Half-Fiend Minotaur

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655 posts. Alias of Torilgrey.


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Worgs are magical beasts, while the horses and even the Direwolf are animals. So hide from animals wouldn't work on them as they have an int score >2.


Bless is better than bane since it benefits the whole party and with bane the opponents might make their saves. From a mechanics standpoint.


Excellent notes,

If anyone has questions ahead of when we next gather - please post them here so I can answer or prepare for them.

Loot from Fahrak:
Potion of Barkskin
Potion of Cure Moderate Wounds
Alchemist's Fire x2
Smokestick x2
+1 Breastplate
Masterwork Battleaxe
Throwing axes x3
Cloak of Resistance +1
Bedroll
Exotic military Saddle (for the Dire Wolf)
Bit and Bridle (for the dire wolf)
saddlebags
19 GP
Ruby 250gp (ostensibly the bribe for services)
Leather barding for the Dire Wolf


Given your tactical ability to eliminate single or even numbers of opponents, the only variable not accounted for is speed as Premek noted.


Malgrim snaps orders to the villagers turned militia, and they snap-to as best as they know how, taking up positions just out of sight inside the cavern.

As you stride from the cave surveying the woodland around you, no one perceives any other hobgoblins, save this Fahrak, astride his very large wolf....


I'd be interested in taking a stab at it. I loved the old FR setting from the grey box when it was new!


Following Premek's advice, the party heads topside; while cautioning the others to remain hidden in the caverns to protect themselves. Reaching the surface in the fading daylight, you spy a large, armored, hobgoblin atop a direwolf. He sits idly atop the large wolf, battleaxe resting across his left thigh. He sort of does a double-take seeing so many of you, but shrugs and calls across the wooded vale. Well there, so the Stonebloods no longer hold this place. This proves your strength and I am impressed. I am Fahrak, called Wolfrider. Scarvinious sent me to conclude our negotiations with the Children of Stone, but I see that point is moot. he ponders a second, and grins wickedly, Perhaps I have a use for you though... There are places still where my kin cannot walk without drawing an eye. If you are willing to serve as my agents and spies, I will reward you greatly, he says, holding up something fist-sized wrapped in a cloth, And you will be spared from the might of the Ironfang legion... What say you? his common is pretty excellent, with a slight Molthuni lilt to it, identifying him as a long-serving officer in the Ironfang legion.


Training with the Phlankers takes a little bit of time, and given that no one really is a military person- it works out eventually... Seeing how the unit cohesion works, suddenly you have a spate of volunteers looking to work to get back at the Ironfangs. One group, Drynn, Dierdre, Yarrow, Clidon, and Menri begin the organization and logistics support under Jet's watchful eye. And Avis, Flemming, Lirosa, Taidal, and Garrett begin taking up psuedomilitary training as well!

After a few days of this, Flemming comes running down into the caverns from where he was on guard aboveground. Zhere is a hobgoblin on top of a large wolf! He says he wants to negotiate with our leaders! Vhat do vee do?


yes i think aid another is appropriate


So it sounds like training the militia, Malgrim can you make a Charisma check? And buying everything Novvi has to offer? Once that's decided, we're off!


I'm unlikely to post before Monday at this point, today got away from me and I'm headed to 100MW tomorrow very early!


Drof the Berseker has a 16+ strength. The others don’t


Okay, so we'll fast forward a couple days!

Premek, under the gruff direction of Kinig, helps to finish excavating the forge, and with everyone pitching in, some major work gets done on the lift to move between the floors. Ussun is able to harvest some more wood, and with Florantin's advice, fashions a tub of sorts for bathing in the northern cavern where the water flows out of the underground network. Vane has produced for you 7 Antitoxins in the preceding days, adding to the seemingly endless supply of small alchemical items.

After a few days Novvi returns with some requested reagents, a mildly enchanted short sword (+1) (1315gp), a Gray bag of Tricks for 900gp, A potion of cure moderate wounds (300 gp), an arcane scroll containing: Unseen Servant, Bear's Endurance, and Continual Flame (375 GP), and an arcane scroll with Daze and Fly on it (387.5 gp). She's more than happy to purchase anything from you, but has a cash limit of 5000 gp. She also has any common item worth less than 500gp. Seems like you folks are getting settled in pretty well here, much more pleasant to deal with than those Trogs certainly! Wasn't ever sure if they were going to try and eat me or not. HA!

