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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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<blockquote data-quote="BenBrown" data-source="post: 5754396" data-attributes="member: 1642"><p>Mallaby cautiously moves forward, being careful to keep something solid between himself and the archer, and hoping that the melee will attract the attentions of the others.[sblock=Mallaby's Actions]Move: to L24[/sblock]<span style="color: Teal">"Going to move up,"</span> the archer calls to his boss. <span style="color: Teal">"Target moved out of sight."</span></p><p><span style="color: Teal"></span></p><p><span style="color: Olive">"Hagra, where are they?"</span> the leader shouts, but gets no answer he can hear from the hobgoblin desperately trying to pull the garrote from his neck.</p><p></p><p>The archer moves up to find something he can shoot at. <span style="color: Teal">"Uthar, get that caster. Razz, guard my back!"</span> He quickly nocks an arrow and lets fly at Tyris, but his arrow goes high.</p><p></p><p>The hobgoblin next to the tent wheels and runs past the archer at Mallaby. The other hesitates for a second, then rushes through the bramble patch that Thais summoned to strike at her. Both blows connect.</p><p></p><p>The leader likewise looses an arrow, this one at Goldenhorn, striking him annoyingly. The remaining spear-wielder also attempts to hit the Minotaur, but with less success.</p><p></p><p>The flail-wielding sergeant is next to Goldenhorn, but his attention is entirely occupied by his strangler. The tails of his lash go flying, but do not hit the stealthy assassin.</p><p></p><p>Finally, the last hobgoblin steps back, then charges headlong with the intention of sticking his sword in Spider. He manages only to get part of the tent.[sblock=Enemy Actions]<strong>Bow 46</strong></p><p>Move: to M21</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3307753/" target="_blank">Longbow vs. Tyris (1d20+10=12)</a> miss.</p><p></p><p><strong>Spear 70</strong></p><p>Standard: Charge Thais ending in R15 <a href="http://invisiblecastle.com/roller/view/3307755/" target="_blank">Spear (Charge) vs. Thais (1d20+11+1=18)</a> 4 damage</p><p></p><p><strong>Spear 11</strong></p><p>Standard: Charge Mallaby ending in L23 <a href="http://invisiblecastle.com/roller/view/3307764/" target="_blank">Spear (Charge) vs. Mallaby (1d20+11+1=21)</a> 4 damage</p><p></p><p><strong>Boss</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3307772/" target="_blank">Longbow vs. Goldenhorn (1d20+11=20, 1d10+7=9)</a> 9 damage and Goldenhorn grants CA TENT</p><p></p><p><strong>Spear 79</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3307783/" target="_blank">Spear vs. Goldenhorn (1d20+11+2=16)</a> miss.</p><p></p><p><strong>Flail 97</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3307790/" target="_blank">Flail vs. Tyris (1d20+8-2=13)</a> miss.</p><p></p><p><strong>Sword 66</strong></p><p>Move: to P12</p><p>Standard: Charge Spider ending in O14 <a href="http://invisiblecastle.com/roller/view/3307793/" target="_blank">Sword (Charge) vs. Spider (1d20+6+2=9)</a> miss.[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound4.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=status]Goldenhorn: O15 HP <span style="color: Red">20/37</span>, Surges 8/10, AP 0, second wind unused, Grants CA TENT</p><p>Spider: O19 HP <span style="color: Red">18/39</span>, Surges 9/10, AP 1, second wind unused</p><p>Tyris: P15 HP <span style="color: Lime">21/29</span>, Surges 5/7, AP 1, second wind unused</p><p>Zardi: O16 HP <span style="color: Lime">26+3/48</span>, Surges 7/11, AP 0, second wind unused</p><p></p><p>Mallaby: O26 HP <span style="color: Lime">22/26</span>, Surges 5/5, second wind unused</p><p>Thais: R14 HP <span style="color: Lime">34/38</span>, Surges 5/5, second wind unused</p><p></p><p>Sword Hobgoblin 66: O13 HP <span style="color: Lime">1+5/1</span></p><p>Spear Hobgoblin 11: N18 HP <span style="color: Lime">1/1</span> </p><p>Spear Hobgoblin 70: P20 HP <span style="color: Lime">1/1</span></p><p>Spear Hobgoblin 79: P13 HP <span style="color: Lime">1+5/1</span></p><p>Spear Hobgoblin 90: N14 HP <span style="color: DarkSlateGray">0/1</span> dead.