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[D&D 5e] Not KotS 15b Spiders! (Enc#21)
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<blockquote data-quote="Goonalan" data-source="post: 9721445" 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 #012b: All in at Dragon Castle.</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><ol> <li data-xf-list-type="ol">#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.</li> <li data-xf-list-type="ol"><s>#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.</s> COMPLETE</li> <li data-xf-list-type="ol"><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</li> <li data-xf-list-type="ol">#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.</li> <li data-xf-list-type="ol">#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.</li> <li data-xf-list-type="ol">#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.</li> <li data-xf-list-type="ol">#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.</li> <li data-xf-list-type="ol"><s>#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.</s> COMPLETE</li> </ol><p></p><p>This one is a cracker.</p><p></p><p>The Inspectors get their things together, say farewell to the Lowders, the family are heading into Kirkgate with the ko’d Bignut (hobgoblin soldier), and then head off to Dragon Castle.</p><p></p><p>Which means they need to make another four successful survival checks, one check equals an hour of travel- the DC set by the terrain. That said the PCs have a very detailed map, they’ve made the journey twice already (although they got lost the second time) and Fionulla has given them instructions- down to the landmarks they need to look out for along the way.</p><p></p><p>Easy?</p><p></p><p>And so it proves.</p><p></p><p>The Inspectors arrive at Dragon Castle, having left their mounts in a safe (they think) spot in the Norwood, they observe the ruins- also being careful to keep an eye out for any hobgoblin patrols.</p><p></p><p>Checks get made.</p><p></p><p>No patrols are spotted.</p><p></p><p>They also attempt another prayer to Bahamut, and… only two successes but a flicker, a tremble. The two successful supplicants (Mavis and Travis, oddly) can both sense something, one of the items (at least) that they seek is here. The item is below ground- the pair get a sense of its direction; it’s certainly not on the surface. It must be in the dungeon below the ruined fortress.</p><p></p><p>However, back to the here and now, and Dragon Castle…</p><p></p><p>It’s getting late, and the Inspectors are losing light, and so Snakebite and Travis go for a recon. Their rolls are good or better throughout.</p><p></p><p>[ATTACH=full]413319[/ATTACH]</p><p><strong>There’s a lot to see. Note Travis and Snakebite did their sneaking together, they’re positioned as they are in this image just for the taking of the picture.</strong></p><p></p><p>There are two ways into the castle (as indicated) that don’t involve going over a wall. In the front door (to the south) or in through a collapsed wall (to the north). The way through the wall requires a climb, or else a scramble up a scree of rocks and dirt.</p><p></p><p>Note climbing over a wall is not at all impossible, it just could prove to be noisy and/or difficult.</p><p></p><p>Both obvious ways in are guarded, and there seem to be plenty more hobgoblins about- the Inspectors are disturbed to see that there are another three hobgoblin soldiers here (AC 18 and bunch of HP each, and the potential for big damage). That’s not good.</p><p></p><p>But they have a plan- or else, well… here’s how it goes.</p><p></p><p>[ATTACH=full]413320[/ATTACH]</p><p><strong>Ready! The PCs, very slowly, creep close enough to the elevated breach in the wall.</strong></p><p></p><p>[ATTACH=full]413321[/ATTACH]</p><p><strong>Go!</strong></p><p></p><p>Travis steps out and shoots the hobgoblin grunt guarding the way, a miss (with advantage) and then IP- a hit, and with added sneak attack, and dead.</p><p></p><p>Snakebite vaults up and into the gap and then rushes directly to the heart of the business.</p><p></p><p>The monk almost, but not quite, kicks the head off another hobgoblin grunt in the courtyard just outside of the tower- the way down.</p><p></p><p>[ATTACH=full]413322[/ATTACH]</p><p><strong>Mavis finishes the grunt off with a magic missile and then fires another pair of the force bolts into the heavily armoured hobgoblin soldier. McGow must spend his IP to get into the fight, but when he does- a crit- and the just wounded hobgoblin soldier is down and dying.