Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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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

Can I Take 10 on Survival for a 19?
Maybe get an Aid Another from someone else?

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)

Aid Sir Kingston!: 1d20 + 3 ⇒ (11) + 3 = 14
Aid Grum: 1d20 + 5 ⇒ (5) + 5 = 10

Often lost in deep conversation, Sir Kingston and his halforc assistant (a claim Grum adamantly rejected), assisted in following the trail.


Benedict, aided by Grum and the dutiful Sir Kingston, is able to again pick up the trail of the murderer. They follow it a significant distance into the deep forest north of the troglodyte caves. It is almost completely dark, given the canopy and the sun having set over an hour ago. The party finally comes to a small cold camp -- with a single bedroll and a few supplies set out. The camp appears empty.

Perception DC 19:

Stealth: 1d20 + 14 ⇒ (5) + 14 = 19

You see a shadowy figure lurking behind some dense bushes.

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)

Sir Kingston: 1d20 + 15 ⇒ (17) + 15 = 32
Grum: 1d20 + 5 ⇒ (7) + 5 = 12

While Grum was blissfully unaware, Sir Kingston easily spotted the lurker. A series of indignant squeaks caused Grum to look up.

”There! Behind those bushes!”


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 ⇒ (3) + 6 = 9
Although Benedict does not see whatever Sir Kingston does, he heeds the hedgehog's warning.

He draws his bow and moves to circle around the bushes, keeping a reasonable distance.

Amkarang, Hama, William - you all with us here?


Female Dwarf Fighter 3

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Though she does not see what the hedgehog apparently does see, Hama still heads it's warning. She draws both spear and shield and stands ready to move in.


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

William moves his bow to the bush indicated and is ready to launch an arrow but says "I don't see anything there, but if it shows itself I'll be ready."

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


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, ”Ready to fight.”
Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Per my reading of the rules, Grum can't understand Sir Kingston's speech just yet. Right now, he just gets emotions through. Thus, I believe the hedgehog has spotted the enemy, but not Grum. Let me know if there's something I'm missing.

Enemy: 1d20 + 3 ⇒ (2) + 3 = 5
Grum: 1d20 + 1 ⇒ (13) + 1 = 14
Benedict: 1d20 + 3 ⇒ (3) + 3 = 6
Hama: 1d20 + 2 ⇒ (11) + 2 = 13
Amkarang: 1d20 + 2 ⇒ (10) + 2 = 12
William: 1d20 + 3 ⇒ (4) + 3 = 7

Surprise Round

Amkarang notices the enemy if there's any light. As one of the two humans in the party, if he or someone else is not carrying a torch or some other source of light, he's not seeing much of anything.


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

William has an ioun torch he uses for light


Okay, then. There's light.

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)

Oh...damn. That’s less fun! I enjoyed the idea of them understanding each other because Sir Kingston is a creation of Grum’s imagination. But you’re right it’s lvl5 that they can communicate.


I suppose Grum can think he's understanding Sir Kingston. Until he really does. Also, we're waiting on Amkarang! He gets to go before the bad guy!


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 is our botting protocol?


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 moves forward slightly and readies to swing his meteor hammer at the figure in the bushes if they make any hostile actions.

Agh, my bad. Site must’ve eaten my post.


Amkarang moves up close, brandishing his meteor hammer. He's able to identify the lurking figure as a hobgoblin. He pops open a flask and splashes it on a charm hanging from his belt, and suddenly everything goes pitch black! The glowing source of light from William's ioun torch fades entirely, plunging the grove into complete blackness.

It's Round 1, and everyone can act. Those who have darkvision can still see in the supernatural darkness, but everyone else can't. Amkarang knows where the hobgoblin is, but now can't see due to the darkness.


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 an active Perception check as a move action, looking where he saw Amkarang looking and where Sir Kingston was squeaking.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
He is presumably still unable to see the hidden enemy, so he readies a shot with his bow should it become visible.

Readied Attack:
Composite Longbow: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Female Dwarf Fighter 3

Hama just grins when the light goes out as she moves to the bush. "Come out, come out wherever you are you stinking hob."

She stops just shy of the bush, "Come on out then. I can smell ya."

Move Move closer to hob containing bush, minding the fact she has a reach weapon
Standard Ready an attack for the guy.
Attack: 1d20 + 9 ⇒ (3) + 9 = 12 Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
Keep in mind I also threaten adjacent due to both the shield and my boulder helmet
I need Hama to learn Goblin for better taunting


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, William, Amkarang, you are all up.