</p><p>Flail Hobgoblin 34: O14 HP <span style="color: DarkSlateGray">0/49</span> dead</p><p>Flail Hobgoblin 97: P14 HP <span style="color: Red">15/49</span> grabbed by Tyris.</p><p>Bow Hobgoblin 46: H20 HP <span style="color: Lime">39/39</span></p><p>Hobgoblin Boss: H13 HP <span style="color: Lime">Uninjured</span>[/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent.</p><p></p><p>Any PC can take a move or minor action to have an NPC perform a move action (or a minor action).</p><p>Any PC can take a standard action to have an NPC perform a standard action.</p><p></p><p>NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.</p><p></p><p>If, in a given round, none of the PCs give instructions to Thais, she will take a single non-offensive action, either a move or total defense.</p><p></p><p>If, in a given round, none of the PCs give instructions to Lord Mallaby, he will attempt to make his way to the tent, using two move actions--stealthily at first, but in the open once spotted. He's determined to take an active part in this rescue, and going straight for where he thinks Ismene is kept is the best plan. He can, of course, told not to, but unless he's doing something else useful, he'll want to make for the tent.</p><p></p><p>If either NPC becomes bloodied, that NPC will use Second Wind as a standard action without needing actions on the part of a player.[/sblock][sblock=NPC stats]<strong>Lord Adelin Mallaby</strong></p><p>HP: 26, Bloodied 13, Surge Value 6</p><p>AC: 15, Fort: 12, Ref: 13, Will: 14</p><p>Speed 6</p><p>Skills: Diplomacy +8, History +6, Stealth +3, Perception +1</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Rapier +6 vs. AC, 1d8+4 damage</p><p><span style="color: red">[o] <strong>Second Wind</strong></span></p><p></p><p><strong>Thais</strong></p><p>HP: 38, Bloodied 19, Surge Value 9</p><p>AC: 16, Fort: 13, Ref: 14, Will: 15</p><p>Skills: Arcana +6, Nature +11, Stealth +3, Perception +4</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Staff +7 vs. AC, 1d8+5 damage</p><p><span style="color: green"><strong>Spore Strike</strong></span> Ranged 10 (one creature)</p><p>Attack: +5 vs. Will</p><p>Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn.</p><p><span style="color: red">[X] <strong>Bramble Patch</strong></span> Area Burst 1 within 10 (all enemies in burst)</p><p>Attack: +5 vs. Reflex</p><p>Hit: 1d8+5 damage, and the attack creates a zone which lasts until the end of the encounter. Any enemy that starts its turn in the zone takes 3 damage and is slowed.</p><p><span style="color: red">[o] <strong>Tree Step</strong></span> (move action)</p><p>Effect: Thais teleports 8 squares.</p><p>Requirement: Both the starting square and the target square must be adjacent to trees.</p><p><span style="color: red">[o] <strong>Second Wind</strong></span>[/sblock][sblock=Enemy Stats]<strong>Flail Hobgoblin</strong></p><p>AC 19, Fort 17, Ref 15, Will 15</p><p>Passive Perception 18</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Flail: +8 vs. AC, 1d10+5 and target is marked until the beginning of the Hobgoblin's next turn.</p><p>These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.[sblock=nature 13]<strong>Hobgoblin Battle Guard</strong></p><p>Level 3 Soldier</p><p>medium natural humanoid[sblock=nature 21]Phalanx Movement: As a move action the Battle Guard and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock]<strong>Sword Hobgoblin</strong></p><p>AC 17, Fort 15, Ref 13, Will 12</p><p>Passive Perception 11</p><p>+2 to AC if adjacent to at least one hobgoblin ally.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Long Sword: +6 vs. AC, 5 damage.[sblock=nature 13]<strong>Hobgoblin Grunt</strong></p><p>Level 3 Minion</p><p>medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Grunt suffers an effect that a save can end, the Grunt can make an immediate saving throw.[/sblock][/sblock]<strong>Spear Hobgoblin</strong></p><p>AC 20, Fort 18, Ref 16, Will 15</p><p>Passive Perception 13</p><p>+2 to AC if adjacent to at least one hobgoblin ally.</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear: +11 vs. AC, 4 damage.