You have come to Rivenroar Manor in search of Sinruth and his band of goblins, and the captives from the village of Brindol.
The only reasonably intact structure is the entrance to the underground burial crypt. A rusty iron gate swing slightly in the wind, its hinge squeaking with each movement.
Common Dungeon Elements
The Rivenroar catacombs were constructed over the course of only about a decade, so its architecture is remarkably consistent.
Doors: None of the doors lock, though all have simple sliding latches accessible on both sides. They exist merely for the privacy of those visiting their ancestors—the countermeasures against grave robbers are more lethal. The doors swing in both directions, and they baffle sound better than most doors. All DCs for listening through a door (described on page 37 of the Dungeon Master’s Guide) are 5 higher than they’d otherwise be.
Floors: The floors are made of flagstone—slightly slippery because the catacombs are damp, but not dangerous.
Ceilings: Thick wooden beams hold up the ceilings. Most are 10 feet off the ground at the walls and 15 feet high at the center of the room.
Sarcophagi: Many of the rooms have stone sarcophagi. Most have a family name engraved on them and year of death that indicates they were
buried about 300 years ago. Some have a likeness of the deceased carved into the lid, while others have abstract designs. The skeleton inside each sarcophagus
is moldy due to the damp, and most burial garb has long since rotted away. It takes a successful DC 20 Strength check to pry the lid off a sarcophagus. Up to
two PCs can usefully aid the PC making the attempt.
Alcoves: Niches in the walls are another common burial technique here in the catacombs. The skeletons are in the same bad condition as the ones in the sarcophagus. Each alcove goes 2 to 3 feet into the wall. Sometimes a section of wall has three alcoves (high, middle, and low).
Stairs: All stairs are difficult terrain. Other than some specific exceptions, all the stairs are made of flagstone.
OOC: The first encounter is immediately down a flight of stairs as you enter the crypt. I will begin with initiative, as you are expecting trouble and they are on guard.
renau1g
I would like need Argosin's basic attack, perception and insight scores.
You open the creaking gate and step down a short flight of stairs.
Two flail-wielding hobgoblins stand ready in the center of this dank chamber. Braziers flank double doors on the north wall. Two goblins with crossbows stand in front of that door.
You can make out faint grooves in the floor that begin underneath the braziers and extend to the south wall.
They look ready to attack but you have the advantage of striking first.
OOC: Mognyr, Argosin, and Whoven are up.
Status:
Mognyr HP 31/31[15], HS 15/15[7], AP 1;
Whoven HP 33/33[16], HS 12/12[8], AP 1;
Argosin HP 25/25[12], HS 8/8[6], AP 1;
*Vessel HP 26/26[13], HS 9/9[6], AP 1;
*KeylethHP 24/24[12], HS 8/8[6], AP 1;
H1 Hobgoblin Soldier AC 22; F18, R16, W16
H2 Hobgoblin Soldier AC 22; F18, R16, W16
G1 Goblin Sharpshooter AC 16; F12, R14, W11
G2 Goblin Sharpshooter AC 16; F12, R14, W11
*No action till next round.
Map key:
Light Gray are doorway indicators.
Drak Gray are stairs.
Yellow are the braziers.
Monster Stats
(G1,G2) Level 2 Artillery
Small natural humanoid (goblin) XP 125 each
Initiative +5 Senses Perception +2; low-light vision
HP 31; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
r Hand Crossbow (standard; at-will) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
Sniper
When a goblin sharpshooter makes a ranged attack from
hiding and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage against
any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +12, Thievery +12
Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment leather armor, short sword, hand crossbow with
20 bolts
Hobgoblin Soldiers (H1,H3) Level 3 Soldier
Medium natural humanoid XP 150 each
Initiative +7 Senses Perception +3; low-light vision
HP 47; Bloodied 23
AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16
Speed 5
m Flail (standard; at-will) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage, the target is marked and
slowed until the end of the hobgoblin soldier’s next turn.
M Formation Strike (standard; at-will) ✦ Weapon
Requires flail; +7 vs. AC; 1d10 + 4 damage, and the
hobgoblin soldier shifts 1 square provided it ends in a
space adjacent to another hobgoblin.
Hobgoblin Resilience (immediate reaction, when the hobgoblin
soldier suffers an effect that a save can end; encounter)
The hobgoblin soldier rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin soldier gains a +2 bonus to AC while at least
one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +8
Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment scale armor, heavy shield, flail
The coolness of the being underground seemed like home for the dwarf. The hobgoblins...not so much. Whorven moves forward, dirt flies from his beard and he swings his hammer at the hob on the left. His craghammer connects with the hobs knee, destroying bone with a loud crunch.
