Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict points to the south.
"Finish that one first! Then we'll regroup with Grum!" In Minatan

I thought about shooting him from where I was, but figured you are the better archer and it was more useful for me to block for you.


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

Aerel, grateful for the strength of his friends, turns on his heel and sends arrows downrange at the wounded hobgoblin.

Attack with Deadly Aim and Point-blank Shot: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Iterative Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (5) + 9 = 14


Grum deals a devastating blow to the strange beast with the dangerous gaze, killing it. His follow-up swing at the wolf creature misses, though.

William and Aerel combine to drop the last of the original trio of hobgoblins just as the next threat emerges.

The two soldiers who are with the female start with their longbows, taking shots at Amkarang and Benedict, then moving up to stand next to their captain.

Ranged v Am: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Ranged v Ben: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Inside the forge, the wolf creature attacks Grum, infuriated that her pet was slain.

Bite: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

The hobgoblin captain twirls and spins her double-bladed sword with a flourish while she eyes each of the Phaendarans, wondering who will come close enough to test themselves against her blades.

You're up!


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"William, Aerel, take her down! Amkarang, with me and stay ready! Grum, join us when you can!" In Minatan
Benedict drops his bow, draws the Flag +1 to hit and damage for allies within 30' that can see it, and readies to attack the first foe within reach. He will be Fighting Defensively on this attack, so will be AC 27 against goblinoids if it triggers. His main goal is just to buy time for Aerel to do his thing.

Readied Attack:
Attack, Flag, Defensively: 1d20 + 10 + 1 - 4 ⇒ (6) + 10 + 1 - 4 = 13
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

@Grum, I kind of figure you can handle yourself in there, but if you need backup don't be afraid to ask.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William moves to get a good look at the leader and fires a shot at her.

+1 Adaptive. Comp. Longbow 1 DA Fl: 1d20 + 12 - 2 + 1 ⇒ (11) + 12 - 2 + 1 = 22 Damage: 1d8 + 1 + 2 + 2 + 4 + 1 ⇒ (2) + 1 + 2 + 2 + 4 + 1 = 12

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 12 ⇒ (14) + 12 = 26
Damage with fire: 2d4 + 1d4 + 16 ⇒ (2, 3) + (3) + 16 = 24

Iterative: 1d20 + 7 ⇒ (2) + 7 = 9
Damage with fire: 2d4 + 1d4 + 16 ⇒ (2, 3) + (1) + 16 = 22

Grum was bleeding, but then again, so was the wolf creature. And Grum was giving more than he got. And in his book, that meant that the battle was going just fine.


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

Nodding at the plan, Aerel sights in on the apparent leader and forgoes accuracy while William is getting into position, putting more missiles in the air.

Attack with Deadly Aim and Rapid Shot: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Attack with Deadly Aim and Rapid Shot: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Iterative Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 8 ⇒ (4) + 8 = 12


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Flag is back up, so +1 to hit and damage on all of Aerel's shots.
@Grum, don't think it matters here, but your iterative should be at -7 from your primary; only your first attack ignores the PA penalty. So the iterative takes that -2 on top of the usual -5.


What's Amkarang going to do?


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 keeps his position, ready to trip any foes who come near.

Trip Attempt: 1d20 + 10 ⇒ (2) + 10 = 12


Aerel and William: mind your positioning. Your allies are granting your targets soft cover.

Two of Aerel's shots sink deep in the hobgoblin captain, but William had to adjust his shot to make sure he didn't shoot Benedict in the back, so his missed.

The captain hisses at the attack, orders her soldiers to fire their bows once more and then she steps up to the one who seems to be giving the orders.

The two shoot, then throw their bows down and approach, drawing their axes.

Ranged, vs. Am: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Ranged, vs. : 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

The held attacks fail against the captain as she brings her sword down on Benedict.

Melee: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 10 ⇒ (4) + 10 = 14

Crit confirm: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d8 + 10 ⇒ (4) + 10 = 14

In the forge, Grum hits the wolf creature hard, but it still stands. It takes a step back from him with a curse. With a whoosh of displaced air, it disappears.

You're all up!


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Based on their positioning, it looks like Amkarang gets multiple AOOs in addition to his readied attack; his weapon was most recently in reach mode. Will see what his AOOs do before doing my turn.

If the enemy turn resolves the same way - like the leader is not tripped - then Benedict will ask Amkarang to step into a flank and full-attack the leader in meteor mode (TWF). And if the leader is tripped, 5' step and full attack wherever she is.


Right. Looks like he's got an AoO each against the captain and one of the soldiers


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William sees that it will be easier to attack the uncovered hob and lets loose three arrows at it.

