03 - Running the Daggerburg Gauntlet
Re: 03 - Running the Daggerburg Gauntlet
Dagr
"I would be willing as well."
"I would be willing as well."
Re: 03 - Running the Daggerburg Gauntlet
Thea & Wick
"We can at least take a look." says Wick.
Thea nods in agreement.
"We can at least take a look." says Wick.
Thea nods in agreement.
Re: 03 - Running the Daggerburg Gauntlet
Lasrel says, We could go now if you are ready. Time is of the essence. We don't know what they're doing to any of the kidnap victims, or if they're even still in the area.
Re: 03 - Running the Daggerburg Gauntlet
Dagr
"I am fine with that."
"I am fine with that."
Re: 03 - Running the Daggerburg Gauntlet
Wick
"No time like the present."
"No time like the present."
Re: 03 - Running the Daggerburg Gauntlet
Town of Harken, Barony of Harkenwold
Fourthday, Sixthmonth 616 NF
Very Cloudy, 14 MPH winds, 56 degrees
Midday
It takes an hour or two to find Orok and the other dwarves and for everyone to equip themselves for battle. Returning to the Keep, Lasrel greets you and immediately heads out for the SE corner of town. When he reaches the rise that you know would lead to the Cliffside Brewery, he instead turns to the left and starts to push his way through brush and scrub. After about five minutes of such forced marching, he comes to a well-hidden set of ruins.
This is where I leave you. Descend into the dungeons below and rid us of these invaders, brave friends!
There is a rusted gate that opens easily, if loudly. Proceeding through, the air becomes cool as you walk down a damp corridor of stone. The light of the sun behind you is receding quickly. Just as you consider stopping to pull out torches, you hear sounds up ahead and a flickering light through the archway in front of you. Beyond the archway, a large chamber features a rickety table, a couple of old chairs, and three small creatures - goblins!
Despite the map, we're still using range bands for combat, if that's what you choose. All three goblins are in Close range. If you choose to attack, please note the number of the goblin you're attacking.

Fourthday, Sixthmonth 616 NF
Very Cloudy, 14 MPH winds, 56 degrees
Midday
It takes an hour or two to find Orok and the other dwarves and for everyone to equip themselves for battle. Returning to the Keep, Lasrel greets you and immediately heads out for the SE corner of town. When he reaches the rise that you know would lead to the Cliffside Brewery, he instead turns to the left and starts to push his way through brush and scrub. After about five minutes of such forced marching, he comes to a well-hidden set of ruins.
This is where I leave you. Descend into the dungeons below and rid us of these invaders, brave friends!
There is a rusted gate that opens easily, if loudly. Proceeding through, the air becomes cool as you walk down a damp corridor of stone. The light of the sun behind you is receding quickly. Just as you consider stopping to pull out torches, you hear sounds up ahead and a flickering light through the archway in front of you. Beyond the archway, a large chamber features a rickety table, a couple of old chairs, and three small creatures - goblins!
Despite the map, we're still using range bands for combat, if that's what you choose. All three goblins are in Close range. If you choose to attack, please note the number of the goblin you're attacking.

Re: 03 - Running the Daggerburg Gauntlet
Senorix
Senorix launches a sling bullet at goblin #3.
Senorix launches a sling bullet at goblin #3.
Re: 03 - Running the Daggerburg Gauntlet
Dagr
Dagr launches a sling bullet at goblin #3.
Dagr launches a sling bullet at goblin #3.
Re: 03 - Running the Daggerburg Gauntlet
Wick
Wicks lets fly with a sling stone at #2
Wicks lets fly with a sling stone at #2
Re: 03 - Running the Daggerburg Gauntlet
Thea
Thea lets fly with an arrow at #2.
Thea lets fly with an arrow at #2.
Re: 03 - Running the Daggerburg Gauntlet
Combat Round 1
The goblins laugh and draw their shortswords. They are unnaturally confident considering the number disadvantage. The reason why becomes clear very quickly, as two more goblins, these wearing ebon cloaks and wielding staves, step out of the shadows and weave dark magic.
