[D&D 5e] Not KotS 13b Relentless! (Enc#18)

Not KotS

Session #013a: Under New Management.

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. COMPLETE
#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 500gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.
#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course). One item found so far.
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

It was a funny one this week, and there’s no action to be found here (in this bit)- a bit of verbal jousting but that was mostly betwixt and between the players. I didn’t have much to say for quite a while.

Let me explain.

The session started with a bit of talk/chat/lecture- call it what you will, all done OOC.

The talk/chat/lecture is presented by Sandy (playing Mavis) and Rob (C-Fax), although it was very mostly Rob doing the talking. The problem being- 1) the hobgoblins are tough, very tough some of them- the soldiers particularly, and 2) C-Fax and Mavis have both taken a beating (and have had to use lots of their stuff/powers). So, the chatter is part tactical discussion, part the pair bemoaning their lot, and the rest speculation and floundering. How do we get through this and stay alive? Is the question (most of the time) being asked/discussed.

But here’s the thing- McGow, Snakebite and Travis are in fine fettle, they’ve not taken a hit and they’ve still got plenty of powers to use, and so…

It seems that the C-Fax/Mavis household has been fretting all week (between sessions) about what lies ahead here.

There’s no resolution to this chatter, no new direction- perhaps just a bit of a motivational talk, or else the LG pair are just into sharing, their three comrades in arms are however keen to get below and get into the hobgoblins. They’re unperturbed about the present situation.

And so…

We get back to gaming.

Or else nearly.

The revolution has begun.

So, we’re still OOC atm, and it seems that Travis and friends want a chance to take over the interviewing of prisoners, and very specifically the interviewing of Sgt Groan, which is what comes next, when we eventually get going.

But that’s still not yet as the Inspectors have a sometimes fractious (but not a lot) discussion about interviewing/interrogation techniques that are acceptable to Mavis & C-Fax, but Travis has a plan. It’s called acting, or else deceiving.

Note, it’s Sgt Groan who is going to be deceived and not C-Fax and Mavis, the PCs are going to put on a show, or else Travis, McGow and Snakebite are.

Just to make clear- this isn’t a revolution, I’m seeing it more of a coming of age. Yui (Travis), Al (McGow) & Kenji (Snakebite) have been playing second fiddle to Rob (C-Fax) and Sandy (Mavis) for quite a while, and particularly for the interrogations (and other talkie bits). Basically, they want to have a go.

Which is obviously a great idea.

And so, very eventually we get around to playing D&D, only three quarters of an hour later than scheduled.

NK018.001 Sgt Groan Tells All Healing.png

Here we all are, a little healing has taken place, Sgt Groan is awake, and the PCs are ready to get on with it, although…

Mavis and C-Fax are taking a back seat but watching on- making sure their delicate sensibilities are not being offended.

And so, the interrogation of Sgt Groan begins with the hobgoblin being stripped of his armour, weapons, money, pants etc. Note, the above is done roughly- by McGow and Snakebite, who are both straining not to punch the hobgoblin in the mouth, the pair are bristling however- all part of the act.

Throughout what follows McGow and Snakebite do their best to stare daggers at Groan, while very obviously menacing (big time) the hobgoblin. All the tropes- Snakebite cleaning her nails with a dagger, McGow flexing his muscles & cracking his knuckles, and when Mavis and C-Fax are not watching the pair of them miming throat-cutting actions. And lots more tough guy work.

Travis meantime is as nice as pie, the spiel is- answer the following questions and everything will be okay, fail to answer the questions and… the threat doesn’t have to get said, which is fortunate.

Obviously, Sgt Groan speaks the common tongue, so that makes things easier.

And I’m not going to do the back and forth, save to say, throughout- it’s good cop, bad cop and the other bad cop while the United Nations representatives stand in the corner and watch on (fretting).

And… well, it goes okay.

Or else Sgt Groan tells Travis lots of stuff, and answers all his questions, but… and the moment has passed (we played this session over a month ago) so, I can reveal that the PCs (adjusted) rolls were- at least the ones that counted; Intimidate for Snakebite (10) & McGow (9), and Travis with a bit or Persuasion (12).

Keep in mind they all had +2 on the rolls, Sgt Groan is frightened of these guys, they already beat him down and killed all his friends once, and now they’re at it again.

How to reward mediocre rolls- easy, tell ‘em some (semi-)lies.

Note, the set up and the roleplay was great, the rolls were not great- two out of three of them, and the rolls were in the dice tower, and so the players don’t get to see the results. Until now.

