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  1. - Top - End - #1
    Firbolg in the Playground
     
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    Default [IC] The Red Hand of Doom in Eberron


    The day began with a meeting both fateful and fortunate. A bard and an artificer, of the same House but different worlds. A noble warrior of an ignoble people, destined to be drawn into conflict due to his blood. A keeper of the King's peace and the vessel of powers as unknown as they are dangerous. A spellslinger of the King, saved by a man who is anonymous even to himself.

    The group had convened at a great oak, each there for a different but similar purpose; some by chance, some by choice, but all for a reason. After some talk and deliberation, the group decided to head down the long road to the last town in Breland; Kennrun, a minor fort and the guardian of a mountain pass between Breland and Darguun that had gone largely unused for centuries.

    The group had been approached by a gnomish tinker, an elder who smiled on the group of young men and women with a faint twinkle in his eye. He tarried for only a moment or so before he was gone; but not before he could leave a small remark on the Prophecy before he was off. His horses and mechanical carriage quickly distanced him from the six, but fortune was not smiling on the gnome this day; his carriage carried him to his death at the hands of hobgoblin highwaymen that had been waiting for travelers to come down the road.

    Informed by the power of the binder's little bird, the group makes due haste to take revenge and clear the bandits off the road before making their own way forward; they paused to empower themselves with magics and artifice before drawing too close, however. In their haste they make little effort to conceal their approach, though they also observe the locations of the bandits with the many magics available to them. Six warriors stand by the road, armed with longbows, longswords, and sturdy wooden shields; the warriors hide in the underbrush, certain that they are unseen. Once the group is upon them, there is a scramble to act before the other side can attack.

    Map:
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    Initiative:
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    I'm going to do this a little weird. I'll average the group's initiative and the enemy's initiative, and then roll to see who wins. You will all act in order of your initiative bonus, without rolling; if there's a tie, the person with the highest Dexterity bonus wins the tie; if there's a tie there, the person with the lightest armor wins. We're going to go in the same order for every single combat, which should help speed things up. If this proves too slow, we'll just go with the Enemy -> Group -> Enemy method, which I like slightly less.

    The party's initiative order is (always):
    Isaac
    Jora
    Rem
    Wrex
    Mina
    Roger

    * post roll count doesn't match database
    Last edited by RaggedAngel; 2014-07-07 at 08:09 PM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Isaac acts with great speed, faster than anyone else. Wielding a stoic expression and his crossbow, he targets the nearest hobgoblin. Guided by supernatural instinct, he aims at a vulnerable area and shoots...

    Regardless of the result of his attack, Isaac then reloads his crossbow.

    In a nearby tree, a raven watches the scene coldly.
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    Standard Action: Shoot the hobgoblin directly 5 squares down with light crossbow.
    Attack roll - (1d20+6)[20] (vs flat-footed AC)
    Damage roll - (1d8)[5]
    Sudden Strike damage - (2d6)[7]

    Move Action: Reload crossbow.

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    Default Re: [IC] The Red Hand of Doom in Eberron

    Jora had debated internally whether to fight this fight with her Breland crested mithral breastplate or not. She finally had felt it would be rude to ask everyone to stop so that she could take off her armor. With her thoughts on Rem's aptitude with armored spellcasting in her mind she plunged into combat.

    The medium bolt's that were infused would not fit her small sized crossbow, but that hadn't stopped her from grabbing two of them.

    When combat had started she had said a quick prayer before waiving her hand over one of the bolts. The bolt launched from her hand as if fired in the direction of one of the goblins.

    Rolls
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    Jora will take a five foot step to B6 (ha... er.. down and to the left)
    Standard: She'll catch launch bolt on the medium bolt she's holding with the infusion.
    Swift: Activate Amulet of Tears (1 Charge)
    Standard: Cast Launch Bolt at the hobgoblin straight south of her.
    Spell Failure: (1d100)[90] (1 - 15 is failure)
    To Hit: (1d20+8)[11]
    Damage: (1d8+1)[6] + Sneak Attack (1d6)[2]
    Last edited by Jopustopin; 2013-06-22 at 02:52 AM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Rem casually strolls forward down the path like nothing is wrong, seemingly oblivious of the hobgoblins that his comrades are attacking, a grin, half forced and half genuine, on his face.

