Scenario #1: Goblintown - Stop the Adventurers!
Re: Scenario #1: Goblintown - Stop the Adventurers!
Pygmy, Twerp and Zilch
We live here, so we have lots of time. We wait.
We live here, so we have lots of time. We wait.
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Hmm. I thought the adventurers would be working the cake, it we. Not setting up a siege. We're no match in an open fight, so my charters are fine waiting this out.
Flea Bottom and Biskins continue toward the side entrance. Once there, Flea Bottom is sent to the entrance with random pots and pans. If he sees an adventurer, he will race back inside making a ruckus with the pots and pans to alert the clan.
Flea Bottom and Biskins continue toward the side entrance. Once there, Flea Bottom is sent to the entrance with random pots and pans. If he sees an adventurer, he will race back inside making a ruckus with the pots and pans to alert the clan.
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Re: Scenario #1: Goblintown - Stop the Adventurers!
The adventurers are at this moment considering options and tactics after the barrel trap. They're not exactly stupid ogres
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Biskins gets sick of sitting around. He asks for an audience with Praek and asks if he might be allowed to lead and warband out the side entrance and attack the adventurers while they are outside the main entrance.
He's hoping for ~10 NPCs and however many PCs would want to go. It would be a guerilla-style, hit (with bows,etc) and run venture, sacrificing NPCs as needed.
He's hoping for ~10 NPCs and however many PCs would want to go. It would be a guerilla-style, hit (with bows,etc) and run venture, sacrificing NPCs as needed.
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Is anyone still stationed in the main entrance area # 15? I know the two goblins that fled here are there.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Scenario #1: Goblintown - Stop the Adventurers!
We are just down the hall watching the first intersection at 12.
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Very well if no PCs are there this next part will go by faster
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Deafening Silence?
Lying in wait in the flint pit area (area 12) goblins wait for the adventures or even the sounds of battle but so far nothing is heard not even shouts from the two goblin guards that stayed in the main entrance even after the smoke. The two new goblins that came here from that goblin camp that was wiped out are very quite almost too quiet. So far no adventurers come forth but neither do any goblin runners from the main entrance. Still the trap is in place and everyone is in position so you all wait. The sound of two things hitting the cavern floor is heard from up ahead and above naturally either the guards killed two adventurers or they met their fate and were slain by the adventurers hard to tell from this distance but you did definitely here two things hit the floor like two filled sacks.
there is more to come this just leads into it.
Area 12 after a short while goblins in area 12 hear the scrape of a boot on the passageway leading up to the main entrance (area 15). Then the sound stops and the goblins hear nothing for a few minutes. All is quite then boot scraping on the passage floor is heard again then it stops once more this time for much longer.
Lying in wait in the flint pit area (area 12) goblins wait for the adventures or even the sounds of battle but so far nothing is heard not even shouts from the two goblin guards that stayed in the main entrance even after the smoke. The two new goblins that came here from that goblin camp that was wiped out are very quite almost too quiet. So far no adventurers come forth but neither do any goblin runners from the main entrance. Still the trap is in place and everyone is in position so you all wait. The sound of two things hitting the cavern floor is heard from up ahead and above naturally either the guards killed two adventurers or they met their fate and were slain by the adventurers hard to tell from this distance but you did definitely here two things hit the floor like two filled sacks.
there is more to come this just leads into it.
Area 12 after a short while goblins in area 12 hear the scrape of a boot on the passageway leading up to the main entrance (area 15). Then the sound stops and the goblins hear nothing for a few minutes. All is quite then boot scraping on the passage floor is heard again then it stops once more this time for much longer.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Scenario #1: Goblintown - Stop the Adventurers!
Slog moves slowly with his bow drawn from area #13 towards area #12
Retch & Gock stay in area #11 waiting.
Retch & Gock stay in area #11 waiting.
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Re: Scenario #1: Goblintown - Stop the Adventurers!
What was that?
Goblins stationed in area 12 swear they saw something in the darkness of the passage leading back to the main entrance but it vanished too quickly for anyone to attack it. Nobody was able to get a good look at what it was but it didn't come far enough down the passage to target either it melded with the shadows and moved quietly.
Goblins stationed in area 12 swear they saw something in the darkness of the passage leading back to the main entrance but it vanished too quickly for anyone to attack it. Nobody was able to get a good look at what it was but it didn't come far enough down the passage to target either it melded with the shadows and moved quietly.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Area 12 Here they come!
Two women come out of the tunnel one of them bearing a sword and shield the other is behind her the lead one is acting as a human shield. The woman in the back is doing something but nobody is sure what she is doing. There is a man with them holding a torch he appears to be backing up the two women.
At this point anyone in the open can state attack actions. I'll roll initiatives. Nobody needs to roll for surprise other than maybe the adventurers however are any of the goblins hidden or are they in plain sight?
Two women come out of the tunnel one of them bearing a sword and shield the other is behind her the lead one is acting as a human shield. The woman in the back is doing something but nobody is sure what she is doing. There is a man with them holding a torch he appears to be backing up the two women.
At this point anyone in the open can state attack actions. I'll roll initiatives. Nobody needs to roll for surprise other than maybe the adventurers however are any of the goblins hidden or are they in plain sight?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Scenario #1: Goblintown - Stop the Adventurers!
Pygmy, Twerp and Zilch
Hiding in the tunnel leading from 12 to 11.
Once they all have a clear shot they will all rain sling stones on the least armored one.
