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[D&D 5e] Not KotS 14a Screaming at the End. (Enc#19)
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<blockquote data-quote="Goonalan" data-source="post: 9735929" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">Not KotS</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Session #013b: Relentless!</span></strong></p><p><strong></strong></p><p><strong>The Inspectors.</strong></p><p>Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2</p><p>Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2</p><p>Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2</p><p>Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2</p><p>Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2</p><p></p><p><strong>Dead PCs</strong></p><p>The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.</p><p></p><p><strong>To-do list/Quests-</strong></p><p>#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.</p><p><s>#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.</s> COMPLETE</p><p><s>#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in.</s> COMPLETE</p><p>#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.</p><p>#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.</p><p>#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.</p><p>#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.</p><p><s>#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.</s> COMPLETE</p><p></p><p>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.</p><p></p><p>[ATTACH=full]415168[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>Then the hobgoblins arrive- start shouting, and pointing, and… attacking.</p><p></p><p>Keep in mind the Bloody Heck here have been told about these guys (very specifically) by Sgt Groan.</p><p></p><p>Oh, and here are the bad guys (again)-</p><p></p><p>[spoiler= The Bad Guys]<strong>Enc#18 Shift Change 1125 XP CR 6 Deadly.</strong></p><p><strong>5 x Hobgoblin Grunt (75xp each)</strong> 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).</p><p><strong>1 x Hobgoblin Archer (150xp)</strong> 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).</p><p><strong>2 x Hobgoblin Soldier (150xp each)</strong> 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).</p><p><strong>1 x Hobgoblin Warcaster (300xp) </strong>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).</p><p><strong>Tactics-</strong> 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.[/spoiler]</p><p></p><p>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.</p><p></p><p>[ATTACH=full]415169[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>Good job he did, the screaming hobgoblin archer brings a bunch of grunts running to her, they wade into McGow, but- no hits.</p><p></p><p>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.</p><p></p><p>Although that’s also the last charge on Mavis’ wand.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The result…</p><p></p><p>[ATTACH=full]415170[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>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.</p><p></p><p>It’s like a feedback loop.</p><p></p><p>The hobgoblin wizard also calls for the PCs to “Surrender to the might of the Bloody Heck!” in the Common tongue.</p><p></p><p>No takers.</p><p></p><p>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.</p><p></p><p>Some of the PCs are hoping that their hidden colleagues are going to join the action- soon.</p><p></p><p>Note, none of the PCs in the fight are stupid enough to call for help from Travis and/or Snakebite. I asked.</p><p></p><p>The fight rumbles on.</p><p></p><p>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.</p><p></p><p>However, in the back room there is screaming…</p><p></p><p>[ATTACH=full]415171[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>“Now you die!” the hobgoblin states, and then with a wave of his hands everything- for Snakebite- goes… well, thundery.</p><p></p><p>Thunderwave!</p><p></p><p>[ATTACH=full]415172[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>She’s down to just three hit points.</p><p></p><p>But then Travis skips in front of her and…</p><p></p><p>[ATTACH=full]415173[/ATTACH]</p><p><strong>The hobgoblin warcaster sprouts a crossbow bolt from the center of its chest.</strong></p><p></p><p>The creature staggers- clutches at the wall.</p><p></p><p>“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.</p><p></p><p>Dead.</p><p></p><p>“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.</p><p></p><p>Snakebite looks up to see a pair of hobgoblins rushing straight at her.</p><p></p><p>[ATTACH=full]415174[/ATTACH]</p><p><strong>She holds the door.</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>C-Fax, McGow and Mavis miss all their attacks- again.</p><p></p><p>It’s getting tense around the virtual tabletop.</p><p></p><p>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.</p><p></p><p>The hobgoblin soldier’s aim is true.</p><p></p><p>Snakebite falls.</p><p></p><p>[ATTACH=full]415175[/ATTACH]</p><p><strong>Or else she would have done if it wasn’t for her Relentless Endurance. Snakebite is on one hit point.</strong></p><p></p><p>Travis shoots the hobgoblin soldier, that hurt- and yet the soldier merely grunts and fights on.</p><p></p><p>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.</p><p></p><p>[ATTACH=full]415176[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>And suddenly, very suddenly- the fight is pretty much won.</p><p></p><p>There is cheering.</p><p></p><p>Actual cheering.</p><p></p><p>We very quickly get to here (about another turn later).</p><p></p><p>[ATTACH=full]415177[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>C-Fax and Mavis, at this point, are both begging the hobgoblins to surrender.</p><p></p><p>McGow is very much hoping that they don’t, and the dwarf is rolling high now.