So with your militia you can either train them (a charisma check) or send them out to reduce threats (a die roll +2 v DC 14)


Phlanking Phorce, the best!

So once you've done that, basically you are free to set up what you'd like to unload!


Packing up the goods from the hobgoblins onto the horses and people takes some time, during which hybrid Tobias wanders into the treeline and re-emerges as 'human' Tobias. He sits quietly on a broken length of fencing while you and the refugees assemble the gear.

Exhausted, but all happy to survive, you begin the track back toward Misthome (aka. the caverns); with Pharus and company leading the way back along their backtrail. It takes you several hours to return to the caverns, covering your tracks and making sure the horses don't leave an obvious way to get to your new homes.

In the intervening days since you departed, the mushrooms have been cleared from the tunnels, and Kinig has gotten the smithy back up and running for use. Florantin has almost completed a manual lift system for the vertical shaft, and additional reinforcement of what's being called "Novvi's Door" is underway. Overall the residents of Phaendar feel lucky in their survival and hope to begin thriving in their new setting. The additions of more blankets and bedrolls definitely cheers them all, and the tents are put into impromptu use dividing the larger chambers into a schoolroom and smaller family-unit sleeping arrangements.

The next day, Pharus and company approach you, We were thinking, we're pretty effective working together, despite being ambushed last time out. But we learned a lot from that expedition! We'd like to do it again, and again!

by rescuing all of Pharus' companions with no deaths, you have earned the service of an elite unit of Defenders: Pharus' Phlankers. They can be sent in different directions to reduce the danger in that direction. They do this through hit and run tactics which would cause an enemy force to recoil and regroup. This is the beginning of the militia phases of the game, which we'll use sparingly, but keep tabs on since it looks sort of fun!

You have a few quiet days until Novvi returns from her expedition with the items you've ordered, like three more days.

Is there anything else you'd like to do during the few days of downtime?


GM dice:

ryll sneak attack1: 2d6 ⇒ (2, 5) = 7
ryll SA 2: 2d6 ⇒ (2, 2) = 4
Lirosa: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d8 + 3 ⇒ (7) + 3 = 10

Malgrim's spell fails to reach the hobgoblin in the woods, but Zdena loops around the smokehouse, and fells the hobgoblin with a mighty swing of her sword!
Elsewhere, Premek's rumble causes the hobgoblin scout to lose their footing, and Ryll pounces on the downed hobgoblin, swords flashing in the midday light. She ends the threat of that hobgoblin, leaving only the one on the flank alive...

Lirosa pivots, emerging from behind the cover of the ruined fence, firing at the attempted flanker on the east side. Her arrow finding the hobgoblin again, and dropping them to the ground under the trees...

Combat over! Well done! @Ryll, the Hobgoblin was prone from Premek's attack so bonuses to hit and Sneak Attack applied.

Gathering up the supplies from the hobgoblins you find and taking a moment to review the magical properties of the few things you locate of interest:
Masterwork Battleaxe x6
Handaxe x6
composite longbow (+2) x6
Masterwork Studded Leather
Masterwork Composite Shortbow (2)
Cloak of Resistance +1
net x3
Potion: Cure Moderate Wounds
padded armor x6
bedroll x7
small tent x7
mess kit x7
blanekts x7
Potion Cure Light wounds x12
Alchemist Fire x12
Arrows (160)
Masterwork Cold Iron Scimitar
19 GP


[spoiler=GM dice]
Tobias: 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20
damage: 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9
Yellow: 1d20 + 5 ⇒ (9) + 5 = 14
Percent miss high good: 1d100 ⇒ 77
damage: 1d8 + 2 ⇒ (7) + 2 = 9
[/dice]

Sighere's suddenly summoned raincloud erupts around the hobgoblin in the tree line, who steps forward to attempt to evade it, but the rain continues with the hobgoblin, misting his eyes! His shot goes well over the head of Malgrim Tobias takes a shot at the now-exposed hobgoblin as well; sinking the arrow deep into the hobgoblin's thigh!

