Chapter 2: Attack on the Goblin City
Re: Chapter 2: Attack on the Goblin City
NARRATOR
Ater everyone is provisioned and ready to go the team meets up with Delwin Orcsbane outside of town as instructed. Delwin hands each party member a Dwarven Runes stone of Foe Warning. He explains that as long as you are alive and in this dimension, no matter how far away this stone will glow whenever a foe attacks you for everyone else that has a stone synced to your own. He then hands each party member one potion of heal (Yes I said HEAL, so use it wisely!). After gifts for the journey have been given he says;
DELWIN ORCSBANE
" Lets get this show on the road! everyone follow me and me scout. He will lead us to the rendezvous spot for my forward deployed army building the rafts at the rivers edge. I have arranged for a Dwarven built version of your longship be made for us to cross the river in. You can pilot the vessel yes? Anyways lets move!
Delwin and Horik lead the party through the wood lands. It will take two days to travel to the rivers edge.
Travel Encounters
1d6 x 6 = Synthalus rolls 6d6 and gets 2,4,4,2,6,6
There are no encounters over the two days travel. Night time encounters in the woods are voided do to two scouts and a Pict Barbarian in the group. Three plus scout classes always allows safe sleep locations to be found.
The Forgewash River is massive. None of the PC's have ever seen a river so wide that moves so fast before. There is a miniature Version of the Deep-Chaser moored along the shoreline with twelve dwarven guards awaiting the PC's arrival. They turn the boat over to the PC's and Their Leader Delwin Orcsbane. The PC's and delwin along with his scout companion board the Vessel and begin to cross the river.
All PC's crossing the river must make three out of six Strength checks to cross the river without drifting down stream. For every missed STR check a PC makes the Ship will drift down stream half a mile.
Ater everyone is provisioned and ready to go the team meets up with Delwin Orcsbane outside of town as instructed. Delwin hands each party member a Dwarven Runes stone of Foe Warning. He explains that as long as you are alive and in this dimension, no matter how far away this stone will glow whenever a foe attacks you for everyone else that has a stone synced to your own. He then hands each party member one potion of heal (Yes I said HEAL, so use it wisely!). After gifts for the journey have been given he says;
DELWIN ORCSBANE
" Lets get this show on the road! everyone follow me and me scout. He will lead us to the rendezvous spot for my forward deployed army building the rafts at the rivers edge. I have arranged for a Dwarven built version of your longship be made for us to cross the river in. You can pilot the vessel yes? Anyways lets move!
Delwin and Horik lead the party through the wood lands. It will take two days to travel to the rivers edge.
Travel Encounters
1d6 x 6 = Synthalus rolls 6d6 and gets 2,4,4,2,6,6
There are no encounters over the two days travel. Night time encounters in the woods are voided do to two scouts and a Pict Barbarian in the group. Three plus scout classes always allows safe sleep locations to be found.
The Forgewash River is massive. None of the PC's have ever seen a river so wide that moves so fast before. There is a miniature Version of the Deep-Chaser moored along the shoreline with twelve dwarven guards awaiting the PC's arrival. They turn the boat over to the PC's and Their Leader Delwin Orcsbane. The PC's and delwin along with his scout companion board the Vessel and begin to cross the river.
All PC's crossing the river must make three out of six Strength checks to cross the river without drifting down stream. For every missed STR check a PC makes the Ship will drift down stream half a mile.
"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
- Scott308
- Guy Who Gamed With The Famous People
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Re: Chapter 2: Attack on the Goblin City
Bilit Taauth, Atlantean Witch
Strength Check (13): [1d20] = 8; [1d20] = 18; [1d20] = 6
Strength Check (13): [1d20] = 1
Got my three. I'm assuming the strength checks are for rowing to make sure we don't lose ground to the current?
While not used to such physical tasks, Bilit manages to take her place at the oars and uses her willowy frame to advantage, relying on technique rather than brute strength to help propel the ship along.
Strength Check (13): [1d20] = 8; [1d20] = 18; [1d20] = 6
Strength Check (13): [1d20] = 1
Got my three. I'm assuming the strength checks are for rowing to make sure we don't lose ground to the current?
While not used to such physical tasks, Bilit manages to take her place at the oars and uses her willowy frame to advantage, relying on technique rather than brute strength to help propel the ship along.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: Chapter 2: Attack on the Goblin City
yes scott that is precisely it, good job btw. It will be funny if the only woman shows up the men lol.
"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
Re: Chapter 2: Attack on the Goblin City
Morag Mac Tharn, pict savage:
A man of few words, the pict savage silently brought his wiry strength to bear to help fight the mighty current.
Strength test: [1d20] = 8, [1d20] = 17, [1d20] = 13
Strength test: [1d20] = 15, [1d20] = 1, [1d20] = 4
Morag's Strength is 15. Got 5 out of 6, with one roll a critical success. Can that roll undo a friend's failed roll, if we get one?
