GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Tellerian Hawke

Defender of Oerth
Kobold #1: "Why should we stop? You killed our brothers! The Cave Mother could have healed them!"

Hobgoblin #1: "fjvhbfvjh dhuj dchbjk jvb buk"

Kobold #1: "You don't know that! And you didn't even try! You wanted our Rose Gold!"

Human #1: "What's going on here? Why are you idiots fighting each other? The Cave Mother has decreed that we are ALL brothers, united under one purpose!"

Kobold #1: "He found our brothers dying, and claims that he was giving them mercy! But I saw their wounds! The Cave Mother could have helped them! I do not believe what Urruk says! I don't think they would have bled out in so short a time! And I also do not believe that our brothers would have been fighting each other! We work together! We are family!"

From the conversation, the following becomes apparent: the Hobgoblins came upon the 4 dead Kobolds, and assumed that they killed each other while quarreling. The Hobgoblins killed the Kobolds that were bleeding out, claiming to be merciful. The other Kobolds (probably arriving from the cave after hearing the commotion) found the Hobgoblins administering their "mercy," and attacked them, thinking they had killed the 4 Kobolds.

Upon arrival of the tribesman, the combat ceased, as each side tried to explain their viewpoint to him.

Human #1: "Urruk, I believe that Skragg is correct; I don't think they would have been fighting amongst themselves. It seems very suspicious to me. And weren't there 8 of you setting up this ambush point? Where are the other four? And another thing, 3 of our own tribesmen have gone missing recently as well. I suspect foul play. Someone is implementing sneak raids upon us! Everyone, finish gathering and setting up for the night. Then go back to your caves, and double the guards at the entrance. Skragg, make sure your pit trap is set correctly. Urruk, have you talked to the Goblins lately? I haven't seen them gathering lately. Go tell them to quit being so lazy. And where's Rube? He was supposed to report...."

At this point, the party hears the Human begin to run, crunching loudly through the underbrush in the direction of their hiding place!

Kobold #1: "Hurry, you fools! Follow the Kal Du Mar!" the Kobold pauses, and then apparently repeats himself in Goblin. "Hkjh jhknj! Fkjnkj dhji Kal Du Mar!"

It looks like you are all about to have company! What do you do?
 
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MacConnell

Creator of The Untamed Wilds
Sphynx does not audibly respond. He trust that the items he hid under the Ogre's bedding will have to be safe enough. As he moves to the secret door he uses his druidic ability to cause an obscuring mist to well within the entrance and waft out into the valley.
 

Tellerian Hawke

Defender of Oerth
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Standing near the entrance, in order to get the best spread, Sphynx casts Obscuring Mist, which affects the area indicated on the map above. The area would have been even larger, except for the choke point of the cave entrance causing the cloud to be oddly formed. Nevertheless, the covered area is more than sufficient for his purposes, and Sphynx is satisfied with the result. After casting the spell, he turns and darts back into the cave, to catch up with Hawke and Nimbar.

More to come! Stay tuned!
 

Tellerian Hawke

Defender of Oerth
GM:
Round "Zero": Sphynx steps into the cave entrance and casts Obscuring Mist. Nimbar takes a double move: one move to open the secret door, one move to walk through it. Hawke follows.

Round One: Sphynx takes a double move to catch up with Hawke and Nimbar. Everyone is now on the Goblin side of the secret door. Nimbar readies an action: when opponents become visible, having come through the mist, he will cast Color Spray. Hawke readies an action: in the instant after Nimbar casts his spell, Hawke will charge the Wendol (if possible) or the closest opponent (if not.)

Round Two: Your opponents arrive! We now need to establish an initiative order.

Nimbar will go first, because of his readied action from last round.

Hawke will go second, because of his readied action from last round.

Sphynx was moving last round, therefore, he needs to roll initiative.

Your opponents include a lone Wendol tribesman, three Kobolds, and four Hobgoblins. Your opponents are not surprised, although with their low initiative rolls, you are likely to catch them flat-footed.

INITIATIVE ORDER:

Nimbar: Readied (1st)
Hawke: Readied (2nd)

Sphynx: 19

Kobolds: 8
Wendol: 7
Hobgoblins: 6

COLOR SPRAY:

Creatures affected: Kobold #1, Kobold #2, Wendol, Hobgoblin #1, Hobgoblin #2, and Hobgoblin #4.

Saves: Hobgoblin #2, Kobold #2, and the Wendol all made their saves. Kobold #1, Hobgoblin #1, and Hobgoblin #4 all failed their saves.

HAWKE'S CHARGE:

Whirling Frenzy + Charge + Pounce: 22,21,16,29: Vs. AC 14. 4 hits.
Damage: 9,9,14,6 = 38pts. Wendol is dead. [-19]


Of the 6 opponents, who could possibly have been effected, only 3 succumb to Nimbar's spell; the other three manage to shake it off, although for one of the 3, the Wendol tribesman, the victory is short-lived...

