Why Can't Fighters Have Nice Hobgoblins? Ironfang Invasion

Game Master Stalwart

Oathday, 29 Sarenith, 4717

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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

Unfortunately not, the ability states "The penalties for attacking with two weapons apply normally."


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

But normal penalties are -2/-2, not 0/-5, assuming standard feat selection for a two-handed fighter, so your two attacks would still have the same bonus after penalties, right?


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

And your +15 to hit already includes the TWF penalty, so +15/+15 would be two attacks with "the penalties for attacking with two weapons."


I think that's right. The -5 is the "penalty" for iterative attacks.

William's Reflex: 1d20 + 9 ⇒ (11) + 9 = 20

William shoots at the giant ankheg along with Aerel.
+1 Adaptive. Comp. Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (5) + 18 - 2 + 1 - 3 = 19
Damage 1: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (7) + 3 + 2 + 1 + 6 + 3 = 22
Damage 2: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (4) + 3 + 2 + 1 + 6 + 3 = 19
+1 Adaptive. Comp. Longbow PBS RS DA AS 2: 1d20 + 18 - 2 + 1 - 3 ⇒ (5) + 18 - 2 + 1 - 3 = 19
Damage: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (2) + 3 + 2 + 1 + 6 + 3 = 17
+1 Adaptive. Comp. Longbow PBS RS DA AS 2: 1d20 + 13 - 2 + 1 - 3 ⇒ (12) + 13 - 2 + 1 - 3 = 21
Damage: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (4) + 3 + 2 + 1 + 6 + 3 = 19

Benedict takes advantage of the hobgoblin's charge and hits both times. The cavalier stands strong, however, and retaliates.

Melee: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d8 + 12 + 1d6 ⇒ (4) + 12 + (4) = 20

Melee: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 12 + 1d6 ⇒ (1) + 12 + (3) = 16

Grum misses once but his follow-up swing connects. The wolf is wounded but continues to fight.

Bite: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

The ankheg reels from the massive amount of damage, as two of Aerel's arrows hit, all of Williams' and both of Amkarang's strikes land. Though grievously wounded, it lashes out at the enemy within range of its mandibles -- Amkarang!

Bite: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 4d6 + 12 + 1d4 ⇒ (6, 3, 2, 3) + 12 + (4) = 30
Did that hit? Was Amkarang in fortress mode?

Grab, in case: 1d20 + 25 ⇒ (5) + 25 = 30

PCs are up!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Since I have a connection and I'm here, let's roll some dice.

Aerel continues to fire at the over-sized acid-spewing insect.

Attack 1 (Rapid Shot, Deadly Aim): 1d20 + 18 - 2 - 3 ⇒ (5) + 18 - 2 - 3 = 18
Damage 1 (Manyshot, Deadly Aim): 1d8 + 5 + 6 + 1d8 + 5 + 6 ⇒ (8) + 5 + 6 + (3) + 5 + 6 = 33

Attack 2 (Rapid Shot, Deadly Aim): 1d20 + 18 - 2 - 3 ⇒ (18) + 18 - 2 - 3 = 31
Damage 2 (Deadly Aim): 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12

Attack 3 (Rapid Shot): 1d20 + 18 - 2 - 3 - 5 ⇒ (8) + 18 - 2 - 3 - 5 = 16
Damage 3 (Deadly Aim): 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict dodges the cavalier's swings and attacks again. He keeps moving his feet, wary of the enemy's weapon, and lands another solid hit.
What kind of weapons do they have? Looking at the very similar damage dice on their rolls - are these guys using flaming flails like Benedict is? He took his from a wolf-riding hobgoblin back at the ridgeline camp. Would make for quite a visual for this flaming flail duel here.

