Nebulous
Legend
Adventure #10: The Hobber Barracks
PART THREE
The group decides to take the fight to the hobgoblins. Leaving Splug standing the pressure plate for now, hopefully so that no one can open the portcullis (in theory) they advance to the next room. There are no enemies waiting for them, just two closed doors. Helga inspects to the north door, and gets the idea of jamming something underneath the handle to keep the door wedged shut. She takes Brandis’s polearm and does just that, making it difficult for anyone to turn the handle from the other side.
Splug runs in, terrified to be out there by himself, and jams a dagger in the door frame to slow intruders. That leaves one door to the east…
…and Kerric opens it, expecting the worst.
A hobgoblin archer unleashes a readied arrow, and a hobgoblin warcaster follows with a blast of golden darts from his staff. They zip toward the paladin with unnatural accuracy and shred his armor. A soldier is nearby, hunkered for protection behind an overturned table.
Kerric charges in, but triggers another readied attack from a soldier hiding around the corner. Two more grunts leap into battle, slashing at him with longswords.
Helga pounds turf straight toward the warcaster, which terribly impedes his effectiveness at such close quarters. His staff powers are mostly nerfed. The dwarf is a maelstrom of fury, slashing her axe in numerous opportunity and superiority attacks. The hobber spellcaster is unable to escape her, much less encourage his allies to target the warlock and wizard in the back ranks who are riddling them with curses and magic missiles.
The fight is brutal, but the end comes swiftly for the warcaster and archer when Helga unleashes a devastating (NEW) spin attack, beheading them both! She spins to a halt, glaring at the surviving soldier and wiping the gore from her bloodstained smile.
But all is not quiet in the antechamber. The door to the north wedged shut with the polearm is being hammered from the other side. And then the door to the SOUTH begins to shake!
Reinforcements have arrived.
The grunts soon bash down the southern door, but the delay offers the heroes time to dispatch their current enemies before they’re swarmed by everyone else. Erevan immolates three minions and the last soldier, leaving a single minion running for his life and screaming: “MAGIC! They use MAGIC!” Splug is squealing and wringing his hands in terror, the door next to him shuddering from repeated kicks, but miraculously holding.
Everyone crowds into the room with overturned tables, kicking corpses aside, and waiting with baited breath for the next wave of the assault…
…which doesn’t come.
They wait longer, unsure of what the enemy is planning, or how many there really are. In the downtime, Erevan takes the enchanted staff from the cold, dead hands of the warcaster and tries to identify it, but fails. He will look at it closer (I went ahead and told him what it was: A +1 Staff of Dweomered Darts; 30 charges, expend 1, 2 or 3 charges; 1d4+1 auto-hit damage, and it adds +1 to hit and damage]
Finally, they advance to the doors and look out. The hobgoblins have all retreated. Relieved, they rest and regain their encounter powers, but aren’t otherwise terribly hurt, nothing that a few surges won’t remedy. But they can’t stay here forever. The hobbers must have realized that the PCs were entrenched in a strong position, and even now they might be planning a counterattack to root them out.
They head down the south passage, noting that the portcullis is closed again. They can’t find a mechanism anywhere to open it, but flexing their muscles and spitting into their palms, Brandis and Helga pull the bars apart, so far in fact no one even needs to squeeze.
Kerric the paladin of Kelemvor steps through the ruined portcullis first, listening for the slightest hint of sound. The table before him is littered with plates and mugs and strips of unidentifiable meat. There is a door to his south and east. No sound. No sound at all. He takes another tentative step forward…
…and two swarms of hobgoblins BURST from the doors!
He’s surrounded in a heartbeat, hemmed in by leering hobgoblins wielding cruel swords and spinning flails.
But they’re not alone. A massive hobgoblin storms from the southern chamber, and his orders are explicit:
And there we stopped.
Should be a fun kickoff next session guys!
Just so you know, we’re winding down to the end of this campaign arc. There’s not a whole lot left.
PART THREE
The group decides to take the fight to the hobgoblins. Leaving Splug standing the pressure plate for now, hopefully so that no one can open the portcullis (in theory) they advance to the next room. There are no enemies waiting for them, just two closed doors. Helga inspects to the north door, and gets the idea of jamming something underneath the handle to keep the door wedged shut. She takes Brandis’s polearm and does just that, making it difficult for anyone to turn the handle from the other side.
Splug runs in, terrified to be out there by himself, and jams a dagger in the door frame to slow intruders. That leaves one door to the east…
…and Kerric opens it, expecting the worst.
A hobgoblin archer unleashes a readied arrow, and a hobgoblin warcaster follows with a blast of golden darts from his staff. They zip toward the paladin with unnatural accuracy and shred his armor. A soldier is nearby, hunkered for protection behind an overturned table.