Kobold #1, Hobgoblin #1, and Hobgoblin #4 are all knocked unconscious by the blast of light. (Duration: 3 rounds.) When they revive, they will remain blinded and stunned; the blindness will last for 3 rounds, while the stun condition will last for 4 rounds.

Hawke gets a glint of fury in his eye, as he charges the tribesman, unleashing all of his rage upon the murderous savage! Hawke strikes the man 4 separate times, each by itself a grievous wound, and all of them together prove instantly fatal. It is a gruesome display of both skill and brutality; upon reflection, you feel fortunate to have Hawke as an ally, rather than an enemy. When the Wendol falls, he does so with a caved-in chest, a broken collar-bone, a fractured hip, and a cracked skull.

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SPHYNX: It is now your turn! Hawke is no longer engaged, so if you need to, you can move through his square without impediment. The three circled opponents are unconscious. The light green numbers are Hobgoblins. The white numbers are Kobolds. What do you do?
 
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MacConnell

Creator of The Untamed Wilds
Though Hawke is quite a bulk of a being, his positioning is no impediment to the line of sight for Sphynx who launches one of his darts at the kobold directly forward of his facing.
OOC: kobold (2)
attack: d20+4 = 16
damage: d4 (+d6 if flat footed) = 2 + 4
 

Tellerian Hawke

Defender of Oerth
Sphinx's dart catches Kobold #2 in the throat! The spiny reptilian gasps and gurgles as he collapses into a heap and begins to bleed out on the floor!

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Kobold #3 steps forward, lunging at Hawke with his Rose Gold spear!

GM:
Kobold attack: (13) = Miss.


Hawke easily parries the clumsy blow, made by an angry Kobold who is letting his rage and frustration get the better of him.

Hobgoblin #3 steps clear of the fog to engage Hawke in battle! His companion, Hobgoblin #2, steps up to help, although the space between him and Hawke is a pinch point, where the wall gives both fighters partial cover, making it hard to conduct a proper melee.

GM:
Both Hawke and Hobgoblin #2 will be at -2 to hit each other, because the wall is in the way.

Hobgoblin #3 attack: (4) = Missed badly.
Hobgoblin #2 attack: (10) = Missed / hit the wall.


Hawke easily sidesteps Hobgoblin #3's clumsy assault, and moves to parry Hobgoblin #2 as well, but it proves unnecessary, because the Hobgoblin mis-judges his sword thrust, and hits the wall instead!

Nimbar and Hawke are getting their attacks next! Stay tuned!
 

Tellerian Hawke

Defender of Oerth
GM: Nimbar attack: (15) = Miss.


Nimbar stabs at Kobold #3, but is dismayed to find that the creature's spiny skin easily deflects the blade's tip, causing it to skip off, resulting in no injury to the small creature whatsoever.

GM:
Hawke's attacks (counting WF): 17,9,10 = Hit, Miss, Miss.
Damage: 1d8+7 = 9 pts.


Hawke SMASHES Hobgoblin #3's head hard with his lead hammer, cracking the creature's skull, and dropping him like a stone. Hawke then turns his attention to Hobgoblin #2, leading with a riposte using his off-hand, and following again with the main hammer. However, the wall interferes with both attacks, and Hobgoblin #2 escapes Hawke's wrath, at least for the moment.

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SPHYNX: It's Your Turn! If you attack Hobgoblin #2, you will suffer a -2 penalty to-hit because of the wall corner that is in your way. You have an even worse penalty (-4) for Kobold #3, because he is engaged in melee with Hawke. This is probably the correct moment for a spell. What do you do?
 
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MacConnell

Creator of The Untamed Wilds
Realizing that his ability to physically engage the opponents is hindered, Sphynx draws from his innate magical talent to release two visible shards of energy at the hobgoblin to Hawke's left.
OOC: Cast magic missile: damage 2(d4+1) = 3 & 4 = 7
 

Tellerian Hawke

Defender of Oerth
The two shards of energy slam into Hobgoblin #2, overwhelming his nervous system, causing him to collapse to the ground, as his internal organs, most notably his heart, begin to shut down.

GM: Hobgoblin #2: -1 (Dying)


Hawke AoO: (21) = Hit; Damage = 15 pts.
Kobold is dead. (-10)

As the tide of battle turns, Kobold #3 attempts to flee, hoping to use the thick mist to cover his escape; but he is not quick enough; Hawke catches him with a perfectly-timed blow to the head, just as he is beginning to turn away. The sound of a crack is heard, as the hammer smashes the Kobold's skull, dropping him instantly.

Acting with haste, the party puts the unconscious foes out of their misery, quickly and mercifully. Then the bodies (along with the other loot that Sphynx stashed under the Ogre's bed) are dragged onto the Goblin Lair side of the secret doorway, as Nimbar pushes the secret door shut.

The party quickly loots the bodies, and flees to the east, exiting the lair through the main entrance to the Goblin area, which is closer to the mouth of the ravine. The party is able to escape, and make their way back to the Keep, where they obtain not only new provisions, but much-needed rest as well.
 
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