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)

Beaming with pride for his companion, Grum fell into formation. He whispered into his pack See! You did well, and have earned your praise. Extra crackers for you tonight.


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 also falls into formation, ready to fight.


The noise and challenge the party makes draws the troglodytes into view. The center trog is clearly bigger and tougher than the others, and wields a stone warhammer.

Enemy: 1d20 - 1 ⇒ (15) - 1 = 14
Grum: 1d20 + 1 ⇒ (6) + 1 = 7
Benedict: 1d20 + 3 ⇒ (1) + 3 = 4
Jie: 1d20 + 3 ⇒ (11) + 3 = 14
Amkarang: 1d20 + 2 ⇒ (12) + 2 = 14
Amélie: 1d20 + 4 ⇒ (11) + 4 = 15

It hisses in defiance, hefting the heavy warhammer and daring you to approach!

Amélie, Amkarang and Jie all may act


Female Human Fighter 3

Amélie steps forward and sends two shafts whistling past Grum's ear and toward the troglodyte on the right (her left).

Ranged, da, rapid shot: 1d20 + 9 - 2 - 1 ⇒ (7) + 9 - 2 - 1 = 13
Damage: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Ranged, da, rapid shot: 1d20 + 9 - 2 - 1 ⇒ (13) + 9 - 2 - 1 = 19
Damage: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

Her first shot sails past the trog, but the second one buries itself deep into his side.

"Zis is fine!" she says with a fierce grin as she nocks another arrow.


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

Given that we knew an enemy was there, and acted to bring them to us, is it possible for us to not be flat-footed?


It's one of those weird quirks of the system. Whoever gets the initiative gets one action while the other is flat-footed. At least there's no surprise round!


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 begins whirling his meteor hammer, ready to attack one if it draws within range. He smiles fiercely and roars at the troglodytes, ”Come on you oversized lizards! We haven’t got all day!”

Readying to attack if one comes in range.


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

Fine. I'll have to pick up Combat Reflexes just because this rule annoys me so much. We are aware they are there, take an action to lure them towards us, and yet are somehow totally unprepared for them to come towards us. It makes no sense.
Sorry for being cranky about this. The game's in-combat/not-in-combat distinction has always been problematic and makes it hard to think up good tactics in an in-character and not metagaming way. It will be good to know how you approach this rule.


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 concentrates fire on the same one that Amélie just shot.
Attack, PBS: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


The pair of arrows from the archers drop one of the troglodytes.

Okay, I've revised my ruling, since you actually "readied an action." That's the main exception to the initiative ruling -- Benedict has declared a triggering action (enemy coming within reach) and a response (attack). That's within the rules too. I should have realized that. What it doesn't do, however, is make you stop from being flat-footed if the opponent does something other than the triggering action. And I'm using the book's stated action here.

The big troglodyte hisses in anger as one of her companions is dropped by the archers. She doesn't seem to understand Amkarang's speech, and neither seems to be goaded into the room. She shifts her warhammer to her off-hand, then draws a javelin and throws it at 1d3 ⇒ 1 Amkarang.

Javelin: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

The hard-thrown spear sails well wide of the Unsinkable, striking the stone wall behind him and embedding itself quivering in the rock.

The powerful troglodyte also releases a fresh bout of its stench, which is stronger and more foul than anything you've encountered before.

The other troglodyte throws a javelin as well. 1d3 ⇒ 1
Javelin: 1d20 ⇒ 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Everyone is up! Amkarang, Benedict and Grum need to make new DC 17 Fort saves or be sickened for 10 rounds.


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 mutters, ”If you want something done you must do it yourself.” He advances on the lead troglodyte and swings his hammer at it.

Fortitude Save: 1d20 + 5 ⇒ (19) + 5 = 24

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


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

Fort, Antitoxin: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25
"Amkarang!" Benedict shouts in vain.
Reach weapons don't get AOOs if you move to engage with the enemy. We are giving up free attacks by advancing on them. And now you are blocking a choke point so we cannot fight them 3-on-2, but rather you are fighting them 1-on-2. I had the formation for a reason. And our archers were doing much better than the trogs' javelins.
Benedict can't get in there with his glaive so he delays.


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

Actually, instead of delaying, Benedict will use his Alter Self SLA to take the form of a human who looks almost exactly like he does.
This gives him +2 Str.


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 delays her action until she can get a clear shot.


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

Benedict will also shout, "Grum, trust me! Hold the line!"

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)

With a mental shrug, Grum held the line.