Attack, PA: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24
Damage: 1d8 + 5 + 1d6 + 9 ⇒ (4) + 5 + (3) + 9 = 21

Iterative: 1d20 + 9 - 3 ⇒ (4) + 9 - 3 = 10
Damage: 1d8 + 5 + 1d6 + 9 ⇒ (8) + 5 + (4) + 9 = 26

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 19 ⇒ (18) + 19 = 37
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (8) + (5) + (4) + 23 = 40

Iterative: 1d20 + 11 ⇒ (14) + 11 = 25
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (8) + (4) + (3) + 23 = 38

With a grin plastered on his face, Grum sidestepped the wolf’s lunge, taking across its legs as he did so. Once it fell he brought the sword around, over his head, and then down with all of his might. Blood sprayed over his armor and face, and yet still the smile remained. Feeling intoxicated, he turned to find another victim.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William concentates on the enemies left standing and starts firing.
Start with the ankheg, then the hobgoblin, then the wolf depending on what is standing.

+1 Adaptive. Comp. Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (20) + 18 - 2 + 1 - 3 = 34 Damage 1: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (3) + 3 + 2 + 1 + 6 + 3 = 18 Damage 2: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (4) + 3 + 2 + 1 + 6 + 3 = 19
+1 Adaptive. Comp. Longbow PBS RS DA AS 2: 1d20 + 18 - 2 + 1 - 3 ⇒ (13) + 18 - 2 + 1 - 3 = 27 Damage: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (1) + 3 + 2 + 1 + 6 + 3 = 16
+1 Adaptive. Comp. Longbow PBS RS DA AS 3: 1d20 + 13 - 2 + 1 - 3 ⇒ (4) + 13 - 2 + 1 - 3 = 13 Damage: 1d8 + 3 + 2 + 1 + 6 + 3 ⇒ (7) + 3 + 2 + 1 + 6 + 3 = 22

+1 Adaptive. Comp. Longbow PBS MS RS DA AS 1 Crit Confirm: 1d20 + 18 - 2 + 1 - 3 ⇒ (16) + 18 - 2 + 1 - 3 = 30 Damage 1: 2d8 + 6 + 4 + 2 + 12 + 6 ⇒ (2, 8) + 6 + 4 + 2 + 12 + 6 = 40


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 was, yeah.

Amkarang just barely manages to defend himself from the ankheg's bite before retorting with a devastating flurry of high-speed steel aimed directly at the massive insect.

Attack 1: 1d20 + 15 + 2 - 3 ⇒ (15) + 15 + 2 - 3 = 29
Damage: 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21

Attack 2: 1d20 + 15 + 2 - 3 ⇒ (11) + 15 + 2 - 3 = 25
Damage: 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21

Attack 3: 1d20 + 15 + 2 - 3 ⇒ (11) + 15 + 2 - 3 = 25
Damage: 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21

Attack 4: 1d20 + 15 + 2 - 3 ⇒ (14) + 15 + 2 - 3 = 28
Damage: 1d8 + 7 + 2 + 6 ⇒ (4) + 7 + 2 + 6 = 19

Current mods are power attack, -3/+6 and twin blades +2/+2


He was supposed to have a flaming flail, yes, but I decided to switch it up and make it an electric one.

Benedict strikes the hobgoblin once hard, but his follow-up doesn't connect.

Grum fells his foe, and the archers plus Amkarang bring down the massive ankheg. William sends his second arrow to the hobgoblin facing Benedict, wounding him further, but his third doesn't connect.

Alone and wounded, the hobgoblin spits in defiance and throws himself at Benedict, trying to bring him down before he is slain.

Melee: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d8 + 12 + 1d6 ⇒ (1) + 12 + (6) = 19

Melee: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 12 + 1d6 ⇒ (6) + 12 + (2) = 20

His attacks are feeble despite his defiance. He is slain in short order.

Not going to make you all roll for that. Combat over!
Hobgoblin XP: 6,400; Ankheg XP: 6,400


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict will quickly loot the hobgoblins of their weapons and potions, then get out of the hole and back to the main battle.

Looks like:
Benedict took 3 (falling)
Grum took 3 (falling) and 12 (bite)
Amkarang took 0 damage
Aerel took 7 (acid)
William took 7 (acid)
Not too bad!

