Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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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

Sounds like a plan to me.


Grum? Sounds like you're up!

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (2) HP (112) Saves (13/7/8, +4 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (4/5) Buffs (Ability Mastery +2 Str)

Grum saw the problem immediately. They had to climb down to get to the foes, leaving them at a huge disadvantage. He walked into the middle of the group and *willed* them to all descend as one. Once more, the arcane power in his blood shown through as the group teleported as one.

Dimension door. Rest of the group can full attack


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 102/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

Popping into the room William starts shooting at the morlocks surrounding Benedict.

+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (8) + 18 - 2 + 1 - 3 = 22 Damage 1: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (6) + 4 + 2 + 1 + 6 + 3 = 22 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 ⇒ (13) + 19 - 2 + 1 - 3 = 28 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (2) + 4 + 2 + 1 + 6 + 3 = 18
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 14 - 2 + 1 - 3 ⇒ (13) + 14 - 2 + 1 - 3 = 23 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (2) + 4 + 2 + 1 + 6 + 3 = 18


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Would be good to have a map and see where the big brutes are and where the regular morlocks are.

Haela finds her on the opposite side of a morlock from Benedict. She draws her axe (move action, wouldn't have had it in hand while climbing) and attacks.

Attack, PA, Flanking: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Damage: 1d10 + 5 + 6 ⇒ (9) + 5 + 6 = 20

She also uses a swift action to enter Dwarven Hatred Style.

No shield up this round, so AC is 24.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)
Grum Bakison wrote:

Grum saw the problem immediately. They had to climb down to get to the foes, leaving them at a huge disadvantage. He walked into the middle of the group and *willed* them to all descend as one. Once more, the arcane power in his blood shown through as the group teleported as one.

Dimension door. Rest of the group can full attack

Didn't see that coming! Excellent!

EDIT, assuming we are within 30' and they are flat-footed to our arrival

Attack #1: 1d20 + 16 ⇒ (19) + 16 = 35
Damage #1: 1d8 + 12 + 2d6 ⇒ (7) + 12 + (5, 6) = 30

Attack #1: 1d20 + 16 ⇒ (1) + 16 = 17
Damage #1: 1d8 + 12 + 2d6 ⇒ (7) + 12 + (3, 3) = 25

Attack #1: 1d20 + 11 ⇒ (16) + 11 = 27
Damage #1: 1d8 + 12 + 2d6 ⇒ (7) + 12 + (1, 5) = 25


Map updated.
The big ones are not flat-footed, and can't be flanked

Also, Haela makes a very good point in that you would have to draw your weapons first, so only one attack

William and Aerel find their targets with their arrows but the enraged oversized morlocks shrug off the injuries and keep attacking. Haela hits one of the smaller ones, breaking bones but it doesn't fall yet.

Amkarang and Benedict can act!!


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict hammers away at one of the bigger morlocks attacking him, staying on his guard.

Using Power Attack and Combat Expertise

Attack, PA, CE, Recklessness: 1d20 + 15 - 3 - 3 + 3 ⇒ (12) + 15 - 3 - 3 + 3 = 24
Damage: 1d8 + 7 + 9 + 3 ⇒ (5) + 7 + 9 + 3 = 24

Iterative: 1d20 + 10 - 3 - 3 + 3 ⇒ (15) + 10 - 3 - 3 + 3 = 22
Damage: 1d8 + 7 + 9 + 3 ⇒ (1) + 7 + 9 + 3 = 20

His AC is 31 with Combat Expertise.


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 and lets out a ferocious flurry of attacks on the closest morlock.

Attack: 1d20 + 16 + 2 - 3 ⇒ (13) + 16 + 2 - 3 = 28
Damage: 1d8 + 7 + 6 + 6 ⇒ (1) + 7 + 6 + 6 = 20

Attack: 1d20 + 16 + 2 - 3 ⇒ (18) + 16 + 2 - 3 = 33
Damage: 1d8 + 7 + 6 + 6 ⇒ (5) + 7 + 6 + 6 = 24

Attack: 1d20 + 11 + 2 - 3 ⇒ (2) + 11 + 2 - 3 = 12
Damage: 1d8 + 7 + 6 + 6 ⇒ (2) + 7 + 6 + 6 = 21

Attack: 1d20 + 11 + 2 - 3 ⇒ (14) + 11 + 2 - 3 = 24
Damage: 1d8 + 7 + 6 + 6 ⇒ (8) + 7 + 6 + 6 = 27


Remember, no full attack because you were climbing and needed both hands for that. So without Quick Draw, you can't make the full attack

Haela and Amkarang combine to drop one of the smaller morlocks. The archers and Benedict inflict punishing damage that should have one of the larger ones dead, but his frothing rage seems to keep it going.