    He proceeds down the path near the edge of the forest, getting right next to the hobgoblin crouching by the side of the road. As the hobgoblin begins to step forward to attack his apparently unsuspected prey, Rem turns faster than the Goblin could expect and rapidly stammers out obviously well-rehearsed lines of spellcraft, while delivering a blow with surgical precision just under the shield's reach and plowing right into the hobgoblin's armor, before a blue light flashes at the point of impact with a crackle, searing the flesh beneath the blow.

    Rolls
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    Moving around the orange area highlighted to the square to the southwest of the hobgoblin on the same row as Wrex with my move, Arcane Channeling a Shocking Grasp with my Standard.

    Attack: (1d20)[4]+14, +3 if the Goblin is wearing metal armor or carrying a lot of metal.
    (+5 BAB + 5 Strength + 1 Magic +4 Knowledge Devotion -1 Buckler.)

    Damage: (7d6)[30]+13
    (2d6 Greatsword + 5d6 Shocking Grasp + 7 Strength + 1 Magic + 1 Dragonfang + 4 Knowledge Devotion.)

    Note that since Rem is using his sword 2-handed, he doesn't get the Buckler's bonus to armor class this round.
    Last edited by DMofDarkness; 2013-06-22 at 03:41 AM.
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  5. - Top - End - #5
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Wrex is eager for the fight to begin. Banditry, especially against common citizens, is a cowardly practice. He isn't in the least bit surprised that hobgoblins are behind it and he will soon prove to his new allies just how little weight kinship carries in this regard.

    His chain already in his hands, he moves south four squares, whirling his chain as he does so. He plants his feet in the Second Form of the Divine Way and lashes out the nearest bandit, trying to trip him in the process. As he attacks he begins to sing a song in Goblin meant to provoke the bandits. It is a children's song about squishing worms.

    Move Action: Down 4 squares
    Swift Action: Iron Guard's Glare Stance (Threatened enemies take -4 to attack vs allies)
    Standard Action: Trip Attack!
    Melee Touch Attack: (1d20+8)[17]
    Strength Check: (1d20+4)[6]
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Wilhemina d'Lyrandar

    Mina follows Rem nervously, her eyes darting at the movement of the bandits in the trees. Her awareness is split with two of her constructs, the iron defender at her side and the homunculus in the trees above. She follows close behind Rem as he approaches the first hobgoblin so that the infusion on his shield will protect her.

    As his arc of magic shocks the creature she turns sharply and unleashes a blast from the glass rod that she'd been cradling in her palm. Her iron defender continuing forward to finish off the one that Rem attacked if it shows any sign of having survived his ferocious attack.

    "Roger, stay close," she calls out behind her, still protective of the bard after their years apart.

    Spoiler
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    Move action to follow Rem
    Standard action to activate Blast Rod. The target is the middle creature on the south side of the road. Ranged touch attack (1d20+4)[22] Damage (5d8)[20]
    Pig's Bite (1d20+5)[17]
    Damage (1d6+3)[7]
    Confirm critical (1d20+5)[12]
    Damage (1d6+3)[6]
    Last edited by hoverfrog; 2013-06-22 at 02:32 PM.
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  7. - Top - End - #7
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Roger's blade slips from its scabbard easier than it should thanks to the crystal embedded in its hilt; a gift from Audrey, one which he needed to use more often than he cared. It was never possible to draw his weapon without thinking of her, and close proximity with Mina, even for just a few hours, dredged up powerful emotions he thought were over, clashing violently in his heart with his love for Audrey.

    This, however, is not the time for lovelorn angst. His companions, including his adored Mina, are in danger and the magic of his music is needed. With his hand over his cloak's clasp he summons the power of his voice, ensuring that his ensuing song offers his companions the full effect of his unorthodox powers, and begins singing a song to the tune of an old war march of the Old Kingdom from before the war.

