Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 22 Sarenith, 4717

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Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (51) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (27/11/26, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Ref: 1d20 + 10 ⇒ (16) + 10 = 26
13 damage taken

Hit: 1d20 + 22 ⇒ (2) + 22 = 24
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (3) + (3) + (4) + 26 = 36

Grum avoided the worst of the blast as he came in, but even so the freezing temperatures chills him to the bone. Swinging his blade he tried to make contact with the ogre…something quite difficult after having literally leapt to avoid a blast of magic.


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 steps forward to keep up the pressure on the ogre mage, putting in four swings to try and take down the spellcaster.

Attack 1: 1d20 + 16 + 2 - 3 ⇒ (17) + 16 + 2 - 3 = 32
Damage: 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21

Attack 2: 1d20 + 16 + 2 - 3 ⇒ (7) + 16 + 2 - 3 = 22
Damage: 1d8 + 7 + 2 + 6 ⇒ (5) + 7 + 2 + 6 = 20

Attack 3: 1d20 + 11 + 2 - 3 ⇒ (18) + 11 + 2 - 3 = 28
Damage: 1d8 + 7 + 2 + 6 ⇒ (5) + 7 + 2 + 6 = 20

Attack 4: 1d20 + 11 + 2 - 3 ⇒ (9) + 11 + 2 - 3 = 19
Damage: 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William manages to avoid most of the cold and then continues his slow move toward the ogre.

Reflex Save: 1d20 + 9 ⇒ (19) + 9 = 28

+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (5) + 18 - 2 + 1 - 3 = 19 Damage 1: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (8) + 4 + 2 + 1 + 6 + 3 = 24 Damage 2: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (8) + 4 + 2 + 1 + 6 + 3 = 24
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2: 1d20 + 19 - 2 + 1 - 3 ⇒ (14) + 19 - 2 + 1 - 3 = 29 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (5) + 4 + 2 + 1 + 6 + 3 = 21
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 14 - 2 + 1 - 3 ⇒ (19) + 14 - 2 + 1 - 3 = 29 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (6) + 4 + 2 + 1 + 6 + 3 = 22


The ogre mage endures a number of solid blows including a pair of devastating strikes from Benedict. Grum's flaming falchion narrowly misses her, causing the first look of concern on her features. Amkarang adds another pair of injuries which takes the fight out of her. She turns to flee, but William puts two more arrows into her and she falls.

Haela recalls that ogre mages regenerate their wounds like a troll, so this one will probably heal up if left alone.

Combat over!


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

”If she’s like a troll, that,” gesturing toward the falchion, ”is probably the simplest way to end her. Do we need any information from her, Benedict?”

Without waiting for an answer, Aerel is removing weapons from the body to make sure they are not handy if she wakes up.

Searching her person and making a pile out of her reach and out of her sight behind crates.


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"What could we promise her in exchange for information? To spare her life? No, I think not."

Benedict nods to Grum. "Fire will end this."


Aerel finds a +1 mithral chain shirt, +1 shock composite longbow (+5 Str), a masterwork greatsword, and a belt of incredible dexterity +2 on the ogre mage. The bow and the chain shirt are sized for a large humanoid.

9,600 xp for the ogre mage
12,800 xp for the two ogre hunters

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (51) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (27/11/26, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Grum grinned and he raised his blade. The neck was hard to cut through, given the amount of bone and muscle there. To make a clean decapitation required skill, focus and strength. He brought the blade down, eager to see how quickly he could make the head roll. It took two swings, given that he had more strength than skill. But given the flames that danced along his blade, the foe did not rise.


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 60/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela looks annoyed at how hurt everyone is.

"Didn't expect that blast of cold. I guess this falls to me, then?"

She begins making the rounds.

"If we are in no hurry, then let's take our time. Make yourselves comfortable."

Haela will use the Healer's Satchel to Treat Deadly Wounds on Aerel (37 damage), Grum (20), Benedict (22), William (18), and Amkarang (18). Most of the injuries are frostbite, but some are from arrows. The dwarf knows the right poultices and bandages to heal the injuries and sets to work.

Her Take 10 heals 30 HP, and doing it the mundane way means an hour per attempt. So five hours. This also uses up all of the daily charges from the Satchel, but she still has her Healer's Hands feat which doesn't need any charges.

She has used 1 use of Healer's Hands (on Aerel during this fight) and will then use 1 on herself (healing 22 HP, leaving her with 4 damage) and will so have 6 uses left for the rest of the day.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

"Thank you, Lady Sturm."

Once he's cleared for duty, he will gather his things to find an overwatch position to guard the party.

Taking 10, he gets a 31 for Stealth; feel free to do a secret roll if taking 10 isn't an option.


With the attack having occurred during the last watch of the night, the sky is lightening steadily in the east to signify morning.

Where would you like to explore next?


