14 May 2024

Session 6: Hydras Hate Hobgoblins

 


The party decides to journey to Tallow Watch (population of 41,000) in hex 301.295 and hire some more mercenaries before attempting to delve the shrine. It's a 7 mile journey from Valthrun in hex 300.300 to Tallow Watch and fortunately the journey passes uneventfully since the random encounter checks come up blank. 

The main gate is closed due to the war but Brother Sully convinces them to open up with a small bribe of 20gp (Reaction check comes up with Uncertain but 55% prone toward negative followed up with a 57%). They immediately set out to obtain info and recruit some mercs. 

Brother Sully and Kleptikos (possibly the new Face, if he lives) start checking around to see what they can learn about the political situation and the war's impact on the area. Their undeniable charm (and luck) yet again wins them friends in both high and low places with modified reaction rolls of 98% and 121% respectively. Contemplating the recent developments, Brother Sully decides preparedness is the mark of wisdom and purchases up 4 mules with saddle bags to help the party lug around supplies and (hopefully lots of) loot. Things are likely to get ugly soon and it's best to be prepared for extended forays into the unknown.

Rumormongering

They learn that the metropolis of Tallow Watch has indeed fallen to a junta of former Old Brightwood officers who have packed the city with their troops. Fortunately, the people of Tallow Watch are largely Chaotic Neutral, so they just shrugged, paid their taxes to the new overlords and continued life as normal. The junta is not stupid, and quickly recognized that the situation could be beneficial to all concerned. They and their troops have refrained from wanton looting and shored up the city's defenses, repelling numerous Hobgoblin attacks and driving them into the forested hills to the west. "How bad can they be?" is the typical refrain from the average shmucks happy to not be hobgoblin snacks.

The hobgoblins have cleared an area of forest and excavated some old ruins which now seem to act as their local headquarters. The current situation is tense, but stable and the people would be happy if they could receive word that the Hobgoblin Hordes were driven from the area.

The former ruler, Duke Sarnikov, has been driven into the eastern hills with his family and the sizable remnants of his still loyal troops, turning to banditry for survival. Trade caravans are few and far between as a result. The people don't really care who sits on the throne, reckoning that one despot is much the same as the other. Consequently, the Duke has little popular support but many feel that the matter is far from settled.

Mercenary Recruitment

Brogallo lucks out on the mercenary rolls (DMG pp 30) and gets 40 pikemen (39 followed by a 10 and 4) led by Captain Lou, a male NE L5 fighter (total cost of 620gp - 120gp for the pikemen plus 500gp for the captain). He assumes command of the combined force and begins discussing the Shrine and tactics. A reaction roll of 74% (Uncertain hut 55% prone toward positive) followed by a 16% means the mercenaries are feeling cautiously optimistic about their odds due to the party's strength and existing. They can always run away, of course...

The party convenes a war council to discuss strategy. All agree that it is unusual to see Hobgoblin Hordes in this area and that they must be here in reaction to unknown outside events or for a very specific tactical reason. They're not mindless savages like orcs, but always act with purpose. The fact that Ogre Magi have also been sighted near Valthrun indicates something more complex is afoot. They normally occupy the same lands as the Hobgoblin Hordes and often work in concert when it suits them.

After much debate, the consensus emerges that the group approach the hobgoblins under a flag of parley and try to convince them to leave without bloodshed. If this fails, the mobile crossbowmen will use their mobility to suppress the hobgoblin advance while the pikemen use their superior reach to kill the foe before the hobgoblins get close enough to bring their own weapons to bear. The party will use their magic and individual prowess to attack the leaders and try to break unit morale as opportunities allow.

The Battle Plan

The party sets off for the hobgoblin camp, with Mighty Redneck and Kleptikos scouting ahead. They quickly spot the camp and Kleptikos successfully (13% Move Silently) sneaks up the area to gather some intel, while Redneck covers him with his bow. Having noted the numbers and dispositions of the troops, they successfully exfiltrate and report back to the party.