[sblock=nature 14]<strong>Hobgoblin Sentry</strong></p><p>Level 4 Soldier Minion</p><p>medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Sentry suffers an effect that a save can end, the Sentry can make an immediate saving throw.[/sblock][/sblock]<strong>Bow Hobgoblin</strong></p><p>AC 17, Fort 15, Ref 15, Will 13</p><p>Passive Perception 18</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13]<strong>Hobgoblin Archer</strong></p><p>Level 3 Artillery</p><p>medium natural humanoid[sblock=nature 21]When the Archer hits with its longbow, in addition to damage, it grants an ally a +2 bonus to its next ranged attack against the same target.</p><p>Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock]<strong>Hobgoblin Boss</strong></p><p>AC 18, Fort 15, Ref 17, Will 16</p><p>Passive Perception 11</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14]<strong>Hobgoblin Warmonger</strong></p><p>Level 4 Artillery (Leader)</p><p>medium natural humanoid[sblock=nature 21]A creature hit by the Warmonger's longbow grants CA until the start of the Warmonger's next turn.</p><p>Battle Cry (recharge when bloodied): area burst 1, in which an enemy hit makes a basic attack as a free action against a target of the Warmonger's choice, and in which the Warmonger's allies each can make a charge or basic attack, and regain hit points if they hit.</p><p>Phalanx Movement: As a move action the Warmonger and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="BenBrown, post: 5754396, member: 1642"] Mallaby cautiously moves forward, being careful to keep something solid between himself and the archer, and hoping that the melee will attract the attentions of the others.[sblock=Mallaby's Actions]Move: to L24[/sblock][COLOR="Teal"]"Going to move up,"[/COLOR] the archer calls to his boss. [COLOR="Teal"]"Target moved out of sight." [/COLOR] [COLOR="Olive"]"Hagra, where are they?"[/COLOR] the leader shouts, but gets no answer he can hear from the hobgoblin desperately trying to pull the garrote from his neck. The archer moves up to find something he can shoot at. [COLOR="Teal"]"Uthar, get that caster. Razz, guard my back!"[/COLOR] He quickly nocks an arrow and lets fly at Tyris, but his arrow goes high. The hobgoblin next to the tent wheels and runs past the archer at Mallaby. The other hesitates for a second, then rushes through the bramble patch that Thais summoned to strike at her. Both blows connect. The leader likewise looses an arrow, this one at Goldenhorn, striking him annoyingly. The remaining spear-wielder also attempts to hit the Minotaur, but with less success. The flail-wielding sergeant is next to Goldenhorn, but his attention is entirely occupied by his strangler. The tails of his lash go flying, but do not hit the stealthy assassin. Finally, the last hobgoblin steps back, then charges headlong with the intention of sticking his sword in Spider. He manages only to get part of the tent.[sblock=Enemy Actions][b]Bow 46[/b] Move: to M21 Standard: [url=http://invisiblecastle.com/roller/view/3307753/]Longbow vs. Tyris (1d20+10=12)[/url] miss. [b]Spear 70[/b] Standard: Charge Thais ending in R15 [url=http://invisiblecastle.com/roller/view/3307755/]Spear (Charge) vs. Thais (1d20+11+1=18)[/url] 4 damage [b]Spear 11[/b] Standard: Charge Mallaby ending in L23 [url=http://invisiblecastle.com/roller/view/3307764/]Spear (Charge) vs. Mallaby (1d20+11+1=21)[/url] 4 damage [b]Boss[/b] Standard: [url=http://invisiblecastle.com/roller/view/3307772/]Longbow vs. Goldenhorn (1d20+11=20, 1d10+7=9)[/url] 9 damage and Goldenhorn grants CA TENT [b]Spear 79[/b] Standard: [url=http://invisiblecastle.com/roller/view/3307783/]Spear vs. Goldenhorn (1d20+11+2=16)[/url] miss. [b]Flail 97[/b] Standard: [url=http://invisiblecastle.com/roller/view/3307790/]Flail vs. Tyris (1d20+8-2=13)[/url] miss. [b]Sword 66[/b] Move: to P12 Standard: Charge Spider ending in O14 [url=http://invisiblecastle.com/roller/view/3307793/]Sword (Charge) vs. Spider (1d20+6+2=9)[/url] miss.