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Okay, so there are wooden buildings in the southwest of the valley (where we are now, the old Ironfang base). There are dwarven ruins in the northern end of the valley. And a wooden tower near the center. And, it is foggy right now, correct?

"Let's go check out that wooden tower in the center of the valley. We won't be able to see much, so try to move quietly enough that we can hear other things moving in the fog."


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

"The fog can play tricks with our hearing. I will take point. If I encounter something that I cannot avoid, I'll bring it back to you. Standard procedure."

Stealth: 1d20 + 21 ⇒ (19) + 21 = 40

Perception: 1d20 + 24 ⇒ (7) + 24 = 31 +5 more vs traps, darkvision 60', constant see invisibility/see ethereal effect


GM: 1d100 ⇒ 73

The travel is uneventful through the heavy mists as the group attempts to find the wooden scaffolding they had spotted earlier.

After several hours of walking, they eventually come across the site of a ruined excavation. Four smashed carts lie haphazardly around a precariously-leaning scaffold of weathered gray wood. The structure stands above a ten-foot-wide drop in the ground. Scattered bones are visible among the wreckage, along with shreds of tattered clothing caught on wooden splinters or firmly held by rocks.

Heal DC 14:

The bones are mostly human, though there are a few dwarven remains.

Perception DC 25:

You spot a half-buried lockbox near one of the smashed carts.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel searches the area for clues to what happened.

Perception: 1d20 + 24 ⇒ (8) + 24 = 32

Survival: 1d20 + 15 ⇒ (9) + 15 = 24

"There's a lockbox under the stones by that cart."

Are any of the carts serviceable? I don't have need for one, just curious what our potential resources look like.


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 60/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela auto-passes that Heal check.
"Mostly human and a few dwarves. Dwarves settled this valley hundreds of years ago, we know, but clearly they didn't remain in any great numbers."


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William walks to the edge of the scaffolding and takes a look down.

Perception: 1d20 + 15 ⇒ (11) + 15 = 26


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Aerel Truthseeker wrote:
"There's a lockbox under the stones by that cart."

Benedict will retrieve the lockbox and offer it to Aerel to inspect and open.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel checks it over for traps and attempts to unlock it.

Perception vs traps: 1d20 + 29 ⇒ (14) + 29 = 43

Disable Device vs traps: 1d20 + 25 ⇒ (8) + 25 = 33

Disable Device: 1d20 + 20 ⇒ (20) + 20 = 40


Aerel is able to determine that the box is untrapped and easily jimmies the lock open. Inside is a delicate parchment containing the deed to the as-yet unnamed mine shaft as well as mineral samples of the area. Most notable are two rough, uncut rubies nearly the size of a halfling's fist. In their unfinished form, they are each worth about 1,500 gp. A high-enough Craft (jewelry) check will double their value.

The mine shaft is not properly excavated, being only a test dig. However, the presence of the deed and the rusted digging equipment strewn around the camp indicate that the mine would have been profitable and was set to be enlarged into a full dig. Haela is able to tell that the skeletal remains had died to violence -- likely through the use of blunt instruments, even as it's clear they were picked clean by scavengers.

Nothing else here at this site. You're good to move on.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William looks around and turns to Haela and asks, "Can you tell how long they have been here? Weeks, months, before the invasion, years or decades? We should take that deed and gems with us."


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"Let's move on the dwarven ruins.
And once the fog begins to lift, let's try to be as stealthy as we can. If there are drakes about, or other things, I would much rather see them far before they see us, rather than having them catch us unawares."

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (51) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (27/11/26, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Grum almost voiced his excitement to go loot the dwarven ruins. All that he knew was that dwarven ruins had the best things to find. Armor, weapons, gold, gems...all of the things associated with dwarves. But he kept his mouth shut just in time, remembering that the woman he was relying upon to keep him on his feet might not take too kindly to such an opinion.


Haela estimates that this camp has been here for months, possibly more than a year. She's certain that these prospectors met their end well before the start of the invasion.

It takes the full day to travel across the valley to the Dwarven ruins. By the time the looming walls of the cliff face become visible in the mists, the fog is lifting at the end of the day. The waning light of the day show several stone arches rising above broken pillars and scattered, tumbledown walls at the edge of a vast chasm. Icy water still pours into a central well here from a vast aqueduct that descends down the mountain and across the half-mile-wide crevasse. The only structures that seem unbothered by time are four statues of dour, dwarven warriors standing sentinel under the end of the aqueduct. Water thunders down into a twenty-foot-wide hole carved in the stone.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel regards the statues suspiciously. ”Can anyone tell if those are standard, standstill statues and not some magical guardian? I’m tired of surprises lately.”


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict is impressed that so much of the aquaduct remains intact. Dwarven engineering.

If they are constructs (such as golems or other kinds of constructs) then it would be Knowledge (Arcana) to recognize them, I think. There might be some chance for Haela to recognize them as a dwarf, if the AP says so.