They quickly agree that the PCs will approach the leaders directly to parley, followed by their mounted crossbowmen and 4 squads of pikemen. If the parley fails:
  • Blastikus will attempt to cast sleep on as many hobgoblins as possible, and use web to tie them up
  • Brogallo, Bro-jira, and Mighty Redneck will attack the leaders
  • Brother Fitzy will use Command to take out any leader possible
  • Brother O'Malley will bring the pain with his warhammer
  • Brother Sully will Bless the troops
  • Kleptikos will use his sling and then attempt to get into position to backstab
  • The crossbowmen will break right and use their speed and range to weaken the hobgoblin archers
  • The pikemen will split 20 per side to fight the hobgoblin ranseur/morningstar units and then move onto the archers

This is going to get bloody if the parley goes south...


The Shrine of the Hobgoblin Ancestors

The party approaches the hobgoblin camp with Kleptikos in the lead since he speaks hobgoblin. Although Bro-jira also speaks hobgoblin, he has declared a blood feud against the Hordes and is probably not in the best state of mind currently. He reluctantly agrees to stand back with the others and readies his katana (bastard sword) for the inevitable bloodbath.

Arms spread wide to show he is unarmed, Kleptikos slowly walks up to the Horde chiefs and indicates the party wishes to parley. A reaction roll of 43% (13% plus Kleptikos' 30% bonus) yields Uncertain but 55% prone toward negative and the subsequent 77% roll means the hobgoblins are impressed by the human's bravery (or perhaps they are amused by his foolishness instead - who's to say?).

Kleptikos looks at the Horde Warchief and says "Great Chief, the Horde is too close to the city and the people are unsure of its intentions. It would be best for all, if your troops leave peacefully. We want no bloodshed and will leave the shrine of your honorable ancestors undisturbed and return to our city in peace if you do the same."

Chief Orenki-ko-bar sneers and replies "Ha! A good joke weakling! We outnumber you and would darken the sky with our arrows if I so chose! What makes you think you could stop me?"

Kleptikos, smiling slightly, says "True, your strength is formidable but we have powers you do not. If you wish to water the grass with your soldiers' blood, we will oblige though it seems...wasteful."

The Chief stares at Kleptikos for a long time, before he suddenly breaks out into a laugh and says "I like you, weakling! Fine! We won't decorate your spine with arrows...yet. Perhaps your 'mighty powers' could help us."

"Ask and I shall reply, Great Chief."

"Our War Priest, Agalika-ra-nal, has received a vision from our greatest Clan Chief of ancient days, Tuyakel-ko-bar, that has led us here. The Great Clan Chief fell in battle to a mighty wyrm centuries ago and was buried here with his retainers and heroes. Over time, the location of the tomb was lost and we were not able to properly honor his memory. His spirit is displeased and wishes his bones to be returned to our lands for the proper rites and has shown the location of the tomb to us. We wish to retrieve the remains of all within and then leave this forsaken land for our home."

"You are certainly capable of doing this and more, Great Chief. Why have you not yet completed your mission?"

"The beast that killed the great Clan Chief, or perhaps one of its offspring, still guards the shrine and has many vile hellhounds with it. I have sent many of my greatest warriors against the beast, but none have returned. The shrine is too cramped to allow me to lead my troops in there and the beast has the advantage. If your group can defeat the creature without desecrating the remains of our Clan Chief, we will gather our ancestors and return them to our home."

"A mere snake?", thinks Kleptikos. "How hard can this be?"

"We would be happy to help, Great Chief. I will return with our heroes and slay the beast."

The party leaves the mercenaries aboveground with Captain Lou's pikemen and descends the stairs into the shrine's catacombs.

Descent into the Catacombs

The party enters the dusty remnants of the shrine and sees a flight a of stairs descending to the catacombs. The stairs are surrounded by cyclopean columns supporting the room as eight statues of hobgoblin heroes look on sternly.