Pygmy Sling Stone [1d20] = 5 to hit [1d4] = 2 to damage
Twerp Sling Stone [1d20] = 7 to hit [1d4] = 1 to damage
Zilch Sling Stone [1d20] = 12 to hit [1d4] = 1 to damage
My normal horrible rolling.
Hiding in the tunnel leading from 12 to 11.
Once they all have a clear shot they will all rain sling stones on the least armored one.
Pygmy Sling Stone [1d20] = 5 to hit [1d4] = 2 to damage
Twerp Sling Stone [1d20] = 7 to hit [1d4] = 1 to damage
Zilch Sling Stone [1d20] = 12 to hit [1d4] = 1 to damage
My normal horrible rolling.
Re: Scenario #1: Goblintown - Stop the Adventurers!
Slog stays hidden in the shadows and his S. bow at the lead female.
S. Bow tohit[1d20] = 16, todam[1d4] = 1
S. Bow tohit[1d20] = 16, todam[1d4] = 1
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Battle: Round 1: Fight! yeah went moral kombat on you all
Group Initiative NPCs [1d10] = 4, PCs [1d10] = 1 The 3 adventurers get the jump on the goblins that are waiting in the room. as goblins pop out to strike the 3 adventurers move into action.
Adventurers: NPCs
Woman with Shield: stands in front of the woman in a robe acting as a shield.
Woman in robe: utters something in a foreign language and moves her hands in some odd manner. Save v Spell for Slog, Pygmy, Twerp & Zilch
Man in hooded cloak: throws two daggers at Twerp hitting once for 9 dmg!
Twerp dies unfortunately
Goblins: PCs
Slog: hits the woman with the sword and shield for 1 dmg! you get 2 shots with a s bow
Pygmy: lets fly a sling stone at the woman in robes missing.
Twerp: lets fly a sling stone at the woman in the robe but misses
Zilch: lets fly a sling stone at the woman in robes hitting her for 1 dmg!
Round 2 Actions?
Group Initiative NPCs [1d10] = 4, PCs [1d10] = 1 The 3 adventurers get the jump on the goblins that are waiting in the room. as goblins pop out to strike the 3 adventurers move into action.
Adventurers: NPCs
Woman with Shield: stands in front of the woman in a robe acting as a shield.
Woman in robe: utters something in a foreign language and moves her hands in some odd manner. Save v Spell for Slog, Pygmy, Twerp & Zilch
Man in hooded cloak: throws two daggers at Twerp hitting once for 9 dmg!
Goblins: PCs
Slog: hits the woman with the sword and shield for 1 dmg! you get 2 shots with a s bow
Pygmy: lets fly a sling stone at the woman in robes missing.
Twerp: lets fly a sling stone at the woman in the robe but misses
Zilch: lets fly a sling stone at the woman in robes hitting her for 1 dmg!
Round 2 Actions?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Scenario #1: Goblintown - Stop the Adventurers!
Pygmy & Zilch
Pygmy save vs spells [1d20] = 4
Zilch save vs spells [1d20] = 7
both attack the woman in the robe with sling stones
Pygmy Sling stone [1d20] = 20 to hit [1d4] = 1 to damage
Natural 20
Zilch Sling stone [1d20] = 6 to hit [1d4] = 3 to damage
Pygmy save vs spells [1d20] = 4
Zilch save vs spells [1d20] = 7
both attack the woman in the robe with sling stones
Pygmy Sling stone [1d20] = 20 to hit [1d4] = 1 to damage
Natural 20
Zilch Sling stone [1d20] = 6 to hit [1d4] = 3 to damage
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Re: Scenario #1: Goblintown - Stop the Adventurers!
GW: is a crit not only on a natural 20? (The adventurer's thrown know was 18+2, not a natural 20.)
Having given the message that the adventurers are at the main entrance, Biskins, Madadam and Flea Bottom all head towards area 12. With the idea of sneaking around the adventurer, I forgot why they even went there!
Having given the message that the adventurers are at the main entrance, Biskins, Madadam and Flea Bottom all head towards area 12. With the idea of sneaking around the adventurer, I forgot why they even went there!
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Re: Scenario #1: Goblintown - Stop the Adventurers!
You are correct so Twerp is alive but will need to save v spell.Rusty Tincanne wrote:GW: is a crit not only on a natural 20? (The adventurer's thrown know was 18+2, not a natural 20.)
Having given the message that the adventurers are at the main entrance, Biskins, Madadam and Flea Bottom all head towards area 12. With the idea of sneaking around the adventurer, I forgot why they even went there!
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
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Re: Scenario #1: Goblintown - Stop the Adventurers!
Pygmy, Twerp & Zilch suddenly fall asleep where they stand slings slip from their hands.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Scenario #1: Goblintown - Stop the Adventurers!
Upchuck
Concealed behind the illusionary passageway, Upchuck sees the goblins fall. He watches the nasty adventurers to see thier next move.
If they look like they are going to kill the goblins he will urge those hiding with him to rush through the illusion and catch the invaders by surprise. If it looks like they are just going to move on (or do something else) he will hold off hoping they head down the other passageway.
Concealed behind the illusionary passageway, Upchuck sees the goblins fall. He watches the nasty adventurers to see thier next move.
If they look like they are going to kill the goblins he will urge those hiding with him to rush through the illusion and catch the invaders by surprise. If it looks like they are just going to move on (or do something else) he will hold off hoping they head down the other passageway.