One of the dark goblins speaks an incantation in its own language but then screams in pain as its arm writhes and cracks, transforming into a chitinous claw! The other intones in a droning voice, luring Senorix to sleep! He falls to the ground and begins to snore. The goblins seize on this advantage and rush to the attack. One slays mighty Senorix with a single stab! The other two attempt to batter Wick but fail to penetrate his defenses.
Anyone want to change their attack now that there are two goblins in melee range? The two hobgoblins are in Close range, on opposite sides of the room. Note that because you're stuck in a 10' wide corridor, the dwarves behind you can't attack without risking hitting you with a miss.
Initiative rd 1: 1d20 19 Goblins win initiative.
H1 casts Crush of the Warp. Crush of the Warp: 1d4 4 Affects all four PCs
Forgot that it first needs to pass a INT check. Hobgoblins have 16 INT. Success on spell?: 1d20 20 Whoops, that's a fail.
Ruling that a Nat 20 means an auto DDM roll. DDM check: 1d100 45 It's Claw Time!
H2 casts Dark Slumber. INT check to cast spell: 1d20 4 That is a Great Success and the spell is extra potent.
Dark Slumber: 4d4 7 Affects 7 HD of the enemy. This means the first two PCs: Senorix and Wick.
DDM check: 1d8 8 Passed the DDM check.
Senorix and Wick must make a Luck (WILL) save. Wick gets a +2 bonus.
Luck (WILL) checks (alpha): 2#1d20 18 14 Senorix fails, Wick succeeds.
The goblins attack. As Senorix is asleep and thus Helpless, G1 kills him with a single attack. He is Dead or Dying. We'll find out after the battle.
G2 and G2 attack Wick. Rd 1 goblin attacks on Wick: 2#1d20 4 12 Two misses.
Wick 12/13 Luck
The goblins laugh and draw their shortswords. They are unnaturally confident considering the number disadvantage. The reason why becomes clear very quickly, as two more goblins, these wearing ebon cloaks and wielding staves, step out of the shadows and weave dark magic.
One of the dark goblins speaks an incantation in its own language but then screams in pain as its arm writhes and cracks, transforming into a chitinous claw! The other intones in a droning voice, luring Senorix to sleep! He falls to the ground and begins to snore. The goblins seize on this advantage and rush to the attack. One slays mighty Senorix with a single stab! The other two attempt to batter Wick but fail to penetrate his defenses.
Anyone want to change their attack now that there are two goblins in melee range? The two hobgoblins are in Close range, on opposite sides of the room. Note that because you're stuck in a 10' wide corridor, the dwarves behind you can't attack without risking hitting you with a miss.
Initiative rd 1: 1d20 19 Goblins win initiative.
H1 casts Crush of the Warp. Crush of the Warp: 1d4 4 Affects all four PCs
Forgot that it first needs to pass a INT check. Hobgoblins have 16 INT. Success on spell?: 1d20 20 Whoops, that's a fail.
Ruling that a Nat 20 means an auto DDM roll. DDM check: 1d100 45 It's Claw Time!
H2 casts Dark Slumber. INT check to cast spell: 1d20 4 That is a Great Success and the spell is extra potent.
Dark Slumber: 4d4 7 Affects 7 HD of the enemy. This means the first two PCs: Senorix and Wick.
DDM check: 1d8 8 Passed the DDM check.
Senorix and Wick must make a Luck (WILL) save. Wick gets a +2 bonus.
Luck (WILL) checks (alpha): 2#1d20 18 14 Senorix fails, Wick succeeds.
The goblins attack. As Senorix is asleep and thus Helpless, G1 kills him with a single attack. He is Dead or Dying. We'll find out after the battle.
G2 and G2 attack Wick. Rd 1 goblin attacks on Wick: 2#1d20 4 12 Two misses.