"Well done, all. That bug could have wreaked havoc on the defenses."

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Yes! Have you lot ever had this much fun before?" Grum said, wiping the ichor and gore off of himself. "I would bet though, that these hobknobs won't have much fight left in them."


Not bad at all!

The siege continues to rage on the streets and against the walls of Longshadow. However, as the last of the tunnellers fall, a quiet descends upon the tunnel. It's dark, and stretches on for a considerable distance though it's impossible to tell without exploring it further.

As it stands, it's a means for the hobgoblins to bypass the walls by going beneath them.

But is it also a means for the heroes of Longshadow to reach the hobgoblin tower without crossing the expansive killing field built up by their siege engineers?

==================

The wan light of morning provides no respite for the defenders of Longshadow. As the sky lightens, the hordes of assailants are revealed -- even more legions have poured through the black tower over the course of the evening, and this time, there will be no rest during the light of day. Archers and crossbowmen stay ready and vigilant to cover a continued assault against the walls, knowing that a continued press will eventually overwhelm the exhausted defenders regardless of the fortifications. It will prove a costly victory for the hobgoblins, but it becomes evident that they are willing to pay whatever price to achieve victory.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William points down the tunnel, "That is the way we need to go. We have to stop more of them coming in. We should warn them of the tunnel above and where we are going."


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"I agree, William. Let's take the fight to them."

Benedict first finds an officer of the city guard.
"We go to strike at the enemy command post. Hold the walls until our task is done - we will not fail you. Nothing else will come this way down the tunnel while we are heading that way towards the tower - we will kill any hobgoblins in our way."

He will then use the second function of the Lyre of Building, warding an area within a 300' radius of the Lyre against any an all structural damage for the next 30 minutes.

"Ready to go. Let us be off."


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

"Shall I scout?"


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

"Not a bad idea. Take these if you need them."

Benedict brings out an Elixir of Hiding (Party Loot has 5 total) and a Potion of Heroism (Party Loot has 6 total).

"William, if you have any long-lasting spells or scrolls, don't forget to use them.
If we see Kosseruk, we should throw everything we have at her."

Benedict would like to use a Potion of Heroism once we get close to the enemy base.
Maybe we all drink one at that point, after a toast like in Big Trouble In Little China. That is pretty much Egg Shen's potion.


The city guard that Benedict summons looks at him in a mixture of hope and despair. The light of the morning has shown how hopeless this town's defense of the siege will ultimately be. The hobgoblin forces are not letting the beleaguered defenders any further respite. Could striking at the heart and head of the hobgoblin war machine be the gambit that will save them?

"We can hold the Legion at bay without your support only until we begin dropping from exhaustion -- twelve hours, maybe a day," he tells him. "I'll let the mayor and the Rangers know. We'll do what we can to keep the walls up. May the gods go with you."

=============
You can elect to rest or make other preparations before heading down the tunnel, if you like, depending on how much of a risk you want to take.

The tunnel is a long, dark corridor that stinks of ankheg spittle where its acid has dissolved the rocks and earth as it burrowed its way here. It stretches for hundreds of yards in a mostly straight fashion. Aerel scouts ahead, but finds no invaders. The sounds of battle fade and it becomes a long, quiet walk through the darkness.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William nods to Aerel and says "That's a good idea. My light will give us away long before we know someone is there so it would be best for you to stay out ahead and let us know if there is anyone there."

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

”What is more exciting than this? One last fight to determine the siege. If we win, we rip out their hearts and eat them while they watch.” Grum said, hopefully speaking metaphorically. ”How much longer until we are there?”

It sounds like we are going right away? If so, then let’s do this!


Map is updated. Not that there are two slides for this. The second slide is the whole encampment, dominated by the black tower. The first slide is a close-up of the warbeast pens, which is the area you're emerging into.

Aerel's scouting finally reaches the end of the tunnel, having encountered no creatures or enemies within. He emerges blinking into the daylight, realizing that he's on the opposite side of the black tower at the center of the hobgoblin's encampment.

