GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Tellerian Hawke

Defender of Oerth
INITIATIVE COUNT:
Sphynx: 21a

-Hobgoblin Chief & Elites-: 21b

(-Bleeding / Dying Hobgoblin #6: 21c)

Nimbar: 18
Ordred: 15
Quixt: 12

-MORE Hobgoblins! (#11, #12, #13, #14, #15): 10a

-Sleeping Hobgoblins (#3,#5,#7,#8,#9,#10): 10b [Consolidated for ease of record-keeping]

Hawke: 7

GM:
Sphynx's Damage: 3d4+3 = 15!!! Rolled max!! WOOT!
Female #1 has taken a total of 15 pts. damage.
Female #1 is Critically Injured!


Sphynx moves up to share the square with the lantern, so that he can get a better view of the battlefield. He spies the last remaining female Hobgoblin, and targets her for his wrath! Three, searing bolts of blue light slam into her, eliciting screams of pain!

The Hobgoblin Heiress gets a determined look in her eye, as she sets her shield to guard, and begins advancing toward Sphynx! Between the loss of her sister, and the agonizing pain that Sphynx was able to inflict with a single spell, she realizes that the battle is lost, but she plans to go down fighting!

GM:
Female #1 is fighting defensively. (-4 to hit, +2 to AC.) Total AC: 20.
Hawke gets an attack of opportunity!
Hawke is still raging.
Hawke is still calling 3 pts. of power attack.
Attack Roll: (14) = Missed!


The female Hobgoblin is careful to keep her shield between herself and Hawke, and manages to slip by the big brute the first time around! But she must continue to advance if she hopes to get within range of the spellcaster!

GM:
Female #1 is fighting defensively. (-4 to hit, +2 to AC.) Total AC: 20.
Ordred gets an attack of opportunity!
Attack Roll: (15) = Missed!


The female avoids Ordred's axe, finally moving into position, within striking range of Sphynx! She slices at him with a fury borne of desperation!

GM:
Female #1 Attack Roll: (2) = Missed!


Sphynx laughs at the clumsy beast, as he deftly sidesteps her clumsy stab! Her effort to avoid the fighters has cost her some of her maneuverability, and it is obvious.

GM:
Chieftain Attack Roll: (26) = Hit; (12) = Not a crit.
Damage: 4 pts.


The Chief swings his sword at Hawke, but the blow is poorly aimed, and fails to get through Hawke's leather. The force of the blow stings a bit, but Hawke is none the worse for wear.

GM:
Hawke has taken a total of 19 pts. of damage.
Hawke's new hit pt. total: 40 out of 59 [Moderately Wounded]


Hobgoblin #6 continues to bleed. [-5]
Female #3 continues to bleed. [-8]

GM:
Nimbar's Magic Missile Damage: 13 pts.


Nimbar says, "Lie down, turd!" as he raises his hand, and zaps the female Hobgoblin with the same spell that she suffered from Sphynx! The force of the bolts is too much for her! All three bolts strike her in the head! She slumps to the ground, nearly lifeless, as smoke trails out of her ears!

Female #1 is bleeding out. [-9]

Nimbar says, "Ok, Hawke, concentrate on the chief now!"

Ordred moves forward, occupying the same square as the sleeping Hobgoblin #5. He swings his axe at the chief!

GM:
Attack Roll: (8) = Missed.


The Chief, who is concerned that the battle is turning against him, is careful to keep his shield between himself and the Dwarf, although he fears that he might not be able to fend off Hawke for much longer...

Hob-Battle-001g.png

QUIXT: It's Your Turn! What do you do?
 

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Aust Thale

Adventurer
Quixt:
Quixt pulls his bow and rushes 20 feet ahead where he has visibility to the entire room, launching an arrow at the hobgoblin flanking Ordred.
Rolz.org CY576-GLR: vs. H13 in space F12 = Rolled 18; Damage 5
 

Tellerian Hawke

Defender of Oerth
GM:
@Aust Thale For future reference, the Dice Room in Rolz is LEG-RETOLD.


Quixt moves up to the square that is currently occupied by Female #3 (who is down); Hobs #5 and #3 are asleep; thus, he is not threatened by any opponents in the new square. (Square = H14)

Your arrow hits, causing 5 pts. of damage. Hobgoblin #13 is gravely injured, but still standing.