A man of few words, the pict savage silently brought his wiry strength to bear to help fight the mighty current.
Strength test: [1d20] = 8, [1d20] = 17, [1d20] = 13
Strength test: [1d20] = 15, [1d20] = 1, [1d20] = 4
Morag's Strength is 15. Got 5 out of 6, with one roll a critical success. Can that roll undo a friend's failed roll, if we get one?
- GreyWolfVT
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Re: Chapter 2: Attack on the Goblin City
Horik like a king passes all checks
STR: 15 [1d20] = 12
STR: 15 [1d20] = 15
STR: 15 [1d20] = 8
STR: 15 [1d20] = 9
STR: 15 [1d20] = 2
STR: 15 [1d20] = 14
STR: 15 [1d20] = 12
STR: 15 [1d20] = 15
STR: 15 [1d20] = 8
STR: 15 [1d20] = 9
STR: 15 [1d20] = 2
STR: 15 [1d20] = 14
“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: Chapter 2: Attack on the Goblin City
I'll except that inferno
"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
- crazy ski 1701
- Tracker
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- Location: Florida
Re: Chapter 2: Attack on the Goblin City
sheamus / jester
str 10
crazy_ski_1701 rolls 6d20 and gets 1,6,5,6,12,15.
Zerro / fenris / claric
str14
crazy_ski_1701 rolls 6d20 and gets 20,1,17,12,19,9.
good / good
str 10
crazy_ski_1701 rolls 6d20 and gets 1,6,5,6,12,15.
Zerro / fenris / claric
str14
crazy_ski_1701 rolls 6d20 and gets 20,1,17,12,19,9.
good / good
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.
Re: Chapter 2: Attack on the Goblin City
Torvald's muscles strain as he strives against the rivers current, driving the boat to the opposite shore.
strength check (17): [1d20] = 8
strength check (17): [1d20] = 1
strength check (17): [1d20] = 2
3 for 3
strength check (17): [1d20] = 8
strength check (17): [1d20] = 1
strength check (17): [1d20] = 2
3 for 3
Re: Chapter 2: Attack on the Goblin City
NARRATOR
The party makes it across the river assemble and sally forth on their mission.
Traveling Random Encounter Events (T.R.E.E.)
Travel Day 1 / Synthalus rolls 3d6 and gets 3,4,3 = No Encounter.
Travel Night 1 / Synthalus rolls 3d6 and gets 3,5,4 = No Encounter.
Travel Day 2 / Synthalus rolls 3d6 and gets 5,1,3 = Encounter at noon second day.
HOBGOBLINS!!!!!!
A band of six well equipped Hobgoblins emerge on the path ahead of you and their leader tells them to attack!
Party must roll Initiative!
Hobgoblins [1d6] = 3
The party makes it across the river assemble and sally forth on their mission.
Traveling Random Encounter Events (T.R.E.E.)
Travel Day 1 / Synthalus rolls 3d6 and gets 3,4,3 = No Encounter.
Travel Night 1 / Synthalus rolls 3d6 and gets 3,5,4 = No Encounter.
Travel Day 2 / Synthalus rolls 3d6 and gets 5,1,3 = Encounter at noon second day.
HOBGOBLINS!!!!!!
A band of six well equipped Hobgoblins emerge on the path ahead of you and their leader tells them to attack!
Party must roll Initiative!
Hobgoblins [1d6] = 3
- Attachments
-
- Burning Orb Tribe.png (1.34 MiB) Viewed 746 times
"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
Re: Chapter 2: Attack on the Goblin City
Nice art!
Initiative: [1d6] = 3
Tie goes to the PCs, right Mr. DM?
Initiative: [1d6] = 3
Tie goes to the PCs, right Mr. DM?

- GreyWolfVT
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Re: Chapter 2: Attack on the Goblin City
Initiative [1d6] = 5
Horik draws forth his blade. "Where you recognize evil, speak out against it, and give no truces to your enemies! To battle my brothers and sisters! Let no enemy draw breathe any longer!"
Horik draws forth his blade. "Where you recognize evil, speak out against it, and give no truces to your enemies! To battle my brothers and sisters! Let no enemy draw breathe any 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: Chapter 2: Attack on the Goblin City
Inferno wrote:Nice art!
Initiative: [1d6] = 3
Tie goes to the PCs, right Mr. DM?
"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
Re: Chapter 2: Attack on the Goblin City
The Party and the Hobgoblins map. The Hobgoblins are one Movement length away from the party.
- Attachments
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"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
Re: Chapter 2: Attack on the Goblin City
Morag Mac Tharn, pict savage:
The primitive barbarian wordlessly nodded once at Horik's command, unshouldered his bone bow and rapidly fired two flint-headed arrows into the hobgoblin ranks, both at the same target.