    Spoiler
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    Swift: Casting Inspirational Boost
    Immediate: Use a charge from the badge of valor
    Standard: Inspire Courage (total +3 attack/damage rolls and saves v. fear)
    Move: Five-foot-step southward
    Free: Draw weapon
    Last edited by Saskia; 2013-06-26 at 01:22 AM. Reason: Janky actions
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  8. - Top - End - #8
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    Default Re: [IC] The Red Hand of Doom in Eberron

    The party reacted to the clear threat like the group of experienced, intelligent professionals that they are; though uncoordinated, the initial assault is quick and deadly, and leaves the group well-placed to finish off the rest.

    The binder is the fastest to react, whipping his crossbow up to make a line with the hobgoblin due south of him. His bolt flies true and his aim is deadly sure; at the same time, Jora sends her own bolt whipping through the air to collide with the same raider. Isaac's hit twists the hobgoblin in place, however, and brings the goblinoid's shield into the path of Jora's bolt.

    Rem moves forward with a deceptively quick lope, and his magically empowered attack is utterly brutal. The greatsword's physical blow is almost enough to kill the lightly armored hobgoblin outright, and the sizzling crack of electrical discharge that follows the hit is enough to boil the raider's eyes and light his coarse hair on fire. He collapses, extremely dead. Mina and Pig move in lockstep with Rem, and while Pig finds no living enemy near his master, Mina's blast from her rod proves just deadly enough to send another of the highwaymen to the ground.

    Wrex bounds boisterously down the path, whipping his chain around to collide with the hobgoblin already injured by Isaac and Jora's bolts. He hits, wrapping the spike around the hob's arm, and he pulls with all his might. As he does, Roger begins to sing, a rousing and powerful war march imbued with the subtle and powerful magic of bards. His song heartens you all, and your limbs feel stronger and more sure than they did moments ago.

    Map:
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    Opposed Strength Check: (1d20+1)[17]

    Wrex, if you lose I'll post directly after this. If you win, I'll want a response from you either here or in the IC.
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  9. - Top - End - #9
    Firbolg in the Playground
     
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Wrex does not manage to trip his foe, but neither is the hobgoblin able to trip him in return. The goblin is, however, able to drop his longbow and draw a longsword, stepping forward to strike the traitorous (from his point of view) warrior, shouting at Wrex as he does. "'Ro un' ouu vokrdok ukuokd uk, vuum?"

    The next hobgoblin down the line from the one Wrex is fighting and the two in the trees all stay planted, firing at both Wrex and Rem, their clearest targets and currently the most dangerous men on the battlefield. They also let out shouts, and its clear to everyone that they are shouts of help. One of the arrows against Rem strikes true, but the rest of the hobgoblin's attacks are fruitless against their well-armored targets.

    It takes only a moment for the shouts to be answered, and you hear both more hobgoblins and the sound of something vicious growling from down the trail. The question of what that 'something' might be is answered quickly, as a hellhound charges out along the path.

    Goblin:
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    Why are you fighting against us, fool?


    Rolls:
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    Longsword attack against Wrex: (1d20+5)[13]
    Damage: (1d8+1)[2]

    Arrow attack against Wrex: (1d20+5)[16]
    Damage: (1d8+1)[7]

    Arrow attack against Rem: (1d20+5)[21]
    Damage: (1d8+1)[9]

    Arrow attack against Rem: (1d20+5)[8]
    Damage: (1d8+1)[9]


    Map:

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    Grey dudes are hobgoblin regulars.
    Red thing is a medium-sized hellhound.
    Brown things are tree trunks. You can move through those squares without increased cost, but cannot charge through them, and they grant cover if you're in their square.
    The green squares do not exist, and are only there to cover parts of the base image.

    Your turn!
    Last edited by RaggedAngel; 2013-06-28 at 10:20 AM.
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    Barbarian in the Playground
     
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Spotting the hellhound, Isaac narrows his eyes. The enemies' leader would probably be upon them soon. If at all possible, using his Invisibility would allow him a chance to take him out quickly. On the other hand, he'd likely only have one shot at it. Before that, though, he should finish off at least one hobgoblin.

    Isaac moves towards the nearest tree and then shoots at the hobgoblin fighting Wrex, the one he shot a moment ago.

