Monday, September 25, 2023

Felltower Adjacent - Session 5 - Scaring & Murdering Hobgoblins

We played in Vic's Felltower adjacent game on Sunday. I don't have a complete character list, but I should get one and add it.

We started off in the dungeon, having wiped out the undead last time. We headed down to the side second level, called Sir Leonhard's level.

At the bottom of the stairs was a short hall leading to a partly-dug-out level with lots of butte-like raised areas. We tricked a hobgoblin into wandering up to us with promises of food voiced by Urbaine on Splug's provided Goblinian words. We killed him in a Silence area and then rushed forward. We spotted a few more hobgoblins, a couple of dire wolves, and a trio of dwarves. We started killing everything but the dwarves. One said, "Now's our chance, get them!" - we dubbed him Ray, and his buddies Peter and Egon.

We made short work of the enemy, mostly because the hobgoblins insisted on running and the wolves on charging. Thor butchered one wolf with his new magic sword Green Acres, aka Puppyslayer, and Patience jumped next to one off a plateau and smashed it to burger with his two-handed flail. Handsome shot the others in the back.

We moved into the next room, and killed four hobgoblins there. One asked for a passphrase, so Handsome tried to shoot him in the vitals. He blocked and then dodged, before someone else cut him down. We moved into another area and found a caged gladiator ape. Handsome shot it and wounded it badly.

Thor rushed the ape and killed it in its cage, as hobgoblins rushed us from left and right from side doors. Urbaine the bard demolished a few with a Concussion spell at 5d, and the dwarves held the others off. We gave chase to the right.

Handsome shot poorly (shooting on the run with quick shots at targets he couldn't see until the end of his 7 move added up to a -14 or so) and didn't hit them, and as they reached a couple of doors and shouted for help a 17 broke Handsome's bowstring.

The fighters rushed up, led by Hannari, our dwarf martial artist. A dozen hobgoblins or so rushed out, backed by a warchief with an ugly mustache and a powerful hobgoblins wizard (see notes below). Handsome took Splug's bow and plinked away with the little cupid-sized thing, doing a little damage here and there and dropping one or two hobgoblins. But it really cramped his effectiveness.

Thor dropped his sword on a critical failure but bull-rushed the wizard, and missed thanks to Shield. He ended up stranded on the other side of the fight, getting cut up. Hannari tossed an Alchemist's Fire to annoy the hobgoblins, and we fought them to a standstill and started to cut them down as the chief ran up and got knocked down.

Then, just to ruin their chances of getting any of us, Urbaine hit them with Panic and all but the wizard were afraid. As they started to run Hannari and others cut the chief up, Pesistance ran down and killed the wizard, and Handsome shot some poor slob in the back. Then it was over - Urbaine cancelled the spell and demanded they surrender or die.

They surrendered, with their wizard and chief already dead.

We looted them and sent them on their way with only their underwear (Urbaine insisted this was the done thing.)

We stopped there as we had one more place to clear - their boss, downstairs somewhere.


- Sir Leon Hard is totally an adult film star name.

- These were all D&D4 hobgoblins, not Felltower ones (which are resistant to magic) or DFRPG ones. They're remarkably tactically inept and lack unit cohesion, so they sure as hell aren't 1st edition AD&D hobgoblins, who looked like samurai and acted like soldiers.

- I couldn't afford a spare longbow, and I just didn't think to keep one of the goblin bows as a backup. Or to buy a spare bow. Oh well, I paid for it this session. Dropping from a ST 15 longbow to a ST 11 shortbow meant a serious drop in the killing power of my shots. When we get back to town I'll drop everything I have on the best composite bow or longbow I can, and move my old bow to backup status.

- For once Handsome didn't threaten to kill Splug, because someone paid points for him. I did gripe that we found three brave and intelligent dwarves and no one wants them for allies. No, they want the cowardly and semi-useful goblin.

- The rules differences are interesting. I don't run GURPS or DFRPG exactly as written, so there are some differences that have spillover effects. For example, we allow potions to take effect immediately upon being applied/drunk. But we also make you roll for unconsciousness at the beginning of each turn, if on that turn you attempt something besides Do Nothing. GURPS as written makes you roll next time. So if you're within a healing potion of positive HP you can avoid this roll by drinking the potion. Allowing the one benefit - faster potion effects - is a big upside if you play with the less-harsh rules as written on consciousness rolls. Oh, and I don't allow a parry against slams, but GURPS as written does. I use different fear rules. That sort of stuff. It'll be interesting when we swap to Felltower and people have to adjust back to how I play the game.

1 comment:

  1. D&D4 hobgoblins were kinda infamous for being _too_ disciplined early in the edition, because they got a substantial defensive bonuses on top of their already good base defenses when standing next to each other in a phalanx formation. This got replaced later on with another formation-related bonus.

    For a GURPS version of them, I'd definitely give them something like Shield-Wall Training and other similar techniques.


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