+1 Adaptive. Comp. Longbow PBS RS 1 DA FL: 1d20 + 12 - 2 + 1 - 2 + 1 ⇒ (4) + 12 - 2 + 1 - 2 + 1 = 14 Damage: 1d8 + 1 + 2 + 2 + 1 + 4 + 1 ⇒ (4) + 1 + 2 + 2 + 1 + 4 + 1 = 15
+1 Adaptive. Comp. Longbow PBS RS 2 DA FL: 1d20 + 12 - 2 + 1 - 2 + 1 ⇒ (11) + 12 - 2 + 1 - 2 + 1 = 21 Damage: 1d8 + 1 + 2 + 2 + 1 + 4 + 1 ⇒ (4) + 1 + 2 + 2 + 1 + 4 + 1 = 15
+1 Adaptive. Comp. Longbow PBS RS 3 DA FL: 1d20 + 7 - 2 + 1 - 2 + 1 ⇒ (13) + 7 - 2 + 1 - 2 + 1 = 18 Damage: 1d8 + 1 + 2 + 2 + 1 + 4 + 1 ⇒ (7) + 1 + 2 + 2 + 1 + 4 + 1 = 18


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

Aerel steps back to shoot directly between his friends.

Attack with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Attack with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

Attack with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

Actually, I was closer to the ‘cover’ than she was when I fired, so I believe that negates the penalty, but I won’t fight you for it.


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

Which would be more valuable, tripping or straight up attacking? I'm more likely to succeed on an attack, but a trip could have some greater impact.


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Tripping could retroactively negate the hit on me, since you'd be tripping her when she is not adjacent to me. She'd have to spend a second move action to stand. So that would be my preference but I know it's a gamble.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Move action for iron caster, standard to activate advanced weapon training fear for vision mastery Now have see invisibility

Grum frowned as his foe vanished. Through she force of will he manifested the ability to see invisible enemies. Much like his familiar, if he could believe something enough then Magic was spontaneously made.


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

Trip v Soldier: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Trip v Captain: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24


Amkarang succeeds in tripping the soldier, but fails to trip the captain.


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Damn. Really hoped that would work. Was it close? 24 would beat any of our CMD's.

"Amkarang, step into a flank and take her down!"

Benedict knows that fighting defensively (as he pretty much has to do) he has little hope of landing a telling blow, so he settles for getting in the captain's way as Amkarang attacks.

He will Ready to Aid Another and then 5' step North after Amkarang attacks (so they can't flank Benedict if the captain survives Amkarang's attack).
Attack to Aid Another, Defensively, Flag: 1d20 + 10 - 4 + 1 ⇒ (7) + 10 - 4 + 1 = 14
+2 to Amkarang's first attack (in addition to the +2 from flanking on all attacks if Amkarang 5' steps). AC is 27 vs goblins.

Edit: Amkarang's Trip bonus looks one point too low. Base CMB +9, Flag +1, WF +1, enhancement +1. Should hit CMD 25, if it matters.


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Actually, if it's not too late to change my action, Benedict will just delay until after Amkarang (in order to provide him a flank) and then use Total Defense, for AC 30 against goblinoids (and still 5' step north).


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 forgot the enhancement bonus on the weapon. It would be a 25 in that case.


It was very close; but she'd been drinking potions before stepping outside. Also, I don't see where weapon enhancement bonuses or Weapon Focus adds to CMB. So I see it as a 23.

Grum uses his inherent magic and scans the room for invisible objects. He sees no sign of the wolflike creature in the forge.

Aerel puts two more arrows into the hobgoblin captain, injuring her grievously. Two of William's arrows find his target, and the soldier looks very weakened.

Botting Amkarang, trip, flank: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

This time, Amkarang steps behind the double-sword wielder, wraps a leg in the chain of his meteor hammer, and pulls her to the ground.

She barks an order, and the two soldiers swing their axes wildly but effectively keeping the Phaendarans from getting a clear shot on their captain while she stands up.

Assist: 1d20 + 8 ⇒ (14) + 8 = 22
Assist: 1d20 + 8 ⇒ (7) + 8 = 15
+4 to AC, which negates the +4 bonus to hit a prone target. Only Amkarang gets the AoO, if I'm not mistaken, since Benedict went full defense. Also, the AoO goes off before she stands, so no trip-locking :)

She stands up and stabs with her sword, this time at Amkarang.

Amkarang: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 10 ⇒ (4) + 10 = 14


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Back to us?
Benedict strikes at the captain, hoping the party can drop her.

