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 sets down the lantern and fires off a shot at the troglodyte attacking Jie.

Ranged, pbs, deadly aim, sick: 1d20 + 9 + 1 - 2 - 1 ⇒ (20) + 9 + 1 - 2 - 1 = 27
Damage: 1d8 + 1 + 1 + 2 - 2 ⇒ (8) + 1 + 1 + 2 - 2 = 10
confirm: 1d20 + 9 + 1 - 2 - 1 ⇒ (6) + 9 + 1 - 2 - 1 = 13

Her arrow finds its mark and sinks deep into the trog's shoulder.


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 back and says, ”Gods, I could use some healing.” He then lashes out with his meteor hammer at the troglodyte in front of him.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirmation: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d8 + 8 ⇒ (8, 1) + 8 = 17


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

We've got 11 potions of CLW, 1 of CMW, and a wand that Grum can try to use. The troglodytes have been very successful at hitting Amkarang but he has returned the favor now.


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 bites down on a yelp of pain as the shaman's spear enters her shoulder. Wishing she had some offemsive magic of her own, she swings her sword at the evil lizard.
Longsword Attack, sick: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Damage: 1d8 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Her swing goes wide.


Jie and Amélie see a dark, rippling pool at the far end of the cavern in the light of the lantern. Water drips from stalactites above and cascades from fissures in the rock wall. An underwater garden of colorful algae and white fish fills the pool. However, the combat demands all their attention at the moment.
Jie bites down on a yelp of pain as the shaman's spear enters her shoulder. Wishing she had some offemsive magic of her own, she swings her sword at the evil lizard. Her swing goes wide.
Amélie sets down the lantern and fires off a shot at the troglodyte attacking Jie. Her arrow finds its mark and sinks deep into the trog's shoulder.

Meanwhile, Amkarang, Benedict and Grum can see the lantern light reappear in the chamber ahead of them, shining to their right.

With his arrow apparently missing, Grum roared in frustration. But knowing that moving wasn't an option, what else could he do? His shot, still being blocked by Amkarang's form, misses its target.
His fear gone as quickly as it came, Benedict tries to stand up and manages to do so. Back on his feat, he readies an attack if a troglodyte comes within reach.
However, that attack will never come, because Amkarang lashes out with his meteor hammer at the troglodyte in front of him with a vicious blow that catches the lizard on the side of its head, snapping its neck with the force. It crumples to the floor like a puppet with its strings cut.
Amkarang steps back and says, "Gods, I could use some healing.” I'm being kind and not making you risk a Reflex save that could spoil your wonderful crit.

The troglodyte spellcaster hisses as it has taken another wound. It stabs viciously at Jie with its spear.
Melee: 1d20 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 - 3 ⇒ (4) - 3 = 1

It comes nowhere close to hitting.


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 to maneuver through the Grease.
Acrobatics, Sickened: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
The DC for movement is 13? Or is it always DC 10, and the spell DC is just for the Reflex saves?
He succeeds, comes up behind the troglodyte, and attacks.
I think it is 30' even with double movement for 5' of Grease.
Attack, Sickened, Flanking: 1d20 + 7 - 2 + 2 ⇒ (18) + 7 - 2 + 2 = 25
Damage, Sickened: 1d8 + 3 - 2 ⇒ (3) + 3 - 2 = 4


Female Human Fighter 3

Amélie fires two more arrows at the trog spellcaster, even as Benedict's blow to the back staggers it.

Rapid Shot, pbs, da, sick: 1d20 + 9 - 2 + 1 - 1 - 2 ⇒ (17) + 9 - 2 + 1 - 1 - 2 = 22
Damage: 1d8 + 1 + 1 + 2 - 2 ⇒ (1) + 1 + 1 + 2 - 2 = 3
Rapid Shot, pbs, da: 1d20 + 9 - 2 + 1 - 1 ⇒ (6) + 9 - 2 + 1 - 1 = 13

Even though her second shot fails to strike, her first shot is true and is enough to drop the troglodyte.


The spellcaster collapses to the ground with a hiss, and the caves grow silent but for the pounding heartbeats and panting breaths of the champions of Phaendar. Nothing threatens the group as they are able to carefully navigate the greasy slick area and finally grow accustomed to the foul stench.

Enough rounds have passed that you are all no longer sickened. The topmost cave (with the pool) is only cursorily explored. The central chamber has several passageways branching off, but at this moment nothing is threatening you. What do you do?

Descriptions again for easy reference: K2 - Guardpost: 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.
K3 - Shrine of Stone: A sharp drop leads to a large chamber. Rough stone steps have been cut at the end of the tunnel, easing the downward passage. Faces loom from the walls, cut from the natural stone in the form of reptilian visages. Their mouths are open, filled with jagged teeth, and their oval eyes lack pupils, making them seem blind. The charred remains of a fire sit within a bowl in the center of the room.
K6 - The Fisher's Garden: A dark, rippling pool covers much of this sloping cavern. Water drips from stalactites above and tumbles from fissures in the rock wall. An underwater garden of colorful algae and white fish fills the pool.


