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D&D 5E Ironfang Invasion (IC)

eayres33

Explorer
The small worgs and Hobgoblins on the deck snap to attention as flame starts to erupt around them.

GM:
Still waiting on initiative for around half the group, I’m posting this now because I won’t have access to my map software tomorrow at work.
The PC's start this just south of the start of this map, behind A2 or A3, except for Corsa who moved some beforehand. The last area of cover was right before A2 and A3
Hobgoblin 1 is at K7
Hobgoblin 2 is at K11
Worg 1 is at K8
Worg 2 is at K10
A motionless body is at K9
When you move onto the map can you tell me what grid space you moved into. I'll update the enemies as they move as well.

Hobgoblin Initiative: 1D20+1 = [6]+1 = 7

Worg Initiative: 1D20+3 = [18]+3 = 21

[sblock=Hobgoblins]
Hobgoblin Warrior Medium humanoid (goblinoid), lawful evil
Armor Class 18 (chainmail, shield)
Hit Points 22 (4d8 + 4) Speed 30 ft. STR 14 (+2) DEX 13 (+1) CON 12 (+1) INT 10 (+0)WIS 10 (+0)
CHA 10 (+0)
Skills Athletics +4, Intimidation +2, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin Challenge 1/2 (100 XP)
Coordinated Attack. The hobgoblin warrior can add 1d4 to its attack rolls creature for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4.
Protector. All allied creatures within 5 feet of the hobgoblin warrior add +1 to their AC for a maximum of +1.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
[/sblock]
[sblock=Worg Runt]
Worg Runt Medium monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR 13 (+1) DEX 16 (+3) CON 12 (+1)INT 6 (−2)WIS 7 (−2)CHA 8 (−1)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Goblin, Worg
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The worg runt has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it and the worg runt make opposing Strength (Athletics) checks. If the worg runt wins, the attack deals an additional 3 (1d4+1) damage.
[/sblock]

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eayres33

Explorer
The still of the night is broken as Lal runs towards the Riverwood Shrine and hurls his Javelin towards the monsters on the deck but the attack comes up just short.

The darkness gives way to flame, as the hobgoblin to the right of the door dodges first flame from the sky and then a bolt of fire from Flint.

The second hobgoblin is not so lucky as Vin’s firebolt catches him true and Corsa’s dagger follows up in quick order as Harb closes the distance on his foes.

Raux fires his long bow at the hobgoblin but his arrow only finds its way into the wall and Sister Grace’s crossbow bolt finds a home right next to Raux

One of the Worg Runts charges Lal and lands a bite, Lal tries to shake the Worg Runt quickly but its teeth dig in deep.

The other Worg Runt charges Harb but his teeth miss the mark

Blood pouring around the dagger that was still in his throat the Hobgoblin charges Loosh and lands a solid blow with his shortsword.

Stepping around the burning section of the deck the remaining Hobgoblin charges Harb and lets loose with his shortsword missing just wide of the mark.

GM:
To move it along I positioned some people that had not stated out their position. So if Vin, Sister Grace, Flint or Raux want to be some where else to start feel free to post it. Lal, you were running towards the Shrine so I thought F9 was appropriate.

[sblock=Conditions and Positioning]
Loosh HP 5/9 Position F7
Vin HP 8/8 Position F3
Corsa HP 10/10 Position F6
Sister Grace HP 10/10 Position E7
Flint HP 9/9 Position F4
Harb HP 8/12 Position F10
Raux HP 12/12 Position E9
Lal HP 9/14 Position F9

H1 HP 2/22 Position G7
H2 HP 22/22 Position G11
W1 HP 11/11 Position G9
W2 HP 11/11 Position G10
[/sblock]

Initative
PC’s
21 Lal
15 Loosh and Flint
13 Vin
7 Harb
6 Corsa
5 Raux
1 Sister Grace

Monsters
Worg 21
Hobgoblins 7

[sblock=Attack and Damage Rolls]
Hobgoblin Dex ST: 1D20+1 = [13]+1 = 14

Raux Bow attack: 1D20+4 = [5]+4 = 9

Sister Grace Crossbow attack: 1D20 = [7] = 7

H1 Attack: 1D20+4 = [13]+4 = 17

Loosh damage: 1D6+2 = [2]+2 = 4

Worg Runt 1 attack on Lal: 1D20+3 = [18]+3 = 21

Worg Runt 1 damage to Lal: 1D6+1 = [2]+1 = 3

Worg Runt 1 str check vs Lal: 1D20+1 = [11]+1 = 12

Lal str vs wr1: 1D20+3 = [8]+3 = 11

Worg 1 strength damage vs Lal: 1D4+1 = [1]+1 = 2

Worg 2 attack on Harb: 1D20+3 = [6]+3 = 9

H2 Attack on Harb: 1D20+4 = [3]+4 = 7

[/sblock]

[sblock=Initiative Rolls]
Sister Grace Initiative: 1D20 = [1] = 1

Flint Initiative: 1D20+2 = [13]+2 = 15

Raux Initiative: 1D20+2 = [3]+2 = 5
[/sblock]
[sblock=Map]
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SunGold

First Post
Corsa draws a shortsword as the bloodied hobgoblin charges Loosh, taking advantage of the distraction to nearly run the brute through. As he slumps to his knees, she grabs hold of the dagger in his throat and shoves him off the end of her shortsword with a boot to the chest.

OOC: Action: attack hob w/ 2 hp

Shortsword attack: 1D20+4 = [20]+4 = 24
Damage w/crit & SA: 4D6+2 = [5, 1, 1, 1]+2 = 10

I can't believe I just rolled the same damage with a shortsword + SA crit as I did last round with just a dagger crit. Bleh.
 