</p><p></p><p>[ATTACH=full]415178[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>Time for another quick chat, and perhaps a little healing- if anyone has any to spare.</p><p></p><p>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.</p><p></p><p>The debate about this will get going in a short while, believe me.</p><p></p><p>And so…</p><p></p><p>The bodies are quickly searched, dragged out of the way- and what little healing left is applied and then…</p><p></p><p>[ATTACH=full]415179[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>There’s a bit of inter-party argy-bargy, but not much to write home about, everyone is on the same side after all.</p><p></p><p>Travis, as per last time, leads the interrogation team; and same as last time with his two bad cops- Snakebite & McGow.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Note, this time multiple PCs make checks to make sure Zospin is not telling any lies.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>[ATTACH=full]415180[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>Shut the door and the PCs will get a warning of the hobgoblins approach, and they’ll be ready.</p><p></p><p>And so… an ambush it is.</p><p></p><p>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.</p><p></p><p>But here’s a thing.</p><p></p><p>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.</p><p></p><p>Anyway, during the hiatus, Travis offers the following.</p><p></p><p>“I’m praying to da dragon, there’s nuthin’ else doin’.”</p><p></p><p>And so, the Inspectors try again to detect the presence of one of the Bahamut blessed items that they are searching for.</p><p></p><p>[ATTACH=full]415181[/ATTACH]</p><p><strong>Here’s the result of their prayers (three successes, even C-Fax managed it). There’s something in the altar here.</strong></p><p></p><p>RESULT!</p><p></p><p>At which point, of course, the secret door grinds open, and the chattering of hobgoblins is heard.</p><p></p><p>Your encounter is served.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Next time.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9735929, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B] [SIZE=6]Session #013b: Relentless![/SIZE] The Inspectors.[/B] 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 [B]Dead PCs[/B] The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest. [B]To-do list/Quests-[/B] #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. [S]#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.[/S] COMPLETE [S]#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in.[/S] 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. [S]#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.[/S] 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. [ATTACH type="full" size="3840x2016"]415168[/ATTACH] [B]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.[/B] 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)- [spoiler= The Bad Guys][B]Enc#18 Shift Change 1125 XP CR 6 Deadly. 5 x Hobgoblin Grunt (75xp each)[/B] 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). [B]1 x Hobgoblin Archer (150xp)[/B] 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). [B]2 x Hobgoblin Soldier (150xp each)[/B] 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). [B]1 x Hobgoblin Warcaster (300xp) [/B]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). [B]Tactics-[/B] 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.[/spoiler] 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. [ATTACH type="full" size="3840x2016"]415169[/ATTACH] [B]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.[/B] 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… [ATTACH type="full" size="3840x2016"]415170[/ATTACH] [B]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.[/B] 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… [ATTACH type="full" size="3840x2016"]415171[/ATTACH] [B]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.[/B] “Now you die!” the hobgoblin states, and then with a wave of his hands everything- for Snakebite- goes… well, thundery. Thunderwave! [ATTACH type="full" size="3840x2016"]415172[/ATTACH] [B]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.[/B] She’s down to just three hit points. But then Travis skips in front of her and… [ATTACH type="full" size="3840x2016"]415173[/ATTACH] [B]The hobgoblin warcaster sprouts a crossbow bolt from the center of its chest.[/B] 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. [ATTACH type="full" size="3840x2016"]415174[/ATTACH] [B]She holds the door.[/B] 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. [ATTACH type="full" size="3840x2016"]415175[/ATTACH] [B]Or else she would have done if it wasn’t for her Relentless Endurance. Snakebite is on one hit point.[/B] 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. [ATTACH type="full" size="3840x2016"]415176[/ATTACH] [B]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.[/B] 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). [ATTACH type="full" size="3840x2016"]415177[/ATTACH] [B]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.[/B] 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. [ATTACH type="full" size="3840x2016"]415178[/ATTACH] [B]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.[/B] 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… [ATTACH type="full" size="3840x2016"]415179[/ATTACH] [B]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.[/B] 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. [ATTACH type="full" size="3840x2016"]415180[/ATTACH] [B]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.[/B] 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. [ATTACH type="full" size="3840x2016"]415181[/ATTACH] [B]Here’s the result of their prayers (three successes, even C-Fax managed it). There’s something in the altar here.[/B] 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. [/QUOTE]
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