Benedict looks to Haela and then to William.
"Do either of you know anything about those?"


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William looks at the statues and says "Look like dwarfs to me."

Kn: Arcane: 1d20 + 16 ⇒ (1) + 16 = 17


William cannot identify the statues as anything but well-preserved stone carvings of dwarves.

Each of the statues wears a chain around its neck with a small silver hammer.

At the far end of the chamber past the statues and the hole where the waterfall is flowing, the party can see a plaque with writing set above a shallow stone bowl. Getting close enough to read the plaque would require moving up near the statues.

Knowledge (religion) DC 22:

The statues are depictions of Grundinnar, the dwarven god of friendship and hard work.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

While studying the statues something dawns on William, "Those are statues of Grundinnar, the dwarven god of friendship and hard work. I'll see if I can read the plaque." He then approaches the plaque.

Kn: Religion: 1d20 + 14 ⇒ (20) + 14 = 34


It's not completely surprising, but the statues animate. What's more surprising is that the heads of the dwarven figures roll off of their necks and into their arms! Then they begin moving to defend the area!

Enemy: 1d20 + 8 ⇒ (11) + 8 = 19
Grum: 1d20 + 1 ⇒ (19) + 1 = 20
Benedict: 1d20 + 5 ⇒ (20) + 5 = 25
William: 1d20 + 5 ⇒ (11) + 5 = 16
Amkarang: 1d20 + 3 ⇒ (8) + 3 = 11
Aerel: 1d20 + 6 ⇒ (8) + 6 = 14
Haela: 1d20 + 2 ⇒ (4) + 2 = 6

Grum and Benedict can act!
This encounter doesn't offer a map, unfortunately. It's basically a long, wide chamber strewn with rubble and a wide hole at the far end where water is pouring down from the aqueduct.

Knowledge (arcana) DC 18:

These are constructs known as cephalophores.


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"Destroying constructs of a god of friendship sounds wrong. Can we evade or elude them? Or maybe the plaque provides instructions to pass safely?"

Benedict will approach to within 15' of the statues and use Total Defense (for AC 34). Can he read the plaque?


Benedict sees that the plaque is written in Dwarven. Hastily scanning it, he finds the plaque states that the structure had been dedicated to Grundinnar when first created. It also invites supplicants to make an offering in the bowl below the plaque.

Knowledge (religion) or Spellcraft DC 22:

You estimate that whoever places one of the silver hammers into the bowl will receive a blessing from Grundinnar.

Benedict also notices that there are worn handholds in the well where the water is pouring into.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

”I knew it! So, what do we do? Arrows against statues aren’t the best, so if you have a different plan, I’m listening. Including just backing away - I think I can outrun them long enough to be out of sight.”


Botting Grum

Attack: 1d20 + 22 ⇒ (18) + 22 = 40
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (8) + (2) + (2) + 26 = 38

Vs weapon: 3d6 ⇒ (3, 2, 6) = 11

Grum rushes up and strikes the nearest animated statue. He deals heavy damage to it, but the supernatural hardness of the stone causes a loud ring and a nasty shock that travels up his arm. He checks his weapon and thankfully it appears unharmed, but he senses that repeated strikes on these statues run the risk of damaging his favorite weapon!
Whew. That was close.

The statue retaliates with a pair of slams.
Slam: 1d20 + 18 ⇒ (1) + 18 = 19

Slam: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11

Crit confirm: 1d20 + 18 ⇒ (8) + 18 = 26

The others move towards Benedict.
Slam: 1d20 + 18 ⇒ (1) + 18 = 19

Slam: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14

Slam: 1d20 + 18 ⇒ (2) + 18 = 20

Benedict and Grum both need to make a DC 16 Will save or be dazed for 1 round.

You're up!


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

”Fall back!”


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William shouts out "Putting a silver hammer in the bowl will give a blessing to whomever does it. Does it mean they will stop attacking? I am not sure. Move back away as Aerel said and see if they stop, otherwise we have to destroy them."

Spellcraft: 1d20 + 18 ⇒ (19) + 18 = 37

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (51) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (27/11/26, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (2/5) Buffs (Ability Mastery +2 Str)

Will: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19

”Fall back!” Grum echoed. The idea of losing his weapon to the statues was a frightening prospect. His respect for the dwarves had increased tenfold. He had no idea that the power of friendship could be so deadly.


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@Grum, what is the extra +3 on your save? For SLAs? Things that trigger on a strike are generally not SLAs (and if it was an SLA then Benedict gets a Spellcraft check to identify), but you passed anyway.

Will: 1d20 + 7 ⇒ (19) + 7 = 26
Not that I need it, but are there descriptors to this? Mind-affecting (+4) or fear (immune)?

Benedict will fall back.