Bow and Arrow: [1d20+3] = 5+3 = 8, Damage: [1d6] = 4
Bow and Arrow: [1d20+3] = 14+3 = 17, Damage: [1d6] = 3
Then he stepped back to the rear of the Viking ranks, maneuvering himself beyond the hobgoblin's movement range, giving him the option next round to fire more arrows or meet the hobgoblin advance with his spear.
The primitive barbarian wordlessly nodded once at Horik's command, unshouldered his bone bow and rapidly fired two flint-headed arrows into the hobgoblin ranks, both at the same target.
Bow and Arrow: [1d20+3] = 5+3 = 8, Damage: [1d6] = 4
Bow and Arrow: [1d20+3] = 14+3 = 17, Damage: [1d6] = 3
Then he stepped back to the rear of the Viking ranks, maneuvering himself beyond the hobgoblin's movement range, giving him the option next round to fire more arrows or meet the hobgoblin advance with his spear.
- Scott308
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Re: Chapter 2: Attack on the Goblin City
Bilit, Atlantean Witch
The witch utters a few words you cannot understand while gesturing towards the goblins. Kill the creatures! she commands, as a strange, cat-like creature suddenly appears in a swirling mist. When it hears the command from its mistress, it bounds off and leaps at a goblin.
The witch utters a few words you cannot understand while gesturing towards the goblins. Kill the creatures! she commands, as a strange, cat-like creature suddenly appears in a swirling mist. When it hears the command from its mistress, it bounds off and leaps at a goblin.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: Chapter 2: Attack on the Goblin City
Torvald, Northman berseker
Torvlad's sword rings as he pulls it from its scabbard. Hefting his shield he lets out a blood-curdling scream and charges the hobgoblins. "Death is upon you!"
Bastard Sword : to hit [1d20+2] = 18+2 = 20, [damage 2d4+2] = err
re-rolled damage due to broken macro [2d4+2] = 4+2 = 6
Torvlad's sword rings as he pulls it from its scabbard. Hefting his shield he lets out a blood-curdling scream and charges the hobgoblins. "Death is upon you!"
Bastard Sword : to hit [1d20+2] = 18+2 = 20, [damage 2d4+2] = err
re-rolled damage due to broken macro [2d4+2] = 4+2 = 6
Re: Chapter 2: Attack on the Goblin City
NARRATOR
Morag quickly fires off two arrows and manages to clip one of the Hobgobs in the shoulder, but it does seem to slow him down. His other arrow completely misses. Bilit Conjures forth a Shadowy Catlike apparition the lops forward a bites at one of the Hobgobs but misses completely. Torvald Charges the closest Hobgob and swings his mighty Bastard connecting with the foul humanoids chest with a heavy thud knocking the hobgob back a step.
HOBGOBLINS
Four Hobgoblins surround Torvald and take turns attacking him. The other two Hobgoblins Charge the party in the rear, but cannot get within melee range.
HOBGOBLINS ATTACKING TORVALD
Hobgoblin 1 / Attack Roll [1d20] = 6 = Miss
Hobgoblin 2 / Attack Roll [1d20] = 14 = Miss
Hobgoblin 3 / Attack Roll [1d20] = 7 = Miss
Hobgoblin 4 / Attack Roll [1d20] = 15 = Hit
Damage Roll [2d4] = 6
Morag quickly fires off two arrows and manages to clip one of the Hobgobs in the shoulder, but it does seem to slow him down. His other arrow completely misses. Bilit Conjures forth a Shadowy Catlike apparition the lops forward a bites at one of the Hobgobs but misses completely. Torvald Charges the closest Hobgob and swings his mighty Bastard connecting with the foul humanoids chest with a heavy thud knocking the hobgob back a step.
HOBGOBLINS
Four Hobgoblins surround Torvald and take turns attacking him. The other two Hobgoblins Charge the party in the rear, but cannot get within melee range.
HOBGOBLINS ATTACKING TORVALD
Hobgoblin 1 / Attack Roll [1d20] = 6 = Miss
Hobgoblin 2 / Attack Roll [1d20] = 14 = Miss
Hobgoblin 3 / Attack Roll [1d20] = 7 = Miss
Hobgoblin 4 / Attack Roll [1d20] = 15 = Hit
Damage Roll [2d4] = 6
- Attachments
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- Hobgoblin Attack 2.png (23.47 KiB) Viewed 709 times
-
- hobgobli.gif (32.1 KiB) Viewed 709 times
"that is not dead which can eternal lie and with strange aeons death may die"
-H.P. Lovecraft
-H.P. Lovecraft
- GreyWolfVT
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Re: Chapter 2: Attack on the Goblin City
Horik charges up to the closest hobgoblin and swings his sword at the hobgoblins torso Fate's Promise Broad Sword +3 [1d20+5] = 9+5 = 14 To Hit [2d4+5] = 3+5 = 8 S/M DMG [1d6+6] = 2+6 = 8 L DMG
“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