Questions are asked and answered, and the Inspectors learn the following-
  • There are another ten hobgoblins down below- mostly grunts (6), a couple of soldiers, an archer and the leader of this pack- War Captain Kerrang.
  • War Captain Kerrang is a very tough hobgoblin, a veteran, he wields a magical blade.
  • The gang are here to acquire more slaves and support evil Karl’s endeavours.
  • Shift change is at midnight, at which point half-a-dozen hobgoblins will head up to the surface to take over guarding Dragon Castle for the night.
Now here’s a thing, none of the PCs made any checks, at any point, to ascertain whether Sgt Groan is telling the truth.

Don’t ask me why they didn’t do this- I’m just doing the story and that.

And to make clear, this has not happened before- in previous interrogations there were always a few rolls (usually from Mavis) to check the veracity of what’s being said.

Not this time.

And so, while answers 2) and 3) above are accurate; Groan’s answer to question 1) is a big fat lie- there are nearly twice as many hobgoblins down below, and shift change- question 4), is in about an hour’s time.

Note, Travis et al are not concerned with all the other stuff going on- the plot, the fate of Dicky Bird etc., they just want to kick the backsides of the hobgoblins down below.

The Inspectors plan (as established very early in the session) is they’re going to wait for the shift change and then ambush the hobgoblins coming up from below.

It’s a great plan.

The only problem being is it’s going to happen (the shift change) a lot earlier than they expected.

So, a short rest for the PCs followed by a brief prayer to Bahamut, and… just two successes- Travis & McGow. The pair get that tingling feeling, one of the items they are looking for is down below.

Note, C-Fax has advantage on this check- he’s always praying to Bahamut, and yet… he is the only PC that has not passed a single check yet- it’s DC 11.

And so, next the PCs try to find some great places to hide out to ambush the shift change. They want the hobgoblins to go past them- so that the PCs get between the Bloody Heck and the rest of the company still below.

However, about thirty seconds into this activity and…

Snakebite, very fortuitously, she’s keeping watch- hears the hobgoblins (or else some other armoured mob) coming.

Shift change is two hours early.

Note, at this point Sgt Groan (tied up, nearly naked etc.) is back up on the surface and out of the way, having just been deposited there by C-Fax & Mavis.

NK018.002 Hide.png

Everyone hide! Not quite. Snakebite ducks under the table, Travis was already hidden here. McGow steps behind some barrels- he doesn’t really do hiding. While at this point C-Fax and Mavis are just coming back down the stairs, after depositing Sgt Groan up in the tower. This pair are not aware that the hobgoblins are arriving, yet…

NK018.003 McGow spotted.png

However... McGow greets the hobgoblin archer- now screaming and pointing at the surly dwarf, with the following line-

“Can you go back out again- I haven’t had chance to hide yet!”

McGow’s stealth is an adjusted ‘7’.

Further note, Travis and Snakebite have spotted that as well as two more hobgoblin soldiers (and more grunts) here, there’s another Warcaster, a bloody wizard.

Sgt Groan is going to die when they see him next.

Note, this pair have already formulated their plan- it’s this, stay silent and still until it all kicks off, see how bad things get and then decide on a new plan (fight or flee).

But that my friends was a good ninety (I kid you not) minutes of play.

Oh, and here are the bad guys-

Enc#18 Shift Change 1125 XP CR 6 Deadly.
5 x Hobgoblin Grunt (75xp each)
As per MM Hobgoblin except AC 14 (leather & shield); Martial Advantage only 1d6 extra damage; Armed with Longsword & Dagger only; Better HP spread on Fantasy Grounds 2d5+8 (10-18 HP each).
1 x Hobgoblin Archer (150xp) As per MM Hobgoblin except AC 13 (leather); Dex 14; Longbow +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
2 x Hobgoblin Soldier (150xp each) As per MM Hobgoblin except AC 18 (chain mail & shield); Str 15; Longsword +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
1 x Hobgoblin Warcaster (300xp) As per MM Hobgoblin except AC 11 (robes or AC 14 with Mage Armour); Con 14, Cha 15; 2nd Level Sorcerer (Charisma) Spell Saves DC 12, +4 to hit (cantrips- light, prestidigitation, ray of frost & shocking grasp; level one- burning hands, mage armour & thunderwave); 3 HD & better HP spread on Fantasy Grounds 3d5+15 (18-30 HP).
Tactics- Hobgoblin Grunts- rush into action, obey orders- go for help below if it all gets too much; Hobgoblin Soldiers & Archer- get into melee/bow range- target enemies already engaged, order grunts around, flee below for reinforcements if it all goes bad; Hobgoblin Warcaster- get mage armour up and running and take control of the action, then- shock and blast, destroy (or capture and enslave) all enemies. Remember- more slaves are needed.

