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D&D 5E Ironfang Invasion (IC)


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eayres33

Explorer
GM:
Still waiting on some people but this is what we have for now

Initiative
I will have the town folk move on Harb's turn
Vin 14
Corsa 9
Loosh 3

H2 23
H1 22
H3 19
H4 10
G1 9
G2 4
[sblock=Positions]
Raux N6
Flint L6
Sister Grace L7
Vin L8
Corsa K8
Lal K7
Harb I6
Dwarf I5
Town Person 1 I4
Town Person 2 H4
Loosh G5
G1 I14
G2 G14
H1 H17
H2 I 20
H3 G20
H4 N8
[/sblock]
[sblock=Rolls]
G1: 1D20+3 = [6]+3 = 9

G2: 1D20+3 = [1]+3 = 4

H1: 1D20+2 = [20]+2 = 22
[/[url=http://roll.coyotecode.net/lookup.php?rollid=164938]H2: 1D20+3 = [20]+3 = 23
url]
H3: 1D20+3 = [16]+3 = 19

H4: 1D20+2 = [8]+2 = 10

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

[/sblock]
 



eayres33

Explorer
GM:
Okay so I am going to have to PC's go first, followed by the Goblinoids. So I am NPCing Raux, and the townspeople who are mostly going to hang back.

[sblock=Initiative]
Raux 20
Flint 17
Vin 14
Corsa 9
Harb 7
Lal 7
Sister Grace 4
Loosh 3

H2 23
H1 22
H3 19
H4 10
G1 9
G2 4 [/sblock]

[sblock=Positions]
Raux N6
Flint L6
Sister Grace L7
Vin L8
Corsa K8
Lal H6
Harb I6
Dwarf I5
Town Person 1 I4
Town Person 2 H4
Loosh G6
G1 I14
G2 G14
H1 H17
H2 I 20
H3 G20
H4 N8 [/sblock]

[sblock=Rolls]
Flint Initiative: 1D20+2 = [15]+2 = 17

Raux Initiative: 1D20+2 = [18]+2 = 20
[/sblock]
[sblock=Map]
InkedInkedInkedPBNow_LI.jpg

[/sblock]
 

eayres33

Explorer
Sneaking around the far side of the building Raux sees the Goblin’s notice Loosh and tense for battle he lets an arrow fly but he misses the mark.

GM:
Raux moves to O11 and fires at G1 Raux attack G1: 1D20+4 = [8]+4 = 12


[sblock=Hill Goblin Champion]
Small humanoid (goblinoid), neutral evil
Armor Class 17 (half plate) Hit Points 33 (6d6 + 12) Speed 30 ft.
STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 9 (−1)WIS 8 (−1)CHA 10 (+0)

Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 2 (450 XP)
Battled Hardened. The hill goblin champion has advantage on saving throws against being frightened.
Nimble Escape. The hill goblin champion can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The hill goblin champion makes two attacks with its spiked chain.
Spiked Chain. Melee Weapon Attack: +5 to hit, range 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions Slippery. If an attack on the hill goblin champion misses, it moves 5 feet away without provoking an opportunity attack. [/sblock]

[sblock=Hobgoblin Arbalester]
Medium humanoid (goblinoid), lawful evil
Armor Class 17 (half plate) Hit Points 18 (4d8) Speed 30 ft.
STR 11 (+0) DEX 16 (+3) CON 10 (+0) INT 10 (+0)WIS 12 (+1)CHA 10 (+0)

Skills Athletics +2, Intimidation +2, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 2 (450 XP)
Precise Aim. If the hobgoblin arbalester doesn’t move during its turn, it can add 1d4 to its attack roll with its heavy repeating crossbow.
Actions
Multiattack. The hobgoblin arbalester makes two attacks with its heavy repeating crossbow.
Heavy Repeating Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. [/sblock]

[sblock=Hobgoblin Soldier]
Medium humanoid (goblinoid), lawful evil
Armor Class 20 (plate armor, shield) Hit Points 65 (10d8 + 20) Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 10 (+0)WIS 10 (+0)CHA 12 (+1)

Skills Athletics +5, Intimidation +3, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 3 (700 XP)
Coordinated Attack. The hobgoblin soldier can add 1d4 to its attack rolls for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4.
Protector. All allies within 5 feet of the hobgoblin soldier add +1 to their AC for a maximum of +1.
Actions
Multiattack. The hobgoblin soldier makes two melee attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Counterattack. If the attack roll made against the hobgoblin soldier results in a 10 or lower, the hobgoblin soldier may make an opportunity attack against the attacker. [/sblock]
 
Last edited:

River Song

Explorer
Vin moves past Corsa, sword drawn. He chants a quick phrase and fire flicks from his hand at the goblin.

[sblock=action]
Move to J9
Firebolt Goblin 1

[roll0]
[roll1]

[/sblock]
 


FitzTheRuke

Legend
OOC: Forget the ACs! I only have 5 HP! We are in trouble!


Loosh finally realizes there's trouble and claps his hands while urging the civilians to seek cover. He runs behind the building (near the tree).

OOC: Sacred flame vs g2 for [roll0] if it fails a dc13 dex save.


Sent from my LG-D852 using EN World mobile app
 

JustinCase

the magical equivalent to the number zero
Hearing more than seeing the battle erupt, Flints first impulse is to rush into the fray. Realizing he holds the stump remover to blow up the bridge, however, the dwarf changes his mind and instead tries to make his way around the building, straight towards the river, and hopefully reach the base of the bridge unnoticed.

What the dwarf does not realize, however, is that several magical flashes erupt around his head; the magic in his system responding to the adrenaline in his veins, which have blown his attempts at stealth before.

OOC: Move around the building to O13. Stealth check: [roll0]
Sigh. I guess a prestidigitation effect ruins his attempt. ;)
 

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