Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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The centaur shakes his head. "You've been in the woods too long. Scarvinious is at his camp in the Fangwood. I'm no good to you in there. I'm running a message to the front lines, but I'm sure Scabvistin will pay handsomely back at Phaendar. I'd love to take half of that reward, but not if it means my hide on the bugbear's tent for failing in my duty."

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)

Bluff Assist: 1d20 + 1 ⇒ (10) + 1 = 11

Grum glowered as he pretended to strain at his restraints.


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 is speaking in Goblin this whole time, of course.
"Fine. It's too far to drag him to the camp, he might get away. I'll just take his head. Can you hold him still?"
He steps out towards the centaur, holding out one end of the rope for the centaur to take.

Benedict will drop the rope and hand the sword to Grum as soon as Grum is close enough to strike.


The centaur is fooled completely, so you and Grum can take a surprise round action on him. Then we'll roll for initiative for the others in the ambush.


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 handing the sword to Grum count as my surprise round action or can I also do something? Mostly I don't want him to have to use an action to pick up the sword.


The rules aren't clear, but I'd say it's still a move action to make sure the sword is fully within his hands (since they're 'tied up').


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

Okay, that will be Benedict's surprise round action - getting the sword into Grum's hands. Grum does a LOT more damage than Benedict.

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 ⇒ (12) + 7 = 19
Damage: 2d4 + 10 ⇒ (2, 3) + 10 = 15

With the blade thrust into his hands, Grum smiled savagely. The bonds fell off as he brought the sword up, carving a line across the side of the centaur.


Being surprised, Grum is able to strike past the centaur's defenses and deal a nasty wound.

Enemy: 1d20 + 6 ⇒ (19) + 6 = 25
Grum: 1d20 + 1 ⇒ (7) + 1 = 8
Benedict: 1d20 + 3 ⇒ (3) + 3 = 6
William: 1d20 + 3 ⇒ (6) + 3 = 9
Amkarang: 1d20 + 2 ⇒ (14) + 2 = 16

The centaur reacts quickly to his injury, a look of fright across his broad face. He rears up, twists his body and retreats away from the ambush.

Full withdraw, double moves 70' away


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 yells out, "Stop him! as he fires two quick arrows at the retreating centaur.

Mwk. Comp. Longbow (+2 Str) RS 1: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Mwk. Comp. Longbow (+2 Str) RS 2: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Mwk. Comp. Longbow (+2 Str) RS 1 Crit confirm: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 Damage: 2d8 + 4 ⇒ (5, 1) + 4 = 10

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 took off running after the centaur, throwing caution to the wind to get in front of it and cut it off.

Running for 90ft movement. At AC17 because Grum now loses dex. Using the movement to cut off the centaur


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 draws his bow and fires.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


William's first arrow sinks deep into the flank of the fleeing centaur. His other arrow and Benedict's go whistling by. Grum races by, cutting off his escape route.

Seeing his chances of escape evaporate, the centaur holds up his hands. "I surrender! Please," he shouts.


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 frowns slightly and grumbles, "Hmph, didn't even get in the 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

"Now's your chance, Amkarang. Go interrogate him, get the messages, and I'll catch up."

Benedict will change out his weapons before catching up to Grum and Amkarang, and end his Alter Self SLA well out of sight. He doesn't want the centaur to know what he can do, so he'll pretend to be another survivor entirely.


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 quickly makes his way to the centaur as he motions for Grum to back him up. He holds his meteor hammer, though not swinging it in readiness to attack. He says, "Now, I'll give you three choices. First, you join us, work against the hobgoblins. Second, you give us the information you have and don't come back. Third, we start the fight again."


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 swap out his weapons, put away the buckler, dirty his armor, and change his posture before catching up.

Disguise: 1d20 + 6 ⇒ (16) + 6 = 22 Plus whatever circumstance bonuses apply. He is just trying to look like "Not the hobgoblin trooper you saw on the road" so the centaur doesn't know what Benedict can do.