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

William backs up until the darkness turns into regular night. He readies his bow if their enemy shows itself.

Mwk. Comp. Longbow (+2 Str): 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d8 + 2 ⇒ (2) + 2 = 4


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 continues to swing his hammer, ready to strike if the hobgoblin approaches.

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 did not want to pull out his longbow. Rather, he stood right in front of William and Benedict with his sword out, ready to swing on the creature should it advance.

Readied action attack


Yay! We're back at it!

An arrow flies out of the darkness towards Amkarang.

Ranged vs. FF: 1d20 + 8 ⇒ (19) + 8 = 27
Damage, sneak attack: 1d6 + 2d6 ⇒ (3) + (4, 5) = 12

The shot is well-placed, doing damage and opening up a blood vessel in Amkarang's thigh. His blood is flowing freely from the wound. Amkarang has Bleed 2 (loses 2 hp at the beginning of his turn each round, unless given at least 1 point of magical healing or a DC 15 Heal check.

Then the figure, briefly exposed, darts away into the brush.

Stealth, sniping: 1d20 + 14 - 20 ⇒ (4) + 14 - 20 = -2

Oof. He didn't do very well. Anyone who can see in darkness can spot the hobgoblin.


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 had a readied attack for when the enemy becomes visible. Does he get that (above) and then a turn now?


Ah, yes! Readied attacks go off, though only Benedict's attack is a success.

So, it goes: Readied action, hobgoblin makes attack, revealing himself, readied attack goes off, which resets your place in the initiative order. So, Benedict's, Hama's, and Grums readied attacks go off (but not Amkarang's and Williams', since they can't see in the dark and therefore the attacker didn't "reveal himself."

Need Grum's rolls!

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 readied with a sword, and the hob Shot. Is he close enough to engage in melee?


Forgot about that! Yeah, he didn't get close enough for you to swing at him.

Seeing that he's in a terrible spot, the hobgoblin again moves, trying to hide himself in the darkness.

Stealth: 1d20 + 14 ⇒ (7) + 14 = 21

Everyone can go again! New Perception checks are needed

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)

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 15 ⇒ (15) + 15 = 30

Grum was completely unable to spot the hobgoblin, but Sir Kingston had no such trouble. Squeaking up a storm, it caught Grum’s attention. Trusting in his compatriot wholeheartedly, Grum followed Sir Kingston directly to the hiding foe.


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 know we aren't using a map for this, so I don't know where there is cover blocking line of sight. The hobgoblin can't just use the darkness to hide from those with Darkvision, especially while being observed. Can Benedict follow Sir Kingston's squeaking to find the foe? Or does he need to roll a check of his own?


He's using cover from the foliage around his camp. It's not blocking sight, but giving him enough that he's able to make a stealth check. So Sir Kingston can move to his space and everyone can attack the square blindly, with the requisite 50% miss chance.

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)

And Grum who is following his familiar? If he is 5ft away and looking in the right direction, does that change the miss chance?


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 drops his bow and moves, drawing his warhammer, to the opposite side of the square from Grum. That way the assassin is boxed in and can't easily escape. He readies an attack for when the hobgoblin shows himself.

Readied Attack:

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


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

William wait for the darkness to drop, his bow at the ready.


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

@William, you probably know that Darkness lasts a long time and that hobgoblins can see through it. Might be better to move away from the Darkness so you are not within Sneak Attack range of this foe. They are basically invisible to you and you saw what they did to Amkarang.


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

I did that a round or two ago. I'm just waiting at this point.


I'm not sure about botting Amkarang; he can't see in the darkness, and he's got bleed damage ongoing. Does he have a healing potion he could use?

The hobgoblin takes another shot from his cover, this time at Benedict.

Ranged: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 2d6 ⇒ (2) + (6, 3) = 11 Benedict also has 2 bleed now.

The arrow streaks from the underbrush and similar to Amkarang, causes a nasty gash that continues to bleed.

Benedict's readied attack connects, giving the hobgoblin a brutal blow.

The hobgoblin tries to scramble out of the way of any additional attacks and hide again.

Acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16

Stealth: 1d20 + 14 - 20 ⇒ (12) + 14 - 20 = 6

Ouch. He didn't roll very well on his acrobatics roll, so I think Grum and Benedict get AoOs on him as he tries to scramble away.


