CG's IC Rescue at Rivenroar

Charwoman Gene

Adventurer
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.

[sblock="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. [/sblock]

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.

[sblock=renau1g]I would like need Argosin's basic attack, perception and insight scores.[/sblock]
 
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Charwoman Gene

Adventurer
[sblock=Initative]Init: Keyleth, Mognyr, Vessel, Argosin, Whoven, Badguys (1d20+2=5, 1d20+3=15, 1d20+0=1, 1d20+2=15, 1d20+0=7, 1d20+5=7)
Mognyr: 15
Argosin: 15
Whoven: 7
Badguys: 7 - PCs win ties
[/sblock]

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.
3327986375_62d77c8d18_o_d.png

[sblock=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[/sblock]
 


EvolutionKB

First Post
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.

[sblock=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/
[/sblock]

[sblock=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
[/sblock]
 

renau1g

First Post
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.

[sblock=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.
[/sblock]

[sblock=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
[/sblock]
 
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Charwoman Gene

Adventurer
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.
[sblock=rolls and actions]H1, Flail vs. Mognyr; H2, Flail vs. Whoven (1d20+7=16, 1d10+4=6, 1d20+7=14, 1d10+4=10) Hit(Mognyr) 6 damage, Marked, SLowed
H1 shift back 1 square
Vs. Argosin AC (1d20 9=15, 1d6 4=8, 1d20 9=19, 1d6 4=5) Argosin hits for 5 dmamger[/sblock]

3331269452_830d1159fa_o_d.png


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
 

stonegod

Spawn of Khyber/LEB Judge
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.[sblock=Action]Standard Grasping Shards: Miss H1, Miss H2[/sblock]
 
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Thanee

First Post
Keyleth

Keyleth follows the others into the room and attacks one of the goblins at the opposite end with her spells, but fails to hit the small humanoid.


OOC: Move to F9; Sacred Flame on G1 (miss).
 

EvolutionKB

First Post
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.

[sblock=Actions]Shift to H9. Mark H1 and H2. Attack H2 with thunder ram assault(encounter). Miss.
Roll Lookup
[/sblock]

[sblock=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
[/sblock]
 

Redclaw

First Post
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.

[sblock=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. [/sblock]
 

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