Status: Malgrim 3 Damage
Sighere- 5 damage
Party - Bless gives +1 Morale to attacks and fear saves. Inspire Courage gives +1 Competence on attacks and weapon damage and +1 Morale on saves vs charm and fear. The Hemlock Banner gives +1 Morale against attacks and fear saves within 30', that's the same as Bless and not-stacking with it but may cover a different area.
Orlu - Dead
Carf - Dead
Green- dead
Blue - Dead
Lirosa - 8 damage
Pink - Dead
Red - 12 damage
Taidal - 3 damage
Yellow - 9 damage

Malgrim, Premek, Zdena. Round 4:Ryll, Lirosa, Purple, Red, Taidal, Sighere, Tobias, Yellow, Bold May act!


GM dice:

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Lirosa: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Pink: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d8 + 2 ⇒ (5) + 2 = 7
Purple: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d8 + 2 ⇒ (1) + 2 = 3
handaxe: 1d20 + 2 ⇒ (13) + 2 = 15
handaxe: 1d6 + 1 ⇒ (5) + 1 = 6
Red: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 2 ⇒ (1) + 2 = 3
Taidal: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d8 + 1 ⇒ (8) + 1 = 9

Zdena closes on the bloodhound, putting down the aggressive tracking hound and ending that threat to Malgrim. Ryll's attacks take the spinning Orlu in the back, and she ends up on the ground, and the tide of battle shifts! Premek's snowball misses however, and its target spies the cat perched on the branch.

Lirosa's arrow drops the hobgoblin she's been targeting in the woodline, eliciting a Whoo! from her. The hobgoblin fighting Ryll launches a series of attacks at her, vicious swings from its axes, however neither connects with the nimble rogue. Taidal and the easternmost flanker exchange fire, wounding each other in the process...

Status: Malgrim 3 Damage
Sighere- 5 damage
Party - Bless gives +1 Morale to attacks and fear saves. Inspire Courage gives +1 Competence on attacks and weapon damage and +1 Morale on saves vs charm and fear. The Hemlock Banner gives +1 Morale against attacks and fear saves within 30', that's the same as Bless and not-stacking with it but may cover a different area.
Orlu - Dead
Carf - Dead
Green- dead
Blue - Dead
Lirosa - 8 damage
Pink - Dead
Red - 12 damage
Taidal - 3 damage

Sighere, Tobias, Yellow, Malgrim, Premek, Zdena. Round 4:Ryll, Lirosa, Purple, Red, Taidal, Bold May act!


Malgrim's thrust takes Orlu deep in her now exposed kidney, and the hobgoblin howls in pain, spinning back to face the obviously more dangerous Malgrim in combat. Malgrim can see Orlu's eyes beginning to flick toward retreating, obviously she feels overmatched by their sudden escape from her net, and with Ryll on her flank, she knows she needs to escape the current situation.

Meanwhile the bloodhound, Carf, snaps her jaws at Malgrim's now exposed leg. Scoring a hit on the bard's flank, drawing some blood - but Malgrim escapes the worst of it.

Carf, flanking: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Carf damage: 1d4 + 1 ⇒ (1) + 1 = 2
Carf Confirm?: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
crit?: 1d4 + 1 ⇒ (2) + 1 = 3

Status: Malgrim 3 Damage
Sighere- 5 damage
Party - Bless gives +1 Morale to attacks and fear saves. Inspire Courage gives +1 Competence on attacks and weapon damage and +1 Morale on saves vs charm and fear. The Hemlock Banner gives +1 Morale against attacks and fear saves within 30', that's the same as Bless and not-stacking with it but may cover a different area.
Orlu - 30 damage
Green- dead
Blue - Dead
Lirosa - 8 damage
Pink - 11 damage
Red - 3 damage

Premek, Zdena. Round 3:Ryll, Lirosa, Pink, Purple, Red, Taidal, Sighere,Tobias, Yellow, Orlu, Malgrim, Carf, Bold May act!


GM dice:

Yellow: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d8 + 2 ⇒ (3) + 2 = 5
Orlu: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Sighere's healing pulses through Malgrim, revitalizing their body. Tobias grabs more arrows and flies to the roof of the hunter's shack taking up position to begin firing down on the hobgoblins again. The yellow one sights along an arrow, sending it toward Sighere, clipping the shaman's shoulder. Orlu spins her scimitar against Ryll with a slashing strike at the half-elf's legs; but missing her entirely...