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 had 11 potions of CLW and 1 of CMW when we entered the trog caves. Here. Jie drank 1 CLW, then we found 2 more CLW and 2 more CMW. So that would bring our new total to 12 CLW and 3 CMW. We divided the new ones with Grum and Amkarang getting a CMW each and Benedict getting the 2 CLW.
I think it better to track potions on individual sheets rather than party loot. I have Benedict's stash of 4 CLW (included in the above party total) marked on his sheet. Amkarang should have had 2 CLW (from going into the caves, the original 11 would have been split five ways), and 1 CMW (found in the caves).

Benedict strikes at the hobgoblin as it tries to escape.
+1 Warhammer: 1d20 + 7 ⇒ (12) + 7 = 19 +2 if flanking with Grum
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Then he auto-succeeds the Perception vs a 6 Stealth.

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)

AOO: 1d20 + 7 ⇒ (14) + 7 = 21 +2 if flanking
Damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18
1d100 ⇒ 100

Grum was forewarned about the skulking hobgoblin, and swung his sword as the foe tried to move. He grinned, expecting the enemy to meet a grisly end at the end of his blade.

Familiar Perception: 1d20 + 15 ⇒ (5) + 15 = 20
Grum Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Hit: 1d20 + 7 ⇒ (14) + 7 = 21 +2 if flanking
Damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17

With both Sir Kingston and Grum seeing the hobgoblin, they moved in to the attack! Well, Grum did. Sir Kingston merely squeaked encouragement. While a warrior hedgehog, he still wasn't meant for melee combat. Rather, he was Grum's eyes, ears, and wise mentor. Grum was very grateful for Sir Kingston's excellent advice regarding how he gripped the blade as he swung.


Ouch! That got him.

The two brutal strikes as the hobgoblin tries to escape bring him down swiftly.

Benedict's wound still bleeds profusely, but the hobgoblin lies still.

800 xp

The blackness wears off and the pale light of the night sky as well as William's ioun torch illuminates the camp again. A search of the hobgoblin reveals a chunk of raw aquamarine the size of a fist that seems to have come from the troglodyte caves. There is also a potion, a shortbow with 16 arrows, masterwork studded leather, and a very fine dagger.


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 drinks a potion, and the bleeding stops.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
"Nice going, Grum!"
Then, more quietly, "Tamran is avenged. We will give him a proper burial."
He then takes a look at the assassin's gear and the potion. "William, are you able to identify magic items? This is high-quality gear at the least."

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 grinned at the compliment as he gave the corpse a kick.

"Only because you distracted him." He said, happily. And then to Sir Kingston "And because of your keen eyes! Come here, you!" He picked up the hedgehog and scratched it behind the ears. The bloodletting had put him in a very good mood.


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

William says "I can cast detect magic and see if anything is magic and if so I can try to identify it."

Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28


William detects magic and determines that it has a permanent but faint enchantment that makes its strikes more accurate and deadly.

+1 dagger


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, "Damn darkness. Missed all the fun." He looks down at the gash and winces, "Got all the bad too. I'd take a potion of something if anyone has any."


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

@Amkarang, see above. You should have 2 CLW and 1 CMW by my count. Let's work to allocate these from here on out.
Benedict asks, "William, can your magic identify that potion the hobgoblin had without tasting it? I've identified some potions by taste before, but in this case I'd be worried about poison."


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

After handling the dagger William says, "It's a minorly enchanted dagger. Let me see the potion and I will try."

Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28


Lookit those rolls! Potion of cat's grace


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

"A gem from the troglodyte caves as well. I wonder if that means the hobgoblins had made contact with the tribe, or if this one was sneaking around our new home."
Benedict tries to estimate the value of the gem.
Appraise: 1d20 + 2 ⇒ (20) + 2 = 22
"Hopefully this one was acting on their own and not part of a team. If any got away, they could report our location to the Ironfang Legion."
"Does anybody mind if I take this potion of Cat's Grace?"
Benedict has +2 Dex, but his armor's Max Dex is +4 with Armor Training, so he would get the full AC benefit from Cat's Grace.
"William, you might want the dagger just in case there are foes that resist mundane weapons. Hobgoblins have no such protection, but we've run into some strange creatures here in the Fangwood."

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 picked up the body. ”Good work! Now let’s bring him back and get paid. Wonder how long it’ll take the deurgar to make my armor? Hope it’s ready soon.”


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

Get paid? By whom? This was one of our refugees who got killed, and another (his brother) who asked us to find him. Grum can have the nice shiny piece of aquamarine if he wants. If we still have a few days until the armor is ready, I'd suggest we do Survival checks to build up our food reserves, and maybe explore the area around the caves some more.

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