</strong></p><p></p><p>There is cheering.</p><p></p><p>Oh, and this is the surprise turn.</p><p></p><p>There are two more hobgoblin soldiers in the tower, which is where the Inspectors want to be- the only way down into the dungeon they have found is in here, take control of the tower and they will have secured a foothold. None of the hobgoblins on the surface can get to their reinforcements (very probably) located below.</p><p></p><p>McGow lets his comrades in arms know that the way ahead is blocked.</p><p></p><p>[ATTACH=full]413323[/ATTACH]</p><p><strong>C-Fax, after spending his IP is still not close enough, time for a little bit of a cold blast, his breath weapon, but not a lot of damage on the dice.</strong></p><p></p><p>But…</p><p></p><p>[ATTACH=full]413324[/ATTACH]</p><p><strong>More hobgoblins- two more grunts- make it to the show.</strong></p><p></p><p>Mavis is spraying around the magic missiles.</p><p></p><p>It’s a bit of a slugfest.</p><p></p><p>At the end of the first turn (and the surprise turn) the situation is semi-under control.</p><p></p><p>[ATTACH=full]413325[/ATTACH]</p><p><strong>Maybe.</strong></p><p></p><p>McGow has got into the chamber with the hobgoblin soldiers- he’s attempting to block their way away and down. C-Fax is also keeping the soldiers bottled in.</p><p></p><p>There are two more hobgoblins charging towards the fracas (from the front gate) including another heavily armoured soldier. Yep, four of them in this encounter- that’s tough. Also, another grunt has rocked up and taken to trying to slice Mavis.</p><p></p><p>Oh, Travis is in hiding atm.</p><p></p><p>Travis finds somewhere to hide whenever he can, which is pretty much all the time.</p><p></p><p>Travis is sniping.</p><p></p><p>[ATTACH=full]413326[/ATTACH]</p><p><strong>A second hobgoblin soldier falls, and the other (in the tower) is almost broken.</strong></p><p></p><p>Things are going well.</p><p></p><p>However, the fourth and last hobgoblin soldier has also just made it to the fight.</p><p></p><p>Note, as always C-Fax is urging any/all of the hobgoblins to surrender, but it’s a bit early for that kind of chatter.</p><p></p><p>The PCs are doing great, only C-Fax has taken a hit so far, and then only a nick.</p><p></p><p>The PCs think that they’re winning.</p><p></p><p>But here’s where it gets really difficult.</p><p></p><p>[ATTACH=full]413327[/ATTACH]</p><p><strong>Sgt Groan turns up, actually Groan comes hurtling around the corner and into the chamber (from down below) shouting and cursing…</strong></p><p></p><p>“What’s the seven hells is going on in here! You miserable…”</p><p></p><p>And then he spots the Inspectors.</p><p></p><p>Sgt Groan has met the Inspectors before, they beat him unconscious and killed all of his friends/colleagues.</p><p></p><p>The DM rolls a dice (or else pretends to) and…</p><p></p><p>Sgt Groan screams like a six-year-old and turns tail and runs- back the way he came.</p><p></p><p>The DMs advice to the players- you’d better stop Sgt Groan before he brings reinforcements, or else alerts the rest of the hobgoblins.</p><p></p><p>What a turn up.</p><p></p><p>Who could have foreseen it.</p><p></p><p>I’m off at least one Christmas card list.</p><p></p><p>Then suddenly another grunt turns up, and Mavis is on her own (save for Travis) on the outside of the tower- Travis rolled a ‘21’ for his stealth, the halfling rogue is crouched and hidden- out of sight.</p><p></p><p>[ATTACH=full]413328[/ATTACH]</p><p><strong>Sgt Groan is off and running, and Mavis just got stabbed (and with extra martial advantage damage). She’s beyond bloodied.</strong></p><p></p><p>Things are going less well.</p><p></p><p>And the clever PCs have quickly worked out that it’s going to have to be Snakebite that goes after Sgt Groan.</p><p></p><p>Why?</p><p></p><p>Darkvision and monk fast.</p><p></p><p>But Mavis has a plan.</p><p></p><p>She casts Sanctuary on herself.</p><p></p><p>Genius.</p><p></p><p>[ATTACH=full]413329[/ATTACH]</p><p><strong>Except that the next grunt in line (in initiative) rolls his wisdom save to attack the priestess of Chauntea- success; and then crits the cleric (with martial advantage).</strong></p><p></p><p>Mavis is down and dying.