| Grymwold |
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When scouting the camp, we saw 15-20 enemies. Let's say 20 for the worst-case scenario. We've reduced that number by 6. So we're looking at 14 now. That's still a lot to attack in their fortified position. But we also have to be concerned that if we leave the camp alone for too long, they might be able to call for reinforcements. After the second group of scouts doesn't return, I think we can anticipate a change in tactics. Maybe we should go back to the camp and observe to see if there are any changes?
GM Red
|
Concealing the bodies of the second patrol, and ensuring they carried nothing very valuable, you make your way back through the forest toward the hobgoblin camp. Two missing patrols won't go unnoticed for long, so you press on urgently under cover of darkness.
As you approach your familiar observation points overlooking the ravine, the change is the hobgoblin's activity is apparent. Guards move with purpose between the tents, weapons are close at hand. Additional figures in groups of two patrol the camp's perimeter constantly.
The watchtower, which previously had guards who occasionally dozed, now shows constant movement, and you can even see a massive bugbear moving between the structures, shouting what must be orders and gesturing forcefully toward the forest. Time is running short before they either send out a massive search party or perhaps call for reinforcements from the main Legion forces...
| Gronilda |
"My biggest concern is that watchtower. If we could set it to fire or some other way put it out, we would deny them the vantage point and an assault into the camp would be not that risky" Gronilda points at the structure while observing the general environ.
She checks the group's porvisions "Maybe we can try by throwing in our alchemist's fires and throwing some flaming arrows at the top"
| Zarena |
Do we wait, hoping they send out a larger force, and then take those left behind... ambushing them when they return? Or do we think that we can take them all now? That bugbear keeps pointing towards the forest, so I am hoping they are going to send a bigger group out.
GM Red
|
Sounds like one vote for continuing to observe, another for maybe attacking the tower. Grymwold? Lizzie?
| Gronilda |
"I fear if we wait too much we can get discovered or they can find out the refugees. It is better if we strike before they can get reinforcements" Gronilda argues though she is fine with waiting a bit more to see if another patrol leaves the camp so the party can strike a weakened fort.
| Zarena |
Agreed. I wish we knew more. Let's attack as soon as they send another group out... or at least once it gets out of range so they can't come back to help. And maybe we should pick some off with arrows before wading into the middle of camp? We need a strategy that protects our smaller numbers, since we can't match them damage for damage without destroying ourselves.
| Saélihn |
"Agreed! We need to strike, hard, smart, and fast. If any of you have spells that can hurt or disable a bunch of them at once, try to get them before they spread out!" she says, looking back toward the camp as she thinks about thier attack.
"Anyone have a way to maybe blind those in the tower?"
| Grymwold |
Priority one is preventing reinforcements. We can maintain a watch, and if they send messengers to summon reinforcements, we killem and if they send out a larger group to hunt us down, we givem the fight they're askin for. I don't wanna attack their defensive position without a good plan for how we're getting inside and maybe outta those walls. We got a wand of hold person, a scroll of enfeeblement. I'm thinking I'd want those used if we're crossing swords with that monster of a bugbear. Remember we've also got an invisibility potion we can get creative with. My vote is to observe rather than attack, but if you've got a detailed plan I'm all ears
| Saélihn |
"Cutting off their options for reinforcements is pretty tactically sound to me, and picking off larger groups before hitting the fortified location makes sense." Saélihn replies with a nod, before breaking into a grin.
"Besides...I like the idea of them not knowing what is out there hunting them...let them know fear."
| Gronilda |
"I think we have what is needed to make this attack a success my friends" Gronilda states staring at the camp, no hesitation in her words "We are no longer the surprised villagers of Phaendars. For weeks we have wandered through these forests and became a strike force well oiled and each of us can fight like four of those hobgoblins by now"
"Be assured, we have the magics to back up us, and if we find a way inside that camp, they will have very little to do against us!" she finishes trying to inspire the group and remove doubt and fear.
She looks for any entry point to the camp that is a bit hidden or easy to get in or out.
Perception (Darkvision): 1d20 + 10 ⇒ (16) + 10 = 26
GM Red
|
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Taking further scans of the camp and discussing your plan takes precious time. The sound of guards circling the perimeter forces you to keep shifting positions along the perimeter to avoid detection.