Female Human Fighter 3

Amélie takes another step forward and unwittingly gets a nosefull of the troglodyte's stench.
Fort DC 17: 1d20 + 4 ⇒ (9) + 4 = 13

Despite her gagging, she sends two more arrows at the center troglodyte.
Ranged, sick, pbs, rapid shot, deadly aim: 1d20 + 9 - 2 - 2 + 1 - 1 ⇒ (6) + 9 - 2 - 2 + 1 - 1 = 11
Damage: 1d8 + 1 - 2 + 2 + 1 ⇒ (3) + 1 - 2 + 2 + 1 = 5
Ranged, sick, pbs, rapid shot, deadly aim: 1d20 + 9 - 2 - 2 + 1 - 1 ⇒ (16) + 9 - 2 - 2 + 1 - 1 = 21
Damage: 1d8 + 1 - 2 + 2 + 1 ⇒ (5) + 1 - 2 + 2 + 1 = 7

Despite the cover provided by Amkarang, her second shot manages to catch the big trog in the side.


The two surviving troglodytes step forward to attack Amkarang.

The big one swings her warhammer, then follows up with a bite.

Melee: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Bite: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

The other trog has to contend with a protrusion of rock in the way, granting Amkarang cover.
Club: 1d20 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 - 3 ⇒ (2) - 3 = -1
Claw: 1d20 - 3 ⇒ (6) - 3 = 3

He's not very effective.

Everyone's up! (By the way, Grum, I need a Fort save from you -- DC 17 or be sickened)


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

"Amkarang, fall back! We can't get in there!"


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 says, ”All part of the plan! Drawing them towards us!” He then steps back and tries to ensnare the bulky troglodyte to pull it towards him.

Trip Attempt: 1d20 + 6 ⇒ (7) + 6 = 13

Using one of the special abilities of the meteor hammer to drag the enemy five feet towards me with a trip attempt.


Amkarang's attempt catches the tough troglodyte briefly, but she knocks the chains away and is unmoved by his attempt.

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)

Fort: 1d20 + 7 ⇒ (1) + 7 = 8

That’ll teach me to forget a save

...and by holding the line, Grum meant wretching against the wall.


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

Have to improvise the plan a bit. But now we can have the trog in the choke point instead of Amkarang.
Benedict steps up and prepares to trip the tough troglodyte after the archers attack.
"Archers!"
Once they have shot, he makes his attempt.
Trip, MW Glaive, 18 Str: 1d20 + 8 ⇒ (8) + 8 = 16
If successful, he shouts "Grum!"
Ideally, archers go when it is up, and Grum can attack it when it is prone. Then Grum, Amkarang, and Benedict all get AOOs if it tries to stand.


Female Human Fighter 3

Amélie attempts to shout an affirmative, but the foul stench burning in her nostrils turn it into a choked cough. Still, her trained hands fly to her quiver to rapidly send two more arrows toward the troglodyte.

Ranged, sick, pbs, rapid shot, deadly aim: 1d20 + 9 - 2 - 2 + 1 - 1 ⇒ (2) + 9 - 2 - 2 + 1 - 1 = 7
Damage: 1d8 + 1 - 2 + 2 + 1 ⇒ (7) + 1 - 2 + 2 + 1 = 9
Ranged, sick, pbs, rapid shot, deadly aim: 1d20 + 9 - 2 - 2 + 1 - 1 ⇒ (8) + 9 - 2 - 2 + 1 - 1 = 13
Damage: 1d8 + 1 - 2 + 2 + 1 ⇒ (8) + 1 - 2 + 2 + 1 = 10

Unfortunately, neither arrow is able to find its target.


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 lets loose another arrow when Benedict yells 'Archers'.
Attack, PBS: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Damage,PBS: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


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

So we are just waiting on the trip attempt. Did 16 beat the big trog's CMD?


Sorry everyone, I was away from my book so I didn't have the stats handy.

Amkarang's trip attempt fails as he steps back to clear a shot for the archers. However, neither are able to land a significant hit. Benedict then moves in and is able to catch the trog's feet and send him sprawling.

Interesting. The glaive isn't a trip weapon, but I don't see anything in the rules that says you can't attempt a trip maneuver with one. Huh.

Grum! The enemy is down!

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)

Still violently wretching, Grum went for the downed foe.

hit sickened: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15

It was still quite effective, if not very clean.


Grum hits the troglodyte hard, but she seems to be in a rage that is giving her additional tenacity. The other trog hisses as its leader is tripped up, and it jumps in to her defense, trying to grapple the powerful half-orc.

