Do You Hear It? (An AD&D Second Edition Quest)

I remember I once pulled the "returning hunter" trick on a party waaay overconfident. Their dice were rolling high, until they weren't. Almost tpked them, saved them on a technicality. Twice.

To be clear, I planned this in advance and was not fucking them. No one thought that gobbos might be outside. Clearly they must all be in the cave.

Also, gobbos have ridic stealth buffs... tho idk about 2e. Dapper will play them realistic.
 
Goblintown
Saewil, upon receiving a hand signal from you, darts forward and takes to the wall under cover of brush.

Hide in Shadows
Target-105+10 (Underbrush)
Roll=29


The goblinoids seem not to spot her as she makes it to the wall, clasping hands onto the rough logs which make up its structure and hauling upwards as quietly as possible.

Move Silently
Target-110
Roll=77
Climb Walls
Target-60+15 (Rough Surface)
Roll=50


She hauls herself up the wall in several smooth motions, feet solidly planting against mild depressions in the rough-cut wood and pushing herself up with silent exertions until she crawls quietly behind two goblins.

Drawing her twin swords, leaf blades glinting in the dark, she stalks with violence overtaking her features, a bloodthirsty stare of violent rage drilling into the backs of two goblins before her strikes dart forward.

Attack Roll=D20(7)+4+4(Back Attack)=15
Damage=d8(3)+5x2(Sneak Attack)=16

Attack Roll 2=D20(16)+4+4(Back Attack)=24
Damage=d8(6)+5x2(Sneak Attack)=22


The left-most goblin is impaled on her blade's length, it juts out brutally from his chest, having sliced through where his kidney likely is and stunned him with utter agony. The second turns towards the event, confused and baffled only to have his throat split open and spit like a spigot, no noise of any real noticeability escaping it.

Dragging her blade free, she continues forward, slithering across the palisade walkways and seeking the other two goblin group of guards watching their section. A slithering, careful motion that brings to mind a hunting serpent.

Move Silently
Target-110
Roll=36


They do not notice, and that is the last mistake they ever make. She darts behind them and in a similar motion, claims their lives.

Attack Roll 1=D20(12)+4+4(Back Attack)=20
Damage=d8(5)+5x2(Sneak Attack)=20

Attack Roll 2=D20(16)+4+4(Back Attack)
Damage=d8(7)+5x2(Sneak Attack)=24


They both die in the rush, blades piercing into spinal columns with a slow drip of blood around the edges of the injury. She gently lowers them to the ground, before turning and pulling free the ropes which hold the gate open.

The gate creaks open, a sound that the goblins within evidently explain away from the lack of reaction. Alistair looks at you, waiting for a decision.

[X] Go in, claim your vengeance.
[X] Something Else?
 
[X] Go in, claim your vengeance.

They better be ready to catch these hands. I've watched Goblin Slayer I know how disadvantaged we are in a cave. Doesn't save them from getting their skulls caved in from our natural Meat Mallets.
 
Blood
You stand, and with a herculean effort, leap forward. Ground is eaten up in megalithic strides, as the gate comes into view, unlocked. An opportunity comes to mind as you accelerate further and further, putting your shoulder ahead of you in a harebrained scheme.

Shatter Them
Strength Roll=D20(13)+19=32
Target-30


The gate gives way. Wood shattering into a spray of shrapnel that screams ahead of you and claims lives with its javelin-like length, pinning goblins which were simply lounging around a small fire to walls and the ground.

The ground soaks with blood as their life spills from the injuries, muddying it slowly, portending the future that seems certain.

A call sounds out, screaming giving way to noise as above you, arrows fly into the rapidly forming mass of goblins, dozens of them, attempting a formation whilst bare of armour and carrying only what weapons they had on their person.

1-1 Hitdie opponents, Heroic Fray activates

Longbow/Flight Arrows Attacks against Mass of Goblins
Rolls=4, 13, 17, 15
Target-3

Total Damage=4d8(5,5,1,8)+4=23


The arrows sling into the mass, taking out goblins with shots through the eye, heart and throat. One arrow pins two of them together as Saewil becomes a one-woman team of archers. But the carnage there is insufficient, you charge in with a rumbling roar, eyes wide, mouth open and spittle flying.


1-1 Hitdie opponents, Heroic Fray activates

Greatsword attacks against Mass of Goblins
Rolls=10, 17, 11, 11
Target-4

Total Damage=4d12(6,8,8,11)+40=73


They were never ready. The blade slams through a half dozen on the first swing, bisecting them with jagged, horrific cuts as the unsharpened piece of steel shears rather than cuts. A few bring-up wooden shields to stop you. Paltry things, thin and wicker backed, the spray of blood through them feeds the bloodlust welling up deep within you.

Losing yourself in the sheer joy of it, you kill and kill and kill. Heads go flying, bodies mangled. They cannot stop you, their weapons weak, their armour thin, their shields fragile. The world goes red, the ground slippery with blood and guts. All that is left is their fear and your hate.