Wick 12/13 Luck
Re: 03 - Running the Daggerburg Gauntlet
Wick
Seeing two goblins rushing him, Wick switches to his staff and attacks.
Seeing two goblins rushing him, Wick switches to his staff and attacks.
Re: 03 - Running the Daggerburg Gauntlet
Thea
Thea will stick with her bow.
Is a Rescue on Senorix possible? For example: Dain rushes to his rescue, attacking the goblin (getting in the way of the attack?) and standing guard over his fallen friend.
Thea will stick with her bow.
Is a Rescue on Senorix possible? For example: Dain rushes to his rescue, attacking the goblin (getting in the way of the attack?) and standing guard over his fallen friend.
Re: 03 - Running the Daggerburg Gauntlet
Dagr
Can Dagr try to pull Senorix's body back behind the dwarves?
Can Dagr try to pull Senorix's body back behind the dwarves?
Re: 03 - Running the Daggerburg Gauntlet
Rescues are available but they are exclusive to PCs so Dain can't do it. I think one that would make the most sense here would be someone trying to wake Senorix before the goblins arrive to shiv him.
The Rescuer needs to make an Initiative check so Dagr would be the logical choice. If that succeeds, it's a straight Luck roll.
Let me know what you decide.
EDIT: Dragging Senorix out of the line of fire would also work, but that plan has the disadvantage of leaving Senorix asleep. I'd recommend it if someone could get a STR bonus out of it but Senorix is the only one with a high STR.
The Rescuer needs to make an Initiative check so Dagr would be the logical choice. If that succeeds, it's a straight Luck roll.
Let me know what you decide.
EDIT: Dragging Senorix out of the line of fire would also work, but that plan has the disadvantage of leaving Senorix asleep. I'd recommend it if someone could get a STR bonus out of it but Senorix is the only one with a high STR.
Re: 03 - Running the Daggerburg Gauntlet
Dagr
Dagr will try and wake Senorix.
Dagr will try and wake Senorix.
Re: 03 - Running the Daggerburg Gauntlet
Combat round 1, con'd
Before the goblins are able to get close enough to kill Senorix, Dagr reaches down and smacks him, hard, on the side of the head. He awakens with a start. The goblin attacking him still has the advantage, since Senorix is prone, but cannot deliver a coup de grace. He manages to stab the warrior in a weak spot of his armor.
Initiative check on Rescue: 1d20 9 So far, so good.
Luck roll for Rescue: 1d20 12 Wow! Just barely a success.
Rd 1 attack vs Senorix: 1d20+2 19 That's a hit.
rd 1 damage: 1d6 5 Senorix takes 5 hp damage.
Senorix 19/24 HP
Dagr 11/12 Luck
Wick 12/13 Luck
Before the goblins are able to get close enough to kill Senorix, Dagr reaches down and smacks him, hard, on the side of the head. He awakens with a start. The goblin attacking him still has the advantage, since Senorix is prone, but cannot deliver a coup de grace. He manages to stab the warrior in a weak spot of his armor.
Initiative check on Rescue: 1d20 9 So far, so good.
Luck roll for Rescue: 1d20 12 Wow! Just barely a success.
Rd 1 attack vs Senorix: 1d20+2 19 That's a hit.
rd 1 damage: 1d6 5 Senorix takes 5 hp damage.
Senorix 19/24 HP
Dagr 11/12 Luck
Wick 12/13 Luck
Re: 03 - Running the Daggerburg Gauntlet
Senorix
Senorix will try to stand up.
Senorix will try to stand up.
Re: 03 - Running the Daggerburg Gauntlet
Dagr
Dagr will attack the goblin in front of him with his short sword.
Dagr will attack the goblin in front of him with his short sword.
Re: 03 - Running the Daggerburg Gauntlet
Wick
Wick attacks one of the goblins that attacked him with his staff.
Wick attacks one of the goblins that attacked him with his staff.