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

Panting, Jie smiles at their victory. "My Gods, the smell. We're going to have to air this place out if we come here. Should we try the wand for healing or drink our potions. I definitely think we should recover before continuing."


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 would say Grum and Amélie should try to get the wand to work - then the potions if we still need healing.
Grum and I are uninjured, and can take the lead. Hopefully we don't fall victim to such sorcery again."

Benedict will search the rooms while the others are healing up.
"That giant crystal is interesting. Would be awkward to take with us but perhaps someday we'll find a buyer."
He takes a look around the Shrine of Stone, inspecting the reptilian faces.
"Their ancestors?"
He checks around the faces for anything of interest, and pokes through the ashes of the fire.

He doesn't go into the room with the pool just yet.

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)

”Magic! I hate magic. Damned cheating...oh. Wow.” He stopped mid rant when he saw the crystal. ”We need that. We need to take it with us. Look at that, it’s beautiful.”


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

So does Grum want to use the wand?
Jie sits on a ledge, warily watching for danger while waiting for some healing. "Perhaps they engage in some sort of ancestor worship." she says referring to the stone faces. "Grum, it may be a magic crystal." she says while she takes her lantern back from Amelie. "Thanks for helping with the shaman." she says gratelfully as she tries to see if the crystals lining the walls sparkle because of the lantern's light or if they shine by themselves.


Female Human Fighter 3

Amélie grins as she walks past Jie. "You are welcome," she says. "Zhat was a good call, to go around and attack zhem from ze flank."

She moves into the central chamber and gives the spent fireplace a kick. "Zis is not a cookfire, I think?" She exposes a number of charred bones that are clearly humanoid. She sifts through the ashes and discovers a warped, leaf-shaped gold pin and a shiny ring.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


The large gemstone in the cradle of roots is some sort of large amethyst. While its size is impressive, there are many flaws and imperfections that would diminish its value were you to find a buyer.

The troglodytes carried simple clubs, but also had an extra pouch like the kind that was unsuccessfully thrown at Benedict. Given the stench that emanates from the tattered remains of the spent one, it is easily deduced that these gas bladders are filled with some substance that is incredibly foul-smelling.

The spellcaster had several items, though its spear's magic fades in a few seconds. Despite the enchantment clearly wearing off, it remains a well-made read: masterwork weapon. The trog spellcaster also possessed a pair of flasks of liquid as well as a geode periapt of modest value.

Let me know if you want to make additional Perception checks, and in what chamber.


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 will try to identify the flasks of liquid.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

He looks around the shrine for anything else of interest.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Then he ventures into the room with the pool and looks into the water.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

If we clear out the caves and move in here, we'll have a chance to Take 20 on searching these rooms, of course.


Benedict is unable to tell what the flasks are, though one is certainly some form of oil and likely not for consumption.

As Benedict looks around the shrine area, he is able to find a pair of boots stuffed in a small nook. The boots are soft-soled and of elven make, showing some wear, but evidently not by the troglodytes.

Stealth: 1d20 + 1 ⇒ (15) + 1 = 16
As Benedict ventures into the cave with the pool, he can spot the picked-clean remains of several bodies -- including that of troglodytes. Looking up, he can make out two lumpy forms that aren't part of the rocky wall. Beady eyes regard him in the torchlight.

Knowledge (nature) DC 12:

These two vermin are cave fishers. You know that they are vermin, and have the mindless special quality.

Knowledge (nature) DC 17:

Cave fishers have a "lure", a sticky thread that they can toss that sticks to their prey, which they use to draw it to their dangerous claws.

Initiative
Enemy: 1d20 + 1 ⇒ (16) + 1 = 17
Grum: 1d20 + 1 ⇒ (15) + 1 = 16
Benedict: 1d20 + 3 ⇒ (8) + 3 = 11
Jie: 1d20 + 3 ⇒ (10) + 3 = 13
Amkarang: 1d20 + 2 ⇒ (10) + 2 = 12
Amélie: 1d20 + 4 ⇒ (17) + 4 = 21

Perception DC 16 spots the cave fishers, and allows you to act in the surprise round. If not, you have to wait.


Female Human Fighter 3

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


2d3 ⇒ (1, 1) = 2

Filament: 1d20 + 3 ⇒ (4) + 3 = 7
Filament: 1d20 + 3 ⇒ (8) + 3 = 11

The strange buggy creatures each throw a line of thick silk towards Benedict. Only one, however manages to land on him, sticking fast.

Anyone else who makes their Perception checks may make a single move or standard action.