2d20 ⇒ (15, 1) = 16
Gronilda Stealth: 1d20 - 1 ⇒ (19) - 1 = 18
Zarena Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Lizzie Stealth: 1d20 + 16 ⇒ (2) + 16 = 18
Saelihn Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Ghost Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Grymwold Stealth: 1d20 - 1 ⇒ (1) - 1 = 0
As Grymwold moves through the brambles with the rest of you, his heavy gear snags on a particularly sturdy branch that lets out a loud SNAP. The perimeter patrol unit of two figures suddenly halts, then begins moving quickly in your direction. At the same time, a group of four hobgoblins in full gear assembles near the eastern gate of the camp, with the bugbear barking commands, though the words are indistinct. That group forms up and begins marching out through the eastern gate away from the camp at a hurried pace.
Continuing to move and avoid the perimeter patrol catching up, Gronilda takes a scan of the camp once more:
There's the eastern entry, surrounded by sharpened logs that can be climbed over. A simple gate is chained in the center of the row of logs that can be opened or smashed through. This would be the most direct way of entering.
Western entry - The ravine walls could be scaled to access the camp below with Climb checks. The far side on the west is 50 feet high.
Southern Briars - Difficult, thick trees with sharp thorns, but you would only need to climb 10 feet to enter the camp once through. Unless someone has Woodland Stride or similar magic/ability
The Watchtower - If you could get up there and take out the guards, you could use the bridge as an entry point.
Might be the time to act :)
| Grymwold |
The camps alerted. We're never sneaking in right now. Let's hunt the perimeter patrols that seem to be hunting us, and if they want to leave their fortified position and attack us, so be it
happy to do otherwise IF someone has a plan with details on how to attack the fortified camp
| Zarena |
Zarena sees the perimeter patrol getting close, and she casts Expeditious Construction to give the non-melee party members some cover.
Only ten feet long at this level, so shouldn't impede anyone too much, but I think we need to fight the two headed for us before we do anything else, and thought it might help since this particular fight is going to be a little extemporaneous.
| Saélihn |
"Agreed. The fewer of them there are inside when we do hit it, the better." Saélihn says, looking to that quartet of hobgoblins marching out of the gate. "Those might be heading to get reinforcements. They seem more purposeful than just hunting for us without knowing where we are."
| Grymwold |
Yes, let's go after the quartet, in case they're being sent to gather reinforcements. If the perimeter guards catch up to us all the better, but let's take out the quartet
GM Red
|
With no time to lose, you all break race along the ravine's edge toward the eastern side, the main entrance. Behind you, the footsteps of the perimeter patrol actually becomes quieter, as if they're moving away from the wall that suddenly appeared...
Near the camp entrance, you can see the group of four recently dispatched hobgoblins marching at a strong pace away from the camp.
You push through the undergrowth, cutting across the terrain to intercept them before they can get too far from the camp. The sound of your approach alerts the group just as you burst out in front of them. The lead hobgoblin shouts a warning in Goblin, and all four spin to face you.
You can hear urgent shouting from the camp. The patrol must have reported the strange sounds nearby, and combined with the missing patrols, the camp is now very alert. The sharp clang of a bronze bell soon follows from the watchtower.
Gronilda: 1d20 + 2 ⇒ (19) + 2 = 21
Grymwold: 1d20 + 2 ⇒ (17) + 2 = 19
Lizzie: 1d20 + 4 ⇒ (2) + 4 = 6
Saelihn: 1d20 + 3 ⇒ (1) + 3 = 4
Zarena: 1d20 + 2 ⇒ (6) + 2 = 8
Hobgoblins: 1d20 + 2 ⇒ (8) + 2 = 10
Gronilda & Grymwold are up, Hobgoblins, Saelihn, Zarena, and Lizzie
Expanded the map a bit to make this easier to represent the combat scenario, it's a little easier on a real tabletop to do this :)
| Gronilda |
With the bell already ringing, Gronilda wastes no time. She steps forward, planting her shield firmly before her "There is no time left for doubts, they have discovered us, we have to act"
And raising her holy symbol high, she prays "Erastil, guide our strike and shield us from their blades!"