Attack, Flag, Flanking: 1d20 + 10 + 1 + 2 ⇒ (3) + 10 + 1 + 2 = 16
Damage, Flag: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Iterative: 1d20 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9
Damage, Flag: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

He is ineffective. At least he's providing a flank.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Move 10ft, attack hobgoblin leader with flank and banner: 1d20 + 12 + 2 + 1 ⇒ (8) + 12 + 2 + 1 = 23
Damage with fire: 2d4 + 1d4 + 16 + 1 ⇒ (2, 2) + (2) + 16 + 1 = 23

Unable to find his cowardly foe, Grum turned and joined the swirling melee. Unlike the wolf creature, these hobgoblins looked like they were willing to have some fun!


One other thing I forgot; the soldier Amkarang tripped also stood up before assisting, so Am gets an AoO on him, as well.

Grum, you would have had to move more than 10 feet, unless you can phase through walls. It's no big deal since you've got the speed to reach her, but I just wanted to clarify.


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

Aerel is ready when she stands back up. His first shot makes her duck, but his second is way off. Just as she thinks he has lost his nerve shooting past his friends, he threads a bulls-eye and hits her squarely.

Attack with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Attack with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Attack with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Confirm with Deadly Aim, PBS, inspiration, and Rapid Shot: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 10 ⇒ (1) + 10 = 11

Looks like only one hit, but max damage!


Aerel's first shot actually hits and finishes off the captain after Grum hurt her severely, then switches targets and manages to drop the one that William had been targeting.


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

Trip: 1d20 + 12 ⇒ (5) + 12 = 17
Gonna try to trip the bastard again. Probably not going to make it though. Can’t seem to edit the map from my phone, but I’m five foot stepping to flank with Grum.

Amkarang cheers as the captain falls before stepping to the side and switching his grip on his meteor hammer. He swings at the hobgoblin with dubious success.

Attack 1: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (13) + 9 + 2 + 1 + 1 - 2 = 24
Damage: 1d8 + 6 + 4 + 1 + 1 ⇒ (2) + 6 + 4 + 1 + 1 = 14

Attack 2: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (9) + 9 + 2 + 1 + 1 - 2 = 20
Damage: 1d8 + 6 + 4 + 1 + 1 ⇒ (4) + 6 + 4 + 1 + 1 = 16

Attack 3: 1d20 + 4 + 2 + 1 + 1 - 2 ⇒ (1) + 4 + 2 + 1 + 1 - 2 = 7

Current Mods, Flank +2/+0Twin Blades +1/+1, Flag +1/+1, Power Attack -2/+4. AC is 23.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William steps forwward to get a shot at the remaining hobgoblin and launches 3 arrows at him.

+1 Adaptive. Comp. Longbow PBS RS 1 DA: 1d20 + 12 - 2 + 1 - 2 + 1 ⇒ (5) + 12 - 2 + 1 - 2 + 1 = 15 Damage: 1d8 + 1 + 2 + 2 + 1 + 4 + 1 ⇒ (1) + 1 + 2 + 2 + 1 + 4 + 1 = 12
+1 Adaptive. Comp. Longbow PBS RS 2 DA: 1d20 + 12 - 2 + 1 - 2 + 1 ⇒ (15) + 12 - 2 + 1 - 2 + 1 = 25 Damage: 1d8 + 1 + 2 + 2 + 1 + 4 + 1 ⇒ (8) + 1 + 2 + 2 + 1 + 4 + 1 = 19
+1 Adaptive. Comp. Longbow PBS RS 3 DA: 1d20 + 7 - 2 + 1 - 2 + 1 ⇒ (12) + 7 - 2 + 1 - 2 + 1 = 17 Damage: 1d8 + 1 + 2 + 2 + 1 + 4 + 1 ⇒ (4) + 1 + 2 + 2 + 1 + 4 + 1 = 15


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"Grum, that building you were in - is it clear? Should we bring the rest up to hold it?"


Amkarang, you cannot trip someone already on the ground. So when someone provokes an AoO to stand up, you cannot trip them with the AoO. I mean, you can try, but since they're on the ground there's no effect. Then they stand, and you've wasted it. So I'll switch your AoO to a regular attack.

Amkarang hits the remaining soldier once while he's down, once while he's up, and then two of William's arrows finishes him off.

The courtyard falls silent for the moment.

You have a few moments. What are you going to do?


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

Makes sense to me. I guess I’d imagined a different order of operations, so to speak, where the AoO is applied after the action, as opposed the before or during.


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict will put away his hammer, pick up his bow, and call out in Halfling, "Cierio, bring them over by twos!"

He will call out in Minatan, "William, Aerel, heal up if you need to. If the dragon comes for us here, you are our best chance."

We need a defensible position to hold and heal up. That forge seems best. Hope we can get everyone in there before the next wave.


The militia get the signal and start crossing the bridge.

The forge is empty, except for the corpse of a six-legged lizard creature. Broken blades and rent breastplates -- all in desperate need of repair -- lie in orderly stacks near a warm, glowing forge. A mostly disassembled suit of plate barding stands on two sawhorses in the western corner of the room. Two doors exit this room; the one you came in, and one to the northeast.

