Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 22 Sarenith, 4717

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M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Pretty sure they're all down, but if not:
Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Benedict slams his hammer into a Spriggan.

If they are all down, he instead looks for one who might be saved and tries to stabilize them.
Heal: 1d20 ⇒ 19


The two remaining spriggans are dropped handily. Benedict is able to stabilize one of the smaller ones with some quick first aid.

4,800 xp for the spriggans.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Aerel searches the bodies for anything useful.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

"Grum, you might want to heal up with the wand. You took some hits there."
Benedict pours a potion down the unconscious Spriggan's throat.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Kneeling over the Spriggan, he addresses it.

Gnome:
"Now. You are badly wounded and most of your allies are dead. You are heavily outnumbered and lying on the ground. If you wish to live, you will tell us what we want to know.
What sort of being is Halk? A Spriggan like you, or something else?
What happened to the Rangers at the fort?
Who else is being killed as entertainment?
Do the Ironfang Legion - the hobgoblins - have anything to do with this Revel?
Is there a password to gain admittance to the Fort?
Are there traps to avoid?"

Benedict is actually willing to let it go if it answers honestly. He won't care enough to stop anybody with a different perspective.


Aerel quickly finds that the spriggans have very little in the way of valuables. Their small-sized morningstars are very well made, and they each carried a light crossbow with ten bolts. Their armor consisted of soiled and dirty leather.

Benedict wakes up the chosen captive, who takes a moment to get his bearings and take in his situation. He scowls, but answers the questions.

Gnome:

"Halk is something else. A fey of some kind. They have big beards."
"Wiped out."
"I don't know, since I never got there, now, did I?"
"Not that I've heard."
"Don't know."
"Don't know."


Benedict must be busy. Let's assume he translated for everyone. Does anyone want to know anything else?


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Do we actually know where the fort is located? If not, that seems a reasonable thing to ask.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Yes, Benedict translates.
I think we know approximately where the Fort is, but he will ask that as well.

Happy to leave the Spriggan and be on our way after that.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

”So, we’re done with it? Ok, stand aside so I can kill it.”

UMD: 1d20 + 8 ⇒ (7) + 8 = 15
UMD: 1d20 + 8 ⇒ (12) + 8 = 20
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

UMD: 1d20 + 8 ⇒ (2) + 8 = 10
UMD: 1d20 + 8 ⇒ (2) + 8 = 10
UMD: 1d20 + 8 ⇒ (20) + 8 = 28
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

”Stupid wand. Work. Work. Work! Hmph. Better.”


The spriggan seems to only have a general idea of where the fort is, so he doesn't offer anything additional information.

He runs away unless Grum cuts him down.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict doesn't really want the Spriggan dead, and thinks he is no longer a threat, but I am not that interested in arguing about it.

OOC, I hate dealing with prisoners.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

With nobody seeming to be willing to stop him, Grum cuts the prisoner down. ”Well. That’s one less bastard to cause problems. Imagine if they found regular refugees? Not that they’re going to be able to. Let’s loot ‘em and go to their party.”


With the last spriggan dead, the forest slowly comes back to life with the usual sounds of birds and insects. A low cloud cover diffuses the sunlight and turns the forest floor gloomy beneath the canopy.

Survival or Knowledge (geograpy) to follow your best guess towards Fort Ristin.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Survival: 1d20 + 9 ⇒ (17) + 9 = 26

Aerel will take up the lead once more, relying on his darkvision to look for a path along with his observations of the spriggan's direction of travel.

Perception watching for threats: 1d20 + 11 ⇒ (8) + 11 = 19 additional +2 vs traps

Stealth: 1d20 + 13 ⇒ (16) + 13 = 29


Guided by the capable Aerel, the heroes move through the forest in the same direction as the spriggans were headed. Before long, however, the weather changes and a rain starts to fall.

The day winds on as the rain picks up to a hearty downpour, soaking the travelers thoroughly.

There's only a few hours left of the day when everyone reaches a swift-running stream tumbling over well submurged rocks. The water at this point looks very treacherous to cross, which would involve either climbing over the wet and slippery rocks or swimming against the fast current.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

"Doesn't look safe. Perhaps we will miss the party."

Survival to find shelter: 1d20 + 9 ⇒ (2) + 9 = 11 In case we choose to not proceed; I will leave it to someone else to figure out how we are crossing if that's the party's preference.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

"Yes, I suppose we can make camp, and try to cross the stream in better conditions."
Survival: 1d20 + 6 ⇒ (17) + 6 = 23

When it is time to cross, Benedict has (with ACP) +8 Acrobatics, +5 Climb, +5 Swim. Not great, but passable.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

”Fresh water, a guarded flank. Seems like a good place to stop for the night. And if we miss the party, it won’t matter too much. Just fewer bodies to loot.”