Perception: 1d20 + 7 ⇒ (2) + 7 = 9

The centaur weighs the ultimatum that Amkarang lays upon him. He looks visibly in pain from the arrow strike and sword blow, and clearly has eliminated the third choice.

"I-- I think I'll just give you my message and go, if it's all the same to you."

He passes a tightly wrapped bundle to Amkarang.


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

"As we said, don't come back - ride far from here. There is nothing the Ironfang Legion can give you that is worth your life."
Let's check out the message, and then either on to the boar hunt or visiting the witch.


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'd be interested in visiting the witch. Could be a valuable NPC to recruit.

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)

Or murder.


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That's good, Grum. Keep your options open. :-)

The centaur nods in agreement, and once the package is passed over, he turns and gallops away towards the northeast.

Unraveling the packet, there is a note along with an ornate amulet with the Ironfang symbol emblazoned upon it.

The note is written in the common tongue. It says:
Salutations People of the Distant Swamps,
My emissary approaches you as a sign of respect, but by now you have seen my soldiers move unchecked across this green and fertile land. The Ironfang Legion means to make all of Nirmathas a home to those the humans would hunt, and turn those same humans into our servants and prey. You would be wise to join our alliance. There is no room for neutral parties when war is all around you, and only one side in this conflict will offer you strength and shelter.
As a sign of the protection the Legion offers, kindly accept this token of my generosity. Take your time in making your decision, but I trust you will come to the conclusion that provides your small and vulnerable tribe a future.

Kindest regards,
General Azaersi.


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

"People of the swamps... small tribe... the troglodytes? Or something else?"
Benedict asks Rhyna and the other adepts if they can identify the necklace. And if it's not magic, he'll ask Kining if it's worth anything.

Did we ever settle on our promotions?
I would suggest training Ramtan, our surviving halfling, to an Expert with ranks in Stealth, Survival, Climb, Acrobatics, Perception, and something else (maybe Sleight of Hand). He'd have a +9 Stealth (at least; that's +1 rank, +4 size +3 class, and +1 Dex). Then we could use the Scouting action.
And for the other, promoting Rhyna to level 3.

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)

”Sucks to be them.” Grum shrugged. ”I’m worried about us. Nothing says the bird or horseman won’t tell the knobs where we are. I’d like to explore our tunnels more. Map out a way out should we be discovered.”


Knowledge (local) or (geography) DC 15:

You are aware of a small tribe of Boggards located in some swamps lying to the south. The swamps are not considered part of the Fangwood, and are at least twenty miles to the southeast.

The adapts identify the necklace as an amulet of natural armor +2.

I don't think anyone's objected to the promotions, so I'd say we'll go with that, Benedict.


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

Knowledge (Geography): 1d20 + 6 ⇒ (14) + 6 = 20
"Or, the note could have been for the tribe of Boggards. That's quite a ways away. Grum, Amkarang, this amulet might be useful for one of you."
"And you're right, Grum. It's possible the centaur or the crow could tell the hobgoblins about us. If Scarvinious, the one who has the bounty on us, is in the camp in the Fangwood, we may be able to take the fight to him before he can come after us. I have a few ideas. We should scout out that camp to learn the layout and routines. But first we should see about this witch."

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)

"I wouldn't say no to the ring. But Amkarang, I think you could use it more?"


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’d take it. I agree, let’s get to that witch, see what her deal is.”


The centaur encounter yields 800 xp. Also, Grum, it's a necklace, not a ring.

GM:

2d100 ⇒ (2, 64) = 66
1d6 ⇒ 3

The Phaendaran heroes set out again, this time seeking the witch that the crow had spoke of. They move relatively swiftly through sections of the Fangwood that they've already explored, until the directions of the crow tell them to make a different turn.

This new path takes them along the side of a hill facing the south. A large field of sunflowers turn the entire face of the hill a vibrant green and yellow.