FitzTheRuke

Legend
With Corsa lunging at the Hobgoblin, Loosh turns his pike on the first Warg.

OOC: [roll0] [roll1]
[roll2] [roll3]
If he's free to move without provoking, He will circle around to the other side of the Wargs, keeping them at reach Edit: That should only be +5, but it would hit either way.
 
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Ancalagon

Dusty Dragon
Lal is bitten deeply by the worg and is unable to shake him off, but Loosh comes to the rescue and impales it with his pike

(OOC: this is assuming that this worg is dead)

Lal takes the briefest of moment to collect himself, and to conect to the universe. He spins - once, twice, trice, each time faster than the last, and then shifts the grip on his tabar swinging low.

(bonus action: rage)
(action: attack worg 2 if worg 1 is dead)

Attack vs 2nd Word (assuming the first one is dead), fight at the shrine: 1D20+5 = [18]+5 = 23


Damage vs Worg #2: 1D12+5 = [1]+5 = 6


The worg leaps above the swooping blade, only to be hit in the face by the weapon's butt.

(OOC: all but one of my damage rolls have been 1)
 

Greenmtn

Explorer
Harb Half-Elf Paladin

The worg closes in and snaps at Harb.

OOC: Attack [roll0] Damage [roll1]
Seeing a Hobgoblin on it's way as well he figures it is best to try to dispatch the creature quickly so that he can deal with the Hobgoblin.

Harb sidesteps the creatures jaw and swings his sword down aiming at the back of the creatures neck.
 



eayres33

Explorer
Blood splatter covers Corsa and Loosh, as Corsa recovers her dagger from the throat of the dead hobgoblin in a brutal fashion.

Striking with both ends of his pike Loosh easily dispatches the Worg closest to him. While Lal’s blow starts the blood flowing from the nostril of the other worg.

Harb feints out of the way of the attacking Hobgoblin and just misses with his return blow.

Sister Grace brings a ball of holy flame down towards the remaining Hobgoblin who barely avoids being set aflame, before he must bend backwards to avoid the firebolt that Vin unleashed upon him, and then forward to avoid Flints ball of flame.

Raux quickly moves to Harbs side as he unsheathes his longswords and attacks, just missing with both.

Bursting from the door a Hobgoblin with a long bow quickly moves to his right and fires an arrow that sales just past Loosh’s head. Following the Hobgoblin out the door is the hulking form of a bugbear with a spiked club and a shield who charges Lal and lands a blow that would have dropped Lal if not for the anger that raged inside the man.

GM:
Round two and things just got interesting, I NPC’d Raux and Flint this round, I know there were some issues with the site being down, but as a general rule if most people have posted and its been over 24 hours I’ll NPC a character as needed.

[sblock=Conditions and Positioning]
Loosh HP5/9 Position F8
Vin HP 8/8 Position F3
Corsa HP 10/10 Position F6
Sister Grace HP 10/10 Position E7
Flint HP 9/9 Position J4
Harb HP 8/12 Position F10
Raux HP 12/12 Position F11
Lal HP 3/14 Position F9
H1 Dead
H2 HP 22/22 Position G11
W1 Dead
W2 HP 5/11 Position G10
H3 HP 18/18Position K8
BB HP65/65 Position G9 [/sblock]

[sblock=Initiative]
PC’s
21 Lal
15 Loosh and Flint
13 Vin
7 Harb
6 Corsa
5 Raux
1 Sister Grace

Monsters
Hobgoblin Archer 24
Bugbear Brute 21
Worg 21
Hobgoblins 7
[/sblock]




[sblock=Moves]
Flint moves to J4
Raux moves to F11
Hobgoblin Archer moves to K8
Bugbear Brute moves to G9
[/sblock]
[sblock=Rolls]
Hobgoblin Dex ST: 1D20+1 = [12]+1 = 13

Flint Firebolt attack: 1D20+4 = [11]+4 = 15

Raux attack one: 1D20+5 = [9]+5 = 14

Raux attack 2: 1D20+5 = [6]+5 = 11

Hobgoblin Archer Initiative: 1D20+4 = [20]+4 = 24

Bugbear Brute Initiative: 1D20+2 = [19]+2 = 21

Bugbear Brute attack on Lal: 1D20+4 = [10]+4 = 14

Bugbear damage: 3D4+3 = [4, 2, 3]+3 = 12

[/sblock]

[sblock=Bugbear Brute]
Medium humanoid (goblinoid), chaotic evil Armor Class 15 (leather armor, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 8 (−1)WIS 10 (+0)CHA 12 (+1)
Skills Intimidation +3, Stealth +4, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Challenge 2 (450 XP)
Padded Feet. The bugbear brute has advantage on Dexterity (Stealth) checks to move silently.
Brute. A melee weapon deals one extra die of its damage when the bugbear brute hits with it (included in the attack).
Actions
Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. [/sblock]

[sblock=Hobgoblin Archer]
Medium humanoid (goblinoid), lawful evil Armor Class 16 (studded leather)
Hit Points 18 (4d8)
Speed 30 ft.
STR 11 (+0) DEX 18 (+4) CON 10 (+0) INT 12 (+1)WIS 10 (+0)CHA 10 (+0)
Skills Athletics +2, Intimidation +2, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin Challenge 1 (200 XP)
Long Draw. The hobgoblin archer deals one additional die of damage with its longbow (included in the attack).
Precise Aim. If the hobgoblin archer doesn’t move during its turn, it adds 1d4 to its attack roll with its longbow.
Actions
Longbow. Ranged Weapon Attack: +6 to hit, range 200/700 ft., one target. Hit: 13 (2d8 + 4) piercing damage. [/sblock]
Round 3 begins

[sblock=Map]
InkedShrine_LI.jpg
[/sblock]
 

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