The full-plate barding is masterwork and in good repair.


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

"I think I'll be OK. We need a plan for when the dragon appears. I trust you've got ideas. I'm going to keep watch on those crossing the bridge. Should we drag the bodies into the forge once we get the rest of the group over here?"

He tucks in alongside one of the trebuchet, sinking into the shadow of the massive device, and watches those on the bridge as well as looking around the courtyard for activity.

Stealth: 1d20 + 15 ⇒ (18) + 15 = 33


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"You and William have the dragon-bane arrows and you are our best archers.
If it comes at us in the open, we're in trouble, and the only chance we have is that you can make it think twice with some good hits. That's my plan. Maybe I can get a Tanglefoot bag to land.
Otherwise my plan is to get everyone across and inside the forge, then regroup and plan our next steps."

Benedict drinks another potion of healing. These are coming out of the party stash and I am marking them off. Were there any on the patrol soldiers we ambushed? We haven't got around to looting the ones inside the fort yet.

CMW: 2d8 + 3 ⇒ (7, 7) + 3 = 17


As the heroes start to maneuver and take positions, a wavering voice calls out from the building the captain had been in. In Elven, the voice asks, "Hello? Rangers?" followed by a quick and much softer, "Shush!"


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William has some wounds on him, "Can I get cured by the wand or should I use some potions? We've got a few wounded here."


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

In Minatan "Grum, can you help William with the healing wand?
Amkarang, let's check out that building."

In Elven "Friends of Rangers. On our way."

Benedict will move to the building that the captain had been in.

My thought is Benedict and Amkarang to the other building, while William (and Aerel in hiding) provide ground-to-air fire to cover for the refugees while they get into the forge. While Grum heals up William and brings hobgoblin bodies into the forge for looting.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

UMD: 1d20 + 9 ⇒ (4) + 9 = 13
UMD: 1d20 + 9 ⇒ (6) + 9 = 15
UMD: 1d20 + 9 ⇒ (5) + 9 = 14
UMD: 1d20 + 9 ⇒ (15) + 9 = 24
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 9 ⇒ (17) + 9 = 26
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 9 ⇒ (12) + 9 = 21
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 9 ⇒ (4) + 9 = 13
UMD: 1d20 + 9 ⇒ (4) + 9 = 13
UMD: 1d20 + 9 ⇒ (15) + 9 = 24
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

23 healed

UMD on self: 1d20 + 9 ⇒ (14) + 9 = 23
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Grum took exactly one minute to heal Amkarang and himself. In between cursing the wand for not working and smacking it, he said ”There’s a wolf creature about. I think it teleported away. The enemy certainly knows we are here.”


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Could you heal William too? Or he can use potions. But I am not sure how many rounds we have.

"The goblin that was in the doorway was actually a wolf-creature?"
Can anybody make a Knowledge check to identify that by description?


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

Knowledge: 1d20 ⇒ 5

Probably not with that roll. My dungeoneering at +8 and engineering at +7 are the best, but I don't know if either is appropriate. Nothing else was better than a DC 10.


Knowledge (planes) DC 15:

That wolf-goblin was an outsider known as a barghest. They can switch effortlessly between a goblin form and a large wolf-like form.

The voice from the barracks suddenly sounds elated, yet urgent. "Rangers! Hurry, free us before Eygara comes back!"


M Aasimar Fighter 8/Chevalier 3| HP 96/103 | 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 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Assuming Benedict believes these to be non-hobgoblin voices, he moves to the other building (the barracks?) and opens the door.

He'll go to the door that is less in the line of sight of the other buildings, to have some cover.

Sovereign Court

Half-Orc Dragonheir Scion (11) Wounds (62) HP (112) Saves (13/7/8, +3 vs spells and SLAs) Init (+1) AC 30 (28/11/27, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

How much time is left in which to heal people?


Well, you don't exactly know how much time you've got. Grum is taking one minute, so while that's happening, the others have a minute to act as well. Once everyone's caught up, then we'll see.


Male Elf Fighter (archer)/rogue* 11 | AC 23-1 (25-1 with buckler), T 17-1, F 17, CMD 29-1 | F 10 R 11-1 W 7 | hp 81/81 | Init +6-1 | Perc +25, +30 vs traps, darkvision 60', see invisibility/ethereal | Effects: 2 Dex damage

How much progress have the team members made crossing the bridge in the first minute? Aerel will direct them to the forge if they don't know where to go when they get across. If they figure it out, he won't break his hiding.


Male Human Fighter 11| AC 26 T 16 FF 21 | HP 105/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

William drinks two cure light wounds potions and prepares to move on.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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