Kerric charges in, but triggers another readied attack from a soldier hiding around the corner. Two more grunts leap into battle, slashing at him with longswords.

Helga pounds turf straight toward the warcaster, which terribly impedes his effectiveness at such close quarters. His staff powers are mostly nerfed. The dwarf is a maelstrom of fury, slashing her axe in numerous opportunity and superiority attacks. The hobber spellcaster is unable to escape her, much less encourage his allies to target the warlock and wizard in the back ranks who are riddling them with curses and magic missiles.

The fight is brutal, but the end comes swiftly for the warcaster and archer when Helga unleashes a devastating (NEW) spin attack, beheading them both! She spins to a halt, glaring at the surviving soldier and wiping the gore from her bloodstained smile.
But all is not quiet in the antechamber. The door to the north wedged shut with the polearm is being hammered from the other side. And then the door to the SOUTH begins to shake!

Reinforcements have arrived.

The grunts soon bash down the southern door, but the delay offers the heroes time to dispatch their current enemies before they’re swarmed by everyone else. Erevan immolates three minions and the last soldier, leaving a single minion running for his life and screaming: “MAGIC! They use MAGIC!” Splug is squealing and wringing his hands in terror, the door next to him shuddering from repeated kicks, but miraculously holding.

Everyone crowds into the room with overturned tables, kicking corpses aside, and waiting with baited breath for the next wave of the assault…
…which doesn’t come.
They wait longer, unsure of what the enemy is planning, or how many there really are. In the downtime, Erevan takes the enchanted staff from the cold, dead hands of the warcaster and tries to identify it, but fails. He will look at it closer (I went ahead and told him what it was: A +1 Staff of Dweomered Darts; 30 charges, expend 1, 2 or 3 charges; 1d4+1 auto-hit damage, and it adds +1 to hit and damage]
Finally, they advance to the doors and look out. The hobgoblins have all retreated. Relieved, they rest and regain their encounter powers, but aren’t otherwise terribly hurt, nothing that a few surges won’t remedy. But they can’t stay here forever. The hobbers must have realized that the PCs were entrenched in a strong position, and even now they might be planning a counterattack to root them out.

They head down the south passage, noting that the portcullis is closed again. They can’t find a mechanism anywhere to open it, but flexing their muscles and spitting into their palms, Brandis and Helga pull the bars apart, so far in fact no one even needs to squeeze.

Kerric the paladin of Kelemvor steps through the ruined portcullis first, listening for the slightest hint of sound. The table before him is littered with plates and mugs and strips of unidentifiable meat. There is a door to his south and east. No sound. No sound at all. He takes another tentative step forward…
…and two swarms of hobgoblins BURST from the doors!
He’s surrounded in a heartbeat, hemmed in by leering hobgoblins wielding cruel swords and spinning flails.

But they’re not alone. A massive hobgoblin storms from the southern chamber, and his orders are explicit:

And there we stopped.
Should be a fun kickoff next session guys!
Just so you know, we’re winding down to the end of this campaign arc. There’s not a whole lot left.