    Spoiler
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    Move Action: Move to A9.
    Standard Action: Shoot the hobgoblin fighting Wrex
    Attack roll - (1d20+9)[10]
    Damage roll - (1d8+3)[10]

    Critical confirmation: (1d20+9)[23]
    Extra damage: (1d8+3)[5]



    However, upon shooting his finger twitches, sending the bolt flying far to the right of his target, hitting absolutely nothing. Isaac does not let his annoyance show on his face, though.
    Last edited by Crinias; 2013-06-27 at 11:30 PM.

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    Default Re: [IC] The Red Hand of Doom in Eberron

    Jora had been so preoccupied with casting her spell while armored that she had forgotten to aim her bolt properly. She was satisfied that the spell was cast properly but she knew that in the end all that mattered was results. Her shot had missed and whether it was from interference from her armor or a poor shot the results was the same.

    Moving as quick as her lithe body could carrying so much weight she moved into position to get a clear shot at the hell hound. She had perfected the movement for this spell long ago, with her left hand she quickly went through the movements while murmuring her incantation. With the last movement she grabbed the second bolt from her side. Glowing red it launched itself across the battlefield into the Hellhound's fur.


    Rolls
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    Move: Move to D7
    Standard: Cast Launch Bolt
    Arcane Spell failure: (1d100)[56]
    To Hit: (1d20+7)[20]
    Damage: (1d8)[1]
    Last edited by Jopustopin; 2013-06-28 at 07:15 AM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Rem nods as he sees the hellhound approach from further up the path. The hobgoblins had reinforcements. Fortunately, Rem thinks, so do we.

    Rem reaches into his bag and draws forth a small, brown flask that looks somewhat old and tarnished. Screwing off the top, he watches as dozens of small, translucent spheres that look remarkably like eyes with the optic nerve still attached fly out, and cover the battlefield, before meshing together until they take a number of familiar forms: Namely, those of the 7 individuals fighting the goblins. The facsimiles all clump together, sharing squares and pushing into each other, making it hard to distinguish one from another. He smiles, hands one end of his whip to the artificer trailing him so she could stay close, and walks into his army of doppelgangers, keeping anyone from drawing a bead on him.

    Spoiler
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    Casting Silent Image, affecting the following squares. (Broken up so each line is one cube.)
    B5, B6, C5, C6.
    D5, D6, E5, E6.
    D7, D8, E7, E8.
    J11, J12, K11, K12.
    J13, J14, K13, K14.
    L11, L12, M11, M12.
    L13, L14, M13, M14.
    N13, N14, O13, O14.
    L14, L15, M14, M15.

    Proceed to move to L12.
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  13. - Top - End - #13
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Wrex steps to F10 and lashes out with his chain again, this time aiming only to kill the hobgoblin before him.

    "P'uuk' ouu tu'd ru' dr' k'k' du gomm ouunk'm'k"

    Chain Attack: (1d20+8)[19]
    Chain Damage: (2d4+6)[13]

    Translation
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    "Because you don't have the sense to kill yourselves!"


    Current Stance: Iron Guard's Glare

    Maneuvers Ready
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    Leading the Attack
    Douse the Flames
    Charging Minotaur

    Next round: (1d3)[3] = Stone Vise
    Last edited by King Tius; 2013-06-28 at 09:38 AM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    "Very clever illusion, we should try to remain silent." Mina takes a few steps to blend in with the dopplegangers, levels her crossbow and lets loose on the hobgoblin in the trees, hoping that the twang of the string doesn't give her away. Her hand is so much steadier with Roger's voice soothing away the jitters of combat.

    At the same time a mental command to the metal hound at her side sends it dashing across the ground to barrel into the goblinoid that she'd shot at.

    Spoiler
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    5 foot step to H7
    Full round action to load and shoot a light crossbow at the hobgoblin at P11 (1d20+7)[27]
    Damage (1d8+3)[6]
    Critical 19-20 (1d20+7)[11]
    Damage (1d8+3)[9]

    Pig's attack (1d20+5)[22] No benefit from the Bardic music
    Damage (1d6+3)[7]
    Critical (1d20+5)[16]
    Damage (1d6+3)[6]
    Last edited by hoverfrog; 2013-06-28 at 10:47 AM.
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    I now cycle 22 miles a day. If I stop posting it probably means that someone ran me off the road. Watch out for cyclists. We're squishy.