Quixt moves up into the thick of things, and lets an arrow fly at one of the Hobgoblins; the arrow strikes the creature in the left shoulder, burrowing deep, the tip piercing his back, protruding about an inch and a half. The Hobgoblin howls in agony, but the wound is not enough to drop him, although it does slow him down quite a bit. Finishing him off should not present much of a problem.

Hobgoblin #13, who had been firing at Hawke, changes targets to Quixt, in an effort to exact revenge for the terrible arrow wound he has just been dealt; #11 and #12 continue to fire at Ordred, and #14 and #15 continue to fire at Hawke.

Hobs #11 and #12 vs. Ordred: 11 (Miss), 22 (Natural 20, Hit, No Crit); Damage: 6 pts.
Hob #13 vs. Quixt: 9 (Miss)
Hobs #14 and #15 vs. Hawke: 5 (Miss), 19 (Miss)
Ordred Attack of Opportunity vs Hob #13: 22 (Hit); Damage: 10 pts.
Hob #13 is Down and Dying [-9]

Ordred is moderately injured. (6 pts.)
Hawke is moderately wounded. (19 pts.)

One of the Hobgoblin crossbow bolts manages to find Ordred's helm, skipping off of it, and ringing his bell rather soundly, although drawing no blood. Ordred appears none the worse for wear after the close call.

In a fit of blind rage, having been struck by Quixt with a grievous arrow wound, Hobgoblin #13 attempts to return the favor; but his bolt flies high, missing Quixt completely. However, Ordred is able to take advantage of the Hobgoblin's carelessness, and deals him a bloody wound as his Dwarven Chained Axe chews into the Hobgoblin's upper left thigh, cleaving through muscle, and lodging in bone; the blow nearly amputates the creature's leg completely! Hobgoblin #13 slumps to the ground, where he begins to rapidly bleed out!

The remaining Hobgoblins fire their bolts at Hawke, and one of them might have hit, had it not been for Ordred's spell of protection. Hawke escapes the volley unscathed.

Sleeping Hobgoblins complete their second round of slumber.

Hawke still RAGING (Round 3) (Whirling Frenzy)
Hawke calls 3 pts. of Power Attack (3 att. @ +6 each.)
Primary: 1d8+7 (+10 PA)
Off-H: 1d4+3 (+6 PA)
Primary: 1d8+7 (+10 PA)
Attack Rolls: (18,7,22) = Hit, Miss, Hit
Damage: 14, 11 (25 pts. Total.)
The Hobgoblin Chief is SERIOUSLY WOUNDED! (25 pts.)

The Hobgoblin Chief's luck seems to be running low; he fails to block Hawke's first swing, which smashes into the Chief's jaw, causing him to spit teeth and spew blood! The sickening crunch is a good indicator that the jawbone itself is actually broken!

The Chief sidesteps Hawke's second swing, but realizes only too late that the maneuver was actually a feint; the Chief gets his shield up in the nick of time, to avoid having his skull crushed, but the massive blow leaves a huge dent in the shield itself, and sends tremors of agonizing pain through the Chief's forearm! The once proud warrior now seems unable to stand up straight, and also seems unable to hold his shield correctly. But somehow, due to blind luck, the Chief is still standing, and still able to grip his sword. But it is obvious that he is no match for Hawke, who is now pressing his advantage!

SPHYNX: It's Your Turn! The Chief is now in bad shape after only two blows from your oafish friend! What do want to do?
 

MacConnell

Creator of The Untamed Wilds
SPHYNX: It's Your Turn! The Chief is now in bad shape after only two blows from your oafish friend! What do want to do?
Scanning the scene as best as he can, with limited visibility, not particularly focusing on any one thing, Sphynx employs all of his senses to keep apprised of the combat as it is unfolding, letting his subconscious bring to the forefront of his cognizance the best course of action. Seeking to do physical harm to a failing foe without undue risk to himself, Sphynx registers the situation with the chief and moves slightly to look at him before flicking his left wrist and pointing at him. Once again, shards of bluish light shoot forth from his extended two fingers.
OOC: Cast Magic Missile
 
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Tellerian Hawke

Defender of Oerth
INITIATIVE COUNT:
Sphynx: 21a

-Bleeding / Dying Hobgoblin #6, and Chief: 21c

Nimbar: 18
Ordred: 15
Quixt: 12

-MORE Hobgoblins! (#11, #12, #14, #15): 10a

-Sleeping Hobgoblins (#3,#5,#7,#8,#9,#10): 10b [Consolidated for ease of record-keeping]

Hawke: 7

Sphynx is forced to advance one square in order to get line-of-sight on the Chieftain, but it is a small matter; he is not placed into harm's way by doing so.