Benedict is able to find a suitable place for shelter during the night, though it is a wet and cold experience.

When the dawn breaks, the group is still faced with the dilemma of how to cross the rapid stream.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict will hold off on donning his armor until he's managed to cross the stream.
Benedict takes two 50' silk ropes (his and William's) and knots them together. He loops them around a tree, then takes the two free ends and crosses the rocks.
Acrobatics Take 10: 10 + 10 = 20

If threatened or distracted:
Acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20

He then fastens the free ends to a tree on the far side, so the party can have a rope to hold onto as they cross.
This way, it is no trouble to get our rope back (it is not tied on the side we are leaving, just looped around a tree).

If the stream is wider than 50', he'll have to tie off each end (so it covers a 100' span), and will cross back over to retrieve the ropes afterwards.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

”Isn’t he clever Sir Kingston? Ride on his shoulder or in his pack, and keep watch for him while he ties the rope.”


HP (24/24) Saves (4/6/4) AC (22/17/20) Perception (+19) Stealth (+19)

If you allow him to hitch a ride...

The brave warrior hedgehog was eager to do as he was bid. He took up position across the shore, keeping a careful eye out for any danger.

Stealth: 1d20 + 19 ⇒ (5) + 19 = 24
Perception: 1d20 + 16 ⇒ (8) + 16 = 24


1d100 ⇒ 71

The group makes it across the rushing water cautiously. Nothing passes by or lurks in wait while they are exposed.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

"Thank you, brave Sir Kingston."
Benedict pulls all of the rope onto this side of the river. He gives William back his rope, then dons his armor and prepares to continue on.


The land on the other side of the stream is covered in a dense tangle of thorny bushes and craggy rocks. Whatever passes for navigable trails inevitably lead off into twisted paths and dead ends. It is almost impossible to go in a straight line for any distance, and before long the heroes of Phaendar are spun around and quite confounded.

A creeping suspicion starts to take hold, that the Chernasardo Rangers' vaunted ability to confound pursuit through the Fangwood may be true, and is now working against them.

Perception, Aerel: 1d20 + 11 ⇒ (13) + 11 = 24
Perception, Amkarang: 1d20 + 4 ⇒ (4) + 4 = 8
Perception, Benedict: 1d20 + 8 ⇒ (12) + 8 = 20
Perception, Grum: 1d20 + 6 ⇒ (18) + 6 = 24
Perception, William: 1d20 + 8 ⇒ (12) + 8 = 20

As they work through the twisted paths, the alert Aerel notices a hobgoblin ambush!

Aerel Init: 1d20 + 4 ⇒ (4) + 4 = 8
Hobgoblins: 1d20 + 2 ⇒ (12) + 2 = 14

But before he can act, a volley of arrows come streaming out of the underbrush!

Surprise Round, Hobs and Aerel only

Ranged vs. Aerel: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Ranged vs. William: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10

Ranged vs. Benedict: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12
Confirm crit: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Extra damage: 2d8 + 2 ⇒ (4, 3) + 2 = 9

Ranged vs. Grum: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9
Confirm crit: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Extra damage: 2d8 + 2 ⇒ (3, 6) + 2 = 11

Aerel can take a standard or move action during the surprise round
Grum: 1d20 + 1 ⇒ (15) + 1 = 16
Benedict: 1d20 + 3 ⇒ (7) + 3 = 10
William: 1d20 + 3 ⇒ (17) + 3 = 20
Amkarang: 1d20 + 2 ⇒ (13) + 2 = 15

After Aerel goes in the Surprise Round, Round one, Grum, William and Amkarang can go.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Oof. That's a rough surprise round, an unlikely crit and confirm, and then beat on initiative so they get another flat-footed round on me. I really need Uncanny Dodge. Maybe take Shadowdancer. Did Grum not see them even though he also got a 24 Perception? And is there a map up?


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Failed to hit submit on my post this morning. Oops.

Would Sir Kingston get a Perception check, also? With his bonus, I imagine he's riding where he can see.

How many hobgoblins did I detect before the ambush - I would share that with the group. My action could be affected by relative positions of our group and the foes - and our maneuverability in the current terrain. Are we bottled up?


WOW!!! My mistake!! Grum did see them; I have no idea what sort of selective blindness I suffered where I didn't catch that. Absolutely, Grum gets to go in the surprise round, and will also go ahead of them, so the sneak attack doesn't work against him. He only suffered 7 points of damage, not 9.

Sir Kingston would get a Perception check, but I don't think he'd be able to do much on his own. Even if he beat the hobs' Stealth rolls, just he would get to act in the surprise round.