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

What happens to Benedict? Is he grappled, entangled, or something else?


Neither. The strand is stuck to you. You can try a strength check or Escape Artist check to get free. Or you can try attacking it to get yourself free.


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 will try cutting the strand with his axe.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


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 will also shout, "Found something in here! Bugs!"


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
Amélie L'Ovre wrote:
Amélie grins as she walks past Jie. "You are welcome," she says. "Zhat was a good call, to go around and attack zhem from ze flank."

"Only because there weren't any more monsters waiting for us." Jie replies while drinking a cure potion.

Cure Light: 1d8 + 1 ⇒ (8) + 1 = 9
"I think it is a place of worship." Jie remarks about the campfie. "They obviously hold their ancestors and the gem in great regard and burn offerings to them."
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
She is caught completely by surprise by Benedict's cry of alarm.


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 forward and swings at the large bug.

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Botting Grum
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Amkarang's perception: 1d20 + 3 ⇒ (7) + 3 = 10

Surprise Round
Only Benedict is alert enough to react quickly to the strange bug creatures. The strange buggy creatures each throw a line of thick silk towards Benedict. Only one, however manages to land on him, sticking fast.

Benedict shouts, "Found something in here! Bugs!" While chopping with his axe at the thread that stuck to him. His sharp blade easily slices through the silk strand, freeing him.

Round One

Amelie draws two arrows and shoots at the closest creature in rapid fashion.
Ranged, da, pbs, rapid shot: 1d20 + 9 - 1 - 2 + 1 ⇒ (5) + 9 - 1 - 2 + 1 = 12
Damage: 1d8 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7
Ranged, da, pbs, rapid shot: 1d20 + 9 - 1 - 2 + 1 ⇒ (11) + 9 - 1 - 2 + 1 = 18
Damage: 1d8 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7
Her second shot hits the bug.

The two creatures again throw out lines of silk at what they clearly believe are prey. 2d4 ⇒ (2, 4) = 6
Filament (against Benedict): 1d20 + 3 ⇒ (6) + 3 = 9
Filament (against Amkarang): 1d20 + 3 ⇒ (2) + 3 = 5

The two cast lines out toward Benedict and Amkarang, but each fail to strike their target.

Amkarang runs forward and swings at the large bug using his longer reach of his hammer. It slams into the already wounded insect.

Amkarang has already gone for Round One. Everyone else is now free to act.

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: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d4 + 10 ⇒ (3, 3) + 10 = 16

Glad to have a foe he could get to grips with, Grum charged forward with blind confidence.


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

The bugs are on the ceiling of the cave, and above the pool? How high up? Need reach weapons to hit?
Benedict switches the axe to his buckler hand, draws a javelin, and throws it at the wounded bug.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
If Amélie missed with a 12, that misses too.


They're on the side of the wall, about 6-7 feet above the water. So reach weapons will work. Grum, you'll be in the water if you try that (unless that was your plan)


Female Human Fighter 3

"Grum! You can borrow my glaive!" Amélie shouts.


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 gets up, startled by Benedict's shout. She quickly shoots the same bug that Amélie wounded.
Attack with bow, PBS: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Bow damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Between the arrows of Jie and Amélie and Amkarang's meteor hammer, one of the bug creatures dies. It slips from its grip on the side of the wall and falls into the pool with a splash.

Grum, I still need to know what you plan to do. You can make one jumping attack at the other creature, but then fall into the pool, or grab a reach or ranged weapon.

The creature, heedless of its mate's demise, again sends a tendril out toward 1d4 ⇒ 4 Amkarang.

Ranged touch: 1d20 + 3 ⇒ (3) + 3 = 6
It's aim is again off, and the line of sticky silk fails to touch the Unsinkable warrior.


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 changes her target to the remaining bug.
Attack with Bow, PBS: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Bow: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12


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

Grum is off at National Guard duty, so I think we should bot him. A running leap seems more in character than taking Amélie's glaive. I would just apply his rolls above as if a running leap - maybe add ++2 for charging which I think he meant to do.

If Grum's attack doesn't kill the bug, Benedict will draw his other javelin and throw it.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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

”You beasts are really bugging me!” Amkarang says as he swings his hammer at the bug.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Thanks for the reminder about Grum. That makes sense.

Glad to have a foe he could get to grips with, Grum charged forward with blind confidence. He leaps into the air and brings down his falchion on the critter, cleaving a deep slice into it as he drops into the water with a loud splash.

Jie changes her target to the remaining bug. Her arrow bounces off the stone wall.

If Grum's attack doesn't kill the bug, Benedict will draw his other javelin and throw it. His weapon strikes the creature, wounding it further.

"You beasts are really bugging me!” Amkarang says as he swings his hammer at the bug. His attack is as painful as his quip, and he finishes off the creature.

