Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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Female Human Fighter 3

Amélie approaches the group as they're about to set off. She listens to Benedict's instructions, nodding. "Shall I come along with you? Or do you want me to stay with ze camp?"


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 Amélie, your assistance would be most welcome. Take one or two of those healing potions just in case."


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

"By all means come along, Amélie. You are more than welcome." Jie says while preparing to leave.


DM:

2d100 ⇒ (12, 7) = 19

The party moves through the forest back to where they encountered the troglodytes. As they travel, they spook a large stag which bounds away from the adventurers.

Amélie looks wide-eyed and her fingers twitch on her bow string.

Stag: 1d20 + 3 ⇒ (7) + 3 = 10
Grum: 1d20 + 1 ⇒ (18) + 1 = 19
Benedict: 1d20 + 3 ⇒ (1) + 3 = 4
Jie: 1d20 + 3 ⇒ (14) + 3 = 17
Amkarang: 1d20 + 2 ⇒ (20) + 2 = 22
Amélie: 1d20 + 4 ⇒ (11) + 4 = 15

If the party wants to try to bring down the buck, everyone except Benedict can act before it runs away.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit with the +2 mod longbow from hobgoblins: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Seeing the buck Grum raised his bow. With a stomach rumbling for meat, he took careful aim and let the arrow fly.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie reacts without thinking, shooting at the buck.
Bow attack: 1d20 + 8 ⇒ (13) + 8 = 21
Bow damage: 1d8 + 2 ⇒ (8) + 2 = 10
If within Point Blank range add 1 to the above numbers


Grum and Jie's bow shots are on target and bring down the stag before it is able to bound out of view. It crashes to the ground.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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)

”Meat is back on the menu!!”


Female Human Fighter 3

Amélie pouts briefly because the buck was felled before she got a shot off. She slides the arrow back in its quiver then beams at Grum and Jie. "Good shots! Zis deer will provide lots of meat!"

She assists in dressing the carcass, which yields 5 Provision Points of meat.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie helps Amélie with the carcass, giving a little prayer of thanks to the forest for the meat and a prayer to the stag itself. "Do you want the antlers as a trophy?" she asks Grum.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Grum smiled. ”Yours was the killing shot. The honor is yours.”


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie laughs, remembering similar conversations she had with rangers growning up. "That's really not my style. It's yours if you want it."


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

"Nice shooting!"
Benedict helps with dressing the carcass before the party moves on.


Once the stag is cleaned and dressed, and the meat packed away in a satchel, the party continues onward. The gray and bleary weather makes travel uncomfortable, but inevitably they reach the area where they had fought the troglodytes.

Assuming the feather token is activated...

In a burst of light and feathers, a cute songbird appears in the place of the feather. It chirps a few times, waiting for a message to be given to it. Eventually, it speeds off through the swampy valley.

It's a race, to follow the yellow-and-black bird through the underbrush, but its bright plumage stands out amidst the grays and greens. It flits into the narrower gorge that the party had explored to some degree the day before. It alights on a twisted old tree half-fallen into the muddy creek, chirps once, then takes flight one more time. It flies into a mass of tangled roots and vines that hang down from the high and rocky ridge twenty feet above the sandy shore. It disappears within the mass of vegetation.


Female Human Fighter 3

"Phew!" Amélie says slightly out of breath. "Zhat was quite ze chase. If zhat is the entrance, I can see how you missed it. It is well-hidden."


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

"No, that's a good thing. If we bring our refugees here then it will be just as hard for the hobgoblins to find us." She frowns. "Well they know we're here." she says as she examines the tangled web of vegetation, trying to figure out where the actual entrance is.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 agree, a good hiding place."
Bow in hand, Benedict takes a look into the tangled roots, and listens for the sound of troglodytes reacting to the bird.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Once the tangle is pushed aside, a cave mouth is revealed. It is dark, lacking any natural light. Only the gray light of the day filters through the hanging plants, revealing a narrow tunnel sloping sharply down. The tips of tree roots protrude from the ceiling like stained teeth. Faint light from outside catches on a streak of cloudy teal crystal running along the length of one wall. Bulbous brown and purple fungal growths sprout from the ground, and an unpleasant, slightly sulfurous odor hangs in the air.