With a powerful wind, her words echo through the field, finishing with a powerful sound burst over the hobgoblin group.
Sonic damage: 1d8 ⇒ 7
Fort DC 15 to avoid being stunned 1 round
Then, she commands Sitka to guard the group.
Handle Animal DC 10: 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12
GM Red
|
R: 1d20 + 5 ⇒ (4) + 5 = 9
B: 1d20 + 5 ⇒ (2) + 5 = 7
G: 1d20 + 5 ⇒ (18) + 5 = 23
Y: 1d20 + 5 ⇒ (10) + 5 = 15
Gronilda speaks powerfully, her words ringing out loudly across the hobgoblin squad.
Two of them dig their boots into the sand and steady themselves, while the other two waver on their feet, stunned at the loudness of the dwarf's words.
Gronilda, Grymwold is up, Hobgoblins (Red -7, Blue -7, Green -7 Stunned 1 round, Yellow -7 Stunned 1 round), Saelihn, Zarena, and Lizzie
| Grymwold |
| 1 person marked this as a favorite. |
so annoying. I posted and moved my icon. But the paizo gremlins or goblins? ate my post. I wish they would upgrade this site to make it more reliable
Grym takes a step forward (5ft) and unleashes a bolt from his crossbow, releases it and draws his blade
Banner+1 Hatred+1
MW lt crossbow 1hd: 1d20 + 4 + 2 + 1 - 2 + 1 + 1 ⇒ (1) + 4 + 2 + 1 - 2 + 1 + 1 = 8
damage: 1d8 ⇒ 1
meh
GM Red
|
Oh, I know. I've been wishing the same for a long time.
Longsword vs Sitka: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 2 ⇒ (7) + 2 = 9
Longsword vs Sitka: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (7) + 2 = 9
Grymwold's bolt sails wide.
The two stunned hobgoblins stare at their weapons on the ground in bewilderment, the ringing in their ears from Gronilda's shout finally fading.
The other two advance on the party, but their approach is strangely off? Weaving around certain patches of the dirt ground as if avoiding something. The two close the distance, and one drives its blade deep into Sitka's side.
Gronilda, Grymwold, Hobgoblins (Red -7, Blue -7, Green -7, Yellow -7), Saelihn, Zarena, Lizzie are up
| Zarena |
Zarena takes note of the patches they are avoiding, in order to be wary of possible traps, but for now, she targets Red with Acid Splash.
Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 (Hemlock Banner)
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
| <Ghost> |
Ghost dashes forward, snapping at one of the attacking hobgoblins.
Bite/Hemlock banner: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Piercing: 1d6 + 2 ⇒ (2) + 2 = 4
Trip: 1d20 + 7 ⇒ (3) + 7 = 10
| Saélihn |
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Eyes narrowing in anger as Sitka is stabbed, Saélihn sinks an arrow into the hobgoblin responsible for harming the wolf cub.
Composite Longbow (+2)/PBS/Banner: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
Piercing: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
"See how they moved? Watch out for traps!"
Shooting whichever of the two landed the successful hit
GM Red
|
Zarena conjures and throws some acid at the red-armored hobgoblin, his flesh sizzling as he tries to pat it out like a bad burn. Ghost charges forth and tears into the same hobgoblin, while Saélihn launches an arrow at blue's chest, tearing through his armor. The blue-eyed hobgoblin wavers on his feet, staggered from his many wounds.
Gronilda, Grymwold, Hobgoblins (Red -13, Blue -17, Green -7, Yellow -7), Saelihn, Zarena, Lizzie is up
| Lizzie "beads" Tamar |
Lizzie moves closer, and fights defensively against blue.
Stab: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22Dmg: 1d3 + 5 ⇒ (1) + 5 = 6
AC to 22, due to ranks in acrobatics.
GM Red
|
Apologies for that long lapse in posting. I took some time off work so wasn't near a computer very often.
Lizzie takes down blue.
From the direction of the camp, you hear shouted orders and the sound of running feet. Two more hobgoblins burst through the camp's eastern gate, weapons ready as they sprint toward the sounds of combat.