Room 1

Kleptikos readies his sling and scouts ahead using Move Silently (fails with 77%) and Hide In Shadows (succeeds with 12%). I check for surprise as he stumbles across the 5 head pyro-hydra  trying to batter down the iron door to room 3 in the north wall. Both come up with 3 so no surprise and we proceed to initiative. Encounter distance is 50ft means the hydra is out melee range.

Round 1 Actions:

  • Blastikus will throw dagger
  • Brogallo, Bro-jira and Mighty Redneck will all charge the hydra
  • Brother Fitzy, Brother O'malley, and Brother Sully will move to the read of the hydra and commence melee
  • Kleptikos will fire his sling

  • All 5 hydra heads will be breathe fire and their overlapping cones of breath weapon means everyone gets hit.

Round 1 initiative; Party wins 5 to 3

  • Blastikus thrown daggers hits hydra head 4 with a 19 for 4hp 
  • Kleptikos sling misses with a 13+1
  • Everyone moves into range and can melee next round

  • Hydra head 1 breathes fire on Brogallo for 3hp (fails save vs bw)
  • Hydra head 2 breathes fire on Bro-jira for 2hp (fails save vs bw)
  • Hydra head 3 breathes fire on Mighty Redneck for 4hp (fails save vs bw)
  • Hydra head 4 breathes fire on Brother Fitzy for 3hp (16 save vs bw takes it to 1hp)
  • Hydra head 5 breathes fire on Brother O'malley for 5hp (17 save vs bw takes it to 2hp) and Brother Sully for 5hp (fails save vs bw) 
  • Blastikus and Kleptikos are out of breath weapon range

Round 2 Actions:

  • Blastikus and Kleptikos continue missile fire
  • Everyone else is in melee

Round 2 initiative; Party wins 6 to 2

  • Blastikus and Kleptikos both miss
  • Brogallo miss
  • Bro-jira hits head 4 with bastard sword for 3+4hp killing it
  • Mighty Redneck hits head 2 with longsword for 11+1hp killing it
  • Brother Fitzy miss
  • Brother O'malley miss
  • Brother Sully hits head 5 with warhammer for 1hp
  • Hydra head 1: miss Brogallo
  • Hydra head 2: DEAD
  • Hydra head 3: miss Bro-jira
  • Hydra head 4: DEAD
  • Hydra head 5: bites Mighty Redneck for 2hp

Round 3 Actions:

  • Blastikus and Kleptikos continue missile fire
  • Everyone else is in melee

Round 3 initiative; Hydra wins 5 to 2

  • Hydra head 1: hits Brogallo for 5hp
  • Hydra head 2: DEAD
  • Hydra head 3: miss Bro-jira
  • Hydra head 4: DEAD
  • Hydra head 5: miss Mighty Redneck
  • Blastikus hits head 1 for 6hp
  • Kleptikos miss
  • Brogallo hits head 1 with longsword for 3+3hp killing it
  • Bro-jira hits miss
  • Mighty Redneck hits head 3 with longsword for 4+1hp
  • Brother Fitzy miss
  • Brother O'malley hits head 3 with warhammer for 2hp
  • Brother Sully hits miss

Round 4 Actions:

  • Blastikus is out of daggers and hangs back
  • Kleptikos continue missile fire
  • Everyone else is in melee

Round 4 initiative; Hydra wins 2 to 1

  • Hydra head 1: miss
  • Hydra head 2: DEAD
  • Hydra head 3: DEAD
  • Hydra head 4: DEAD
  • Hydra head 5: bites Bro-jira for 3hp
  • Blastikus no attack
  • Kleptikos miss

  • Brogallo hits head 1 with longsword for 9+3hp killing it
  • Bro-jira hits miss
  • Mighty Redneck miss

  • Brother Fitzy hits head 1 with warhammer for 1hp
  • Brother O'malley hits head 1 with warhammer for 3hp
  • Brother Sully hits miss