</p><p></p><p>If the damage was a bit higher (and it could have been- 4d6+1, I think) Mavis would have been dead-dead.</p><p></p><p>There is screaming.</p><p></p><p>Everybody is very concerned. There are no neutrals in the party when it comes to the healer.</p><p></p><p>Oh, and here are the bad guys-</p><p></p><p>[spoiler= The Bad Guys]<strong>Enc#17 Save the Lowders 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>4 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 Sgt Groan, Hobgoblin Torturer (150xp) </strong>As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; now armed with a longsword; 3 HD (3D8+3) and better HP spread on Fantasy Grounds 3d4+15 (18-27 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- get into melee- target enemies already engaged, order grunts around, flee below for reinforcements if it all goes bad; Sgt Groan- flee below screaming as soon as the Inspectors are spotted- go get help.[/spoiler]</p><p></p><p>The player’s mood does not improve.</p><p></p><p>[ATTACH=full]413330[/ATTACH]</p><p><strong>Moments later, after a bout of missing from the PCs, C-Fax gets sliced by the badly wounded hobgoblin in the tower, that martial advantage really hurts. The paladin is down to just a handful of hit points.</strong></p><p></p><p>We move on…</p><p></p><p>[ATTACH=full]413331[/ATTACH]</p><p><strong>Events in the order that they happened (I think)- Travis appears from hiding and shoots the already badly wounded grunt in the back, the hobgoblin dies. Hurrah! The halfling rogue scurries away again around a corner and then hides (stealth something over 20).</strong></p><p></p><p>Yui, playing Travis, is laughing like a drain.</p><p></p><p>C-Fax ends the badly wounded hobgoblin soldier in the tower and then gets his Shield of Faith up and running, he’s AC 20- or thereabouts.</p><p></p><p>Things are going okay.</p><p></p><p>[ATTACH=full]413332[/ATTACH]</p><p><strong>Snakebite is released, the fast-moving half-orc monk has a double move clear run, and he (or else one of his comrades) remembers the way to go through the dungeon. The paladin (the comrade in question above) clearly has an astonishing memory.</strong></p><p></p><p>Or else Rob (playing C-Fax) looked back at the pictures (here) from the last time that the Inspectors were in the dungeon and then shouted directions at the fast-departing half-orc.</p><p></p><p>Back to the game…</p><p></p><p>Snakebite is not close enough, but there’s a little bit of back and forth and… Snakebite, as it turns out, is going to kick Sgt Groan’s head off (if he doesn’t surrender/stop running). Sgt Groan is not convinced- he’s still screaming for help and gibbering (and running as fast as he can).</p><p></p><p>[ATTACH=full]413333[/ATTACH]</p><p><strong>Mavis spends her last IP to trigger her last/only healing HD. She revives, and in the next instant she uses her Preserve Life (Channel Divinity) power to heal herself & her beloved C-Fax.</strong></p><p></p><p>The audience go wild.</p><p></p><p>But only for a very short while…</p><p></p><p>[ATTACH=full]413334[/ATTACH]</p><p><strong>The last hobgoblin soldier swears up a storm and then cuts C-Fax down.</strong></p><p></p><p>There is shrieking.</p><p></p><p>Keep in mind that Mavis is still covered by her Sanctuary spell, it didn’t go away when she lost consciousness.</p><p></p><p>Next picture- and it’s getting very tense around the virtual table.</p><p></p><p>[ATTACH=full]413335[/ATTACH]</p><p><strong>C-Fax fails a Death Save. Mavis is screaming. Travis appears again and shoots the last hobgoblin grunt standing in the back and rolls very high for his damage (with added sneak attack) and it’s dead.</strong></p><p></p><p>Meantime Snakebite (in the insert) has got close enough to Sgt Groan to fling a dart in the fleeing hobgoblin torturer’s back. However, just a little way ahead of Groan are the stairs down to the second level of the dungeon.</p><p></p><p>Snakebite is a little trepidatious, or else her player is. The monk is actually whispering (mad) sweet nothings to Sgt Groan as she races after him. In summary, versions of- “I kick your head off real good.”</p><p></p><p>Back topside.</p><p></p><p>[ATTACH=full]413336[/ATTACH]</p><p><strong>Mavis crawls over to the recumbent body of her feller- C-Fax, and pours her potion of healing into him, the paladin’s eyes flicker open. The priestess then drags C-Fax a little to the south, but not out of the hobgoblin soldier’s threat range (so no AoO) the priestesses Sanctuary spell keeps her safe.