Gronilda, Grymwold are up, Hobgoblins (Red -13, Blue, Orange, Pink, Green -7, Yellow -7), Saelihn, Zarena, Lizzie
| Grymwold |
Grym steps forward and slashes at the red Hob's belly
Hatred +1 Banner+1
attack, Scimitar MW, PA -2: 1d20 + 7 + 1 + 1 - 2 + 1 ⇒ (20) + 7 + 1 + 1 - 2 + 1 = 28
damage, PA+4: 1d6 + 7 ⇒ (4) + 7 = 11
CRIT CONF: 1d20 + 7 + 1 + 1 - 2 + 1 ⇒ (12) + 7 + 1 + 1 - 2 + 1 = 20
CRIT damage, PA+4: 2d6 + 14 ⇒ (3, 4) + 14 = 21
| Gronilda |
With Grymwold cutting through the hobgoblin like a cart, Gronilda just moves past Lizzie to protect her "I will wait them here. You can shot them from behind me, Lizzie!"
Readied attack (or attack Red if still lives)
mwk battleaxe: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6
HP 35/35 AC 21 TAC 12
not enlarged 5/7
GM Red
|
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Longsword: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 2 ⇒ (1) + 2 = 3
Longsword: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (6) + 2 = 8
Longbow, melee: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 121d8 ⇒ 1
Longbow, melee: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 21d8 ⇒ 2
Grymwold cuts down another hobgoblin, thinning the forces.
Two of the hobgoblins duck and aim their longbows at Gronilda, launching arrows at the dwarf. The other two advance on her, dodging her slash and swinging blades back at her - yet none of the foes can seem to land a hit.
Gronilda, Grymwold, Hobgoblins (Red, Blue, Orange, Pink, Green -7, Yellow -7), Saelihn, Zarena, Lizzie are up
| Zarena |
Zarena moves up behind the wolves and targets Green with Acid Splash.
Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 (Hemlock Banner)
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
| <Ghost> |
Ghost races forward, biting savagely into the same hobgoblin Zarena targets, tearing him down to the ground.
Bite/Hemlock banner: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Piercing: 1d6 + 2 ⇒ (5) + 2 = 7
Trip: 1d20 + 7 ⇒ (12) + 7 = 19
| Saélihn |
Saélihn advances a bit, calling upon the Great Hunter to empower her bow, in anticipation of more enemies swarming out of the fortress.
Cast Gravity Bow
| Gronilda |
If no other enemy appears before, Gronilda cuts through whatever hobgoblin is still standing in front "Let's fight together friends!"
mwk battleaxe: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6
Handle animal: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24
Bite+banner: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 111d6 + 1 ⇒ (2) + 1 = 3
Gronilda also calls Sitka to come to the fight, but the wolf is still not fully used to fight together and just bites on the ground as the hobgoblin moves its foot away!
HP 35/35 AC 21 TAC 12
not enlarged 5/7
Sitka HP 13/13 AC 15 TAC 13
GM Red
|
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Zarena and Ghost finish off another hobgoblin. Gronilda swings wide of the foe in front of her.
Lizzie and Grymwold prepare to act...
Gronilda, Lizzie and Grymwold are up, Hobgoblins (Red, Blue, Green Orange, Pink, Yellow -7), Saelihn, Zarena
| Grymwold |
can grym fit in between the 2 canines and get an attack in or will he need to double move around them to to get into melee range with the yellow Hob? AND if he goes around the canines will he be in areas that the hobs suspiciously avoided
| Grymwold |
assuming that Grym can move through the 2 canines and attack the Yellow Hob
Grym runs to the Yellow Hob and slashes
Hatred +1 Banner+1
attack, Scimitar MW, PA -2: 1d20 + 7 + 1 + 1 - 2 + 1 ⇒ (18) + 7 + 1 + 1 - 2 + 1 = 26
damage, PA+4: 1d6 + 7 ⇒ (6) + 7 = 13
CRIT CONF: 1d20 + 7 + 1 + 1 - 2 + 1 ⇒ (5) + 7 + 1 + 1 - 2 + 1 = 13
CRIT DAMAGE: 2d6 + 14 ⇒ (5, 5) + 14 = 24