Magic Missile Damage: 5,4,3 = 12 pts. damage total.
The Hobgoblin Chieftain goes DOWN! The Chieftain has taken a total of 37 pts. damage. The Chieftain is DYING [-5]

Sphynx sets his sights on the Chieftain, and lets 3 more bolts of magical energy fly! The bolts slam into the Chieftain, shaking him like a rag doll. He drops to the ground, convulsing, and beginning to die. As this is happening, Hobgoblin #13 bleeds out and departs the land of the living.

Hobgoblin #6 and the Hobgoblin Chief continue to bleed out.
Hob #6 [-7]
Chief [-6]

Nimbar moves forward and casts Sleep centered between Hobgoblin #15 and Hobgoblin #14.
Hobgoblins in Area: #14, #15, #11
Save DC: 15
Hob Saves: 8,7,12 = All Failed. These Hobgoblins fall asleep.

Nimbar advances to where Sleeping Hobgoblin #3 lies, and casts a Sleep spell; 3 Hobgoblins drop instantly, leaving only one Hobgoblin standing: Hobgoblin #12.

Free Action: Drop Axe
Move Action: Draw Crossbow
Standard Action: Fire Crossbow
Ordred Attack Roll: 23 (Hit)
Damage: 6 pts.
Hobgoblin #12 is DISABLED.

Ordred lets his axe fall to the ground as he brings his light crossbow to bear; he fires a single bolt at Hobgoblin #12, striking him squarely in the chest, penetrating his armor, and sinking deep. The Hobgoblin opens his mouth to scream, but only a whispery, bloody gurgle is heard. Yet, somehow, he is still standing, clutching helplessly at the bolt, seemingly puzzled at his inability to act effectively.

Hob-Battle-001h.png

QUIXT: It's your turn! Only one, disabled Hobgoblin (and several sleeping ones) stand between your party and final victory! What do you do?
 
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Tellerian Hawke

Defender of Oerth
Once the battle is over, and it will be soon, this is the cumulative experience that the party will have gained:

THIS IS AN UPDATE OF (NOT an addition to!) Experience List from previous post.

Killed so far: 22 normal Hobgoblins, plus 4 elite females, plus the Chief.
ENCOUNTER MATH:
CR 1
(x 11)
CR 2 (x 4)
CR 3 (x 1)

AVG. PARTY LEVEL: 6+5+6+5+6 = 28 / 5 = 5.6 (round down) = 5th.
 
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Aust Thale

Adventurer
INITIATIVE COUNT:
Sphynx: 21a

-Bleeding / Dying Hobgoblin #6, and Chief: 21c

Nimbar: 18
Ordred: 15
Quixt: 12

-MORE Hobgoblins! (#11, #12, #14, #15): 10a

-Sleeping Hobgoblins (#3,#5,#7,#8,#9,#10): 10b [Consolidated for ease of record-keeping]

Hawke: 7

Sphynx is forced to advance one square in order to get line-of-sight on the Chieftain, but it is a small matter; he is not placed into harm's way by doing so.

Magic Missile Damage: 5,4,3 = 12 pts. damage total.
The Hobgoblin Chieftain goes DOWN! The Chieftain has taken a total of 37 pts. damage. The Chieftain is DYING [-5]

Sphynx sets his sights on the Chieftain, and lets 3 more bolts of magical energy fly! The bolts slam into the Chieftain, shaking him like a rag doll. He drops to the ground, convulsing, and beginning to die. As this is happening, Hobgoblin #13 bleeds out and departs the land of the living.

Hobgoblin #6 and the Hobgoblin Chief continue to bleed out.
Hob #6 [-7]
Chief [-6]

Nimbar moves forward and casts Sleep centered between Hobgoblin #15 and Hobgoblin #14.
Hobgoblins in Area: #14, #15, #11
Save DC: 15
Hob Saves: 8,7,12 = All Failed. These Hobgoblins fall asleep.

Nimbar advances to where Sleeping Hobgoblin #3 lies, and casts a Sleep spell; 3 Hobgoblins drop instantly, leaving only one Hobgoblin standing: Hobgoblin #12.