But the rage has blinded you, the hatred made you imperceptive. The ground rumbles in a deep thrum. The wizard arrives at the edge of the encampment. Wand raised and glimmering blue light dimly shining as he observes the situation, not acting yet.

The goblins bash at you, attempting to pierce through your armour.

Goblin Attacks
Roll=8,17,2,2,3,11,12,6,16,18
Target-20


Your skin bruises as their fragile attempts shatter against it, wooden spear hafts cracking, short iron daggers blunting themselves and hands leaving themselves welted and raw from the sheer friction of the mail. Blood soaking your armour renders any grappling a failed task, unable to manage anything with small hands and such challenges.

Parrying a thrown rock with your blade, you give another roar, shaking the hearts of those who surround you. That moment of hesitation is all you needed.

Greatsword attacks against Mass of Goblins
Roll=8, 17
Target-4

Total Damage=2d12(12, 7)+20=39


With wide swings you slay them, the air turns red with offal and gore. Goblins slip in the remains of their comrade as the only clear sound is fear and the screaming air at the edge of your weapon. They run, they hide, but there is no escape.

Saewil draws two more arrows, breathing deeply as she fires them off.

Longbow/Flight Arrows Attacks against Mass of Goblins
Rolls=16, 13
Target-3

Damage Roll=2d8(8, 2)+2=12

Four goblins fall as arrows pierce them together in a violent bond, their last moments spent pinned and pained. The remaining few run from your image, dripping with gore and seeking the living that remain.

A loud roar answers you from behind. Coming free of a tent is a massive man. No, a massive orc. Having a full foot on even you, their hunched over frame, tusked and brutish face combined with bulging, inhuman musculature sets this as a fight to fear.

Mail hangs off him, obviously patched together from a hundred victories, his scars an artwork telling of his prowess as a warrior. Behind him lurks a shade, cowled and dark with a spellbook on his hip. You answer his challenge immediately with a reckless charge, uncaring of what may happen.

Initiative Roll-off
William=d10(10)+4=14
War Chief=d10(3)+6=9


The orc, however, is experienced and savvy, bringing up his axe to catch you as you do this reckless act.

Attack Rolls
First Attack=15+5=20
Second Attack=16+5=21

Damage Rolls
Roll=2d10(11)+12=23


His axe blade catches you deeply in the gut, cutting to the precious guts beneath. They nearly spill out, clearly showing through smashed apart mail. In that moment of opportunity, he kicks you back, planting a boot firmly in the injury and brings down the axe on your head. The blade slams home just a bit off target, shearing a bloody trench through the side of your face instead, exposing the interior of your face through torn open cheek and chipped jawbone.

Any other warrior would be felled by such injuries, each lethal in their own right. All you feel is the hate building, the rage coiling. Slamming your blade into the ground to settle yourself, he speaks something in Orcish, a language you never bothered to grok.

And then you let loose with a sudden silent charge, picking up your blade as if it was a feather. He blinks at the charge, baffled at your survival.

3rd round, full attacks
First Attack=2+6=8
Second Attack=11+6=17
Target-15
Damage Roll=1d12(12)+10=22


Your blade cuts through his centre. Mail and sternum are similarly proven unable to stop the mass of steel you call a sword. He spits out a torrent of blood as his lungs fill with the substance before he separates, falling into two individual pieces and spilling out his vitals.

The wizard a few feet behind him stares up at you, surprised shock barely not overcoming him as he attempts to whisper words of magic and moving his fingers in arcane patterns.

Magic Missile
Damage Roll=2d4(4, 3)+2=9


Two shimmering bolts of purple energy slam forward, seeking into your chest and blasting you backwards two steps with force. Ribs crack underneath your skin and blood pools in the cavities therein.

Staring at the man, you simply grin, teeth showing in a broad exulting appearance soaked through with blood. You grip your blades haft with both hands and tense your muscles to swing as he backs away terrified.

Attack Roll=14+6=20
Target-14

Damage=1d12(10)+10=20


A mystical shield flares to life as you bring the blade down with tremendous force. It does not even slow the swing down as it pops, the last moment of the wizard's life cut through with utter fear. He splits in twain like a soft piece of timber, blood exploding and coating the surroundings in even more red ichor.

The cold breeze on your internal organs drags you back to sanity, you fall to a knee, breathing in slowly as you recover from the exertion. The fort lies in ruins, the offal of a hundred corpses spilt and choking the air.

Saewil fires shots into the very few remaining goblins whilst Alistair slowly lurks into the camp, seeking the spellbook.

You have won.

[X] Make your way back to the village, beds would be preferable, even if your wounds may be aggravated by the journey. (Rest for multiple weeks, total exp)
[X] Something else?

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The first adventure ends in an appropriately bombastic method!
 