Knowledge (dungeoneering) DC 15:

A number of large, bulbous mushrooms are in fact shriekers, a form of fungus that emit a piercing shrieking sound if disturbed either by bright light or something moving too close (within 10')


Female Human Fighter 3

Knowledge (dungeoneering): 1d20 + 6 ⇒ (5) + 6 = 11

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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)

Knowledge Dungeoneering: 0 + 0 = 0

If nobody stops him, Grum will blunder forward.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 doesn't know anything about the crystals or the mushrooms. He slings his bow across his back, draws the battleaxe, and follows close behind Grum. He and Grum both have Darkvision and so are the best to have in front.
What do we have for light for everyone else?


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie puts away her bow, and takes the hooded lantern out of her backpack, taking a few minutes to light it. She takes out the Scent Cloak alchemical vial that she has a soaks a strip of cloth in it, wrapping it around her nose. She then proceeds with the lantern in her left hand and her sword in her right behind Benedict and Grum.
No ranks in K/Dungeoneering, but she does have Low light vision.
I don't know if the Scent Cloak will work like that, but she's trying anyway.


I was going to wait on Amkarang, but seeing as how he doesn't have any ranks in Dungeoneering, I'll move us along.

As Grum and Benedict move forward to take advantage of their darkvision, a trio of bulbous fungi roughly the size of a person begin pulsing and emitting a deafening shriek. The noise rings in your ears for several seconds until it finally ceases, leaving a residual whine in your heads until it clears.


Female Human Fighter 3

Amélie had dug into her pack and fished out a torch. She was in the business of lighting it when the shrieking mushrooms erupted. She shakes her head for a moment to clear the ringing in her ears.

"Oh. Nothing like ringing ze door bell, no?"

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Grum pulled his sword out. ”Let’s see who answers.”


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 readies his meteor hammer as the sound ends and mutters, "Damn that was loud. Guess stealth is out of the picture."


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Shriekers! I haven't seen those since classic Dnd!
Jie jumps when the shrill noise goes off. She readies her sword, certain that something will answer the dinner bell.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Hobgoblins, troglodytes, shriekers, all Red Box favorites. Watch out for thouls!
Benedict holds his new axe ready, waiting to see who shows up.


The natural sounds of the area slowly return after the deafening screeches. The entrance to the cave remains silent and dark. Nothing immediately comes rushing out of the caves.

How long do you wish to wait?


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 waits about three minutes, listens for any other sound, then motions to Grum to continue forward. If the corridor narrows so that only one can proceed, he'll go in front (better AC).

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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)

Proud to be going first, Grum marched forward.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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

Uh, I meant Benedict in front, but I guess either way works. Hopefully we can get back to 2x2.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Jie follows along, providing light.


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 follows along next to Grum, ready to dish out some hurt.


The tunnel bends sharply to the left, then opens up on the right, revealing a large chamber. A cylindrical mass of roots hangs from the exact center of this room. The roots have been braided together to form a cradle holding a giant violet crystal as big as a human head. Sparkling veins of crystal line the walls.

Benedict and Grum are the first to peer into this chamber, and notice that there are two additional exits on opposite sides of the cavern. Each passage deeper into the cave system is guarded by a troglodyte.

Enemy: 1d20 - 1 ⇒ (15) - 1 = 14
Grum: 1d20 + 1 ⇒ (8) + 1 = 9
Benedict: 1d20 + 3 ⇒ (6) + 3 = 9
Jie: 1d20 + 3 ⇒ (4) + 3 = 7
Amkarang: 1d20 + 2 ⇒ (9) + 2 = 11
Amélie: 1d20 + 4 ⇒ (17) + 4 = 21

Wow... even with a -1...


Female Human Fighter 3

Amélie moves forward and drops her torch at her feet, which illuminates the whole chamber. She takes aim at the troglodyte on her left.

Ranged, pbs, da: 1d20 + 9 - 1 + 1 ⇒ (16) + 9 - 1 + 1 = 25
Damage: 1d8 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8

The arrow sinks deep into the creature's side, eliciting a pained hiss.


The wounded troglodyte throws a javelin at Amélie. The unwounded troglodyte flings a pouch of something at Benedict.

Thrown: 1d20 ⇒ 3
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

The javelin is wildly off the mark.

Ranged touch: 1d20 ⇒ 9

The bag is soft and as it scrapes along the ceiling, it catches on one of the protruding crystals. The contents burst well short of Benedict, so he only gets a whiff of the foul-smelling concoction within that could have had him retching if the bag had found its mark.

Then, the troglodytes issue forth their own foul musk and the entire chamber is filled with the stench.

Everyone else may go! Before you start your turn, though, I need everyone to make a DC 15 Fort save, or you're sickened for 12 rounds.

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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)

Fort: 1d20 + 7 ⇒ (20) + 7 = 27

Can Grum make it into combat?