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    Ogre in the Playground
     
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Roger makes double time for Mina and stops in front of her. If anybody was going to hurt her, he'd be lying dead first. A lesser singer might be hindered by such violent motion, but Roger's well-fit body allows his song to resonate just as clear in spite of his running.

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    Free: Snowflake Wardance! Duration is 8 rounds.

    Move: Moving to I-8 and readying an attack action if one of the goblins comes into range of his sword.

    Standard: Attacking with combat expertise to reduce his to-hit and increase his AC by 3 (his full BAB), for AC 18.

    Attack bonus: 2 str + 2 flanking + 5 cha + 1 weapon enhancement + 3 inspire courage + 3 BAB - 3 combat expertise = +13 to-hit.
    (1d20+13)[25] to hit. (-2 because he probably won't be flanking if one of the goblins gets in range)

    Damage: 1d8 + 2 str + 1 weapon enhancement + 3 inspire courage + 2 echoblade effect = 1d8+8
    (1d8+8)[14] damage.

    Last edited by Saskia; 2013-07-01 at 02:57 PM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Isaac's bolt flies wide to the far side of the hobgoblin entangled with Wrex; missing the enemy, but thankfully also avoiding his ally. The shot does have a beneficial effect, however, as the warrior jerks a little closer to Wrex in reaction; only to put himself right in the path of Jora's second shot. This time her aim is spot on, and though the bolt has little power behind it the influence of Roger's song guides it into the hobgoblin's lung, leaving him gasping for breath.

    Rem takes a step back from the action for a moment, calling forth light and shadow to create a wave of rippling illusion that washes over the battlefield. He conjures forth a half-dozen doppelgangers, which move and weave about in the spaces in which they were formed. Most of his allies are able to see through the illusion, and those that do not still recognize the effect as a beneficial one, though Wrex has no idea what to make of the display and is uncertain if the new 'allies' are real or not.

    Wrex does not allow the distraction to mess with his aim, however, and his spiked chain rips into his foe viciously, finishing the job that Isaac and Jora started. Mina and Pig follow Wrex's lead by launching a powerful assault on the hobgoblin highwayman on the other side of the road, both of them connecting with their blows and sending the archer reeling back in pain. Roger takes the opportunity to move forward to screen Mina from harm, his song still sending strength through his allies.

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    Bad guys turn incoming.
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  17. - Top - End - #17
    Firbolg in the Playground
     
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    Default Re: [IC] The Red Hand of Doom in Eberron

    The enemies surge forward chaotically, their counterattack uncoordinated but no less dangerous because of that. They all seem startled by the sudden appearance of the strange and shifting people. From behind the ruins of a little cottage charges another hellhound, and the beast's powerful legs carry it all the way to Isaac, flames spilling from its jaws as it bites at the binder.

    The hellhound near Rem lunges forwards into the mob-illusion, attempting to bite something; but when it finds its process unimpeded by the images, it instead lets out a cone of embers and flames that cover both Rem and the majority of his closer cluster of illusion. As soon as the flames die down, the hobgoblin nearest Rem charges into the crowd as well, bracing himself for impact; but again, he finds his process unabated, and he attacks Rem unhindered.

    The hobgoblins nearest Pig seem to recognize the danger of the construct, and one of them dashes around the magical metal hound, provoking an attack from it. The two of them then lash out in unison, attempting to use their positioning to help cleave into the construct's more easily hewn wooden joints.

    From behind the cottage, following in the wake of the second hellhound, come a massive hobgoblin, easily twelve feet tall and broad enough to match. He moves into the trees beside the road, slightly hindered by them; and behind him follows a female hobgoblin, dressed in chainmail and holding up a red, glassy image of a hand. She mutters something, and a faint light washes over the giant hobgoblin warrior.