[X] Go back to the village to rest and recover. Have the uninjured villagers/party set traps for possible returning forces far enough out in the forest the usual jaunts of the locals won't hit them. (though they should know about them.) Noisemakers closer in or things that can alert them sooner. Set a lookout/watch tower deal if the locals return, even if it's just someone climbing a tree and tying themselves in to not fall. If possible prepare for raiding orcs in a few weeks. Set spikes in the earth etc, whatever the locals can be directed to. Get companions to come up with ideas maybe.
IF just the party- run if anything goes wrong.


Hopefully there are buildings standing and the people come back. Need more eyes and ears for forewarning while we recover. He's a half-orc so the journey should be fine. Staying at the camp may be a bad idea. Though if we notice more orcs coming putting them in a narrower hallway to funnel them might be a good idea.
 
[X] Something else: Check the cave. Make sure there are NO survivors of this massacre. If there's loot grab it, but THE most important thing is double-No-TRIPLE checking the damn cave. There will be no goblin, spawn and all left. No stone unturned.
 
[X] Go back to the village to rest and recover. Have the uninjured villagers/party set traps for possible returning forces far enough out in the forest the usual jaunts of the locals won't hit them. (though they should know about them.) Noisemakers closer in or things that can alert them sooner. Set a lookout/watch tower deal if the locals return, even if it's just someone climbing a tree and tying themselves in to not fall. If possible prepare for raiding orcs in a few weeks. Set spikes in the earth etc, whatever the locals can be directed to. Get companions to come up with ideas maybe.
IF just the party- run if anything goes wrong


I think we are now at the moment to be practical. We are injured, and it seems we have shattered the main goblin force. At worst there will be scattered survivors that may make travel somewhat unsafe.

The only thing I'd add is to look into getting some hirelings during the downtime. Mercenaries, porters, torchbearers, and so on. Depends on if we have the money for it or not.

Or current charisma and level means we could get up to 4 lvl 2 Henchmen I believe, and unless the GM had decided otherwise we can have many hirelings as we can afford to pay.

@Dapperlad1 Does the elven archer count as a henchman, or a secondary PC?
 
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[X] Go back to the village to rest and recover. Have the uninjured villagers/party set traps for possible returning forces far enough out in the forest the usual jaunts of the locals won't hit them. (though they should know about them.) Noisemakers closer in or things that can alert them sooner. Set a lookout/watch tower deal if the locals return, even if it's just someone climbing a tree and tying themselves in to not fall. If possible prepare for raiding orcs in a few weeks. Set spikes in the earth etc, whatever the locals can be directed to. Get companions to come up with ideas maybe.
IF just the party- run if anything goes wrong.

As much as I do want to stick around and loot as is traditional we are all injuried, except Alistair but he's a Wizard so he's too squishy, and the Village does need reinforcing. Also Dapper what race was the Wizard? If he was a goblin it's not anything to worrisome but if he was a human or an elf that's a big red flag. Could be dealing with cult activity or something similar.
 
As much as I do want to stick around and loot as is traditional we are all injuried, except Alistair but he's a Wizard so he's too squishy, and the Village does need reinforcing. Also Dapper what race was the Wizard? If he was a goblin it's not anything to worrisome but if he was a human or an elf that's a big red flag. Could be dealing with cult activity or something similar.
Seems to be a humanoid of about human size. You can't tell exact species thanks to Williams's gentle methods of putting others to rest.
 
[X] Go back to the village to rest and recover. Have the uninjured villagers/party set traps for possible returning forces far enough out in the forest the usual jaunts of the locals won't hit them. (though they should know about them.) Noisemakers closer in or things that can alert them sooner. Set a lookout/watch tower deal if the locals return, even if it's just someone climbing a tree and tying themselves in to not fall. If possible prepare for raiding orcs in a few weeks. Set spikes in the earth etc, whatever the locals can be directed to. Get companions to come up with ideas maybe.
IF just the party- run if anything goes wrong


sounds like a solid plan, and I'm assuming we do some light searching before leaving the gobbo camp without having to say so- though I doubt they have anything we'd consider treasure.
 
[X] Go back to the village to rest and recover. Have the uninjured villagers/party set traps for possible returning forces far enough out in the forest the usual jaunts of the locals won't hit them. (though they should know about them.) Noisemakers closer in or things that can alert them sooner. Set a lookout/watch tower deal if the locals return, even if it's just someone climbing a tree and tying themselves in to not fall. If possible prepare for raiding orcs in a few weeks. Set spikes in the earth etc, whatever the locals can be directed to. Get companions to come up with ideas maybe.
IF just the party- run if anything goes wrong


may also want to cut off the ears of the goblins, in case there's a bounty for them in a nearby city
 
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Dude, our Wizard knows the Sleep spell. Probably the most tactically useful low level spell there is.

The three PCs look like they'll mesh well together, and help cover each others weaknesses.
 
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