Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 22 Sarenith, 4717

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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 off a volley of arrows at the shaman hoping to put an end to him.

+2 Adaptive Goblinoid Bane Composite Longbow MS RS DA AS 1: 1d20 + 20 - 2 - 3 ⇒ (6) + 20 - 2 - 3 = 21 Damage 1: 1d8 + 6 + 3 + 6 ⇒ (8) + 6 + 3 + 6 = 23 Damage 2: 1d8 + 6 + 3 + 6 ⇒ (5) + 6 + 3 + 6 = 20
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 2: 1d20 + 20 - 2 - 3 ⇒ (10) + 20 - 2 - 3 = 25 Damage: 1d8 + 6 + 3 + 6 ⇒ (4) + 6 + 3 + 6 = 19
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 3: 1d20 + 15 - 2 - 3 ⇒ (1) + 15 - 2 - 3 = 11 Damage: 1d8 + 6 + 3 + 6 ⇒ (2) + 6 + 3 + 6 = 17
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 4: 1d20 + 10 - 2 - 3 ⇒ (6) + 10 - 2 - 3 = 11 Damage: 1d8 + 6 + 3 + 6 ⇒ (4) + 6 + 3 + 6 = 19


William strikes the shaman with another arrow, eliciting another grunt of pain. The shaman follows the remaining morlocks down the cliff face into the darkness as they all retreat from the martial prowess of the heroes of Phaendar.

They're all clambering down the side of the great chasm to get away from you, effectively retreating. You can try to chase them or take ranged pot shots, but for the most part the battle is over and this morlock tribe is mostly destroyed.

XP:
Chief Grax: 12,800
Rangers: 6,400
Destroyer: 4,800
Creepers: 6,400
Morlock: 2,400
Iulwas: 12,800

Treasure:
+1 greatclub
potion, cure serious wounds
mwk hide armor
3 doses bloodbrain venom
amulet of natural armor +2
mwk large scale mail
mwk large heavy wooden shield
jade crown
potion of haste
potion of resist fire x2
magical large obsidian 9-rings broadsword
+1 studded leather
+1 chakram
cloak of resistance +2
gold and ivory necklace


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

A good haul on XP - we are now almost halfway from 11th to 12th.

"Good plan, Grum! It worked."

Benedict begins gathering up the gear. I am not sure how we are for space in our Handy Haversack but I would imagine the masterwork Large gear is not feasible to take. The Large broadsword is greatsword-sized, so one of us can carry that for now. I will add the magical gear and not-Large stuff to the tracker.

"Let's explore the remaining caves, beginning with the one to the south, and then go through that door to the Long Walk."

Benedict heads to the south end of the room and peers down the tunnel.
Perception: 1d20 + 19 ⇒ (13) + 19 = 32


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Haela moves up and heals Grum.

Healer's Hands 5 of 9: 1d20 + 17 ⇒ (20) + 17 = 37
Beats the DC by 10, so the healing is 2*HD (22) + Frontier Healer (5) + Wis modifier (2) + Knowledge (Planes) ranks (9) = 38 HP healed

She then attends to William.
Healer's Hands 6 of 9: 1d20 + 17 ⇒ (13) + 17 = 30
Again beats the DC by 10, so the healing is 2*HD (22) + Frontier Healer (5) + Wis modifier (2) + Knowledge (Planes) ranks (9) = 38 HP healed

"I don't want to expend everything... but I can also work on healing wounds the slow way if we have some time."

Looks like Grum would be at 24 damage remaining, William at 5 damage, Aerel at 23, Benedict at 18, Haela at 10, and Amkarang... no idea. Haela has 3 uses left, and can also do mundane Treat Deadly Wounds once per day per person which heals 27-29.


The final two caves are evidently the living space of the clan's chieftain. Poorly preserved animal furs line the floor of the first cavern, while the one furthest in the back contains a pile of detritus -- mostly ragged bits of armor or ruined weapons.

Picking through the pile for anything of value takes a while, though utilizing detect magic helps identify magical auras on a ring, three arrows, and a small tin containing a fragrant substance inside.


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

No point in rolling, but Aerel would either be assisting in the search or keeping a watch in case they are brazen enough to try to return and take use by surprise.

When Haela looks up at Aerel after healing Grum and William, he waves her off, "Thank you, but save it for now."

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)

Grum have Haela a hearty slap on the back and let out a booming laugh. ”Yes!” He said, pumping his fist in the air. ”Smell that?” He said, motioning to the corpses and gore. ”The smell of victory! Let us loot the bodies and press on.”


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 takes a moment to identify the magical items. He then says "I am ready to proceed when you are."

Spellcraft Ring: 1d20 + 19 ⇒ (2) + 19 = 21
Spellcraft Arrows: 1d20 + 19 ⇒ (17) + 19 = 36
Spellcraft Tin: 1d20 + 19 ⇒ (13) + 19 = 32


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

"Let's bring those items and get out of here.
Once we are past that door that was stuck, the one that goes to the Long Walk, we can try to wedge it back into place again. Keep the morlocks from following us easily.
We can rest when we are outside of the morlock lair."

Benedict heads through the door to the Long Walk.


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

Once out the door, Haela takes her time tending to injuries, using 6 of the 10 daily charges from her Healer's Satchel.

Treat Deadly Wounds on Aerel: 1d20 + 17 ⇒ (15) + 17 = 32 Heals 2*HD (22) + Frontier Healer (5) + 2*Wis modifier (4) to Aerel, so 31 HP. Healer's Satchel doubles the Wis bonus if you hit DC 25.
Treat Deadly Wounds on Benedict: 1d20 + 17 ⇒ (2) + 17 = 19 Fails.
Treat Deadly Wounds on Grum: 1d20 + 17 ⇒ (14) + 17 = 31 31 HP to Grum.


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

”Thank you, Lady Storm, that does feel much better.”

He rubs his leg where he was bitten earlier. ”What do you think about these bites? I think those creatures earlier must have had some sort of venom.”

I am still carrying a lot of Dexterity damage from a few fights ago. I keep forgetting about it.


F Dwarf Ftr9 | AC 27, T12, FF25, CMD 25 | HP 76/86 | F +10 R +6 W +6 (+2 vs spells/SLA/poison, +teamwork) | Move 20' | Init +2 | Per +8 (Darkvision)

"This should help a bit, and it will improve with rest. I can try to channel power again if we think we are safe to rest."

Haela has the following ability from the Skill Unlock for Heal: "5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day."
So Aerel should heal 1 Dex damage from the treatment just now, and another 1 if we can rest. Haela can also use her 3 remaining Healer's Hands uses on him before resting.


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

”Very well. I’m more concerned that Grum and Benedict are able to hold the line. I’m sure it will improve with time.”

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