    Map:
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    Hellhound 2 charges to A10, attacks Isaac.
    Bite: (1d20+7)[22]
    Damage: (1d8+1)[6] + (1d6)[5] Fire

    Hellhound 1 moves just inside of the southeast illusion, in M14, planning on biting something. When the 'enemies' in that square either recede from it or pass through it, it uses its breathweapon on the larger portion of the illusion and Rem.
    (2d6)[5] Fire damage, Reflex half. Usable again in (2d4)[5] rounds, not that you know that.

    Hobgoblin 2 moves to N9, earning an Attack of Opportunity from Pig and flanking him with Hobgoblin 3.
    H2 Longsword, with flanking: (1d20+7)[20]
    Damage: (1d8+1)[7]

    Hobgoblin 3 drops his bow, draws his longsword, and attacks Pig.
    Longsword, with flanking: (1d20+7)[13]
    Damage: (1d8+1)[6]

    Hobgoblin 6 shifts forward and attacks Rem.
    Longsword: (1d20+5)[11]
    Damage: (1d8+1)[6]
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  18. - Top - End - #18
    Troll in the Playground
     
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    Default Re: [IC] The Red Hand of Doom in Eberron

    "I don't know if that's a hobgoblin or a bugbear but he looks like just the sort of person that we should be friends with."

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    Pig's Attack of Opportunity (1d20+5)[13]
    Damage (1d6+3)[6]
    Possible Critical (1d20+5)[8]
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    Last edited by hoverfrog; 2013-07-04 at 04:21 AM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Isaac's eyes widen considerably upon seeing the large goblin and having to narrowly dodge the hellhound's vicious bite.

    "True, perhaps we should focus our attentions on a single foe at a time. We're too spread out as we are."

    As Isaac says this he fades away, disappearing from sight completely. Shortly thereafter a few steps may be heard, and the familiar sound of a crossbow being reloaded.

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    Standard action: Activate Malphas' Invisibility as a Supernatural action, does not provoke an AoO, lasts 5 rounds.
    5-ft. step to A8.
    Move action: Reload crossbow

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    Default Re: [IC] The Red Hand of Doom in Eberron

    Jora's eyes watched the battlefield closely. While her own study of the draconic prophecy included her falling asleep, there was something to this. Simply put, every opponent on this battlefield was far more capable than anyone she would have faced during the last war. Maybe there was something to what the gnome had said. Add maybe she should stop casting cantrips.

    She approached closer to Wrex while casting a spell. What their side needed was, clearly, their own oversized hobgoblin. She knew she'd be a target while casting her spell; not for the first time she was thankful she was wearing armor.


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    Five Foot Step: E8
    Full-Round Action: Cast Enlarge Person on Wrex
    Spell Failure: (1d100)[68]
    Last edited by Jopustopin; 2013-07-05 at 01:40 AM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Rem jumps back a bit when the flames reach him; he wasn't expecting the blight-dog to breathe fire, though after remembering what they are he feels foolish for forgetting about that. Sidestepping the Hobgoblin rudely trying to stab him, Rem turns his blade back to the Hellhound, once again charging it with lightning to deliver the blow, though the attack loses the surgical precision it had when striking the hobgoblin.

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    Move to M13, attack the Hellhound.

    (1d20)[7]+12 Arcane Channeling Shocking Grasp.
    (2d6)[7]+10 Slashing + (5d6)[17] Electricity + 1 Acid +1 Cold (broken by type because energy resistance and Damage Reduction exist).
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Wrex sees Jor weaving his spell and (presumably) knows that he is about to get some magical assistance. The hobgoblin drops into a defensive stance in front of the halfling and prepares to defend.

    Move Action: Put himself between the big hobgoblin and Jor if needed
    Standard Action: Total Defense



    Current Stance: Iron Guard's Glare

    Maneuvers Ready
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    Leading the Attack
    Douse the Flames
    Charging Minotaur
    Stone Vise

    Maneuver Roll: (1d2)[1] = Crusader's Strike
    Last edited by King Tius; 2013-07-07 at 04:46 PM.
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    "Hello, there. You seem to be in the middle of something overtly magical. Is this a bad time to talk?"
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    Default Re: [IC] The Red Hand of Doom in Eberron

    "Pig, rip that goblin to shred and be quick about it" Mina's instructions wee straightforward and unnecessary but she hoped to intimidate the hobgoblin into dropping his guard.

