GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Aust Thale

Adventurer
Quixt:
He plucks a scroll from his bandolier and holds out to Sphynx or Nimbar, making a wave with his hand to indicate “to slip”. He then whispers, “Herd them into a line where we can take their balance and handle them? Bring them into the corridor?“.
 

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MacConnell

Creator of The Untamed Wilds
Sphynx moves next to Quixt and speaks very quietly. "I am not sure exactly what you mean, but I can draw them to me. I can move into the hall and magic missile one of them."
 

Tellerian Hawke

Defender of Oerth
Sphynx moves quietly to the corner of the intersection, and takes a quick peek in both directions; although the voices can still be heard, no Hobgoblins are actually visible in the north room. However, to the south, a single Hobgoblin, with his back turned to the party, is talking to others who are not in view. None of the voices you hear, from either direction, seem to be aware of your presence; these are normal, every-day-sounding conversations, being spoken by boorish, loud, and obnoxious creatures.

H = Hobgoblin
(Although I didn't mark it on the map, Sphynx is now in the square directly below Quixt.)

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SPHYNX: Do you want to carry out your plan to missile the Hobgoblin by surprise?
 

Tellerian Hawke

Defender of Oerth
GM:
SURPRISE ROUND:
Sphynx goes first, because he initiated the plan.
Sphynx moves 1 square west, indicated by the red "X". (Move Action)
Sphynx casts his spell. (Magic Missile, 6th Lvl, 3d4+3) (Standard Action)
Damage = 10 pts.
Hobgoblin: 6-10 = Hobgoblin is at -4. [Dying]
Sphynx takes a free, one-square adjustment back to his original position to the south of Quixt.


Sphynx steps out into the hallway, so that he can achieve line of sight for his spell; with but a single, focused gesture, he sends three bolts racing down the hallway, into the back of the snorting Hobgoblin. The creature winces, arching his back in surprise, dismay, anger, and pain! But the gesture is meaningless, because the darkness is too soon upon him, and he collapses to the ground, his nervous system a fused mess, as his organs begin to fail!

Sphynx steps back into the hallway, out of sight, to his original position. There is a cry of alarm from the Hobgoblins in the south room. The conversations to the north cease, and cries of inquiry (Probably something like, "What was that? What's going on?") are heard.

The Hobgoblins are too confused to act this round. All party members can take one action if they desire. Hawke, Nimbar, and Ordred stay hidden, readying themselves to spring upon passers-by in ambush. Hawke readies an action to attack, while Nimbar and Ordred both prepare to cast spells. This will give them all a +5 to their initiative roll.

Quixt: What do you do? (If you follow suit with Nimbar, Hawke, and Ordred, you will receive a +5 on your initiative as well.)

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Aust Thale

Adventurer
Quixt:
Patterning after Sphynx' hit and run quick work of the hobgoblin, Quixt is interested in hemming up any brave hobgoblins coming from both the north and the south. He takes the Grease scroll and reads the activation word quietly and quickly, casting the spell in the corridor south along the stairs. Anything coming from the south will find itself having to navigate great greasy grimy gopher guts, so to speak. He then stands ready to attack anything that cross his path. He crouches low, ready to pouch.
 

Tellerian Hawke

Defender of Oerth
INITIATIVE COUNT:
Hawke = 29
Nimbar = 26
Quixt = 23
Ordred = 21
Sphynx = 19
Hobgoblins = 2

GM:
Since Sphynx and Quixt both acted during the surprise round, they did not gain the +5 bonus to their initiative; however, since the Hobgoblins rolled a 2 for their initiative, it's really kind of a moot point anyway.


GM:
New Initiative Order:
Party: 2a
Hobgoblins: 2b

The Hobgoblins will begin to take their move action, and the party will interrupt it with their ambush. All party actions are assumed to happen simultaneously, for the purposes of game flow.

Hawke will move 20 ft. straight forward, to intercept the lead Hobgoblin.
Nimbar will move 20 ft. total, to end in a position just south of the intersection. He will then cast Scorching Ray on the two south-approaching Hobgoblins.
Ordred will move 10 ft. forward, and cast Shield of Faith on Hawke. (+2 Defl.)
Sphynx doesn't need to move; he casts Stun Target using the red dot as the center of the spell's affect; all Hobgoblins will be affected.
Quixt will take a move action, cast his Whirling Blade spell on the closest line of Hobgoblins, and then take a free, one-square adjustment back to his original position.


Because he didn't have to move, Sphynx's spell happens first; as the Hobgoblins charge down the hall, Sphynx points to fixed position in space, causing a burst of fine, sand-based particles to land upon them.

GM: Saves: (vs. DC 18): 8,5,17,4,3 = All failed.