Actions
Move to H10 and attack with Strength of Stone. CRIT!(guess you don't have much luck with whatever character I play. ). 16 damage and I gain 3 temp hp. http://invisiblecastle.com/roller/view/1965275/
Combat Block
Whorven, Dwarven Earthstrength Warden
Initiative: +0; Passive Perception: 16 Passive Insight: 11
AC: 18--Fort: 15--Ref: 12--Will: 12--Speed: 5
HP: 33+3 THP--Bloodied: 16--Surge: 8--Surges remaining: 12/12
Action Points: 1--Second wind: Not used
Powers: Thorn Strike Strength of Stone Warden's Fury(Interrupt) Warden's Grasp(Reaction) Thunder Ram Assault Form of the Fearsome Ram
Argosin's blood begins to pump at the thought of battling these hobgoblins, and he recklessly charges behind the dwarf, following his lead. He launches a massive swing of his large blade at the hobgoblin, lunging at the enemy boldy, leaving himself wide open for a counterattack.
OOC
Move: to G10
Standard: Brash Assault Brash Assault vs. AC; Damage (1d20+7=27, 1d12+4=13) Nice... so the damage is 1d12+16 (I'll keep the 9 rolled above), 25 damage. If he's still standing, he can make a basic melee attack against me (with CA). If he does, Whorven can makae a basic attack against him with CA.
Combat Block
Argosin Skytalon, Dragonborn Warlord
Initiative: +2; Passive Perception: 9 Passive Insight: 9
AC: 16--Fort: 15--Ref: 10--Will: 15--Speed: 5
HP: 25/25 --Bloodied: 12--Surge: 6--Surges remaining: 8/8
Action Points: 1--Second wind: Not used
Powers: Brash Assault Wolf Pack Tactics Inspiring Word x 2 Dragon's Breath Hammer and Anvil Bastion of Defense
Last edited by renau1g; 5th March 2009 at 03:12 PM..
Mognyr's wild falchion swing misses the hobgoblin, but Whoven and Argosin's attacks were uncannily accurate and devastate the hobgoblin on the left, who seems on his last legs.
The hobgoblins trade targets to provide some cover for the wounded one's withdrawal, and Mognyr is hampered.
The goblin on the left moves a lever on the wall and the braziers start slowly moving south.
He then mutters a few crude words and both goblins fire at the dragonborn. One strikes a weak point in his armor, and Argosin is hurt, although not badly.
Status:
Mognyr HP 25/31[15], HS 15/15[7], AP 1; Marked(H1), Slowed
Whoven HP 33/33[16], HS 12/12[8], AP 1, 3thp;
Argosin HP 20/25[12], HS 8/8[6], AP 1;
Vessel HP 26/26[13], HS 9/9[6], AP 1;
KeylethHP 24/24[12], HS 8/8[6], AP 1;
H1 Hobgoblin Soldier 6/47 AC 22; F18, R16, W16; Bloodied
H2 Hobgoblin Soldier 47/47 AC 22; F18, R16, W16
G1 Goblin Sharpshooter AC 16; F12, R14, W11
G2 Goblin Sharpshooter AC 16; F12, R14, W11
Seeing the violence break out, Vessel examines the behavior intensely a moment. Violence is not harmonious, nor was it civil. These goblinoids were agents of disorder, and should be made accountable for such.
Decision made, the warforged raised his hands, and with a word of pure power, caused shards of pure light to explode from the retreating hobgoblin. But both were hardy warriors, and shook off the effect.
Whorven steps forward, and swings his craghammer in a blow towards the unhurt hobgoblin. He swings but misses widely as his foot catches on the edge of the floor.
Actions
Shift to H9. Mark H1 and H2. Attack H2 with thunder ram assault(encounter). Miss. Roll Lookup
Stats
Whorven, Dwarven Earthstrength Warden
Initiative: +0; Passive Perception: 16 Passive Insight: 11
AC: 18--Fort: 15--Ref: 12--Will: 12--Speed: 5
HP: 33+3 THP--Bloodied: 16--Surge: 8--Surges remaining: 12/12
Action Points: 1--Second wind: Not used
Powers: Thorn Strike Strength of Stone Warden's Fury(Interrupt) Warden's Grasp(Reaction) Thunder Ram Assault(expended) Form of the Fearsome Ram
Mognyr steps around the hobgoblin in front of him, attempting to use Whorven's presence as a distraction. With a low growl of contempt, he swings his sword viciously, reveling in the moment and feeling his confidence grow.
ooc
shift to J9 to flank with Whorven
Recuperating Strike vs. H2 (so mark cancels out CA), hits AC 18 for 7 damage, and Mognyr gets 3 temp hit points. Of course, that probably won't hit.
A gout of flame moves from the left brazier to the right brazier.
The goblins fire their crossbows at the exposed cleric, hurting her badly.
The wounded hobgoblin glances at the braziers, and moves into line with his ally.