But we’ll meet these guys properly in the second part of the session.

Oh, and a bit of XP from this one- but not a lot, Travis 30 XP & Snakebite 10 XP. That’s it.

But just to make clear, the interrogation techniques employed were great, but the lack of checks being made to verify what the Inspectors were being told (and the low rolls) brought them to this. Again, and this for the players- because there was a chat about this after the fracas- the idea was all good.

Next time.

Cheers goonalan and the Tokyo Massive.
 

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Not KotS

Session #013b: Relentless!

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. COMPLETE
#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 500gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.
#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course). One item found so far.
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

Now the fun begins, the Inspectors have just located a bunch more hobgoblins, members (all) of the Bloody Heck, this lot were coming up from the dungeon deeps for shift change, the PCs were working on the assumption that shift change didn’t take place for another two hours. Sgt Groan has been lying to them.

NK018.003 McGow spotted.png

Here we all are- Travis (Stealth roll 23- it always is) and Snakebite (14) are hiding under a table. McGow (7) is not hiding behind a stack of ancient barrels, and C-Fax and Mavis are just making their way down the stairs from the tower above.

Then the hobgoblins arrive- start shouting, and pointing, and… attacking.

Keep in mind the Bloody Heck here have been told about these guys (very specifically) by Sgt Groan.

Oh, and here are the bad guys (again)-

Enc#18 Shift Change 1125 XP CR 6 Deadly.
5 x Hobgoblin Grunt (75xp each)
As per MM Hobgoblin except AC 14 (leather & shield); Martial Advantage only 1d6 extra damage; Armed with Longsword & Dagger only; Better HP spread on Fantasy Grounds 2d5+8 (10-18 HP each).
1 x Hobgoblin Archer (150xp) As per MM Hobgoblin except AC 13 (leather); Dex 14; Longbow +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
2 x Hobgoblin Soldier (150xp each) As per MM Hobgoblin except AC 18 (chain mail & shield); Str 15; Longsword +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
1 x Hobgoblin Warcaster (300xp) As per MM Hobgoblin except AC 11 (robes or AC 14 with Mage Armour); Con 14, Cha 15; 2nd Level Sorcerer (Charisma) Spell Saves DC 12, +4 to hit (cantrips- light, prestidigitation, ray of frost & shocking grasp; level one- burning hands, mage armour & thunderwave); 3 HD & better HP spread on Fantasy Grounds 3d5+15 (18-30 HP).
Tactics- Hobgoblin Grunts- rush into action, obey orders- go for help below if it all gets too much; Hobgoblin Soldiers & Archer- get into melee/bow range- target enemies already engaged, order grunts around, flee below for reinforcements if it all goes bad; Hobgoblin Warcaster- get mage armour up and running and take control of the action, then- shock and blast, destroy (or capture and enslave) all enemies. Remember- more slaves are needed.

McGow is briefly trapped in a corner by a hobgoblin grunt- swinging furiously with its longsword and screaming insults. The surly dwarf does a whole lot of shouting of his own alerting his comrades, surreptitiously, that the hobgoblins are here, and then thumps his battleaxe into the grunt twice. The second hit (IP) is the cure (or else- the cause of death) for the hobgoblin. McGow is off and running (and still doing a lot of shouting, mostly unintelligible stuff) - and straight into the hobgoblin archer, reaching for her bow, in the doorway.

NK018.004 McGow breakout.png

McGow slices the humanoid- it bleeds, and screams (Action Surge used), the dwarf is savvy enough to step to the side and get a little cover.

Good job he did, the screaming hobgoblin archer brings a bunch of grunts running to her, they wade into McGow, but- no hits.

Meantime Mavis rushes down the stairs around the corner and… takes in the situation, seconds later the hobgoblin archer takes three hits from the priestesses’ wand of magic missiles, the hobgoblin is critically wounded and not happy about it.

Although that’s also the last charge on Mavis’ wand.

The priestess, like McGow, steps out of the doorway- to the west and into cover. Just in time- a screaming hobgoblin grunt comes charging after her- swinging hard but missing.

At which point C-Fax trundles down the stairs, taps the aforementioned grunt on the shoulder- to let the enemy know that he’s here, and then challenges the poor fellow (‘In the name of Bahamut etc.’) and anyone else listening. Seconds later the (at times) exceedingly polite paladin decapitates the poor hobgoblin schmuck.