    Smiling disarmingly she whipped out her wand and aimed it at the giant goblinoid, "Surely we can be friends. Roger, what's that in goblin?"

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    Intimidate (1d20+3)[14]
    Pig attacks hobgoblin at N9 (1d20+5)[6]
    Damage (1d6+3)[8]
    Change at critical (1d20+5)[23]
    Damage (1d6+3)[8]

    Activate Wand of Charm Person. Will save DC14 probably with +5 as we're attacking his friends.
    Use Magic device (1d20+11)[18]
    Last edited by hoverfrog; 2013-07-07 at 05:38 PM.
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  24. - Top - End - #24
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Will:
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    (1d20+7)[17]


    The massive hobgoblin blinks once as the spell washes over him, but with a loud grunt of effort he clearly throws off the enchantment.
    Last edited by RaggedAngel; 2013-07-07 at 06:21 PM.
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Roger's song continues, uneased but also slightly comforted by Mina's comment. How she can find banter being accosted by a half-score hobgoblins and fiendish hounds is testament to her calm confidence; among, if not her most attractive trait. Audrey has the same uncanny ability, bu-

    Not the time, Roger says to himself within the confines of his own mind, interrupting his own idle thoughts and he closes the short gap with the bandit nearest him and Mina and attacks.

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    Move: 20 feet to M-8.
    Standard: Attack! Combat expertise for 3 for 18 AC, and the same modifiers as before. (1d20+13)[14] (lol)

    Damage (1d8+8)[10]
    Last edited by Saskia; 2013-07-08 at 01:58 AM.
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  26. - Top - End - #26
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    Default Re: [IC] The Red Hand of Doom in Eberron

    The tide of good luck the group had been riding since the beginning of the conflict seems to be stemmed by the appearance of the giant hobgoblin warrior and the spellcaster behind him. Only Rem manages to land a blow, and though he dispatches the wounded hellhound many foes still remain. For the time being, though, none of you can detect enemies other than the ones before you.

    The hellhound fighting Isaac is bewildered by his sudden vanishing, but it can hear just as well as any human, and it can tell that he is still somewhere in front of it. It unleashes a blast of flame and embers from its mouth, engulfing Isaac for a moment.

    The spellcaster chants once more, and lays her hand on the towering warrior. He snarls with anger, lunging forward to lash out at Wrex with both of his shortswords, their faintly-glowing edges wicked sharp. He is clearly very skilled, enough so to seriously threaten a powerful warrior like Wrex.

    The hobgoblins flanking Pig decide to ignore the funny looking human for now, striking at the construct in concert once more. The warrior battling Rem, however, decides that he has had enough of the eerily silent illusionary mob and the spellsword's lighting-covered blade; he charges out of the crowd, attacking Roger with a guttural war cry.

    Map:
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    Cleric casts something on the Bladebearer. You may roll Spellcraft if you have it trained.

    Bladebearer shifts forward, attacks Rex with both swords. You may roll Martial Lore if you have it trained.
    Attack 1: (1d20+11)[12]
    Damage: (1d8+9)[17]

    Attack 2: (1d20+11)[19]
    Damage: (1d8+9)[14]

    Hellhound breath weapon on Isaac, Fire damage: (2d6)[8]
    Use again in (2d4)[3]

    Hobgoblin attacks on Pig:
    Attack 1: (1d20+7)[9]
    Damage: (1d8+1)[7]

    Attack 2: (1d20+7)[20]
    Damage: (1d8+1)[6]

    Hobgoblin charge attack on Roger:
    Attack: (1d20+5)[17]
    Damage: (1d8+3)[4]
    Last edited by RaggedAngel; 2013-07-08 at 10:36 PM.
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    Barbarian in the Playground
     
    Crinias's Avatar

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    Default Re: [IC] The Red Hand of Doom in Eberron

    Reflex
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    (1d20+5)[19]


    As Isaac jumped back instinctively from the flames he cursed briefly.

    Blessed as he was with the power of the Turnfeather, his next attack would be of great importance, as he would be unable to be repeat it during this fight.

