H4H: Red Hand of Doom (full)

Yeah, now that that is foes within charge range, go ahead and go up the ridges, we don't want pot shots being taken at us. I have a chance to charge now. H4H, I hope you don't mind, I'm going to roll for the manuver granted this round, the one granted depends on whether I charge or stay back. Battle leader charge is 1, and white raven tactics is 2. Go go invisible castle! White raven tactics it is, 2 is rolled
 

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I think Sir Jonathan and Virashil can take on the dogs. The 5 or 6 hobgoblins would be best divided up between Durion and Kirrg.

I hope that the magic missile takes down the hobgoblin I targetted -- if 18hp does not knock it down, then these bad boys have class levels and will be a much bigger problem -- might want to send both the dwarf and half-orc up the same ridge to make shorter work of them.
 

EvolutionKB said:
Yeah, now that that is foes within charge range, go ahead and go up the ridges, we don't want pot shots being taken at us. I have a chance to charge now. H4H, I hope you don't mind, I'm going to roll for the manuver granted this round, the one granted depends on whether I charge or stay back. Battle leader charge is 1, and white raven tactics is 2. Go go invisible castle! White raven tactics it is, 2 is rolled

Thats fine. Its actually the same manuever I rolled as well
 


Well, that first hell hound went down quickly!

I have a feeling the remainder of the hobgoblins will flee now that they have withstood heavy casualties without inflicting much damage.

If the 2 hobgoblins farthest away on the north side are still there next round, I am going to approach them and breath ice, which should take care of them both.
 


EvolutionKB said:
Two words: Crusader's rock! That second one went down easy as well.

Much overkill on the puppies! :)

How is everyone enjoying the game thus far.

Any comments or advice on how to make it more enjoyable?
 


I'm a little concerned that the hobgoblin that fell in the 2nd round to the 4 magic missiles was able to be healed.

The text says he dropped after taking the 18hp of damage (and not dazed, like the hobby who Durion hit with the axe). Seems like there is another creature in the woods with healing powers that hasn't shown its face yet. Kirrg may need some backup, since the hobby's seem to have at least a class level or two.

This dual wielding dude could prove difficult -- lets sic Sir Jonathan on him! :)

As for the game goes - so far I like it a lot, the combat seems to be flowing well, time wise, and we all have been posting at a good rate. Its always nice to start out a campaign (with new characters) with a combat encounter, as we want to try out all the bells and whistles that we put into our characters.
 

Durion will engage the hobbies to the right of the road...he should be able to keep them tied up until the greater threats are dealt with.
 

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