A dozen cages of iron and timber fill this area, alongside another two dozen stout iron rods driven into the rocky soil and strung with chains as thick as an orc's arm.

The pens are empty, except for a huge, blue scaled serpent that has six arms. It is prowling the grounds, sniffing at the air and growling at the distant sounds of battle.

Knowledge (arcana) DC 18:

This is a behir, a magical beast that has a lightning breath attack.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel tells the others before he heads down the tunnel, "Time is of the essence, so don't wait for me to come back and report in. Just keep coming, I will go until I cannot move further."

When he gets to the end of the tunnel, he pauses to listen intently before stepping into the light.

Perception: 1d20 + 24 ⇒ (9) + 24 = 33

Upon realizing that a creature, a potential alarm system for the enemy, waits nearby, the elf waits for his allies rather than stepping forward and drawing its attention.

Untrained in Arcana, so no roll

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

”I have an idea. And it might just be crazy enough to work.” Grum said. Not waiting for the others he boldly walked forward, and pointed at the creature. ”I suggest you let us walk past you without you while you ignore us!”

His voice was tinged with latent magical power. The question was, would it work?

DC 16 will save or it does what was suggested. Lasts 10 hours. Can have a will save penalty if the suggestion is reasonable. That is also my last spell point.


Will: 1d20 + 5 ⇒ (11) + 5 = 16
So close!

The monster seems to understand Grum's words, but it's a territorial beast. It hisses in challenge!

Enemy: 1d20 + 1 ⇒ (20) + 1 = 21
Grum: 1d20 + 1 ⇒ (15) + 1 = 16
Benedict: 1d20 + 5 ⇒ (7) + 5 = 12
William: 1d20 + 5 ⇒ (5) + 5 = 10
Amkarang: 1d20 + 3 ⇒ (12) + 3 = 15
Aerel: 1d20 + 4 ⇒ (2) + 4 = 6

It races up to Grum and the others and sends a line of crackling electricity out through the orc warrior, Benedict, and Amkarang!

Electricity, DC 20 for half: 7d6 ⇒ (4, 6, 3, 6, 4, 6, 6) = 35

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Ref: 1d20 + 7 ⇒ (15) + 7 = 22

Hit: 1d20 + 19 ⇒ (9) + 19 = 28
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (2) + (4) + (1) + 23 = 30

Iterative: 1d20 + 11 ⇒ (11) + 11 = 22
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (7) + (1) + (2) + 23 = 33

Grum’s confident smile was washed away in a wave of electricity. Smoke risking from his body, he lashed out with his blade. If it wasn’t willing to listen, then he would teach it the error of its ways.


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Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Likely immune or resistance to electricity if that's what it uses for a breath attack.

Under his breath, Aerel hisses, "Gods above and below, Grum, do you have to do everything the stupid way?" Louder, he says as he shifts positions, "I could have snuck us by! Spread out, don't let him line us up again!"

Seriously, Grum, that would have been fantastic if it had worked. Aerel just doesn't have an appreciation for what you attempted.

As usual, I am last in initiative.


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict drinks his Potion of Heroism as soon as daylight is visible.

So, when the creature attacks, he has at least that going for him.

Reflex, Heroism: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
12 damage after Aasimar resistance.

He move up and strikes with his flail.
Attack, Recklessness, PA: 1d20 + 14 + 3 - 3 ⇒ (1) + 14 + 3 - 3 = 15
It is a wild and inaccurate swing.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William drinks his potion of heroism when Benedict does and readies his bow.

Upon seeing the scaled creature William ponders what it is as Grum strides up.

He moves into the open and takes aim at the creature and fires and arrow at it.