Status: Malgrim 1 Damage
Sighere- 5 damage
Party - Bless gives +1 Morale to attacks and fear saves. Inspire Courage gives +1 Competence on attacks and weapon damage and +1 Morale on saves vs charm and fear. The Hemlock Banner gives +1 Morale against attacks and fear saves within 30', that's the same as Bless and not-stacking with it but may cover a different area.
Orlu - 18 damage
Green- dead
Blue - Dead
Lirosa - 8 damage
Pink - 11 damage
Red - 3 damage

Malgrim, Carf, Premek, Zdena. Round 3:Ryll, Lirosa, Pink, Purple, Red, Taidal, Sighere,Tobias, Yellow, Orlu, Bold May act!


GM dice:

Lirosa: 1d20 + 7 + 2 + 1 ⇒ (12) + 7 + 2 + 1 = 22
damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
pink: 1d20 + 5 ⇒ (16) + 5 = 21
dam: 1d8 + 2 ⇒ (6) + 2 = 8
Purple: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
red: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d8 + 2 ⇒ (2) + 2 = 4
taidal: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
damage: 1d8 + 2 ⇒ (1) + 2 = 3

Orlu sways out of the way from Ryll's furious assault, scimitar deflecting the second strike. The pink-stained hobgoblin snaps an arrow shot at Lirosa, while Lirosa returns fire to the same target. The purple hobgoblin closes with Ryll, launching a brutal two handed attack at Ryll. While the Red hobgoblin and Taidal exchange fire on the east flank of the fight.

Ryll deftly dodges the battleaxe strike, while Lirosa's arrow finds home in her target. Unfortunately, her target's arrow also finds home, lodging in the half-elf's shoulder. Taidal fares better, arrow skimming the red-hooded hobgoblin.

Status: Malgrim 9 Damage
Party - Bless gives +1 Morale to attacks and fear saves. Inspire Courage gives +1 Competence on attacks and weapon damage and +1 Morale on saves vs charm and fear. The Hemlock Banner gives +1 Morale against attacks and fear saves within 30', that's the same as Bless and not-stacking with it but may cover a different area.
Orlu - 18 damage
Green- dead
Blue - Dead
Lirosa - 8 damage
Pink - 11 damage
Red - 3 damage

Sighere, Tobias, Yellow, Orlu, Malgrim, Carf, Premek, Zdena. Round 3:Ryll, Lirosa, Pink, Purple, Red, Taidal, Bold May act!


Zdena makes short work of the hobgoblin who so rashly engaged her, while Premek's snowball misses the hobgoblin warleader. Premek vanishes again into the tree cover after his failed magical attack on the hobgoblin.

Status: Malgrim 9 Damage
Party - Bless gives +1 Morale to attacks and fear saves. Inspire Courage gives +1 Competence on attacks and weapon damage and +1 Morale on saves vs charm and fear. The Hemlock Banner gives +1 Morale against attacks and fear saves within 30', that's the same as Bless and not-stacking with it but may cover a different area.
Orlu - 18 damage
Green- dead
Blue - Dead

Round 2:Ryll, Lirosa, Pink, Purple, Red, Taidal, Sighere, Tobias, Yellow, Orlu, Malgrim, Carf, Premek, Zdena. Bold May act!


Malgrim, I moved you to where I think you wanted to go, feel free to adjust as needed

GM dice:

bite: 1d20 + 4 ⇒ (19) + 4 = 23
bite: 1d4 + 1 ⇒ (2) + 1 = 3
Blue: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 2 ⇒ (3) + 2 = 5

The hound, seeing Malgrim slip the net, moves forward quickly, snapping her jaws at the bard. The hound's teeth find their mark in Malgrim's leg, leaving them a nasty bitemark below the knee. 4 damage.

The hobgoblin with the blue pants tosses their bow to the ground, and closes with the now-revealed Zdena, aiming a two-handed cut with a battleaxe at her flank, but missing horribly.

Status: Malgrim 9 Damage
Party - Blessed
Orlu - 18 Damage
Green- quite dead

Premek, Zdena. Round 2:Ryll Lirosa, Pink, Purple, Red, Taidal, Sighere, Tobias, Green, Yellow, Orlu, Malgrim, Carf, Blue, Bold May act!


Yeah i tried reordering the images and it didn’t work either limitation of google slides. I’ll delete it when I’m on a pc tomorrow.