Free Action: Drop Axe
Move Action: Draw Crossbow
Standard Action: Fire Crossbow
Ordred Attack Roll: 23 (Hit)
Damage: 6 pts.
Hobgoblin #12 is DISABLED.

Ordred lets his axe fall to the ground as he brings his light crossbow to bear; he fires a single bolt at Hobgoblin #12, striking him squarely in the chest, penetrating his armor, and sinking deep. The Hobgoblin opens his mouth to scream, but only a whispery, bloody gurgle is heard. Yet, somehow, he is still standing, clutching helplessly at the bolt, seemingly puzzled at his inability to act effectively.


QUIXT: It's your turn! Only one, disabled Hobgoblin (and several sleeping ones) stand between your party and final victory! What do you do?
Quixt:
Without any sound. Without so much as an increase in his temperature. Quixt moves methodically to end the misery of the disabled Hobgoblin, and then the remaining sleepers with his short sword, slitting their throats. No fuss. No quarter. (DM roll please).
 

Tellerian Hawke

Defender of Oerth
Quixt glances nonchalantly at the hobbled Hobgoblin, and decides to put him out of his misery. With bow still in hand, he decides to shoot first, for economy of action.

Attack roll: (17) = Hits; 8 pts. of damage.
Hobgoblin is DYING [-8]

The arrow strikes center mass as well, landing about an inch below Ordred's bolt; the Hobgoblin groans, and collapses into a heap on the floor, where he begins to bleed out.

GM: COMBAT ENDS AT THIS POINT.


Hawke, Ordred, Nimbar, and Quixt quickly, mercifully, and methodically put an end to the sleeping Hobgoblins, and help speed up the departure of the ones that are bleeding out. In less than a minute, all of the Hobgoblins are deceased.

An eerie silence dominates the environs. The battle took less than a minute, and the cleanup took less than an additional minute. In that time, 27 lives came to an end.

Ordred says, "I'll never understand the proclivity of humanoids, ESPECIALLY Hobgoblins, toward such vile and despicably EVIL actions; they kill for sport, torture for pleasure, and let one another die if it means they can gain glory and prestige. They epitomize cruelty, and revel in their materialism. Do they even truly have souls, at all?"

Nimbar nods, "Yes, they have them. But they are tainted and dark, like the night sky with heavy cloud cover. No light shines through."

Hawke, who was raging, begins to calm down, breathing heavily and rapidly, pouring sweat.

Hawke says, "Well, here's a bunch of 'em that won't live to do any more evil. Good riddance, I say. I will grant such beings the mercy of a swift death, but I shall not pity them, nor shed for them a single tear. They chose this way of life, and they knew the consequences of it. Come, help me gather the loot. What was taken by avarice at the price of innocent blood shall now reward us for our deliverance of justice upon these cretins."

Nimbar chuckles, "Well said. And it's just as well that the battle ended when it did. I was almost out of spells. As it stands, we'll probably need to rest here for the night. Let's look for their sleeping area."

GM: SUMMARY: There are only two rooms left to explore in the Hobgoblin Lair; all other rooms have either been explored, or their inhabitants left those rooms to join in the big fight that just took place. (And therefore, those rooms are empty of inhabitants.) Knowing what to expect, Hawke severs the head of the chief and brings it with him while exploring the rest of the lair.

The party finds the common room (Room #25), where there remaining Hobgoblins were; 4 males and 5 females are here, tending to 9 young. When Hawke shows them the severed head of the Chief, one of the females asks, in the Common tongue, to be spared; she vows that if their group is allowed to leave, they will journey far from this place, and eek out a living by hunting and gathering. She says that none of the males here are warriors, and that the reason they were placed here to help the females was because they didn't like all of the constant raiding, and consorting with the vile Wendol. She says that their band is not big enough to raid, even if they wanted to, which they do not. She also says that the evil perpetrated by the Wendol makes the cruelty of Hobgoblins look tame by comparison. She says that if the party plans to destroy the Wendol, then the party has their blessing and promise of non-interference.

