Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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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 (1/5) Buffs (Ability Mastery +2 Str)

Wonderful! Let’s steal some initiative back from these guys. :)

As per sadness I can’t operate map atm. So please someone place us and Grum will teleport us in.


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 lays some debris in a line on the floor. "Don't cross that line, you should be safe to pick your launch point." He casts light on an arrow and fits it to his bowstring. "First target I see gets to carry a torch for us. Ready when you are."

It's more for visual effect than real tactical advantage.


While the group plans on using Grum's teleportation to avoid the spike stones, they notice the small chamber to the east is lit by bronze sconces. The room is bare except for the upper torso of a statue of a young human man. His face would be handsome if it were not contorted into a terrified expression.

Grum then teleports the group where the gugs are waiting for them.

The now-visible gug wearing adornments and jewelry casts a spell upon the heroes' sudden appearance.

Everyone must make a Will DC 19 save or be slowed.

You're up!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 82/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Will DC 19: 1d20 + 10 ⇒ (5) + 10 = 15

Aerel fires his readied arrow at the spellcaster, too late to prevent the readied spell. The illuminated missile strikes and sticks in the gug's leg.

Firing with deadly aim and point-blank shot, slowed: 1d20 + 20 - 1 ⇒ (17) + 20 - 1 = 36

Damage: 1d8 + 14 ⇒ (5) + 14 = 19

Edit to include Slow penalty


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | 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 believe we were Hasted from Benedict's scroll, so what the Slow does is dispel the Haste. If it had come to a save, Aerel would have just barely missed since Benedict shared Lastwall Phalanx and Aerel was adjacent to 3 allies for a +3 sacred bonus.

Benedict uses Total Defense and moves up. He would be AC 37 against any AOOs (caster and the one on the right, but has cover against the one on the left). Since he shared Lastwall Phalanx with Grum, he gets another +1 AC for AC 38 against AOOs (he is adjacent to Grum when he provokes the AOO for leaving a threatened square).
AC 39 on the Gugs' turn since Haela is adjacent by then and grants a better bonus from Lastwall Phalanx (+6 Total Defense, +2 Lastwall Phalanx).

Haela enters Dwarven Hatred Style, uses Total Defense, and moves up to join Benedict. AC 38 against any AOOs when factoring in Lastwall Phalanx, and same AC 38 on the Gugs' turn if Grum moves up (+4 Total Defense, +3 Lastwall Phalanx)

Grum, you can move past Benedict and Haela to attack the caster (but then risk taking a ton of flank attacks on the Gugs' turn), or move up next to them and attack a regular Gug (not risking getting flanked). I would suggest the latter. There are 4 regular Gugs (2 wounded) plus the caster. I took my turn as I did to hopefully use up the Gugs' AOOs and let Grum close for melee without worrying as much about getting hit.


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

Before Grum teleports the group William uses the haste scroll as asked.

When they teleport in William unleashes a volley of arrows at the gug next to Benedict.

+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 21 + 1 - 2 - 4 ⇒ (14) + 21 + 1 - 2 - 4 = 30 Damage 1: 1d8 + 6 + 1 + 8 + 3 ⇒ (7) + 6 + 1 + 8 + 3 = 25 Damage 2: 1d8 + 6 + 1 + 8 + 3 ⇒ (8) + 6 + 1 + 8 + 3 = 26
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2: 1d20 + 21 + 1 - 2 - 4 ⇒ (8) + 21 + 1 - 2 - 4 = 24 Damage: 1d8 + 6 + 1 + 8 + 3 ⇒ (4) + 6 + 1 + 8 + 3 = 22
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 16 + 1 - 2 - 4 ⇒ (15) + 16 + 1 - 2 - 4 = 26 Damage: 1d8 + 6 + 1 + 8 + 3 ⇒ (4) + 6 + 1 + 8 + 3 = 22
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 4: 1d20 + 11 + 1 - 2 - 4 ⇒ (11) + 11 + 1 - 2 - 4 = 17 Damage: 1d8 + 6 + 1 + 8 + 3 ⇒ (4) + 6 + 1 + 8 + 3 = 22


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:

I presume that my failing the save means I'm moving normally. If someone passes their save, they will be hasted, correct?

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 (1/5) Buffs (Ability Mastery +2 Str)

Having teleported the group in, Grum was far too engaged to launch an attack.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | 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
Aerel Truthseeker wrote:
I presume that my failing the save means I'm moving normally. If someone passes their save, they will be hasted, correct?

They shouldn't. I think Slow automatically dispels Haste, no save applicable, but then that is all it can do. At least that is how I have always seen it run.

In case a save lets Benedict and Haela keep Haste:
Benedict Will, Lastwall Phalanx+3: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23
Haela Will, Lastwall Phalanx+3, Shake it Off +3, Dwarf +2: 1d20 + 7 + 3 + 3 + 2 ⇒ (12) + 7 + 3 + 3 + 2 = 27

Also: Benedict would like to leave Amkarang with one of the party's two Potions of Fly in case he is able to join us for this combat.

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