Kn: Arcane: 1d20 + 15 ⇒ (5) + 15 = 20 Resistances and defenses

+1 Adaptive. Comp. Longbow PBS DA AS: 1d20 + 18 + 1 - 3 ⇒ (20) + 18 + 1 - 3 = 36 Damage 1: 1d8 + 3 + 2 + 1 + 3 + 3 ⇒ (4) + 3 + 2 + 1 + 3 + 3 = 16

+1 Adaptive. Comp. Longbow PBS DA AS Crit Confirm: 1d20 + 18 + 1 - 3 ⇒ (19) + 18 + 1 - 3 = 35 Damage 1: 1d8 + 6 + 4 + 2 + 6 + 6 ⇒ (3) + 6 + 4 + 2 + 6 + 6 = 27


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I think you cheated yourself a d8 on the crit damage, William.


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

corrected crit dam: 1d8 + 27 ⇒ (1) + 27 = 28


Every little bit helps!

Amkarang? Aerel? You're up!


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel will drink his potion of heroism and maneuver to make sure he's not lined up with his friends as he prepares to fire his bow next round.


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

Reflex: 1d20 + 7 ⇒ (3) + 7 = 10

Amkarang isn't able to avoid the blast of electricity, and he winces as the crackling blast strikes him.

He advances around the creature, getting on the other side of it to avoid and more lightning blasts, swinging twice with dubious effectiveness.

Attack 1: 1d20 + 15 ⇒ (1) + 15 = 16

Attack 2: 1d20 + 15 ⇒ (5) + 15 = 20

Current HP: 78


Grum lands a solid hit but the electric charge of his weapon does nothing to the behir. William's arrow sinks deep into its flesh through a tiny gap in its scales and it roars in pain and fury! But the massive beast's hide resists all the other attacks the heroes throw at it, so it still lives.

It chomps down on Benedict as he runs up to it.
AoO: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16
Grab: 1d20 + 22 ⇒ (10) + 22 = 32

Unfortunately, the behir's powerful jaws snatches Benedict up and into its coiling body!

Grapple: 1d20 + 22 + 5 ⇒ (16) + 22 + 5 = 43
Swallow Whole (bludgeoning): 2d6 + 9 ⇒ (3, 5) + 9 = 17

Its body ripples as it unhinges its jaw, then gulps down the tactician in one swallow! Benedict suddenly finds himself inside the monster's gullet, being crushed by strong muscles and gizzard stones!

Party is up!!


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Benedict will draw his dagger (it comes in the Pathfinder's kit and he has used it a few times in the past) and try to cut his way out.

Attack, PA: 1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 22
Damage: 1d4 + 3 + 6 ⇒ (3) + 3 + 6 = 12

12+16+17 = 45 damage taken, so he is at 39/84.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel tries to find a softer spot in the creature's hide and pound a brace of arrows through it.

Using Point-Blank Shot, Deadly Aim, Manyshot, Clustered Shots, and Heroism

Attack: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
Damage: 2d8 + 24 ⇒ (8, 3) + 24 = 35

Iterative Attack: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Damage: 1d8 + 12 ⇒ (5) + 12 = 17

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Hit: 1d20 + 19 ⇒ (1) + 19 = 20
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (7) + (5) + (2) + 23 = 37

Iterative: 1d20 + 11 ⇒ (16) + 11 = 27
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 23 ⇒ (6) + (2) + (3) + 23 = 34

”Hey! Hey! Give him back!” Grum said, anxiety in his voice.


The behir's meal doesn't sit well in its stomach. The sharp point of a dagger pokes out of a gap between the behir's underbelly scales, then slashes outward. Benedict slips out through the gash and tumbles to the ground, covered in goop.

Even though Aerel's second shot glances off the behir's hide, his first cluster of arrows finds the spot where Benedict had emerged from. The arrows disappear into the beast's belly, eliciting a pained scream.

Grum flubs his first strike, but his follow-up slash is more than enough to end the threat of the gigantic magical beast. It shudders and collapses to the ground.

The monster's screams have drawn the attention of the denizens of the cluster of tents to the north. An entire troop of minotaurs have assembled, and look ready to fight!


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Do the structures in between give us some cover against the minotaurs? Mostly hoping they cannot charge us.

"William, Aerel - open fire on them!"

Benedict draws and drinks a healing potion.
CSW: 3d8 + 5 ⇒ (3, 2, 4) + 5 = 14

Now at 53/84.