Grum's head surfaces with a sputter and slosh, as he discovers the pool at this end of the cave is quite deep.

Combat over! 1200 xp for the cave fishers. Also, you get 2,200 xp for all the troglodytes you've killed so far in this cave.


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

Does that 2200 include the troglodytes and lizard in the ambush outside the caves the previous day? I don't know if the stag and the shrieker count for anything.
Benedict will looking in the pool. While the bodies were picked clean for flesh, the bugs might not have taken rings/amulets/weapons/etc. Again, we'll Take 20 when we move in here.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13


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 walks up to Benedict and peers into the depths of the pool with him.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
she really cannot make out anything in the murk so she just asks Grum
"So, how's the water?"


Benedict, it's just for the trogs in the caves. I already gave you xp for the ambush.

I'll leave it for Grum's character to answer Jie.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Grum dives back down into the pool and swims back up clutching an iron coffer and a small steel rod. He rises from the pool, dripping. He reports that he saw a trio of troglodyte corpses down there, all picked clean.

The coffer contains 120 gold pieces, while the steel rod is decorated with engravings of helms and breastplates.


Female Human Fighter 3

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Amélie seems more interested in paying attention to the passageways than the pool. "If you are done swimming? I smell somezhing terrible zhat way," she says, pointing to the tunnel that does not lead back to the shrine.


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
DM Stalwart wrote:
I already gave you xp for the ambush.

So you did. My mistake. The hobgoblin attack on the camp? If you did, I missed it - search function not always working well.

"Let's take that coffer and rod, and keep moving. Amélie, I'm happy to lead the way."


The stench of death and old blood overwhelms the smell of troglodyte in this chamber. The floor slopes down to the north wall where a narrow underground stream flows past. The sound of running water echoes off the low ceiling, and a burning torch near the stream sends rippling light patterns dancing off the wall. Racks against the walls hold the carcasses of forest creatures, some still draining their life's blood on the stone floor, others mere skins left to dry.

Perception DC 22:

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
You see the head of a man-sized lizard sticking out of the river, a piece of meat hanging from its mouth.


Female Human Fighter 3

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Holding the lantern for herself and Benedict, Amélie gasps. "Zere's another lizard-thing in ze water! Is it a trog?"


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 picks up her lantern to once again provice light and proceeds to follow Benedict, with her bow put away and her sword out.Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Frustrated by the poor lighting, Jie remarks. "I don't see it." under her breath, but steps between Amélie and the water in such a way that the archer can still get a good shot if she needs.


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

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
With his Darkvision, Benedict sees the creature easily.
"I see it! Looks more like an animal to me. Jie, do you want to shoot it, leave it alone, or use your skills to try to befriend it? Or should Grum, Amkarang, and I engage it in close combat?"


Grum's Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Grum also growls as he spots the lizard. It also seems to have spotted the interlopers, and hisses menacingly.

Surprise round -- All those who have spotted the lizard may act (Amkarang, if you roll a 22 Perception, you're good to act in the surprise round, too
Enemy: 1d20 + 2 ⇒ (7) + 2 = 9
Grum: 1d20 + 1 ⇒ (18) + 1 = 19
Benedict: 1d20 + 3 ⇒ (10) + 3 = 13
Jie: 1d20 + 3 ⇒ (7) + 3 = 10
Amkarang: 1d20 + 2 ⇒ (12) + 2 = 14
Amélie: 1d20 + 4 ⇒ (17) + 4 = 21


Female Human Fighter 3

Amélie nocks an arrow and fires at the creature. "Zhat doesn't sound friendly!"

Ranged, deadly aim, pbs: 1d20 + 9 + 1 - 1 ⇒ (15) + 9 + 1 - 1 = 24
Damage: 1d8 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11


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 steps into the room and readies to attack the creature if it comes within reach.

Readied Attack:

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Would charge, but don't want to block Grum's charge, as it's more his style and he does more damage.


Amélie's arrow sinks deep into the lizard's neck, wounding it severely.

Grum charges without hesitation.
Melee: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15
The orc's falchion strikes its skull a scant second after the arrow lands, and the combination of wounds is fatal.

Okay, that was quick. 600 xp

When the lizard is dealt with, the Phaendarans can see that there is likely around ten provision points of meat that is palatable in this larder. There is also a faint bioluminescence coming from some cave lichen and fungus around the underground stream. There is a passage to the south of the chamber.


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

The lizard's attack catches Jie completely off guard, but Amélie and Grum take care of it quickly. She looks the dead lizard over.
K/Nature to determine what kind of lizard: 1d20 + 6 ⇒ (6) + 6 = 12
"I think that eventually if we make this our home, we'll have to explore this underground stream, but I think we should continue to try to explore the rest of the caves first." she says while heading over to the south passage.


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 also moves to the south passage and takes a look.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

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