Round 5 Actions:

  • Blastikus is out of daggers and hangs back
  • Kleptikos continue missile fire
  • Everyone else is in melee

Round 5 initiative; Hydra wins 2 to 1

  • Hydra head 1: DEAD
  • Hydra head 2: DEAD
  • Hydra head 3: DEAD
  • Hydra head 4: DEAD
  • Hydra head 5: hits Bro-jira for 3hp
  • Blastikus no attack
  • Kleptikos hits head 5 with sling for 6hp
  • Brogallo hits head 5 with longsword for 1+3hp killing it

Post-combat

  • Brother Sully CLW Bro-jira for 8hp bringing him back to max hp of 11
  • Brother Sully CLW Brother O'malley for 3hp bringing him to 11
Party decides to see why the hydra was so interested in room 3 and decide to open the door.

Room 3

They open the door and stumble upon the NPC party. Surprise is 4 to 4 so no surprise and encounter distance is striking distance due to room size.

The party sees that these are not monsters and elect to parley with Brother Sully as the face. They win initiative 5 to 3 so discussions begin. Reaction comes back at 57% + 25% for a total of 82% (Uncertain but 55% prone toward positive) and a 45% means they're willing to talk. NPC party consists of:

NPCs:

  • Alethra Lvl4 Ranger (Chaotic Good) with a henchman: Graal Praleldan Lvl4 Fighter (Lawful Good)
  • Wallen Starag Lvl4 Thief (True Neutral)
  • Truell Lvl4 Magicuser (Chaotic Evil)

  • Hoykim Half-elf Lvl4/4 Cleric/Magicuser (Lawful Good)
  • Immeral Lehlenath Half-elf Lvl4/4 Fighter/Assassin (Chaotic Evil)

  • 3 men-at-arms
This party had recently discovered the shrine and spotted the hobgoblins looking for the site as well. They quickly made their way underground hoping to quickly plunder the relics and leave before the hobgoblins discovered the ruins buried in the overgrowth. Unfortunately, they were surprised by the hydra that burst on them from the direction of room 5 and forced to barricade themselves in this room. The iron door miraculously has held for several days and the hydra was unable to penetrate it. They are running low on supplies and are offer to trade the iron trunk for help in returning to Tallow Watch. Brother Sully accepts (taking the armor and gold, but leaving the trunk for plausible deniability to the hobgoblins) and tells them about the hobgoblins aboveground before suggesting they stay in this room while the bros check out the rest of the shrine. They'll concoct some story to explain the NPCs presence in the shrine and try to save them on the way out.

I roll a d4 and get a 4, so the bros are going to check the western door to room 2.

Room 2

Listening at the door, both Brother Fitzy and Brother Sully both hear dog-like snuffling and whining. Forewarned of the hellhounds by the NPCs, the party prepares to burst in and dispatch the beasts.

Round 1 Actions:

  • Blastikus will throw dagger
  • Kleptikos will fire his sling

  • Brogallo, Bro-jira and Mighty Redneck will all charge into melee
  • Brother Fitzy, Brother O'malley, and Brother Sully will also charge into melee
Surprise is 5 to 5 so nobody is surprised. Encounter distance is striking distance so we move onto initiative.

Round 1 initiative; Party wins 6 to 1

  • Blastikus miss
  • Kleptikos miss

  • Brogallo miss
  • Bro-jira miss
  • Mighty Redneck miss

  • Brother Fitzy miss
  • Brother O'malley miss
  • Brother Sully miss
  • Hellhound 1 (17hp) miss Redneck
  • Hellhound 2 (18hp) hit Redneck with bite for 4hp