"There are handholds in the well. If we can lure them away, we can pass. Or we can try stealth or invisibility, or lift a silver hammer from one of them and do as William says."


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 60/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela will try to address the statues in Dwarven from a distance, moving slowly closer. She tries a series of phrases that might let her pass (also using Total Defense, for AC 31, and not getting too close just yet - waiting to see how they react).

Dwarven:
"We are friends!
May we pass?
Speak 'friend' and enter!
In the name of Grundinnar, I greet you in friendship!
Let us make great works together!"


This was written up as purely a combat encounter but there should be some way for the dwarves who made them to turn them off. That works for me

Haela's efforts are rewarded as the constructs respond to her fourth phrase! They immediately return to their positions and restore their heads back on their shoulders.

The roar of the incessant water pouring down from the aqueduct fills the chamber, but it again becomes an otherwise still ruin from centuries past.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

”Whew.”


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"There are handholds in the well. I believe we can climb down."

He will take a look and test the handholds. How difficult is it? Benedict's armor does not impair him much, but Haela might need to remove hers.


Sorry, I thought I was waiting on someone else.

Benedict checks out the handholds, which appear to be worn into the stone over generations. Trying to climb down without those handholds would be extremely difficult, but using the handholds make it merely challenging.

It's a DC 15 Climb check using the handholds. DC 25 otherwise. But for the adventure to continue, I'll just say you take the time and effort to make sure everyone is successful.

The shaft descends down until there is no light from the surface. It appears to have no bottom, leading Haela to suspect that if they keep going they will eventually reach the Darklands.

They find a fissure, however, that appears to open into a series of caverns. The first thing the heroes notice is the stench of rot.

Most of you have Darkvision, but I don't think William does. What light source are you using for him?


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel can cast light as a spell-like ability, so he can help with that.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

Shoot! You may have been waiting for me. I thought I put a post up about trying to get a hammer into the offering plate but it looks like it didn't post. William has an ioun torch.


The group makes their way carefully down the foot- and handholds until they reach a fissure in the shaft. Dark, gruesome stains mar the floor and walls of this thirty-foot wide chamber roughly carved into the southern face of shaft. Tunnels veer off to the west, south, and southeast. Bits of gore and bone line the walls, and the chamber reeks of rot -- a stench that would be overwhelming if not for the enormous opening into the crevasse.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

The first one who drops down into the chamber sees that there are several pale-skinned humanoids with bulging eyes lounging around, picking at the scraps and gnawing on bones. Everyone's seen these creatures before -- morlocks.

Choose who was leading the climb, and decide if you're doing it stealthily. If you beat the Perception rolls, you'll get a surprise round.

Enemy: 1d20 + 8 ⇒ (14) + 8 = 22
Grum: 1d20 + 1 ⇒ (8) + 1 = 9
Benedict: 1d20 + 5 ⇒ (20) + 5 = 25
William: 1d20 + 5 ⇒ (11) + 5 = 16
Amkarang: 1d20 + 3 ⇒ (4) + 3 = 7
Aerel: 1d20 + 6 ⇒ (5) + 6 = 11
Haela: 1d20 + 2 ⇒ (5) + 2 = 7


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel would not lead a climb, but would likely seek aid with his poor climbing skill, perhaps being roped to a stronger climber. Climbing would also give no opportunities for using his preferred weapon if it became necessary, so he’s a follower this time, not a scout.


M Aasimar Fighter 8/Chevalier 3| HP 89/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+9/+7 (+4 vs mind-affecting, immune to fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict is a pretty good Climber, and can easily make the DC 15 when using the handholds with Take 10. So he can lead. I would say that whoever else is good at Climb (perhaps Amkarang) would be up top anchoring a rope, so that the less-skilled climbers in between can have a rope-and-wall for a lower DC. Then the one up top unties the rope, climbs down a bit, and ties it off again.

Benedict may as well attempt Stealth.

Stealth, ACP: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
Nope.

He draws his warhammer and takes a defensive stance, hoping that his allies can join him quickly.

AC 34 with Total Defense.


Benedict reaches the fissure and drops to the solid floor with a heavy thud. It's too loud, and it alerts the morlocks in the chamber.

Rather than offense, he takes up a defensive stance as the morlocks grab up clubs and rush at him. Two of the six have bulging muscles and seem to immediately whip themselves into a frenzy at the intruder.

Melee: 1d20 + 18 ⇒ (14) + 18 = 32

Melee: 1d20 + 18 ⇒ (11) + 18 = 29

The other morlocks scamper around and try to surround Benedict.

Melee: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Melee: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Melee: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Melee: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Though beset from all sides, Benedict fends them off.

Who's next to make it to the chamber?


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 36/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I'm thinking Grum, then Aerel/William in either order, then Amkarang since he was belaying the weaker climbers. (Sorry, maybe that's not the right word.)

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