As you pass through them, you're aware that some of the sunflowers are mature enough to yield edible seeds.

Perception DC 26:

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
You see three of the sunflowers turn their heads toward you, almost as if they could see you. There's something here among the field of flowers!


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 looks around and looks at all the pretty flowers.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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

Okay if we just split the XP four ways? For 200 each?
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Benedict looks at the sunflowers but says, "Let's not pick food from a witch's property without permission..."


We could go with 200 xp per, or we could look into adding another player for the fifth slot. Still no sign from Hama and no response from her player. Do you want to invite Aerel from the other game?


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 think that would be a good option. You could add him however you wanted, but his story left off at a dramatic point where it would be suitable for some Big Damn Heroes to make an entrance.


I was waiting for Grum and Amkarang, but just now realized they can't make the Perception check

The group moves through the field of sunflowers without incident. They're pretty sure they're getting closer to the hermit's abode based on their directions, when they hear a large crash through the undergrowth. Two hulking figures are in the distant shadows, grumbling to each other.

Giant:

"Elfie came through here. Bit of blood. Ooh, he's gonna taste sweet!"

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
The large brutes spot the party roughly 60 feet away. Ogres!

Aerel, you've been playing a cat-and-mouse game for the last ten hours or so, unable to shake the ogres once they came back from chasing off Lysander. He managed to draw them off long enough for you to free yourself, but not long enough for them to not pick up your trail. And we just won't talk about the time discrepancy. :-)

Aerel, how about starting with a Stealth check to see how well you're hiding (somewhere in the vicinity). Then you can pop out whenever and join the fight

Enemy: 1d20 - 1 ⇒ (7) - 1 = 6
Grum: 1d20 + 1 ⇒ (19) + 1 = 20
Benedict: 1d20 + 3 ⇒ (13) + 3 = 16
William: 1d20 + 3 ⇒ (17) + 3 = 20
Amkarang: 1d20 + 2 ⇒ (15) + 2 = 17
Aerel: 1d20 + 3 ⇒ (20) + 3 = 23

Everyone may act before the ogres! I doubt we'll need a map for this. Opponents start 60 feet apart save for Aerel, who will be 2d6 ⇒ (1, 2) = 3×10 feet away from the ogres in a slightly different direction.


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 "It looks like they are tracking someone they plan on eating." He then looses two arrows in quick succession at them.

Mwk. Comp. Longbow (+2 Str) RS 1: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Mwk. Comp. Longbow (+2 Str) RS 2: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 Damage: 1d8 + 2 ⇒ (6) + 2 = 8


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's the terrain like? Can they charge us (or we charge them)?


The terrain is dense woodland with a lot of undergrowth. No charge lanes, lots of small trees for cover if desired.

William's pair of arrows sail at one of the ogres. His first whistles by, and his second bounces off the ogre's thick hide.

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)

"Ogres! Dumb as rocks and just as tough. I hope that they have something worth more than broken clubs to make this profitable and fun."

Grum stands in front of the party, sword at the ready. He will ready an action to strike any ogre that gets within sword range. Until they he is guarding the party while they shoot


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 draws his bow and takes a shot, but has no more luck than William.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10

He'll be next to William, planning to step in front of the archer once the ogres get closer.


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

Stealth: 1d20 + 8 ⇒ (11) + 8 = 19

Fleeing the ogres, Aeral sees the open area ahead of him, and tries to fade right out of the ogres’ path. Hearing the ogres arguing again, he’s hopeful he’s lost them, but he dares not peek - they’ve already spotted him twice when he risked a peek. At least he’s not leaving a blood trail now, but he knows he can’t get into a fight with the injuries he’s already sustained.

Debating whether he can sneak away, he hears the unmistakable whistle of arrows. They weren’t close... someone firing at the ogres? And someone speaking Common!