All of the Hobgoblins suddenly drop to the ground, stunned. They are completely Helpless.

Quixt, who moved the least, is next; before the Hobgoblins can actually hit the ground, Quixt throws his blade, which glimmers slightly, obviously under some sort of magical effect.

GM:
INT replaces STR for the purpose of the spell. (1d20+6)
"The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats."
The Hobgoblins lost initiative, therefore, they are considered to be flat-footed. Thus, Sneak Attack damage applies to the attacks. (+1d6)
Hobgoblin Flat-Footed AC: 14
Attack Rolls: 11,13 = Missed.


Because the Hobgoblins are in mid-fall, Quixt mis-judges his throw, and the blade sails just above the heads of the two Hobgoblins, missing in a spectacular fashion! The blade then reverses course, returning un-erringly to Quixt's hand.

Sphynx, you take note of the spell, because you realize its usefulness, despite the fact that it missed this time around.

GM: Sphynx, make a Spellcraft check, DC 17, to remember this spell.

Ordred and Hawke move next, Ordred following and keeping step with Hawke; as Hawke reaches his intended point of attack, Ordred casts his spell upon the big warrior.

GM: Hawke gains +2 Deflection bonus to AC.


When Hawke stops moving, he brings his big hammer down on the lead Hobgoblin's head, although he is somewhat disappointed to find him prone and unconscious.

GM:
Helpless AC: 9
Hawke has +4 to hit (opponent is prone.)
Attack Roll: (17) = Hit.
Damage: 11 pts.
Hobgoblin is Dying. [-5]


Hawke cracks the Hobgoblin's skull, and the downed creature begins to bleed out, as blood gushes out of both of its ears.

Nimbar attacks last, even though he is only a half-second slower than most other members of the party. He points his hand toward the Hobgoblins who are charging up from the south, and two, fiery rays spring forth!

GM:
Hobgoblins are flat-footed. Touch AC while FF: 10
Nimbar's rolls: 12,21 (Both hit.)
Damage: 13,13 (Both are Dying; -7 hit pts.)
Damage from lit Grease spell: 6,1 (one is DEAD [-13], the other is burnt again [-8] and down.)
Grease will burn this round, and two more rounds hereafter.


The Hobgoblins don't even have time to slip and fall in the Grease trap; as they are in mid-stride, Nimbar lights them up like candles, burning them to a crisp! They fall into the burning grease, and begin to roast!

It is now the Hobgoblins' turn! And they have no idea what hit them! The ones from the north are unconscious before they truly realize the extent of the danger they have just rushed into! The ones from the south saw their death coming for an instant, but could do nothing to prevent it!

The one who is burning takes fire damage on his turn!

GM:
Fire Damage: 3 pts.
Hobgoblin DIES. [-11]


Despite the fact that all enemies are down, we are STILL IN COMBAT ROUNDS! State your intentions! Also, roll a NEW initiative check!

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Tellerian Hawke

Defender of Oerth
GM:
NEW INITIATIVE COUNT:
(Sleeping Hobgoblins still get their "turn" at initiative count 2.)

Sphynx: 25

-New Threats?-: 21

Nimbar: 18
Ordred: 15
Quixt: 12
Hawke: 7
Sleeping Hobs: 2


GM:
QUIXT: Coup De Grace is a full round action; therefore, this round, all you can do is move. You have to start your turn next to your opponent in order to perform a Coup De Grace (or at least be able to make a free, 1-square adjustment which will put you next to him.)

If you have to move more than 5 ft., you can't perform a Coup De Grace that round.

The reason you can't take a free, 1-square adjustment in this scenario is because you would be cutting a corner, which technically costs 1 square of real movement.


Quixt will move 1 square diagonally up and left (to the northwest) in preparation for a Coup De Grace next round.

Hawke will move 1 square directly north, counting it as a free, 1-square adjustment, and perform a Coup De Grace on the sleeping Hobgoblin in front of him.

GM:
Rolling in Advance:
Automatic Hit
Automatic Crit
Hawke will call 5 points of Power Attack.
Damage: 3d8+15 = (35 pts.) = Hobgoblin DIES [-29]; Ouch.
No need to roll Fortitude save. (Which would have been DC 45.)


Ordred will move up next to Nimbar and kneel, pulling out his crossbow as part of his move action. He will ready an action to shoot anyone who comes into view from the south, Hobgoblin or otherwise.

Nimbar will remain in his place, and ready an action to cast Magic Missile at anyone who comes into view from the south, Hobgoblin or otherwise.

Sphynx will remain in his position at the corner, where he has 50% cover from missile fire, and ready an action to cast Magic Missile at anyone who comes into view from the south, Hobgoblin or otherwise.

NEW POST COMING SOON!
 