The remaining morlocks continue to attack Benedict.

Melee: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39
Damage: 1d10 + 13 ⇒ (9) + 13 = 22sneak attack: 1d6 ⇒ 4

Melee: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Damage: 1d10 + 13 ⇒ (2) + 13 = 15sneak attack: 1d6 ⇒ 6

Bite: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14

Melee: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
Damage: 1d10 + 13 ⇒ (2) + 13 = 15sneak attack: 1d6 ⇒ 6

Melee: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25

Bite: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15

Melee: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Melee: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Melee: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

The bigger morlocks' powerful swings of their greatclubs batter past Benedict's defenses and leave him with grievous wounds.

Everyone's 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 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Aerel keeps firing at the wounded big fella.

Attack #1: 1d20 + 16 ⇒ (2) + 16 = 18
Damage #1: 1d8 + 12 ⇒ (4) + 12 = 16

Attack #2: 1d20 + 16 ⇒ (7) + 16 = 23
Damage #2: 1d8 + 12 ⇒ (3) + 12 = 15

Attack #3: 1d20 + 11 ⇒ (2) + 11 = 13
Damage #3: 1d8 + 12 ⇒ (7) + 12 = 19


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Sheesh... 68 damage! Guess I need a better AC. At 4/94 HP.

Benedict continues to fight, remaining on the defensive.

Attack, PA, CE: 1d20 + 15 - 3 - 3 ⇒ (11) + 15 - 3 - 3 = 20
Damage: 1d8 + 7 + 9 ⇒ (2) + 7 + 9 = 18

Attack, PA, CE: 1d20 + 10 - 3 - 3 ⇒ (16) + 10 - 3 - 3 = 20
Damage: 1d8 + 7 + 9 ⇒ (3) + 7 + 9 = 19

AC remains at 31.


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

"Amkarang, attack and step aside!"

Haela drops her axe and moves to lay her hands on Benedict, channeling the power of the Positive Energy Plane to heal his wounds.

Heal: 1d20 + 16 ⇒ (8) + 16 = 24
Heals 2*Benedict's HD (so 20) plus 4 for Frontier Healer Trait, meaning 24. Benedict is at 28/94. Haela has 5 uses left for the day. She'll need to 5' step north to heal him and will do that if Amkarang moves.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 102/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

WIlliam fires at the big morlock hoping to bring it down.

+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (9) + 18 - 2 + 1 - 3 = 23 Damage 1: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (7) + 4 + 2 + 1 + 6 + 3 = 23 Damage 2: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (5) + 4 + 2 + 1 + 6 + 3 = 21
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2: 1d20 + 19 - 2 + 1 - 3 ⇒ (3) + 19 - 2 + 1 - 3 = 18 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (4) + 4 + 2 + 1 + 6 + 3 = 20
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 14 - 2 + 1 - 3 ⇒ (17) + 14 - 2 + 1 - 3 = 27 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (3) + 4 + 2 + 1 + 6 + 3 = 19

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (2) HP (112) Saves (13/7/8, +4 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (4/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 22 ⇒ (4) + 22 = 26
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (1) + (1) + (4) + 26 = 32

Grum moved forward to attack, but tripped over a Morlock's body in doing so. He blamed it on feeling woozy from the sudden teleportation. Still, he kept his feet and tried to turn the stumbling into an attack.


Benedict manages to drop one of the two big morlocks.

Botting Amkarang

Amkarang steps up and shifts his grip on his meteor hammer to give him reach.
Attack: 1d20 + 16 + 2 - 3 ⇒ (8) + 16 + 2 - 3 = 23
Damage: 1d8 + 7 + 6 + 6 ⇒ (4) + 7 + 6 + 6 = 23

Attack: 1d20 + 16 + 2 - 3 ⇒ (18) + 16 + 2 - 3 = 33
Damage: 1d8 + 7 + 6 + 6 ⇒ (6) + 7 + 6 + 6 = 25

Attack: 1d20 + 11 + 2 - 3 ⇒ (15) + 11 + 2 - 3 = 25
Damage: 1d8 + 7 + 6 + 6 ⇒ (7) + 7 + 6 + 6 = 26

Attack: 1d20 + 11 + 2 - 3 ⇒ (20) + 11 + 2 - 3 = 30
Damage: 1d8 + 7 + 6 + 6 ⇒ (2) + 7 + 6 + 6 = 21

Crit confirm: 1d20 + 11 + 2 - 3 ⇒ (8) + 11 + 2 - 3 = 18
Damage: 1d8 + 7 + 6 + 6 ⇒ (7) + 7 + 6 + 6 = 26

The archers weaken the big morlock and Amkarang finishes it off with a pair of attacks. He then pivots and brings down another morlock.