</strong></p><p></p><p>Then, it’s the hobgoblin soldier’s turn, and he’s keen to make his mark on C-Fax, but McGow has other ideas- the DM therefore allows the surly dwarf to make an Intimidate check (speech is free, and the DM likes a story) to persuade the hobgoblin to target him ahead of the recumbent paladin.</p><p></p><p>Roll high.</p><p></p><p>McGow says some very nasty (and funny) things about the hobgoblin- questioning everything from his combat ability to his dress sense. There is swearing, and then the roll of a die.</p><p></p><p>‘19’ + 1 = ‘20’.</p><p></p><p>The now enraged hobgoblin soldier switches target but then fails to brain the grinning McGow with a ‘1’.</p><p></p><p>McGow attacks the hobgoblin soldier right back- another ‘1’.</p><p></p><p>And so, C-Fax staggers to his feet, grabbing up his longsword as part of the move, he swings the blade like a mad man, and almost decapitates the last hobbo. A crit for ‘17’ damage.</p><p></p><p>Oh, but in the inset picture you’ll note Sgt Groan has already run off again- down the stairs.</p><p></p><p>All is well with the world.</p><p></p><p>Well, as well as can be expected.</p><p></p><p>[ATTACH=full]413337[/ATTACH]</p><p><strong>Snakebite catches up with Groan and flings a second dart into the back of the fleeing hobgoblin, and the DM has let the players know, bloody Sgt Groan to stop his run. You’ve got to tell them the rules of the game and in the process portion out a little bit of hope.</strong></p><p></p><p>Sgt Groan is bloodied.</p><p></p><p>McGow, in the meantime, and after another turn of attacks- all misses, smashes down the last hobgoblin soldier.</p><p></p><p>The Inspectors- more remarkably- all of them, rush headlong into the tower and then down the stairs, trying to get as quickly as they can to Snakebite chasing the fleeing Sgt Groan.</p><p></p><p>Although it’s at this point (in the dark dungeon) that several PCs remember that they can’t see so well in the dark, or indeed at all (much).</p><p></p><p>But… that’s not a problem.</p><p></p><p>[ATTACH=full]413338[/ATTACH]</p><p><strong>Sgt Groan is knocked out (again) by a kick to the head. The other members of the Inspectors meet (some of them when they get their torches lit) Snakebite walking back up the stairs to level one of the dungeon, hefting the unconscious Sgt Groan over her shoulder.</strong></p><p></p><p>The DM thinks the PCs should get a reward- that was a pretty tough encounter, what with the addition of the running man (Sgt Groan), and so here they all are-</p><p></p><p>[ATTACH=full]413339[/ATTACH]</p><p><strong>The way behind and ahead are both being guarded. The hobgoblin bodies on the surface have been robbed and then dragged down below. Sgt Groan is just coming around, and the kindly DM has let the PCs know that they will be allowed to get a short rest here, time for a chat with Groan.</strong></p><p></p><p>But that’s for next time, we were well over time again with this session.</p><p></p><p>225 XP each for encounter #17.</p><p></p><p>Next time.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9721445, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B] [SIZE=6]Session #012b: All in at Dragon Castle.[/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] [LIST=1] [*]#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 [/LIST] This one is a cracker. The Inspectors get their things together, say farewell to the Lowders, the family are heading into Kirkgate with the ko’d Bignut (hobgoblin soldier), and then head off to Dragon Castle. Which means they need to make another four successful survival checks, one check equals an hour of travel- the DC set by the terrain. That said the PCs have a very detailed map, they’ve made the journey twice already (although they got lost the second time) and Fionulla has given them instructions- down to the landmarks they need to look out for along the way. Easy? And so it proves. The Inspectors arrive at Dragon Castle, having left their mounts in a safe (they think) spot in the Norwood, they observe the ruins- also being careful to keep an eye out for any hobgoblin patrols. Checks get made. No patrols are spotted. They also attempt another prayer to Bahamut, and… only two successes but a flicker, a tremble. The two successful supplicants (Mavis