Round 2 initiative; Party wins 5 to 1

  • Blastikus miss
  • Kleptikos miss
  • Brogallo hit Hellhound 1 for 2+3hp
  • Bro-jira hit Hellhound 2 for 7+4hp
  • Mighty Redneck miss
  • Brother Fitzy miss
  • Brother O'malley hit Hellhound 1 for 5hp
  • Brother Sully miss
  • Hellhound 1 miss Redneck
  • Hellhound 2 hit Redneck with bite for 4hp

Round 3 initiative; Party wins 5 to 2

  • Blastikus hit Hellhound 1 for 3hp
  • Kleptikos hit Hellhound 2 for 5hp
  • Brogallo hit Hellhound 1 for 2+3hp killing it
  • Bro-jira miss
  • Mighty Redneck miss
  • Brother Fitzy miss
  • Brother O'malley hit Hellhound 2 for 5hp killing it
  • Brother Sully miss
  • Hellhound 1 DEAD
  • Hellhound 2 DEAD

Kleptikos checks the pottery jars and bags for traps and succeeds on both (19% and 20%). He disables the trap and leads the party back into the room. They take the electrum while leaving the silver. 

Room 5

The PCs takes turns listening at the door and all fail to hear anything. Bro-jira successfully forces the door and the party sees the long corridor extending into darkness. Kleptikos scouts ahead failing both Move Silently and Find Remove Traps. Luckily he rolls a 4 on the chance to fall into the pit and narrowly misses taking a nasty fall in the dark after he clumsily triggers the pit trap. He leads the party into the room and quickly checks the iron trunks for traps (he fails all checks, but they're not trapped so no harm). They quickly pocket the gems along the wand and potion, while leaving the silver.

The party takes turn listening at the door and all fail to hear anything. Bro-jira again forces the door and we check for surprise. They lose 2 to 1 and encounter distance is again within striking distance so the two hellhounds get one segment of attacks on a randomly determined party member: Brother Fitzy. The two hellhounds in room 8 move to attack and will be in the first round of melee. Both hellhounds miss Brother Fitzy so we move on to initiative.

Round 1 initiative; Hellhounds win 4 to 1

  • Hellhound 1 (21hp) miss Bro-jira 
  • Hellhound 2 (24hp) miss Mighty Redneck 
  • Hellhound 3 (17hp) miss Brother O'malley 
  • Hellhound 4 (24hp) miss Brother O'malley 

  • Blastikus hits Hellhound 3 for 6hp
  • Kleptikos miss Hellhound 3

  • Brogallo miss Hellhound 2
  • Bro-jira hit Hellhound 3 for 5+4hp
  • Mighty Redneck miss Hellhound 1

  • Brother Fitzy hits Hellhound 4 for 4hp
  • Brother O'malley hits Hellhound 3 for 3hp killing it
  • Brother Sully miss Hellhound 2

Round 2 initiative; Hellhounds win 5 to 1

  • Hellhound 1 (21hp) miss Bro-jira 
  • Hellhound 2 (24hp) miss Mighty Redneck 
  • Hellhound 3 DEAD
  • Hellhound 4 (24hp) miss Brother O'malley 

  • Blastikus miss Hellhound 2
  • Kleptikos miss Hellhound 1

  • Brogallo miss Hellhound 2
  • Bro-jira miss Hellhound 1
  • Mighty Redneck miss Hellhound 1

  • Brother Fitzy miss Hellhound 4
  • Brother O'malley hits Hellhound 4 for 6hp
  • Brother Sully miss Hellhound 2

Round 3 initiative; Party win 6 to 1

  • Blastikus miss Hellhound 2
  • Kleptikos miss Hellhound 1

  • Brogallo hits Hellhound 2 for 7+3hp
  • Bro-jira hits Hellhound 1 for 5+4hp
  • Mighty Redneck hits Hellhound 1 for 4+1hp

  • Brother Fitzy hits Hellhound 4 for 2hp
  • Brother O'malley miss Hellhound 4
  • Brother Sully miss Hellhound 2