Grum can elect to take an AoO on this trog.
Grapple: 1d20 + 2 ⇒ (6) + 2 = 8
It fails to get him into a grapple.

The big trog stands up, snarling. She then brings her hammer down upon Grum in retaliation.

Grum can take an AoO if he didn't take one against the first one. Grum provides cover, so no one else gets an AoO
Melee: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

The swing is wild and completely ineffective.

Players are up!

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)

AOO: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 2d4 + 10 ⇒ (4, 3) + 10 = 17

Confirm: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15

After attacking the downed Trog, a second ran at him in an attempt to grapple. Grum turned, and momentarily forgetting his nausea, he swung out his blade. It was an attack made completely on instinct...and it landed squarely on the Trog's neck.

Hit: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15

He barely had time to revel in this victory, as the other Trog, which had been tripped, got back up. Nauseated beyond belief, he barely had time to bring his bloody blade around to parry the blow, taking a step back in the process.


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

"Nice going, Grum!"
Benedict follows up Grum's attacks with one of his own, trying to drop the big troglodyte.
MW Glaive, 18 Str: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


Female Human Fighter 3

Amélie sends two more arrows at the remaining troglodyte, now that it is standing again and an easier target (though the front line new melee fighters continue to make it difficult.

Ranged, one, sick, rapid shot, da: 1d20 + 9 + 1 - 2 - 2 - 1 ⇒ (14) + 9 + 1 - 2 - 2 - 1 = 19
Damage: 1d8 + 1 + 1 + 2 - 2 ⇒ (6) + 1 + 1 + 2 - 2 = 8
Ranged, one, sick, rapid shot, da: 1d20 + 9 + 1 - 2 - 2 - 1 ⇒ (15) + 9 + 1 - 2 - 2 - 1 = 20
Damage: 1d8 + 1 + 1 + 2 - 2 ⇒ (3) + 1 + 1 + 2 - 2 = 5

Her first shot is incredibly close, but just off target. Her second shot lands and does more damage.


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 moves up to get a better shot.
Fort save: 1d20 + 5 ⇒ (20) + 5 = 25
The stench is powerful but not overwhelming as she sends an arrow into the lead Trog.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


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 tries to trip the troglodyte again, attempting to wrap the chain around the bulky lizard person's ankle.

Trip Attempt: 1d20 + 6 ⇒ (12) + 6 = 18


This time, Amkarang successfully uses his meteor hammer and upends the troglodyte. On the ground once more, she roars in defiance and tries to stand.

The melee folks can make AoOs with a +4 bonus because she's prone.


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

"Stay down!"
Benedict swings the glaive at the frustratingly resilient troglodyte.
AOO, +4 vs prone included: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
Damage: 1d10 + 6 ⇒ (9) + 6 = 15


That does it!

Benedict's strong thrust finds its way to the troglodyte's heart. It shudders a moment more, then slumps back to the ground.

The caves are silent once more.


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

"Amkarang, are you okay?"
While Amélie and Grum try to recover from the stench and get the wand to work on Amkarang (or use a potion if they can't), Benedict will search the bodies of the trogolodytes, and also the room to the south.
Figure he'll do two searches, one Take 10 and one rolling. If he has more time he'll keep looking.
Perception, Take 10: 10 + 6 = 16
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

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)

Wand CLW: 1d20 + 6 ⇒ (19) + 6 = 25
1d8 + 1 ⇒ (7) + 1 = 8
Wand CLW: 1d20 + 6 ⇒ (4) + 6 = 10
Wand CLW: 1d20 + 6 ⇒ (14) + 6 = 20
1d8 + 1 ⇒ (4) + 1 = 5
Wand CLW: 1d20 + 6 ⇒ (10) + 6 = 16
Wand CLW: 1d20 + 6 ⇒ (11) + 6 = 17
Wand CLW: 1d20 + 6 ⇒ (12) + 6 = 18

Once he stopped his body from trying to empty itself, Grum pulled out his wand and poked his comrade with it.

Poke! Poke poke poke! It was...oddly enough, quite effective.


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

"I should be alright, especially thanks to our comrade's magic stick. Let's keep moving though."


A search of the big troglodyte reveals she was wearing well-made hide armor with spikes, a necklace of wolf fangs that looks valuable, and she had three potions along with her impressive-looking warhammer.

Countless bones jut from the clay walls of the next chamber. Grinning skulls peer down over the ends of femurs and ulnas sticking out at odd angles. Most of the bones are from animals -- some as large as stags and bears -- but some are undeniably human.