I hand-waved your stealth since they'd need a really strong roll to see you, and they don't have 'favored enemy:Half-orc' so they were unaware of your presence and sneak attack applies...however...

Zdena springs from the bush and eliminates the hobgoblin who didn't see her at all. His loss...


GM dice:

net, ranged touch: 1d20 + 6 ⇒ (16) + 6 = 22

Sighere calls the blessing of his ancestors on the combatants, giving them strength and surety in battle. Meanwhile, above Tobias' hybrid form wings down to the wagon, grabbing arrows to refill his quiver. The green-cloaked hobgoblin ranger presses forward, passing within an arm's reach of the well-concealed Zdena Zdena, AoO on Green. The yellow capped ranger advances through the woods to the edge of the tree line and draws a bead upon Sighere, but cannot fire this second.

Meanwhile the hobgoblin leader rips the frozen bolt from her shoulder and emerges from the treeline, casting a net at Malgrim as she advances on the Storyteller. The net wraps them up, fouling their weapons, and Malgrim finds themselves ensared by the well-thrown net.

Status: Malgrim 5 Damage, Entangled: An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
Party - Blessed
Orlu - 18 Damage
Zdena - AoO on Green, I'll resolve Green's action if they survive...

Malgrim, Carf, Blue, Premek, Zdena. Round 2:Ryll Lirosa, Pink, Purple, Red, Taidal, Sighere, Tobias, Green, Yellow, Orlu, Bold May act!


GM dice:

Lirosa: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Pink: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d8 + 2 ⇒ (3) + 2 = 5
Purple: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d8 + 2 ⇒ (6) + 2 = 8
Taidal: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
damage: 1d8 ⇒ 7

Ryll's crossbow shot takes the hobgoblin who yelled high in the chest, frost spreading across her lightly armored chest, and driving her back a step. Chaos immediately erupts as Ryll retreats from the woodline.

Lirosa darts forward, taking up position by the broken pieces of fencing, and fires an arrow quickly at the hound. The hobgoblin in the pink-ish stained tunic advances through the trees, snapping a shot at Malgrim. The hobgobling with the purply boots steps out of the trees into the open and advances, firing a shot at the retreating Ryll's form. The red-cowled Hobgoblin advances through the trees, attempting to outflank the group, and Taidal sees them, moving to counter, and like his sister, taking up position to gain cover and counter fire at the flanker.

Despite all the arrows flying through the air, only the pink-stained one finds its way to its target, impacting upon Malgrim's shoulder, hard.

5 damage to Malgrim
Status: Orlu (Orange) 18 damage

Sighere, Tobias, Green, Yellow, Orlu, Malgrim, Carf, Blue, Premek, Zdena. Round 2:Ryll Lirosa, Pink, Purple, Red, Taidal, Bold May act!


Sighere can confirm healing when he catches up, no problem.

GM Dice:

Premek: 1d20 + 7 ⇒ (19) + 7 = 26
Sighere: 1d20 + 9 ⇒ (8) + 9 = 17
Malgrim: 1d20 + 7 ⇒ (12) + 7 = 19
Zdena: 1d20 + 8 ⇒ (17) + 8 = 25
Ryll: 1d20 + 9 ⇒ (15) + 9 = 24
Perception Orlu: 1d20 + 10 ⇒ (12) + 10 = 22
Perception 1: 1d20 + 8 ⇒ (12) + 8 = 20
Perception 1: 1d20 + 8 ⇒ (18) + 8 = 26
Perception 1: 1d20 + 8 ⇒ (7) + 8 = 15
Perception 1: 1d20 + 8 ⇒ (13) + 8 = 21
Perception 1: 1d20 + 8 ⇒ (7) + 8 = 15
Perception 1: 1d20 + 8 ⇒ (17) + 8 = 25
carf: 1d20 + 3 ⇒ (9) + 3 = 12
Orlu: 1d20 + 6 ⇒ (8) + 6 = 14
Y: 1d20 + 5 ⇒ (9) + 5 = 14
b: 1d20 + 5 ⇒ (5) + 5 = 10
R: 1d20 + 5 ⇒ (17) + 5 = 22
G: 1d20 + 5 ⇒ (10) + 5 = 15
P: 1d20 + 5 ⇒ (19) + 5 = 24
Pi: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative Premek: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Initiative Zdena: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Initiative Ryll: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Initiative Malgrim: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Initiative Sighere: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Lirosa: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Taidal: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Tobias: 1d20 + 3 ⇒ (13) + 3 = 16