and Travis, oddly) can both sense something, one of the items (at least) that they seek is here. The item is below ground- the pair get a sense of its direction; it’s certainly not on the surface. It must be in the dungeon below the ruined fortress. However, back to the here and now, and Dragon Castle… It’s getting late, and the Inspectors are losing light, and so Snakebite and Travis go for a recon. Their rolls are good or better throughout. [ATTACH type="full" size="3846x2037"]413319[/ATTACH] [B]There’s a lot to see. Note Travis and Snakebite did their sneaking together, they’re positioned as they are in this image just for the taking of the picture.[/B] There are two ways into the castle (as indicated) that don’t involve going over a wall. In the front door (to the south) or in through a collapsed wall (to the north). The way through the wall requires a climb, or else a scramble up a scree of rocks and dirt. Note climbing over a wall is not at all impossible, it just could prove to be noisy and/or difficult. Both obvious ways in are guarded, and there seem to be plenty more hobgoblins about- the Inspectors are disturbed to see that there are another three hobgoblin soldiers here (AC 18 and bunch of HP each, and the potential for big damage). That’s not good. But they have a plan- or else, well… here’s how it goes. [ATTACH type="full" size="3846x2037"]413320[/ATTACH] [B]Ready! The PCs, very slowly, creep close enough to the elevated breach in the wall.[/B] [ATTACH type="full" size="3846x2037"]413321[/ATTACH] [B]Go![/B] Travis steps out and shoots the hobgoblin grunt guarding the way, a miss (with advantage) and then IP- a hit, and with added sneak attack, and dead. Snakebite vaults up and into the gap and then rushes directly to the heart of the business. The monk almost, but not quite, kicks the head off another hobgoblin grunt in the courtyard just outside of the tower- the way down. [ATTACH type="full" size="3846x2037"]413322[/ATTACH] [B]Mavis finishes the grunt off with a magic missile and then fires another pair of the force bolts into the heavily armoured hobgoblin soldier. McGow must spend his IP to get into the fight, but when he does- a crit- and the just wounded hobgoblin soldier is down and dying.[/B] There is cheering. Oh, and this is the surprise turn. There are two more hobgoblin soldiers in the tower, which is where the Inspectors want to be- the only way down into the dungeon they have found is in here, take control of the tower and they will have secured a foothold. None of the hobgoblins on the surface can get to their reinforcements (very probably) located below. McGow lets his comrades in arms know that the way ahead is blocked. [ATTACH type="full" size="3846x2037"]413323[/ATTACH] [B]C-Fax, after spending his IP is still not close enough, time for a little bit of a cold blast, his breath weapon, but not a lot of damage on the dice.[/B] But… [ATTACH type="full" size="3846x2037"]413324[/ATTACH] [B]More hobgoblins- two more grunts- make it to the show.[/B] Mavis is spraying around the magic missiles. It’s a bit of a slugfest. At the end of the first turn (and the surprise turn) the situation is semi-under control. [ATTACH type="full" size="3846x2037"]413325[/ATTACH] [B]Maybe.[/B] McGow has got into the chamber with the hobgoblin soldiers- he’s attempting to block their way away and down. C-Fax is also keeping the soldiers bottled in. There are two more hobgoblins charging towards the fracas (from the front gate) including another heavily armoured soldier. Yep, four of them in this encounter- that’s tough. Also, another grunt has rocked up and taken to trying to slice Mavis. Oh, Travis is in hiding atm. Travis finds somewhere to hide whenever he can, which is pretty much all the time. Travis is sniping. [ATTACH type="full" size="3846x2037"]413326[/ATTACH] [B]A second hobgoblin soldier falls, and the other (in the tower) is almost broken.