The remaining two smaller morlocks suddenly realize they're outnumbered, so they turn and try to run. It's easy work for the two archers to bring them down before they can sound the alarm.

Combat over! 9,600 + 3,200 xp


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Any XP for the constructs, or none since we bypassed them? Without that, our total is 151,200 each, meaning 3,800 XP from Level 11.

Benedict is still seriously injured, so Haela uses more healing power on him.

Take 10 heals 26 HP; doing it twice brings Benedict up to 80/94. Haela now has 3 uses remaining for the day.

"Try to not to get hit again," the dwarf tells Benedict. "And think of some better tactics."


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict nods to Haela. "Sure. I'll just learn to fly so I don't get mobbed like that."
Which is not entirely out of the realm of possibility...

"William, is there any magic among the enemies' gear? Aerel, do you want to stealthily scout out the passages? Looks like we could go west, south, or southeast."


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Aerel will absolutely scout. In the order suggested, full slow stealth, 60’ each unless something interesting suggests going deeper. Looking for tracks in the (presumed) dust in the tunnels and listening periodically as he goes.


Assuming Aerel goes south, because he was already in that direction.

A stack of animal corpses leans against the far edge of this chamber. The mound of bodies is rank with the stink of decay, and hundreds of buzzing insects move about the heaped bodies. The tunnel continues to the southwest.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Aerel is naturally relying on his darkvision, so there should be no light to give him away. He pauses at the edge of the chamber, listening and watching for any movement from the chamber itself or the tunnel to the southwest.

If he sees nothing after a few minutes, he will attempt to silently retreat and move to the next tunnel.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 102/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William casts detect magic and scans the morlocks and area for anything magical.


The large morlocks carried +1 greatclubs.


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict waits for Aerel to come back and report.

He listens to see if any more morlocks are responding to the sounds of battle.

Perception: 1d20 + 19 ⇒ (16) + 19 = 35


Aerel skirts past the disgusting mound of bodies and sees that the passage splits. The path on the right is an unworked tunnel that returns to the chamber the group had first entered, and the other goes straight into an ancient hall of worked stone. Lines of thick pigment (what color it is Aerel will have to find out by using light) cover the southern wall of this partially collapsed dungeon hall. The paint depicts countless figures, albeit without any refined artistic skill. Gnarled, disfigured creatures stand atop a virtual carpet of prostate human forms. At the apex of the vast mural looms a coiled serpent that has a woman's face.

=============

While Aerel explores, Benedict hears no signs of battle or movement deeper into the caves. He does hear the distant and echoing sound of rushing water.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Once Aerel has confirmed as best he can (including holding still and waiting for something else to get impatient and approach) that he is alone in the chamber, he will cast light on the head of an arrow and use it like a torch to view the pigments. Just a quick overview, not going to study it while he's alone in the (presumed) temple.

He wants to take back information to inform the party before they enter.

Any knowledge checks that might be useful here? I will make a roll and you can use the appropriate bonus if any apply, if that works for you. Or ignore my roll and roll for me, I'm fine with secret checks. Dungeoneering/Engineering +8, Geography/Local/Nature +6, Religion +4

Thinking roll: 1d20 ⇒ 7


Now that I think about it, the color of the pigment was probably a superfluous detail because the morlocks are blind/only use darkvision.

Aerel's light finds that the mural was created using thick red pigment. The main thing he spots is that the mural is an old depiction of morlocks debasing their human ancestors. However, it's clear that the image of the woman-headed snake creature is a recent addition. Aerel cannot identify the creature, however.

When he steps into the chamber, the waterfall sound becomes louder -- telling him it's likely in the next room to the north.


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Dismissing his light, Aerel cautiously returns to the party and shares what he’s seen. That was all of the routes to check, correct?

”The snake seems a recent addition to the mural. It might be important regarding the current state of affairs.”