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

With no time to properly work a wand, Grum took out a potion and drank it. His skin took on the appearance and texture of bark, as he prepared himself for the enemy's charge.

Potion of barkskin, giving +2 AC, for a total of 27


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

Seeing the large group rushing them, William pulls out a wand and points it at the group and a fireball erupts in their midst.

Fireball DC 14: 5d6 ⇒ (6, 1, 6, 6, 4) = 23


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

Aerel will try to focus fire on one of the approaching minotaurs.

Using Deadly Aim, Manyshot, Clustered Shots, and Heroism

Attack: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Damage: 2d8 + 24 ⇒ (5, 1) + 24 = 30

Iterative Attack: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage: 1d8 + 12 ⇒ (7) + 12 = 19


Reflex: 1d20 + 11 ⇒ (16) + 11 = 27

The fireball explodes in the midst of the minotaurs while Aerel's second shot rips into their ranks.

They march forward while drawing javelins from quivers on their backs. They then hurl them in streaking lines that requires the heroes to dive out of the way!

Aerel
Piercing, reflex DC 19 for half: 4d6 ⇒ (6, 4, 2, 6) = 18

Benedict
Piercing, reflex DC 19 for half: 4d6 ⇒ (2, 2, 1, 6) = 11

Grum, Amkarang and William
Piercing, reflex DC 19 for half: 4d6 ⇒ (3, 2, 2, 5) = 12

Grum, Amkarang and William
Piercing, reflex DC 19 for half: 4d6 ⇒ (1, 2, 2, 5) = 10

PCs are up!!


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

Reflex, Heroism: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
I don't suppose those small walls on the map provide cover?
Down to 42/84.

Benedict draws and drinks another potion. If they move forward again then I can charge them next round. They are just a bit too far for me now.

3d8 + 5 ⇒ (4, 8, 2) + 5 = 19
Up to 61/84.


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:

I thought I posted already...

Reflex DC 19: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

The range appears perfect.

Aerel reaches up and plucks a bead from the simple strand around his neck and he throws it in the midst of the approaching foursome before retreating to a position behind Grum.

Fireball, Reflex DC 14 half: 4d6 ⇒ (5, 4, 4, 1) = 14


M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None

@Aerel, I believe their ranged attack is a line, so getting behind other allies is not beneficial.

"Spread out!"


Male Human Fighter 12| AC 28 T 16 FF 23 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17

William bears the full brunt of two sets of javelin throws. He fires another fireball at the group and moves to make it less likely to hit multiple of the group.

Reflex Save: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Reflex Save: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

Fireball DC 14: 5d6 ⇒ (1, 2, 3, 6, 5) = 17


Male Elf Fighter (archer)/rogue* 12 | AC 24 (26 with buckler), T 18, F 18 (20), CMD 31 (25) | F 11 R 12 W 10 | hp 88/88 | Init +6 | Perc +32, +38 vs traps, darkvision 60', see invisibility/ethereal | Effects:
Benedict the Clever wrote:

@Aerel, I believe their ranged attack is a line, so getting behind other allies is not beneficial.

"Spread out!"

I didn’t intend to be literal, merely that I am moving away from the front line.


Reflex: 1d20 + 11 ⇒ (4) + 11 = 15

Reflex: 1d20 + 11 ⇒ (8) + 11 = 19

The fireballs explode, but the minotaur troop seemed ready for the blasts.

Grum? Amkarang?

Sovereign Court

Half-Orc Dragonheir Scion (12) Wounds (0) HP (122) Saves (16/10/11, +4 vs spells and SLAs) Init (+1) AC (30/11/29, +2 vs goblinoids) Fire Resist (10) CMD (26) BB (1/5) Buffs (Ability Mastery +2 Str)

Ref: 1d20 + 7 ⇒ (15) + 7 = 22 Traveling today so can’t move on map

Grum heeded Benedict’s words, being more than willing to reposition to where their leader deemed most wise.

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