[/B] Things are going well. However, the fourth and last hobgoblin soldier has also just made it to the fight. Note, as always C-Fax is urging any/all of the hobgoblins to surrender, but it’s a bit early for that kind of chatter. The PCs are doing great, only C-Fax has taken a hit so far, and then only a nick. The PCs think that they’re winning. But here’s where it gets really difficult. [ATTACH type="full" size="3846x2037"]413327[/ATTACH] [B]Sgt Groan turns up, actually Groan comes hurtling around the corner and into the chamber (from down below) shouting and cursing…[/B] “What’s the seven hells is going on in here! You miserable…” And then he spots the Inspectors. Sgt Groan has met the Inspectors before, they beat him unconscious and killed all of his friends/colleagues. The DM rolls a dice (or else pretends to) and… Sgt Groan screams like a six-year-old and turns tail and runs- back the way he came. The DMs advice to the players- you’d better stop Sgt Groan before he brings reinforcements, or else alerts the rest of the hobgoblins. What a turn up. Who could have foreseen it. I’m off at least one Christmas card list. Then suddenly another grunt turns up, and Mavis is on her own (save for Travis) on the outside of the tower- Travis rolled a ‘21’ for his stealth, the halfling rogue is crouched and hidden- out of sight. [ATTACH type="full" size="3846x2037"]413328[/ATTACH] [B]Sgt Groan is off and running, and Mavis just got stabbed (and with extra martial advantage damage). She’s beyond bloodied.[/B] Things are going less well. And the clever PCs have quickly worked out that it’s going to have to be Snakebite that goes after Sgt Groan. Why? Darkvision and monk fast. But Mavis has a plan. She casts Sanctuary on herself. Genius. [ATTACH type="full" size="3846x2037"]413329[/ATTACH] [B]Except that the next grunt in line (in initiative) rolls his wisdom save to attack the priestess of Chauntea- success; and then crits the cleric (with martial advantage).[/B] Mavis is down and dying. If the damage was a bit higher (and it could have been- 4d6+1, I think) Mavis would have been dead-dead. There is screaming. Everybody is very concerned. There are no neutrals in the party when it comes to the healer. Oh, and here are the bad guys- [spoiler= The Bad Guys][B]Enc#17 Save the Lowders 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]4 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 Sgt Groan, Hobgoblin Torturer (150xp) [/B]As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; now armed with a longsword; 3 HD (3D8+3) and better HP spread on Fantasy Grounds 3d4+15 (18-27 HP). [B]Tactics-[/B] Hobgoblin Grunts- rush into action, obey orders- go for help below if it all gets too much; Hobgoblin Soldiers- get into melee- target enemies already engaged, order grunts around, flee below for reinforcements if it all goes bad; Sgt Groan- flee below screaming as soon as the Inspectors are spotted- go get help.[/spoiler] The player’s mood does not improve. [ATTACH type="full" size="3846x2037"]413330[/ATTACH] [B]Moments later, after a bout of missing from the PCs, C-Fax gets sliced by the badly wounded hobgoblin in the tower, that martial advantage really hurts. The paladin is down to just a handful of hit points.[/B] We move on… [ATTACH type="full" size="3846x2037"]413331[/ATTACH] [B]Events in the order that they happened (I think)- Travis appears from hiding and shoots the already badly wounded grunt in the back, the hobgoblin dies. Hurrah! The halfling rogue scurries away again around a corner and then hides (stealth something over 20).[/B] Yui, playing Travis, is laughing like a drain. C-Fax ends the badly wounded hobgoblin soldier in the tower and then gets his Shield of Faith up and running, he’s AC 20- or thereabouts. Things are going okay. [ATTACH type="full" size="3846x2037"]413332[/ATTACH] [B]Snakebite is released, the fast-moving half-orc monk has a double move clear run, and he (or else one of his comrades) remembers the way to go through the dungeon. The paladin (the comrade in question above) clearly has an astonishing memory.[/B] Or else Rob (playing C-Fax) looked back at the pictures (here) from the last time that the Inspectors were in the dungeon and then shouted directions at the fast-departing half-orc. Back to the game… Snakebite is not close enough, but there’s a little bit of back and forth and… Snakebite, as it turns out, is going to kick Sgt Groan’s head off (if he doesn’t surrender/stop running). Sgt Groan is not convinced- he’s still screaming for help and gibbering (and running as fast as he can). [ATTACH type="full" size="3846x2037"]413333[/ATTACH] [B]Mavis spends her last IP to trigger her last/only healing HD. She revives, and in the next instant she uses her Preserve Life (Channel Divinity) power to heal herself & her beloved C-Fax.