Within the bone-littered cave, several other trophies line the walls, including a finely-balanced quarterstaff, four thunderstones, two gems of onyx, and a scroll case containing three spells on the parchment within. Benedict's eye catches sight of several smaller objects hidden in recesses and underneath rib cages. He finds a silver locket containing a braided length of blond hair, two rings made of platinum, a battered wooden flute in a silver and velvet case -- the flute appears worthless but the case is valuable -- and a pearl.

The bone cavern has another passage leading out, this one dark and sloping steeply into the ground. The corridor slopes down at irregular angles and reeks of dampness. The walls are jagged and covered with sharp stone barbs. Mossy growths spread across the floor and walls, old bones lying pale against the dark moss.

I don't think I've done XP in a while. 600 for the trap, 1400 for the two trogs and the monitor lizard (I did list that, but I don't know if anyone caught it), 800 for the trog and two frogs, and 1,600 for the trog barbarian and friends. EDIT: As Benedict pointed out below, I forgot the Hobgoblin attack on the refugee camp. That's another 1,600.


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
DM Stalwart wrote:
The bone cavern has another passage leading out, this one dark and sloping steeply into the ground. The corridor slopes down at irregular angles and reeks of dampness. The walls are jagged and covered with sharp stone barbs. Mossy growths spread across the floor and walls, old bones lying pale against the dark moss.

"If Sir Kingston is willing to venture forth again, he did a stellar job last time. But I can also take the lead."

DM Stalwart wrote:
I don't think I've done XP in a while. 600 for the trap, 1400 for the two trogs and the monitor lizard (I did list that, but I don't know if anyone caught it), 800 for the trog and two frogs, and 1,600 for the trog barbarian and friends.

Thanks! Benedict is at 6,680. I still think the hobgoblin ambush at the campsite is missing. That was a leader and five ordinary hobgoblins, I think? I've been tracking XP on my profile page in chronological order, more or less. The ambush was after the stirges. You did give us RP XP to put us at 5,000 just after the stirges. It is 9,000 XP to 4th so that is still a ways away.

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)

”No! It is too dangerous. He has done far more than-“

As Grum said this, Sir Kingston hopped down and waddled off to go scout.

”...be careful.” Grum finished, looking down. He muttered ”I hope I didn’t offend his warrior spirit.”

STEALTH: 1d20 + 19 ⇒ (11) + 19 = 30
Perception: 1d20 + 15 ⇒ (8) + 15 = 23


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

Benedict gathers up the items from the bone cavern. He then switches out the glaive for his axe and shield again, unsure if the dark sloping passage will afford enough room for the polearm. He awaits a report from the magic hedgehog...


DM:

Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

The hedgehog crawls along the dank corridor several dozen feet until he spots the end of the tunnel, then returns signaling the all-clear.

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)

”We go! Soon these tunnels be ours!” A visibly relieved Grum said.


Female Human Fighter 3

"Zis corridor is quite dark," Amélie says, picking up the lantern and shining the light down the passageway as everyone heads down it.


2d5 ⇒ (5, 2) = 7

As the group move down the damp corridor, a pair of dark somethings detach from the ceiling and drop upon Amélie and Benedict.

Slam on Amelie: 1d20 + 4 ⇒ (6) + 4 = 10
Slam on Benedict: 1d20 + 4 ⇒ (11) + 4 = 15

Grab: 1d20 + 5 ⇒ (17) + 5 = 22
Grab: 1d20 + 5 ⇒ (18) + 5 = 23

Despite the surprise attacks, the clumsy creatures do not find their way through the armor of their victims. Now that they've revealed themselves, they appear like a cross between a bat and a stalactite. Nasty claws had allowed them to cling to the ceiling and drop down on unaware prey.

Knowledge (dungeoneering) DC 11:

These are darkmantles, underground ambush predators. Slow once on the ground, but relatively deadly if they manage to grab ahold of their prey and constrict.

Enemy: 1d20 + 6 ⇒ (13) + 6 = 19
Grum: 1d20 + 1 ⇒ (3) + 1 = 4
Benedict: 1d20 + 3 ⇒ (7) + 3 = 10
Jie: 1d20 + 3 ⇒ (8) + 3 = 11
Amkarang: 1d20 + 2 ⇒ (19) + 2 = 21
Amélie: 1d20 + 4 ⇒ (18) + 4 = 22

No real map for this, I'm just going with marching order as the initiative macro is -- if you feel strongly it should be something different, let me know and I'll redo the order for the next time. Amélie and Amkarang are up!

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