    He briefly considered going behind the hellhound and ambushing the cleric, but then thought differently. It'd be a tactical blunder to do so, as he'd end up surrounded even if his attack killed her in a single blow.

    The huge goblin (that is, the one not on his side), would be a more suitable target. If they all focused on a single enemy they'd more likely succeed. He took a few steps to get a better shot at him, and then with precision and benefit of surprise, he shot the bolt at an unprotected spot near the goblin's neck.

    Sure of his shot he then proceeded to quickly reload his crossbow.

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    5-ft. Step: Move to B8.
    Standard Action: Shoot the big goblin.
    Attack roll - (1d20+11)[26] (+3 BAB, +3 Dex, +3 Inspire Courage, +2 from Invisibility) vs. Flat-footed AC.
    Damage roll - (1d8+3)[9]
    Sudden Strike damage - (2d6)[5]

    Critical confirmation: (1d20+11)[12]
    Extra damage: (1d8+3)[9]


    Move Action: Reload Crossbow.
    Last edited by Crinias; 2013-07-09 at 12:32 AM.

  28. - Top - End - #28
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Wrex laughs heartily as he grows in size to match the other hobgoblin. He whips his chain over his head and lashes at his large foe, taunting him as he does so.

    O rub' ouun moddm' krusu u g''b ouu umo' muk 'uukr du sug' drok 'undr so 'rom'

    Translation
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    "I hope your little shaman can keep you alive long enough to make this worth my while!"


    Standard Action: Stone Vise (extra 1d6, enemy's movement = 0 for next round)
    Chain Attack: (1d20+8)[19]
    Chain Damage: (3d6+7)[17]
    Move Action: Five foot step backwards so he's out of range of the short swords but still in range with his chain (not sure which way is best, so you pick Ragged!)

    Current AC: 20
    Current Strength: 21
    Current Dex: 12
    Current Stance: Iron Guard's Glare

    Maneuvers Ready
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    Leading the Attack
    Douse the Flames
    Charging Minotaur
    Stone Vise

    Maneuver Roll: not needed = Mountain Hammer
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    My Characters

    Quote Originally Posted by mshady View Post
    Not sure of the details, I trust in King.
    Quote Originally Posted by RaggedAngel View Post
    "Hello, there. You seem to be in the middle of something overtly magical. Is this a bad time to talk?"
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  29. - Top - End - #29
    Bugbear in the Playground
     
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Jora did not like this spellcaster and knew she would have to be eliminated quickly before she began to heal the hobgoblin's wounds. She also knew that it would be especially unlikely for her spell to work. After she switched she would have to get ready to tumble away from her opponent and for this she swung her body right when her spell was to go off. Not for the first time in her life did her armor interfere with her spellcasting. Her face remained stoic even as she cursed herself inside.


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    Standard: Cast Baleful Transposition (targeting me and the cleric)
    Spell Failure: (1d100)[6]
    Last edited by Jopustopin; 2013-07-10 at 01:43 AM.
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  30. - Top - End - #30
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    Default Re: [IC] The Red Hand of Doom in Eberron

    Rem takes stock of the battlefield; the situation of the spellcaster and giant Hobgoblins seems to be (relatively) under control, and though the additional Hellhound was a bit of a problem, Mira and Jora would be able to assist shortly. Roger, on the other hand, had three Hobgoblins on his tail with only Pit to support him.

    Dashing just beyond the edge of the illusion, just opposite Roger from the Hobgoblins, Rem tries something new. He begins the same process of charging his blade with lightning and swings it at one of the Hobgoblins, but this time, rather than travel along the same path as the blade, the electricity splits off in the opposite direction, taking the form of a greatsword with a hand wielding it the mirror of Rem's own briefly before connecting with the other Hobgoblin.

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    Move action to M10. Standard action to attack Hobgoblin in K9, Swift Cast Shocking Grasp on the Hobgoblin on O9.

    Rolls:
    (1d20)[8]+16 Greatsword against L9
    (2d6)[4]+17 damage against L9.

    (1d20)[17]+18 Shocking Grasp against N9
    (5d6)[19]+7 damage against N9.
    Last edited by DMofDarkness; 2013-07-11 at 05:48 PM.
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