The narrow trail forced the travelers to go single file. Aerel spotted all the hobgoblins lying in ambush, three forest prowlers and one patrol leader. The leader and one prowler appeared on the left side of the trail, while the right side concealed the other two prowlers.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

Theatre of the mind? Surprise round head to the leader. Round 1 move and attack

Hit v flat footed: 1d20 + 9 ⇒ (12) + 9 = 21
Damage with fire: 2d4 + 1d4 + 14 ⇒ (4, 4) + (1) + 14 = 23

Grum, seeing the ambush right before it was sprung, began his charge. He wasn’t quick enough to avoid the hail of arrows, but that was what armor was for. He went straight for their leader, picking out the strongest of them to die first.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Aerel, acting just slower than the charging Grum, fires at the closest prowler on the right.

Attack: 1d20 + 11 ⇒ (14) + 11 = 25 Assuming point-blank shot

Damage: 1d8 + 2 ⇒ (4) + 2 = 6


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Botting Amkarang since he is away? I imagine he would move and attack. The leader if it is still up, an archer if not.
Attack, Flag, PA: 1d20 + 9 + 1 - 2 ⇒ (18) + 9 + 1 - 2 = 26
Damage: 1d8 + 7 + 1 + 6 ⇒ (2) + 7 + 1 + 6 = 16


Okay, a little bit of a reset mode, since the captain had Grum in his face (and a gaping but cauterized wound), he wouldn't have shot an arrow (he missed anyway). I'll say he drops his bow and draws his two sickles.

Botting William
Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (6) + 9 + 1 - 2 = 14
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (10) + 9 + 1 - 2 = 18
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

William shoots a pair of arrows at the prowler already wounded by Aerel. One arrow strikes true.

Amkarang and Grum deal two massive wounds to the leader, who looks suddenly very unsure about the success of this ambush. But he sets his jaw in grim determination, steps forward to attack the human, and swings his sickles at Amkarang.

Melee: 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31
Damage: 1d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12

Melee: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20
Damage: 1d6 + 3 + 4 ⇒ (4) + 3 + 4 = 11

Amkarang takes a devastating strike, but the follow up just skitters off his armor.
The other archers send arrows at the one who didn't act yet -- Benedict!

Ranged: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (2) = 10

Ranged: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9

Ranged: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6

Benedict falls from the arrows! Looks like he's at -5

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

Hit leader..can we flank?: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Sword of Fire: 2d4 + 1d4 + 14 ⇒ (1, 2) + (3) + 14 = 20

Grum didn’t see Benedict go down, as he was too focused on his own battle. ”Get his flank.” Grum circled the wounded hobgoblin, waiting for the right opening to strike.


The leader drops under Grum's flaming sword, dead.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Aerel ducks out of the way thinking that the hobs are returning fire at him, but when he looks back, he sees Benedict sinking to the ground, hit with what must have been a mortal wound. "Benedict is down! Keep them off of me!"

Looks like everyone has gone in round one except for Benedict and yours truly. Assuming Benedict doesn't have an action, here's mine.

Aerel drops his bow and hits his knees next to his stricken comrade, searching for a healing potion. Finding one, he prepares to carefully pour it down the man's throat. Which I believe will require a full round action, so it will have to happen next round.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Botting Amkarang again.
Amkarang moves to strike an archer, whirling his meteor hammer for a two-handed smash.
Attack, PA: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Damage: 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17
No Flagbearer right now, but the flag was not taken or destroyed so no penalty.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Since he's moving anyway, I would like to suggest that Amkarang moved to the pair of archers on the other side from Grum's fallen foe, so someone is in their face when they consider lighting us up with their bows again.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William fires again trying to give Aerel some cover while he helps Benedict.

Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (18) + 9 + 1 - 2 = 26 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (14) + 9 + 1 - 2 = 22 Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Amkarang strikes down a wounded archer while Aerel pours a healing potion down Benedict's throat. William puts two well-placed arrows into another archer, but he manages to stay up long enough to retaliate.

Vs. William
Ranged: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Ranged: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

The arrows sail past him into the woods.

You're all up!

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

With the enemy leader down, Grum turned to the next closest hobgoblin.

Hit: 1d20 + 9 ⇒ (1) + 9 = 10

Unfortunately his blade was well and truly stuck inside the corpse of their leader. He went to swing and instead lifted the body up. He had to put his boot onto the body to pull the blade free...which took far too much time to accomplish.


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Benedict, that first potion was one I found on your person. You know your inventory better, so why don't you roll the healing for it?If it does't revive you, I'm going to search for another, so holding my action until I know if I'm still healing or going back on offense.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

CMW: 2d8 + 3 ⇒ (6, 4) + 3 = 13
But I think pouring the potion down Benedict's throat was your full-round action this round. He's up, so you can go back on offense next round.
Benedict grabs the flag and stands. At 8 HP.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

WIlliam fires two more arrows.

Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (8) + 9 + 1 - 2 = 16 Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6


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M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Botting Amkarang.
The meteor hammer whirls and strikes again, another hobgoblin archer feeling the blow.
Attack, PA, Flag: 1d20 + 9 - 2 + 1 ⇒ (16) + 9 - 2 + 1 = 24
Damage: 1d8 + 7 + 6 + 1 ⇒ (4) + 7 + 6 + 1 = 18


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage
Benedict the Clever wrote:


I think pouring the potion down Benedict's throat was your full-round action this round. He's up, so you can go back on offense next round.

You are correct. I was only able to ready myself to provide aid last round - this round was the actual healing. I lost track.


William's first arrow drops the one he'd already put two arrows in, so he switches targets and manages to graze the last hobgoblin. Amkarang steps over to him and gives him a crushing blow.

The remaining archer steps back and sends a desperate arrow at Amkarang.
Ranged, pbs: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

He manages to put an arrow into a weak spot in the Unsinkable's armor, but there's not a lot of force behind it.

Just saying this guy's going to die with everyone back up and able to make attacks on him. Combat over!! 3,000 XP

A search of the hobgoblins reveal that the prowlers each have a masterwork chain shirt, masterwork longbow, masterwork longsword, two flasks of alchemist's fire, and a potion of cure moderate wounds. The leader had magical hide armor, a magic cloak, two masterwork sickles, a masterwork longbow, a potion of cure moderate wounds two vials of oil of magic weapon, and two flasks of alchemist's fire. All together, they had 58 arrows and 75 gp.

It's also quickly discovered that the one William felled is still alive, though any strenuous action would likely open his wounds further and kill him Read: he's at 0 hp


Male Elf Fighter (archer)/rogue* 11 | AC 23-3 (25-3 with buckler), T 17-3, F 17, CMD 29-3 | F 10 R 11-3 W 7 | hp 81/81 | Init +6-3 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 5 Dex damage

Aerel leans over the nearly-dead hobgoblin, dagger in hand, and addresses him in Goblin, "Greetings, my friend. You are fortunate indeed that my leader did not die. If he had died, you would be escorting him to Pharasma's court today. But he has lived and you have a chance to heal and fight again. But you must give me a reason to give you that chance. What say you?"

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (3/5) Buffs (Ability Mastery +2 Str)

CLW: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d20 + 8 ⇒ (10) + 8 = 18
CLW: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d20 + 8 ⇒ (12) + 8 = 20
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grum took his wand and shook it vigorously to get it to work. After much cursing it finally healed his arrow wound. Satisfied, he went over to their leader. [b]”Hold still, smart guy. I’ll get those arrow wounds closed up.

CLW: 1d20 + 8 ⇒ (8) + 8 = 16
CLW: 1d20 + 8 ⇒ (15) + 8 = 23
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d20 + 8 ⇒ (15) + 8 = 23
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d20 + 8 ⇒ (18) + 8 = 26
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

3 charges, 10HP
After which the wand stopped working again!

CLW: 1d20 + 8 ⇒ (6) + 8 = 14
CLW: 1d20 + 8 ⇒ (6) + 8 = 14
CLW: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d20 + 8 ⇒ (7) + 8 = 15
CLW: 1d20 + 8 ⇒ (4) + 8 = 12

He thwacked it in frustration and uttered a particularly vile curse in Orcish.

CLW: 1d20 + 8 ⇒ (17) + 8 = 25
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d20 + 8 ⇒ (20) + 8 = 28
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d20 + 8 ⇒ (13) + 8 = 21
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

3 charges, 16hp healed, total 26. Benedict is at full HP.


M Aasimar Fighter 8/Chevalier 3| HP 85/103 | AC 30 (32 vs goblins), T 14, FF 27, CMD 29 | Init +5 | Perception +19 (Darkvision) | F/R/W +13/+10/+7 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 0/1 | BB 1/1 | Alter Self 0/1 | Active: None

Benedict looks around. "Thank you, Grum. And thank you everybody else for winning the fight when I could do nothing. I blame myself for being inattentive and too slow."

Goblin:
"Ironfang, your kind in the Fangwood will all be dead within a month. Dying feebly in your beds at the hands of elf magic rather than a valiant warrior's death. Would you rather have that warrior's death here, or run along to your pathetic shamans and beg them to save you from the Fangwood Plague?"
Bluff: 1d20 + 11 ⇒ (14) + 11 = 25


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 71/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William approaches Grum, "I'm a bit wounded. Would you be able to use the wand on me? If not I have potions."

When healed up William studies the magical items.

Spellcraft: Hide: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft: Cloak: 1d20 + 9 ⇒ (20) + 9 = 29

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