No, there's a corridor that continues west from where you first arrived and fought the first group of morlocks

The morlocks fought as part of the Ironfang Legion has commonly held some sort of religious iconography involving a snake creature.

The oracle leading the morlock swarm during the siege of Longshadow also possessed such a symbol (though I neglected to mention it then)


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Aerel says, "I will be back." He heads down the remaining corridor, carefully sneaking.


Aerel heads west down the corridor stealthily. He gets about thirty-five feet down the tunnel before a magical sigil suddenly glows beneath his feet. He can only just barely react before a twenty-foot section of ceiling transforms into thick mud and crashes down on him!

Bludgeoning, Reflex DC 21 for half: 8d6 ⇒ (3, 5, 4, 5, 2, 5, 3, 3) = 30


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

I must remember to specify that I'm checking for traps...

Reflex DC 21: 1d20 + 11 ⇒ (1) + 11 = 12

Well, carp. Am I buried?


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

I assume the rest of us hear the crash?

Benedict will move to Aerel's aid, as will Haela.


The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

Aerel is covered in the thick mud, floundering to stay on its surface and wiping it out of his mouth and nostrils to breathe.

As Benedict and Haela start to wade into the morass, they hear more morlocks approaching!


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict and Haela are not going to wade into the mud. They will form up a defensive line on the near side of the mud, weapons at the ready. Benedict will use the mud as a defensive barrier to hinder morlocks coming to attack the party if he can.

Tip #1 that my party in Giantslayer was somehow unaware of - never go onto disadvantageous terrain if you can help it. I am not sure exactly where the mud is on the map, though.

"Aerel, use the Spectral Shroud to free yourself!"


Male Elf Fighter (archer)/rogue* 11 | AC 23 (25 with buckler), T 17, F 17, CMD 29 | F 10 R 11 W 7 | hp 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Way ahead of you, boss.

Very angry at himself for such a stupid mistake, Aerel calls on the magic of the shroud and flies through the mud. There's more than one way to scout and the shroud is used for the day, so he's going to get a little mileage out of it.

First turn with the shroud active: Double move (30') left to the junction to see what he can see about the approaching creatures.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (2) HP (112) Saves (13/7/8, +4 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (4/5) Buffs (Ability Mastery +2 Str)

Standing over the corpses of the morlocks they had already killed, Grum held his position. While Aerel freed himself, Grum watched to ensure that they wouldn't be surrounded or ambushed.


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 his position as well, meteor hammer at the ready to intercept the incoming morlocks.


Aerel goes spectral and floats through the encumbering mud, just in time to see three burly morlocks and a much smaller morlock crawling along the walls to investigate the trap that had been set off.

Enemy: 1d20 + 8 ⇒ (19) + 8 = 27
Grum: 1d20 + 1 ⇒ (3) + 1 = 4
Benedict: 1d20 + 5 ⇒ (18) + 5 = 23
William: 1d20 + 5 ⇒ (9) + 5 = 14
Amkarang: 1d20 + 3 ⇒ (1) + 3 = 4
Aerel: 1d20 + 6 ⇒ (19) + 6 = 25
Haela: 1d20 + 2 ⇒ (16) + 2 = 18

The big ones fling throwing axes at Aerel, while the small one brings a long tube to his mouth to fire a dart.

Ranged: 1d20 + 12 ⇒ (12) + 12 = 24

Ranged: 1d20 + 12 ⇒ (4) + 12 = 16

Ranged: 1d20 + 12 ⇒ (16) + 12 = 28

Ranged (blowdart): 1d20 + 16 ⇒ (1) + 16 = 17

A barrage of axes and darts pass through Aerel's incorporeal form.

Everyone's 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 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

Incorporeal Aerel moves (due north on the map) until he’s completely in the wall, then changes direction (due west on the map).

Asking for a friend, does a light spell cast incorporeal still affect something not incorporeal? In other words, can I cast it on an item and make it glow or would that not work because I pass through it? Actually, don’t answer - I will find out through experience shortly. But you have forewarning to think about it.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 102/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

Hearing the commotion on the other side of the mud but not seeing what is going on, William pulls out a potion of fly and drinks it.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (2) HP (112) Saves (13/7/8, +4 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (4/5) Buffs (Ability Mastery +2 Str)

Move action for flight mastery. Gives Grum 'fly' as per the spell

Seeing the barrage of projectiles, Grum laughed in joy. Without thinking, he took off running towards the foes, his innate magic causing him to go through the air so that the terrain passed harmlessly underfoot.


