel the encroaching hobgoblin army that was getting ready to surge through the gate once it was broken from the inside.

The army falls back as it becomes evident that their Warmaze Masters were unsuccessful, but they renew their long seige.

No doubt, Longshadow's defenses will continue to be tested.

This event is over! You can choose to stay and assist in the defense of this gate, or take other actions, relocate to another spot in Longshadow, visit and talk with NPCs, etc. The "status quo" is restored -- meaning the seige is ongoing and its assumed you're helping out in whatever way suits you best if you don't have a specific action in mind.

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