[/B] The audience go wild. But only for a very short while… [ATTACH type="full" size="3846x2037"]413334[/ATTACH] [B]The last hobgoblin soldier swears up a storm and then cuts C-Fax down.[/B] There is shrieking. Keep in mind that Mavis is still covered by her Sanctuary spell, it didn’t go away when she lost consciousness. Next picture- and it’s getting very tense around the virtual table. [ATTACH type="full" size="3846x2037"]413335[/ATTACH] [B]C-Fax fails a Death Save. Mavis is screaming. Travis appears again and shoots the last hobgoblin grunt standing in the back and rolls very high for his damage (with added sneak attack) and it’s dead.[/B] Meantime Snakebite (in the insert) has got close enough to Sgt Groan to fling a dart in the fleeing hobgoblin torturer’s back. However, just a little way ahead of Groan are the stairs down to the second level of the dungeon. Snakebite is a little trepidatious, or else her player is. The monk is actually whispering (mad) sweet nothings to Sgt Groan as she races after him. In summary, versions of- “I kick your head off real good.” Back topside. [ATTACH type="full" size="3846x2037"]413336[/ATTACH] [B]Mavis crawls over to the recumbent body of her feller- C-Fax, and pours her potion of healing into him, the paladin’s eyes flicker open. The priestess then drags C-Fax a little to the south, but not out of the hobgoblin soldier’s threat range (so no AoO) the priestesses Sanctuary spell keeps her safe.[/B] Then, it’s the hobgoblin soldier’s turn, and he’s keen to make his mark on C-Fax, but McGow has other ideas- the DM therefore allows the surly dwarf to make an Intimidate check (speech is free, and the DM likes a story) to persuade the hobgoblin to target him ahead of the recumbent paladin. Roll high. McGow says some very nasty (and funny) things about the hobgoblin- questioning everything from his combat ability to his dress sense. There is swearing, and then the roll of a die. ‘19’ + 1 = ‘20’. The now enraged hobgoblin soldier switches target but then fails to brain the grinning McGow with a ‘1’. McGow attacks the hobgoblin soldier right back- another ‘1’. And so, C-Fax staggers to his feet, grabbing up his longsword as part of the move, he swings the blade like a mad man, and almost decapitates the last hobbo. A crit for ‘17’ damage. Oh, but in the inset picture you’ll note Sgt Groan has already run off again- down the stairs. All is well with the world. Well, as well as can be expected. [ATTACH type="full" size="3846x2037"]413337[/ATTACH] [B]Snakebite catches up with Groan and flings a second dart into the back of the fleeing hobgoblin, and the DM has let the players know, bloody Sgt Groan to stop his run. You’ve got to tell them the rules of the game and in the process portion out a little bit of hope.[/B] Sgt Groan is bloodied. McGow, in the meantime, and after another turn of attacks- all misses, smashes down the last hobgoblin soldier. The Inspectors- more remarkably- all of them, rush headlong into the tower and then down the stairs, trying to get as quickly as they can to Snakebite chasing the fleeing Sgt Groan. Although it’s at this point (in the dark dungeon) that several PCs remember that they can’t see so well in the dark, or indeed at all (much). But… that’s not a problem. [ATTACH type="full" size="3846x2037"]413338[/ATTACH] [B]Sgt Groan is knocked out (again) by a kick to the head. The other members of the Inspectors meet (some of them when they get their torches lit) Snakebite walking back up the stairs to level one of the dungeon, hefting the unconscious Sgt Groan over her shoulder.[/B] The DM thinks the PCs should get a reward- that was a pretty tough encounter, what with the addition of the running man (Sgt Groan), and so here they all are- [ATTACH type="full" size="3846x2037"]413339[/ATTACH] [B]The way behind and ahead are both being guarded. The hobgoblin bodies on the surface have been robbed and then dragged down below. Sgt Groan is just coming around, and the kindly DM has let the PCs know that they will be allowed to get a short rest here, time for a chat with Groan.[/B] But that’s for next time, we were well over time again with this session. 225 XP each for encounter #17. Next time. Cheers goonalan and the Tokyo Massive. [/QUOTE]
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[D&D 5e] Not KotS 15b Spiders! (Enc#21)
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