Grum's arrival gives the morlocks something solid to attack, so they bring their clubs to bear.

Melee, pa: 1d20 + 18 - 3 ⇒ (3) + 18 - 3 = 18
Damage: 1d10 + 13 + 9 ⇒ (10) + 13 + 9 = 32

Melee, pa: 1d20 + 18 - 3 ⇒ (8) + 18 - 3 = 23
Damage: 1d10 + 13 + 9 ⇒ (9) + 13 + 9 = 31

Ranged (blowdart): 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1 = 1

Grum, Fortitude save vs. poison

You're all 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 81/81 | Init +6 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: Shake It Off (+1 to all saves)

OK, I wasn't able to move on the map for this round, so I will do so now. Second round with the shroud active: double move as described earlier. (I dropped a square in the wall to show where he stopped in case that triggers some sort of response, GM.

Third round with the shroud active: Continue moving forward until he emerges from the wall and on forward to investigate the immediate area to see if there are others lying in wait.


M Aasimar Fighter 8/Chevalier 3| HP 103/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict holds his ground and readies to attack any foes within reach.

Readied Attack:
Attack, PA: 1d20 + 16 - 3 ⇒ (17) + 16 - 3 = 30
Damage: 1d8 + 7 + 9 ⇒ (2) + 7 + 9 = 18

No chance that he can get to Grum any time soon: "A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC."


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela sighs at the Gorumite's enthusiasm for battle. She enters Dwarven Hatred Style and waits to strike.

Readied Action:
Attack, PA: 1d20 + 16 - 3 ⇒ (10) + 16 - 3 = 23
Damage: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Additional +3 to hit and damage if any ally has damaged the foe within the past round.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 102/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William flys forward and then shoots an arrow into the morlock to Grums right.

+2 Adaptive Goblinoid Bane Composite Longbow DA AS: 1d20 + 20 - 3 ⇒ (17) + 20 - 3 = 34 Damage 1: 1d8 + 6 + 3 + 6 ⇒ (2) + 6 + 3 + 6 = 17


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, too, readies himself for the morlocks to attack.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (2) HP (112) Saves (13/7/8, +4 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (4/5) Buffs (Ability Mastery +2 Str)

Save vs poison: 1d20 + 13 ⇒ (16) + 13 = 29
Assuming a 29 saves for the following rolls

Hit: 1d20 + 23 ⇒ (15) + 23 = 38
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (6) + (2) + (2) + 26 = 36

Iterative: 1d20 + 15 ⇒ (12) + 15 = 27
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (8) + (4) + (3) + 26 = 41

Iterative: 1d20 + 10 ⇒ (7) + 10 = 17
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (3) + (2) + (2) + 26 = 33

Grum let out a roaring laugh as the darts broke against his armor. One managed to scratch his cheek, but it was just that, a scratch. The idea that it might be poisoned didn't even cross his mind as he swung his sword, leaving a trail of sparks and flame behind it as it went. The name "Gorum" echoed through the tunnels as he joyfully went to work.


Aerel does not spot any further lurking morlocks in the chamber. He's satisfied that Grum is facing down all that are nearby.

Grum and William combine to seriously injure one of the morlocks, and the slight sting of the blowdart is all that affects the mighty follower of Gorum.

Though grievously injured, the morlock continues to attack the orc.

Melee: 1d20 + 18 - 3 ⇒ (2) + 18 - 3 = 17
Damage: 1d10 + 13 + 9 ⇒ (6) + 13 + 9 = 28

Melee: 1d20 + 13 - 3 ⇒ (3) + 13 - 3 = 13
Damage: 1d10 + 13 + 9 ⇒ (5) + 13 + 9 = 27

The one hanging in the back chases Aerel and rushes at him with his club.
Melee: 1d20 + 18 - 3 ⇒ (15) + 18 - 3 = 30
Damage: 1d10 + 13 + 9 ⇒ (9) + 13 + 9 = 31

The final big morlock keeps his attacks on Grum.
Melee: 1d20 + 18 - 3 ⇒ (17) + 18 - 3 = 32
Damage: 1d10 + 13 + 9 ⇒ (8) + 13 + 9 = 30

Melee: 1d20 + 13 - 3 ⇒ (2) + 13 - 3 = 12
Damage: 1d10 + 13 + 9 ⇒ (5) + 13 + 9 = 27

And the little one shoots another blowdart, this time against William.

Blowdart: 1d20 + 16 ⇒ (20) + 16 = 36
1 damage and Fort save, William

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