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Tellerian Hawke

Defender of Oerth
GM:
NEW INITIATIVE COUNT:
(Sleeping Hobgoblins (S1-S4) still get their "turn" at initiative count 2.)

Sphynx: 21a (Because of readied action.)

-New Hobgoblin Guards-: 21b

Nimbar: 18
Ordred: 15
Quixt: 12
Hawke: 7
Sleeping Hobs: 2


Sphynx doesn't have to wait long; at initiative count 21, four (4) Hobgoblin guards burst through the southern door. The are all dressed the same as the Hobgoblins that you've seen so far; They are wearing studded leather armor, and each carries a small, wooden shield, a longsword, and a crossbow. Each of them carry 6 crossbow bolts, three bolts in a special holster on their right and left upper thighs. They look well-trained, and well-organized. But the party is still one step ahead of them.

They balk as they discover the burning area of grease; they halt their charge, and kneel, preparing to fire their crossbows. But Sphynx is faster, and lets loose a trio of glowing, blue bolts, which slam into the lead Hobgoblin (H1).

GM:
Magic Missile: 3d4+3 = 10 pts. damage.
Hobgoblin #1 goes down. [-4, Dying]


The Hobgoblin crumples to the ground, as the mystical, blue bolts knock the life from him!

The other three Hobgoblins then fire a volley of crossbow bolts, aimed at Ordred and Nimbar.

GM:
Ordred AC: 19; Nimbar AC: 22.
Attacks: vs. Ordred: 15 (Miss); vs. Nimbar: 8,13 (Miss, Miss)


One arrow (the one aimed at Ordred) comes in too low, and shatters against the top, stone step. The other two arrows aimed at Nimbar both flie true, but bounce off of the magical field of protection that his two spells provide him.

Hobgoblin #2 (in Goblin): "Esse é um mago!"
"That one's a mage!"

Nimbar lets loose his spell, another Magic Missile, aimed at Hobgoblin #2.

Nimbar says, "You betcha'!" as he lets his bolts fly!

GM:
Magic Missile: 3d4+3 = 14 pts. damage.
Hobgoblin #2 goes down. [-8, Dying]


Following Sphynx's example, Nimbar blasts the second Hobgoblin into oblivion! The cruel creature drops to the ground, shaking in a fit of nerves. He is not long for this world.

Ordred fires his crossbow at Hobgoblin #3.

GM:
Hobgoblin AC: 15
Attack: 23 (hit); Damage = 4 pts.
Hobgoblin is seriously wounded [2 hp.]


Hobgoblin #3 takes a bolt just below his collar bone, right above his heart; the bolt buries itself into his flesh, but is slowed somewhat by his armor. If he had been unarmored, the bolt would likely have been fatal. Nevertheless, it is a serious wound, and the Hobgoblin yelps in surprise and pain!

Quixt move up beside Hawke, and despite not having enough time to properly do-in his sleeping opponent, he takes a "stab" at it, regardless.

GM:
Hobgoblin helpless AC: 8 (Dex 0, Cannot employ shield)
Hobgoblin is prone (+4 for Quixt's attack roll)
Attack: (25) = hits; damage = 7 pts.
Sleeping Hobgoblin #2 is down. [-1, Dying]


It proves harder to penetrate the studded leather than Quixt expected, but nevertheless, his short sword accomplishes the task, wounding the downed creature in a grievous fashion, as the blade enters the lower abdomen. The helpless Hobgoblin begins to bleed out, as a wry grin crosses Quixt's face.

Hawke, who DOES have the opportunity to do the job properly, smashes the head of a sleeping Hobgoblin like a ripe melon. The creature isn't gravely wounded; the creature is DEAD.

GM:
Sleeping Hobs finish their first round of sleep.
Grease burns for round 2 of 3.


X's represent dead bodies.
S's represent sleeping Hobgoblins.

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EVERYONE: Noises of alarm and shouting can be heard in the adjacent rooms! State your intentions for the next round!
 
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MacConnell

Creator of The Untamed Wilds
After witnessing the interesting use of magic by Quixt, Sphynx comments, "Ooo, that is an interesting trick. I like that."

He moves into the hall, looking left and right, seeing standing enemies passed Ordred and Nimbar he generates another barrage of magic missiles, though he frown to himself in the redundancy of its use, even though he is probably the only one who would view it in such a manner.
 

Aust Thale

Adventurer
Quixt:
Hearing the stirring of more enemies, Quixt proceeds to slay the two other unconscious hobgoblins before reinforcements arrive. Dispensing with stealth, he speaks quickly to Hawke, “We will have unwelcome company soon. I will dispatch these two quickly and make sure we don’t have enemies at our backs too. You help the others.
 

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