The elf crouches, readying to run. Anyone speaking Common is better than the ogres and better than another hobgoblin squad. Finding them was fortuitous - almost distracted the bruisers enough to escape outright.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9 Looking for the party

Not seeing his potential saviors yet, Aerel waits for the situation to clarify, arrow readied for a quick shot if the ogres find him. Readied action


I'll go ahead and bot Amkarang since he'll probably ready his hammer.

Aerel can't see through the undergrowth whoever was talking in Common, but he hears the unmistakable twang of bowstrings. The ogres' laughter was less heartening, though.

Giant:

"More of dem!"
"Lots more! Elfie may be gone, but we eat good!"

The ogres begin to crash through the undergrowth towards the archers and getting a more comfortable distance away from Aerel.

The two double move 30' through the difficult terrain, putting then 30 feet away, and 45' from Aerel. You're all up again!


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

You think something that big would be easier to hit. "Let's try this again." William says as he looses two more arrows.

Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 7 + 1 - 2 ⇒ (16) + 7 + 1 - 2 = 22 Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 18 Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


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, draws his warhammer, and readies to take a 5' step in front of William and attack as soon as an ogre is 10' away. (Presuming they'll want to attack from 10' away with their reach, so he's readying to 5' step inside their reach and attack).

Readied Attack:
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


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

Much as he’d like to escape and lick his wounds, Aerel can’t leave someone else to the fate he’s been running from. He also doesn’t know the ogres are outnumbered at this point, which would salve his conscience considerably were he to know it.

Moving parallel to the ogre’s path, he keeps the trees between himself and them as much as possible before releasing a shot, at 30’ range.

Attack: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Point-Blank Shot and targeting the more injured target given a choice
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

He should have run. Just should have.

Stealth to hide after the shot: 1d20 + 9 - 20 ⇒ (8) + 9 - 20 = -3


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 swinging his hammer, ready for the ogre's advance.

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Apologies for not posting, the last round caught me on the tail end of the holidays. On the plus side, you did get my action right.

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)

”Hey! An elf! He really should try to hide.” Grum planted his feet and Readied himself for the inevitable ogre attack.

Readied Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d4 + 10 ⇒ (2, 2) + 10 = 14


This time, both of William's arrows sink into the flesh of one of the advancing ogres. Aerel also moves up and sends a shaft that grazes the same ogre.

The terrain is difficult, so Benedict doesn't get a five-foot step

Benedict moves up and his leg gets caught in a tangle of weeds, giving the wounded ogre a free shot.
Club: 1d20 + 7 ⇒ (1) + 7 = 8
Unfortunately for the ogre, he steps into a small hole in the terrain during his wind-up, which throws off his attack completely.

Benedict succeeds in delivering a massive blow to the ogre, causing a vicious wound and taking most of the fight out of it. The foul giant drops to one knee, his injuries almost too much for him to bear.

Amkarang and Grum ready themselves for the other ogre's advance. Amkarang's swing falls short. Grum has to push his way through the thick underbrush which gives the ogre an opportunity.

Club: 1d20 + 7 ⇒ (4) + 7 = 11

That opportunity passes the ogre by. Grum swings and barely connects with his falchion, yet manages to deal a grievous wound.

William and Aerel are up! The melee fighters held their actions until the ogres went, so they can't go until the ogres go one more time.


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 fires two more arrows in rapid succession.

Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 7 + 1 - 2 ⇒ (18) + 7 + 1 - 2 = 24 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


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

Aerel sets his feet and lets two quick arrows fly at the ogre that just ate the falchion.

Attack 1: 1d20 + 6 + 1 - 2 ⇒ (4) + 6 + 1 - 2 = 9
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Attack 2: 1d20 + 6 + 1 - 2 ⇒ (18) + 6 + 1 - 2 = 23
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Point-Blank, Precise, Rapid Shot

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Community / Forums / Online Campaigns / Play-by-Post / DM Shisumo's Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion All Messageboards

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