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 looks like it, Grum, if you have 30' move and the icons are 5' wide.
Benedict tries to resist the stench, but starts gagging. Fortitude: 1d20 + 4 ⇒ (2) + 4 = 6
He moves and tries to attack the troglodyte on the right. In his condition, the blow is not a solid one.
Attack, Sickened: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Damage: 1d8 + 3 - 2 ⇒ (1) + 3 - 2 = 2


Yes, Grum, you certainly can. I'm not sure why the grid didn't show up, but just eyeball the best you can. Benedict is correct, your 30' movement can put you next to the trog Amélie wounded.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) 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, thank you. Them shooting without moving made me unsure

Hit: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13

Grum surged forward, completely ignoring the stench. He swung his blade...though he didn’t roar. Doing so would invite gagging.


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 runs into the cave and lashes out at one of the troglodytes. However, he is distracted by his first contact with the horrendous smell, throwing his aim off.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Fort Save: 1d20 + 4 ⇒ (14) + 4 = 18

GM, When I’m running PbP games and there’s no grid I usually insert a table to act as a grid. It really helps out for moving and snapping icons.


Female Human Roughrider 3/ VMC (Druid) | HP 28 /28| AC 15/13T/12FF | CMD 16/13FF | Perception +5 | Sense Motive +0 | Fort +5, Ref +4, Will +1

Fort: 1d20 + 5 ⇒ (6) + 5 = 11
Any bonuses for the scent cloak?
Seeing the cluster around the easternmost trog, Jie moves to guard the northern passage while they finish off their opponent. The smell is awful and she finds herself almost ready to vomit.


Female Human Fighter 3

Fort: 1d20 + 4 ⇒ (1) + 4 = 5

Amélie makes a strangling noise in her throat as the trogs' musk hits her hard. She still tries to hit the remaining foe through her watering eyes.

Ranged, pbs, rapid shot, da, sick: 1d20 + 9 + 1 - 1 - 2 - 2 ⇒ (3) + 9 + 1 - 1 - 2 - 2 = 8
Damage: 1d8 + 1 + 1 + 2 - 2 ⇒ (7) + 1 + 1 + 2 - 2 = 9
Ranged, pbs, rapid shot, da, sick: 1d20 + 9 + 1 - 1 - 2 - 2 ⇒ (19) + 9 + 1 - 1 - 2 - 2 = 24
Damage: 1d8 + 1 + 1 + 2 - 2 ⇒ (1) + 1 + 1 + 2 - 2 = 3

One arrow manages to graze the troglodyte.


Jie, I'll let you get a +2 bonus for that trick. Obviously, the scent cloak has a different purpose, but it's clever enough I'll give you a bonus.

The remaining troglodyte swings its club at Benedict, then follows up with a claw and bite.

Melee: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Melee: 1d20 - 3 ⇒ (1) - 3 = -2
Damage: 1d4 ⇒ 4
Melee: 1d20 - 3 ⇒ (10) - 3 = 7
Damage: 1d4 ⇒ 1

The clumsy swings are wild and don't come anywhere near to hitting the leader of the refugees. Perhaps there was a buzzing fly that it was more interested in swatting?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (60) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit+flank: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage: 2d4 + 10 ⇒ (2, 1) + 10 = 13

Grum moved to the last foe, thinking to himself that it couldn’t be very smart if it didn’t flee before them.


M Aasimar Fighter 9/Chevalier 3| HP 105/112 | 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 tries again to attack the last troglodyte, before stepping back to get out of the way of the archers.
Attack, Sickened: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 Using MW battleaxe at the moment so not a crit threat
Damage: 1d8 + 3 - 2 ⇒ (6) + 3 - 2 = 7


Benedict draws another wound with his battleaxe, but his nausea weakens his blow just enough that the troglodyte remains standing. Grum is unable to maneuver around the reptilian humanoid to get into flanking since it had positioned itself at the entrance to a narrow corridor. His swing is ineffective.

Jie and Amkarang may act!


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 swings twice at the troglodyte in front of him.

Attack 1: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
Attack 2: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Damage 1: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damage 2: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

I'll power attack, also, I'll receive the benfits of my defensive flurry, giving me +1 AC until my next turn.


Amkarang finishes the troglodyte with his follow-up attack. His hammer sends it crashing against the stone wall with a sickening crunch.

Before the body has settled, the Unsinkable fighter notices that in the dim light of Amélie's torch, he can see that the passageway slopes downward steeply. A pair of troglodytes lurk in the chamber just at the edge of his sight.

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