Hawke, since he was the one who began negotiations, agrees to their terms. He lets them leave with armor, foodstuffs, and equipment, along with daggers (for skinning animals) and crossbows (for hunting) but does not allow them to have swords nor spears. They agree to these conditions, and thank the party, telling them as they are leaving, that there is a prison room close by (Room #24) where the Hobgoblins had been holding several captives. She says there are two slave masters guarding the room, but that they will be without reinforcement, judging by what Hawke told her of the big battle. They leave quietly and quickly, as the party is headed to the prison room.

DM NOTE: The party overwhelms the two guards very quickly; even low on spells, 5 vs. 2 is not a contest, especially given that the party has the element of surprise. However, since I am giving this victory as a mulligan, there shall not be an XP award for it.

SELECTED TEXT FROM MODULE:
There are 2 very large, ugly hobgoblins here; both wear chain mail armor. One also has a whip, as well as a sword, however, once closely engaged, the hobgoblin cannot make use of his whip, so he will cast it aside. The larger Hobgoblin has a silver armlet worth 135 gold pieces. They guard 6 prisoners who are chained to the walls. There are two chairs, a small table, a central fire pit, and various implements of torture in the chamber. The keys to the prisoners' chains are hanging on the wall in the southwest corner. The prisoners are:

#1: A plump, half-dead merchant, scheduled to be eaten tonight in a special banquet.

#2: An orc. He asks, in Orcish, for his freedom. He promises no betrayal. (Several party members speak Orcish, so I am simply stating his request.)

#3: A man-at-arms who formerly served as a guard for the merchant.

#4: A normal female, the merchant's wife, in fact, who is also slated for the big feast.

#5: A gnoll, who says nothing. He is drooling and chuckling quietly. He gives everyone the creeps.

#6: Another man-at-arms, as #3 above.


Hobgoblin Lair Master Map 001.png


The merchant and his wife offer a reward to the party, if they are freed. The men at arms confirm this, saying that their employer is wealthy and infuential, and has many friends back at The Keep. What do you do? [P.S. Loot List is coming soon!]
 
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Tellerian Hawke

Defender of Oerth
Hobgoblin Loot + Gear:
======================
9,834 Copper Pieces
1,391 Silver Pieces
630 Gp.
1 BIG piece of Amber (Value: ?)
Vial of Poison (Identified by Sphynx; bonus xp for doing so = +50 xp.)
Wand of (?) - Unidentified
Pewter dishes set w/ 25 gp. (4 plates, 4 salad plates, 4 saucers, 4 tea cups, 4 knives, 4 forks, 4 spoons, 4 salad forks, 1 pie spade. 1 cheese knife); probably taken from the merchant.

22 Suits of Studded Leather
22 Light Wooden Shields
22 Light Crossbows
22 Longsowrds

Chief & Female Elites:

5 Suits of Full Chainmail Armor
5 Heavy Steel Shields
5 Masterwork Longswords
5 Masterwork Heavy Crossbows


Armory: (All of these items have been taken from fallen victims, most likely caravan guards, patrol soldiers, and adventurers.)
==================================
1 suit of man-sized plate mail
1 suit of dwarf-sized plate mail
3 suits of man-sized chain mail
2 suits of elf-sized chain mail
7 suits of man-sized leather armor
11 light wooden shields
6 daggers
1 battle axe
4 maces
3 longswords
2 shortbows
1 longbow
13 light crossbows
410 arrows (26 arrows have silver heads)
90 bolts
51 spears
19 pole arms
42 steel helmets
 

MacConnell

Creator of The Untamed Wilds
Ordred says, "I'll never understand... Do they even truly have souls, at all?"

Nimbar nods, "Yes, they have them. But they are tainted and dark..."
At this point in the conversation, Sphynx adds in a comment from the perspective of a very ancient and very different philosophy, something more akin to what the Eryptian's believe. "They are souls. They have bodies, just like us, but they are tainted and dark souls. Having the freedom to choose their own behavior, they have chosen the short and selfish path of avarice for personal gratification, usually very shortly wasting the bodies they were given to hold those souls."

Sphynx readily agrees to free the merchants and man-at-arms. "It would be best to all return together. In such weakened conditions it would not do for further danger to befall anyone."

In a very odd manner, Sphynx walks over to stand behind the Gnoll, he sniffs at him, but it seems something more of a mystical gesture than physiological. He then takes one of his darts and rams into the base of the thing's skull, where the spot of soft tissue is exposed without benefit of the protecting skull, in hopes of killing it outright.
OOC: Roll for I-don't-know-what: 16
 
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