  • Hellhound 1 (21hp) miss Bro-jira 
  • Hellhound 2 (24hp) miss Mighty Redneck 
  • Hellhound 3 DEAD
  • Hellhound 4 (24hp) miss Brother O'malley 

Round 4 initiative; Party win 6 to 2

  • Blastikus casts Sleep and rolls a 4 so hellhounds1 and 2 go down
  • Kleptikos miss Hellhound 1

  • Brogallo miss Hellhound 2 
  • Bro-jira miss Hellhound 1 
  • Mighty Redneck miss Hellhound 1 

  • Brother Fitzy miss Hellhound 4 
  • Brother O'malley miss Hellhound 4
  • Brother Sully miss Hellhound 2

  • Hellhound 1 (21hp) SLEEP
  • Hellhound 2 (24hp) SLEEP
  • Hellhound 3 DEAD
  • Hellhound 4 (24hp) miss Brother O'malley 

Round 5 initiative; Party win 6 to 2

  • Blastikus kills hellhounds1 and 2
  • Kleptikos miss Hellhound 4

  • Brogallo miss Hellhound 4
  • Bro-jira miss Hellhound 4
  • Mighty Redneck miss Hellhound 4

  • Brother Fitzy hits Hellhound 4  for 4hp
  • Brother O'malley hits Hellhound 4 for 5hp
  • Brother Sully hits Hellhound 4 for 2hp

  • Hellhound 1 (21hp) SLEEP
  • Hellhound 2 (24hp) SLEEP
  • Hellhound 3 DEAD
  • Hellhound 4 (24hp)  Brother O'malley 

Round 6 initiative; Party win 3 to 2

  • Blastikus out of ammo
  • Kleptikos hits Hellhound 4 for 4hp

  • Brogallo miss Hellhound 4
  • Bro-jira miss Hellhound 4
  • Mighty Redneck miss Hellhound 4

  • Brother Fitzy hits Hellhound 4 for 5hp
  • Brother O'malley miss Hellhound 4
  • Brother Sully hits Hellhound 4 for 2hp killing it

They quickly search both rooms and grab the (8) +3 arrows while leaving the silver.

Aftermath

The party decides to loosely bind the NPCs and tell the hobgoblins that they are wanted criminals in Tallow Watch. If the hobgoblins believe them, great. If not, they can slip their bonds and help fight their way out of the mess.

Kleptikos rolls a 66% plus 30% bonus for a total reaction of 96% (Enthusiastically friendly, immediate acceptance). 

The party emerges from the shrine's depths into the bright afternoon sun, leading the bound prisoners. Kleptikos makes his way to Chief Orenki-ko-bar and bows.

"Great Chief, the beasts are slain and the shrine of your ancestors is at peace. After we slew the beast, we found these cowards hiding in fear. They are wanted criminals in our city and must be returned for execution, per our laws. We have fulfilled our oaths."

The Chief murmurs something to the War Priest, before turning his suspicious gaze on the party and saying "Hmmm...so you claim. No matter to us either way. The shrine is otherwise undisturbed and free of the beast?"

"Yes, Great Chief"

"Then begone! We will retrieve our ancestors and soon be away from this accursed land of weaklings."

The party cautiously withdraws and begins the trek back to Tallow Watch. Later that evening, Mighty Redneck and Kleptikos return under cover of darkness to see if the hobgoblins kept their word and find that the shrine has in fact been abandoned. It appears that the threat has been eliminated for the time being.

Experience

1 5-headed pyrohydra: 865xp
6 Hellhounds: 2468xp
Treasure: 4,250gp= 4,250xp
Total: 7,583xp (948xp each party member plus 10% XP bonus for 1,043xpxp where appropriate)

Individual XP:

Blastikus: 6,000xp for Wand of Frost (not yet identified - will address in downtime)
Kleptikos: 900xp for +1 Leather armor and Oil of Etherealness (not yet identified - will address in downtime)
Mighty Redneck: 600xp for (8) +3 arrows (not yet identified - will address in downtime)

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