The result…

NK018.005 End 1st Turn.png

Here we all are, and it’s very noisy here- the hobgoblin warcaster (at the back) starts shouting and proclaiming too. A hobgoblin soldier (AC 18 tank) is sent to the front line, the other ordered to guard the wizard. The warcaster/sorcerer fires up his Mage Armour and then orders the mob to retreat to War Captain Kerrang (orderly- behind the tank) if another hobgoblin falls.

Note, the PCs know about this because Mavis and C-Fax can hear the warcaster and are translating (shouting out) what’s being said- as it gets said.

It’s like a feedback loop.

The hobgoblin wizard also calls for the PCs to “Surrender to the might of the Bloody Heck!” in the Common tongue.

No takers.

That said, some of the PCs are getting concerned- hobgoblins (particularly the soldiers) are tough, and the wizard is an unknown threat- the Inspectors killed the other one they encountered at the Lowder Farm before it had chance to do its stuff. Also, these buggers seem much better organised.

Some of the PCs are hoping that their hidden colleagues are going to join the action- soon.

Note, none of the PCs in the fight are stupid enough to call for help from Travis and/or Snakebite. I asked.

The fight rumbles on.

Back at the front line and there’s a lot of swinging but no actual hitting- McGow fails to decapitate the hobgoblin archer, who draws her longsword and fails to stab the dwarf right back, as do the two grunts surrounding McGow. The hobgoblin soldier clangs his sword into C-Fax’s shield and… vice-versa. Moments later the hobgoblin hulk also dodges Mavis’ Sacred Flames.

However, in the back room there is screaming…

NK018.006 Snakebite Unleashes Merry Heck.png

Snakebite rushes out from her spot under the table and lets loose with everything that she has got on the hobgoblin warcaster (spending a ki point for two unarmed attacks and using her IP). Lots of hits but the warcaster survives (although critically wounded) and grins at the spent half-orc monk.

“Now you die!” the hobgoblin states, and then with a wave of his hands everything- for Snakebite- goes… well, thundery.

Thunderwave!

NK018.007 McGow hurt Snakebite Thunderwave.png

The half-orc monk is blasted backwards, sent momentarily spinning, although she slews quickly to her feet. Snakebite’s head feels like… like it’s somehow missing, and all she can hear is a low to high- and back again, oooo-ing sound.

She’s down to just three hit points.

But then Travis skips in front of her and…

NK018.008 Here's Travis.png

The hobgoblin warcaster sprouts a crossbow bolt from the center of its chest.

The creature staggers- clutches at the wall.

“GET TO KERRANG! GET TO KERRANG!” It shouts, and then its arm slips its grip and the massive humanoid crashes face first into the stone wall, and then all the way down to the hard stone floor- like dead timber.

Dead.

“Hold the door!” Travis hisses at the half-orc monk, and then with a wink the halfling dodges back and right, and out of sight.

Snakebite looks up to see a pair of hobgoblins rushing straight at her.

NK018.009 Hob Breakout.png

She holds the door.

Back at the front line- C-Fax has got sliced, as has McGow- twice, while the hobgoblin archer has retreated out of sight, and is now taking charge of the situation in the back room.

The hobgoblins are trying to break out (actually to retreat to Kerrang down below)- the archer’s (shouted) orders are being simultaneously translated and broadcast (in Common) by Mavis and C-Fax.

C-Fax, McGow and Mavis miss all their attacks- again.

It’s getting tense around the virtual tabletop.

The badly beaten Snakebite unleashes merry heck some more and kicks the head off the hobgoblin grunt that was leading the retreat. The way is clear and so the hobgoblin soldier pushes its way into the room and takes up the fight against the very badly wounded half-orc monk.

The hobgoblin soldier’s aim is true.

Snakebite falls.

NK018.010 Relentless Endurance.png

Or else she would have done if it wasn’t for her Relentless Endurance. Snakebite is on one hit point.

Travis shoots the hobgoblin soldier, that hurt- and yet the soldier merely grunts and fights on.

Meantime- McGow has got his Second Wind, and then sliced one of the grunts, while Mavis with her Sacred Flames, and C-Fax with his longsword have both made their mark on the hobgoblin soldier in the front line.

NK018.011 Snakebite is Relentless Crit Kill & Kill.png

Then Snakebite goes bonkers, the half-orc monk chop-sockies the hobgoblin soldier’s head off- with a Crit and then rushes forward to repeat the dose for the already wounded hobgoblin archer.

And suddenly, very suddenly- the fight is pretty much won.

There is cheering.

Actual cheering.

We very quickly get to here (about another turn later).

NK018.012 No Surrender.png

The hobgoblin soldier is blowing hard but has not taken any further hits, the hobgoblin grunt(s) however are now very much in short supply, the last one standing is, well… just barely standing.