The hobgoblins strike Whoven, but tangle him up more than hurt him.
The braziers move south again.
Status:
Mognyr HP 25/31[15], HS 15/15[7], AP 1;
Whoven HP 31/33[16], HS 12/12[8], AP 1; Marked(H1,H2), Slowed
Argosin HP 20/25[12], HS 8/8[6], AP 1;
Vessel HP 26/26[13], HS 9/9[6], AP 1;
Keyleth HP 5/24[12], HS 8/8[6], AP 1, bloodied;
H1 Hobgoblin Soldier 6/47 AC 22; F18, R16, W16; Marked(W), Bloodied
H2 Hobgoblin Soldier 47/47 AC 22; F18, R16, W16; Marked(W)
G1 Goblin Sharpshooter AC 16; F12, R14, W11
G2 Goblin Sharpshooter AC 16; F12, R14, W11
Seeing the battle rage on, Vessel, in his hollow voice, calls out, Seize, or the Harmony shall take you! Striking out with his wand and speaking another holy syllable, a thunderous peal strike outs at the hobgoblin warriors. The wounded one resists the holy judgement, but the other is struck and flown back into the fire!
Mognyr, disentangled from the hobgoblin's flail, steps aside and howls as he charges at the goblin across the room. The fire shooting across the room distracts him enough that his sword passes over the goblin's head, and nothing but the saliva dripping from his howling mouth touches the creature.
ooc
Move Action: Shift to K9 (fitting )
Standard Action: Howling Strike Ferocious Charge vs. G2, ending in K5, nat 1
I think I should be at 31 hp because of my temp hp from Strength of Stone that I used in round 1.
Whorven steps closer to the door and swings his craghammer at the hobgoblin, but his weapon connects with the stone of the floor, instead of the goblinoid.
Actions
Shift to H8. Strength of Stone vs H1. Miss. Mark H1. Roll Lookup
Stats
Whorven, Dwarven Earthstrength Warden
Initiative: +0; Passive Perception: 16 Passive Insight: 11
AC: 18--Fort: 15--Ref: 12--Will: 12--Speed: 5
HP: 31/33--Bloodied: 16--Surge: 8--Surges remaining: 12/12
Action Points: 1--Second wind: Not used
Powers: Thorn Strike Strength of Stone Warden's Fury(Interrupt) Warden's Grasp(Reaction) Thunder Ram Assault(expended) Form of the Fearsome Ram
Last edited by EvolutionKB; 10th March 2009 at 08:25 AM..
Keyleth moves back across the room, aiming her next attack against the wounded hobgoblin. Then the cleric speaks a quick prayer to heal some of her wounds.
OOC: Move to I11; Sacred Flame on H1 (miss); Healing Word (regain 16 hp).
__________________
“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here (up to DU5 Sinister Woods).
Recognizing the danger of the archers and seeing his allies taking care of the hobgoblins, Argosin launches himself towards the closest goblin. The dragonborn tries to hew the goblin in twain with his massive blade, and adding insult to injury, Argosin opens his mouth and spews forth a blast of acid at the creature.
The hobgoblin flies backwards into the fire, he grunts with pain but is still on his feet.
The hobgoblin swings his fllail at Mognyr as the Gnoll charges past. The goblin Mognyr missed taskes advantage of Mognyr's imbalance to shift away.
The hobgoblin that Vessel knocked back gets blasted by the brazier as the flames jump from the right brazier to the one on the left.
The Hobgoblin wraps his flail around Mognyr's legs, the impact pulling Mognyr off balance and slowing him down. "Brother, we must stand together for the Hand!", he shouts as he moves toward the other hobgoblin.
The other hobgoblin deals the dwarf a simlar blow and moves back towards his companion.
The goblin that Argosin has cornered drops his crossbow to his belt and draws a shortsword. He deals the dragonborn a wicked blow and shifts to the doorway.
Argosin is struck by a bolt from the remaining goblin's crossbow.
The braziers move toward the back of the room.
Status:
Mognyr HP 11/31[15], HS 15/15[7], AP 1; Marked(H2), Slowed, Bloodied
Whoven HP 17/33[16], HS 12/12[8], AP 1; Marked(H1), Slowed
Argosin HP 9/25[12], HS 8/8[6], AP 1, Bloodied;
Vessel HP 26/26[13], HS 9/9[6], AP 1;
Keyleth HP 21/24[12], HS 7/8[6], AP 1, bloodied;
H1 Hobgoblin Soldier 6/47 AC 22; F18, R16, W16; Marked(W), Bloodied
H2 Hobgoblin Soldier 34/47 AC 22; F18, R16, W16;
G1 Goblin Sharpshooter 14/31 AC 16; F12, R14, W11; Bloodied
G2 Goblin Sharpshooter 31/31 AC 16; F12, R14, W11