As you take your chosen spots, and wait about a minute, the sound of snuffling and four-legged animals approach. After about ten more seconds of that, a decent-sized bloodhound appears, obviously tracking through the brush on the path. A bipedal Bald Eagle hybrid swoops overhead, landing and perching on the roof of the hunter's shack, and the dog howls at its appearance. You can clearly see that the bipedal bird/man has a quiver, empty of arrows, and turning back to where the dog is, you can start to make out the outlines of hobgoblins stealthily moving through the trees, bows drawn as they scan the woods and the clearing thoroughly.

A brief moment ensues, where all sides are momentarily taken aback, but the wood-wise hobgoblins aren't entirely thrown by your ambush, and not all parties can make out the other. The hobgoblin north of Ryll roars out, A trap! Break the humans and their kin! and battle is joined...

Ryll Lirosa, Pink, Purple, Red, Taidal, Sighere, Tobias, Green, Yellow, Orlu, Malgrim, Carf, Blue, Premek, Zdena. Bold May act!


okay, so you have taken positions and Sighere cast Hide from Animals. Any other steps you want to take in preparation?


Totally trees there, so you can get elevation


I think I’m doing better than you then! Lol


I'll be at East Kingdom crown tourney tomorrow, so not much over the weekend all. Maybe Sunday if I've got the energy


Tobais considers a moment, and shakes his head in the negative, I'm just doing my part to help, generally the people of the Fangwood support my people and help us out. We've had a really good ancestral relationship and the genocidal Ironfangs aren't to my liking. We don't need anything, all of this will do far more for you and your people. I'll head to your caverns, and direct Pharus to come meet you at the spot you mentioned. With that he walks into the woods, and a moment later a bald eagle soars above the canopy.

While the rest of you hide the bodies Premek convinces the horses pretty easily to begin moving in the direction of the hunters shack in the woods. You reach the shack at the end of the day, setting up an impromptu camp in the shack, and wait for Pharus to arrive with help.

Around midday you hear a commotion as Pharus and Ehonn, bloodied and limping, carry and unconscious Drof into the clearing. Lanu and Hausis are carrying an unconscious Agayae; while Pirsnik brings up the rear, an empty quiver on his belt evidence of the violence they met with.

Pharus and Ehonn speak almost simultaneously, shooting each other a look, then Ehonn begins. We were headed here this morning, we ran smack into a large patrol of Ironfangs. Tobias is still harassing them, since he was able to fly up and away from them with his bow. They are coming though.... and there are few less of them than there were, but they are strong; and there's a damn bloodhound with them, so we knew we couldn't lose them in the brush. Maybe eight left? Sorry, we led them straight here, but we knew with numbers we could survive. They look beaten and despondent, but hope burns in their eyes now that they have found safety with you. We've maybe got two minutes, Tobias didn't have many arrows left to force them to cover.

What do you do? Pharus and company came from the north


Quickly dispatching the downed hobgoblins, Lirosa, Tobais, and Taidal help quickly dragging the bodies away and concealing them to delay their discovery. Malgrim begins to inventory the wagons discovering the following:
160 lbs combined of dried meat, fruit, and ale
two masterwork chain shirts
300' Silk rope
Healer's Kit
10 bottles of Alchemist's Fire
a lockbox (which Ryll takes a few minutes to open) containing 550gp in coin
From the hobgoblins:
4 MWK cold iron scimitars
4 MWK light Crossbows
4 MWK breastplates
4 mwk bucklers
80 bolts
4 backpacks
4 bedrolls
4 compass
4 crowbar
4 manacles
4 signal whistles
4 small tents
64 gp
4 Antiplague
4 antitoxin
8 scent cloak
8 alchemist fire
4 potions labelled "Endure Elements" in common
12 potions easily identified as Cure light wounds
4 longbows
80 arrows
4 longswords
4 studded leather
4 light steel shields

Additionally there are two underfed and obvouisly mistreated heavy draft horses here, which don't seem to want to move the wagon any further. They stamp their feet and huff, but aren't exactly hostile to you either.