C-Fax and Mavis, at this point, are both begging the hobgoblins to surrender.

McGow is very much hoping that they don’t, and the dwarf is rolling high now.

NK018.013 McGow Grunt & Sacred Flame Surrender.png

McGow takes the last hobgoblin grunt down, while Mavis fires more of her Sacred Flames into the soldier, who spills his sword and still somewhat reluctantly surrenders to the priestess of Chauntea.

Time for another quick chat, and perhaps a little healing- if anyone has any to spare.

Note, the Inspectors are very much aware that what with it being shift change then the off-duty hobgoblins will be due (very soon) down below. They need to move swiftly here, although the Inspectors are prevaricating, the alternative plan is- wait for the bad guys to come to them.

The debate about this will get going in a short while, believe me.

And so…

The bodies are quickly searched, dragged out of the way- and what little healing left is applied and then…

NK019.000 Zospin is an idiot.png

The wounded hobgoblin soldier, his name is Zospin, is interrogated. Swiftly, and with a little less acting and a bit more genuine hatred, although… tempered by the interjections of C-Fax and Mavis.

There’s a bit of inter-party argy-bargy, but not much to write home about, everyone is on the same side after all.

Travis, as per last time, leads the interrogation team; and same as last time with his two bad cops- Snakebite & McGow.

It takes five minutes, there are good rolls (mostly, one bad) and Zospin (the DM decides) isn’t a bright lad, but he can lift heavy weights.

The Inspectors learn what they want to know- there are approx. six more hobgoblins down below, including War Captain Kerrang, and two or maybe three (Zospin ‘In’t rememberz’) more soldiers, the rest are grunts. That’s it. No traps- they’ve not had the time, and maybe only one hobgoblin guarding the stairs down.

Note, this time multiple PCs make checks to make sure Zospin is not telling any lies.

The PCs are excited, although… now it’s time for the discussion. Do we wait for the hobgoblins down below to send someone up looking for the shift change? Or do we head down below- soon as and try to catch them on the hop.

Caution wins. Three to two on the vote, it’s one of the few times that Travis is of the same opinion as C-Fax and Mavis.

Although the resulting action is more of a compromise, the Inspectors descend cautiously into the dungeon, having tied up Yospin and dumped him in one of the ruined chambers off the beaten track on the first level of the complex.

NK019.001 Level 3 What a place for an ambush.png

To here. They had forgotten all about this place, at some point in the past it was an ancient temple to Bahamut (C-Fax thinks). Anyway, a great place for an ambush, the Inspectors figure. Keep in mind that the corridor to the east of McGow is accessed by a secret door.

Shut the door and the PCs will get a warning of the hobgoblins approach, and they’ll be ready.

And so… an ambush it is.

Keep in mind that without a short rest here then the PCs are low on powers, they tend to spend-spend-spend in combat, although C-Fax and Mavis have got one spell slot left each. They’re also, some of them, wounded still. So, perhaps an ambush rather than a full-frontal assault is the way to go.

But here’s a thing.

Ten minutes later, and with the PCs in position, waiting for (they hope) a small bunch of hobgoblins to head on up to find out what’s keeping the shift change. The plan is to allow all the hobgoblins to enter the chamber and then spring the ambush.

Anyway, during the hiatus, Travis offers the following.

“I’m praying to da dragon, there’s nuthin’ else doin’.”

And so, the Inspectors try again to detect the presence of one of the Bahamut blessed items that they are searching for.

NK019.002 Ambush ready Prayer to Bahamut.png

Here’s the result of their prayers (three successes, even C-Fax managed it). There’s something in the altar here.

RESULT!

At which point, of course, the secret door grinds open, and the chattering of hobgoblins is heard.

Your encounter is served.

Now, we actually had time in this session to play out the first turn of the fight here, but I prefer to keep it all together and so I’ll end this write up now.

Although… the next encounter proved to be truly epic, by far the best one yet. At one point during it the players stopped play (for over twenty minutes) to discuss whether they should all die trying or else, would it be better if some of them should attempt to get away, or else… well, please Mr DM, sir- what happens next if we all die/some die etc. How can we get back into the plot/action. It was getting desperate. I’m still not sure why some of them (the PCs) didn’t just cut and run.

There was also a point during the next encounter when four of the five players (not PCs) just all started screaming, pretty much in unison.

225 XP for encounter #18, for all of the PCs, and a few extra XP for some good play/chat here- Travis 20 XP & the other four 10 XP each. That’s it.

Next time.

Cheers goonalan and the Tokyo Massive.
 

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