Will update loot list with these


Combat over, what do you want to do with the unconscious hobgoblin soldiers?


GM dice:

ryll v yellow: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (5, 6) = 18
fort save: 1d20 + 6 ⇒ (1) + 6 = 7
ref: 1d20 + 3 ⇒ (13) + 3 = 16
Lirosa, yellow: 1d20 + 6 + 2 - 4 ⇒ (7) + 6 + 2 - 4 = 11
Taidal, Yellow: 1d20 + 6 + 2 - 4 ⇒ (6) + 6 + 2 - 4 = 10
arrow: 1d8 + 1 ⇒ (4) + 1 = 5
arrow: 1d8 ⇒ 7
attack: 1d20 + 6 ⇒ (1) + 6 = 7
scimitar: 1d6 + 2 ⇒ (2) + 2 = 4

Ryll crosses to the blinded hobgoblin trooper, and stabs low into its torso, while Lirosa's arrow takes it high in the shoulder, and between the two wounds the hobgoblin falls to the ground, insensible. Zdena's mighty falchion strikes high on the hobgoblin seeking to outflank the party, and Premek's snowball finishes the job, flattening the warrior before it can respond to Zdena's appearance next to him. Malgrim's thrust sinks deep into the closest trooper's shoulder, while the flaming gaze of Sighere scorches the trooper neat Malgrim, although he does not catch aflame.

The lone standing hobgoblin swings wildly at Malgrim, but as they have the higher ground, the scimitar swing wildly misses...

Malgrim don't forget +1 to hit from having the high ground
Status:
Orange - Stunned, Blinded, unconscious, 4 Dam, shaken
Purple- Stunned, Blinded, unconscious,
Blue - Stunned, Blinded, unconscious, 2 damage, shaken
Green - Saved, 14 damage
Yellow - Blinded and Stunned 2 more rounds, 16 damage
Light Blue - 15 DMG
Red - 2 Dmg, shaken 1 round

The party may go! I botted Ryll last round to end the yellow hobgoblin on the map


I’m pretty wiped out from my day off I’ll update tomorrow!


gm dice:

Fort save burning gaze: 1d20 + 5 ⇒ (17) + 5 = 22
yellow blinded: 1d4 ⇒ 3

Ryll dispatches the hobgoblin closest to her, while Zdena moves toward the blinded hobgoblin at the rear of the column. Malgrim's able to climb up onto the wagon, and the horses seem very docile as they pass by them.

The hobgoblin on the other side of the wagon from most of the party rises to his feet, no longer on fire, but slightly singed. They shake off Sighere's spell effect and start to wander behind the wagon toward where Zdena and Ryll are. The hobgoblin pelted by the snowball casts his eyes around, before stalking forward to try and climb onto the wagon where Malgrim is sitting.

Lirosa and Taidal, seeing that they can't do much from their position, both advance across the river, trying to get better lines of sight on the wagon.


Status:
Orange - Stunned, Blinded, unconscious, 4 Dam, shaken
Purple- Stunned, Blinded, unconscious,
Blue - Stunned, Blinded, unconscious, 2 damage, shaken
Green - Saved, 14 damage
Yellow - Blinded and Stunned 2 more rounds, 16 damage
Light Blue - 4 DMG
Red - 2 Dmg, shaken 1 round

The Party is up! Orange, Purple, and Dark blue are basically out of the fight due to being unconscious for 6 rounds....


@ Malgrim i love the nonchalant theft of the wagon!


good catch! There was a lot happening, Red has 19 damage from Rylls shot!


GM dice:

Will save 1: 1d20 + 1 ⇒ (8) + 1 = 9
Will save 1: 1d20 + 1 ⇒ (11) + 1 = 12
Will save 1: 1d20 + 1 ⇒ (5) + 1 = 6
Will save 1: 1d20 + 1 ⇒ (10) + 1 = 11
will save trooper: 1d20 + 3 ⇒ (14) + 3 = 17
will save trooper: 1d20 + 3 ⇒ (6) + 3 = 9
reflex save trooper: 1d20 + 3 ⇒ (2) + 3 = 5
reflex save trooper: 1d20 + 3 ⇒ (19) + 3 = 22
ref save 1: 1d20 + 2 ⇒ (17) + 2 = 19
ref save 1: 1d20 + 2 ⇒ (16) + 2 = 18
ref save 1: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Premek: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Initiative Zdena: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Initiative Ryll: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Initiative Malgrim: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Initiative Sighere: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Trooper 1, red: 1d20 + 6 ⇒ (17) + 6 = 23
Trooper 2, blue: 1d20 + 6 ⇒ (19) + 6 = 25
Trooper 2, green: 1d20 + 6 ⇒ (17) + 6 = 23
Trooper 2, yellow: 1d20 + 6 ⇒ (3) + 6 = 9
Hobgoblin 1,orange: 1d20 + 2 ⇒ (18) + 2 = 20
Hobgoblin 2, purple: 1d20 + 2 ⇒ (10) + 2 = 12
hobgob 3, Blue: 1d20 + 2 ⇒ (10) + 2 = 12
scimitar: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
damage: 1d6 + 2 ⇒ (2) + 2 = 4
scimitar: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 2 ⇒ (2) + 2 = 4

Premek's colorful eruption engulfs the rearguard of the wagon, sending the hobgoblins reeling from the magical assault. Immediately after Malgrim's goblinoid taunts shake the will of the drivers and their immediate comrades causing many of them to burst into flame. Ryll's arrow barely scratches the lead hobgoblin trooper, lodging deep into its armor plating and drawing blood; while Zdena emerges from her hiding spot and immediately puts down a hobgoblin in the rearguard, eliminating him from the fray.

Status:
Orange - Stunned, Blinded, unconscious, 4 Dam, shaken
Purple- Stunned, Blinded, unconscious,
Blue - Stunned, Blinded, unconscious, 2 damage, shaken
Green - Saved
Yellow - Blinded and Stunned
Light Blue - 4 DMG, no longer on Fire, shaken1 round
Red - 2 Dmg, shaken 1 round

The Driver on fire quickly leaps to his feet, ignoring the ghostly weapon, and throws himself on the ground to put himself out! While his companion hops down and takes a swing at Zdena with his scimitar. The Heavy trooper in the rear advances at the spot where the color spray originated, and swings down his scimitar in frustration at Premek.

Zdena - AC 19 hit? if so, 4 damage; Premek, 17 hit? if so, 4 damage

Initiative]Ryll, Orange, Sighere, Purple, Blue, Yellow, Premek, Malgrim, Zdena, Round 2: Light Blue, Red, Green,


Good point, it does need to be visible for the bonus, but with Sighere's terrible stealth roll you'd only need a 13 perception check to spot it


Remember, since Sighere is carrying the Hemlock Banner, all allies (and you) within 30' of it gain +1 morale bonus to attack rolls and saving throws vs fear.

A very effective opening round, once Sighere posts we'll see what happens to the hobgoblin supply caravan


This would be a surprise round, yes.


A heavily laden wagon slowly pulls east through the forest. Two massive horses pull the wagon. Two heavily armored hobgoblins sit on the wagon bench, crossbows near at hand; while four hobgoblin troopers follow behind, longbows in hand. Two more heavily armored hobgoblins bring up the rear. They march with a military precision - something which is still shocking to you.

GM dice:

perception: 1d20 + 2 ⇒ (11) + 2 = 13
perception: 1d20 + 2 ⇒ (10) + 2 = 12
perception: 1d20 + 2 ⇒ (7) + 2 = 9
perception: 1d20 + 2 ⇒ (13) + 2 = 15
perception: 1d20 + 4 ⇒ (18) + 4 = 22
perception: 1d20 + 4 ⇒ (7) + 4 = 11
perception: 1d20 + 4 ⇒ (9) + 4 = 13
perception: 1d20 + 4 ⇒ (1) + 4 = 5

The seated hobgoblin on the wagon comes alert, raising his crossbow and peering ahead through the dense foliage.


Hey all, between housework today and getting ready for work I didn't have time to get things set up. But tomorrow should be set for the ambush!


If there is a somatic component you need one hand free to cast. So you could hold the banner and cast spells


Yes to both! Also, who's carrying the Hemlock Banner? (if anyone)


Okay, just waiting on Sighere to place himself. Did you want to bring Pharus as well? Can everyone give me their take 10 on stealth or a stealth roll to hide in the woods? Hey look Zdena that Camouflage ability is really coming in handy here!


Sorry left to right (West to East)

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