[/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound4.gif[/IMG] [IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif[/IMG][/sblock][sblock=status]Goldenhorn: O15 HP [COLOR="Red"]20/37[/COLOR], Surges 8/10, AP 0, second wind unused, Grants CA TENT Spider: O19 HP [COLOR="Red"]18/39[/COLOR], Surges 9/10, AP 1, second wind unused Tyris: P15 HP [COLOR="Lime"]21/29[/COLOR], Surges 5/7, AP 1, second wind unused Zardi: O16 HP [COLOR="Lime"]26+3/48[/COLOR], Surges 7/11, AP 0, second wind unused Mallaby: O26 HP [COLOR="Lime"]22/26[/COLOR], Surges 5/5, second wind unused Thais: R14 HP [COLOR="Lime"]34/38[/COLOR], Surges 5/5, second wind unused Sword Hobgoblin 66: O13 HP [COLOR="Lime"]1+5/1[/COLOR] Spear Hobgoblin 11: N18 HP [COLOR="Lime"]1/1[/COLOR] Spear Hobgoblin 70: P20 HP [COLOR="Lime"]1/1[/COLOR] Spear Hobgoblin 79: P13 HP [COLOR="Lime"]1+5/1[/COLOR] Spear Hobgoblin 90: N14 HP [COLOR="DarkSlateGray"]0/1[/COLOR] dead. Flail Hobgoblin 34: O14 HP [COLOR="DarkSlateGray"]0/49[/COLOR] dead Flail Hobgoblin 97: P14 HP [COLOR="Red"]15/49[/COLOR] grabbed by Tyris. Bow Hobgoblin 46: H20 HP [COLOR="Lime"]39/39[/COLOR] Hobgoblin Boss: H13 HP [COLOR="Lime"]Uninjured[/COLOR][/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent. Any PC can take a move or minor action to have an NPC perform a move action (or a minor action). Any PC can take a standard action to have an NPC perform a standard action. NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them. If, in a given round, none of the PCs give instructions to Thais, she will take a single non-offensive action, either a move or total defense. If, in a given round, none of the PCs give instructions to Lord Mallaby, he will attempt to make his way to the tent, using two move actions--stealthily at first, but in the open once spotted. He's determined to take an active part in this rescue, and going straight for where he thinks Ismene is kept is the best plan. He can, of course, told not to, but unless he's doing something else useful, he'll want to make for the tent. If either NPC becomes bloodied, that NPC will use Second Wind as a standard action without needing actions on the part of a player.[/sblock][sblock=NPC stats][b]Lord Adelin Mallaby[/b] HP: 26, Bloodied 13, Surge Value 6 AC: 15, Fort: 12, Ref: 13, Will: 14 Speed 6 Skills: Diplomacy +8, History +6, Stealth +3, Perception +1 :bmelee: Rapier +6 vs. AC, 1d8+4 damage [color=red][o] [b]Second Wind[/b][/color] [b]Thais[/b] HP: 38, Bloodied 19, Surge Value 9 AC: 16, Fort: 13, Ref: 14, Will: 15 Skills: Arcana +6, Nature +11, Stealth +3, Perception +4 :bmelee: Staff +7 vs. AC, 1d8+5 damage [color=green][b]Spore Strike[/b][/color] Ranged 10 (one creature) Attack: +5 vs. Will Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn. [color=red][X] [b]Bramble Patch[/b][/color] Area Burst 1 within 10 (all enemies in burst) Attack: +5 vs. Reflex Hit: 1d8+5 damage, and the attack creates a zone which lasts until the end of the encounter. Any enemy that starts its turn in the zone takes 3 damage and is slowed. [color=red][o] [b]Tree Step[/b][/color] (move action) Effect: Thais teleports 8 squares. Requirement: Both the starting square and the target square must be adjacent to trees. [color=red][o] [b]Second Wind[/b][/color][/sblock][sblock=Enemy Stats][b]Flail Hobgoblin[/b] AC 19, Fort 17, Ref 15, Will 15 Passive Perception 18 :bmelee: Flail: +8 vs. AC, 1d10+5 and target is marked until the beginning of the Hobgoblin's next turn. These guys have an immediate interrupt, the result of which the first time in a round that one of their adjacent allies would be hit by an attack vs. AC or Ref that hits by a margin of less than two, the attack misses.[sblock=nature 13][b]Hobgoblin Battle Guard[/b] Level 3 Soldier medium natural humanoid[sblock=nature 21]Phalanx Movement: As a move action the Battle Guard and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][b]Sword Hobgoblin[/b] AC 17, Fort 15, Ref 13, Will 12 Passive Perception 11 +2 to AC if adjacent to at least one hobgoblin ally. :bmelee: Long Sword: +6 vs. AC, 5 damage.[sblock=nature 13][b]Hobgoblin Grunt[/b] Level 3 Minion medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Grunt suffers an effect that a save can end, the Grunt can make an immediate saving throw.[/sblock][/sblock][b]Spear Hobgoblin[/b] AC 20, Fort 18, Ref 16, Will 15 Passive Perception 13 +2 to AC if adjacent to at least one hobgoblin ally. :bmelee: Spear: +11 vs. AC, 4 damage.[sblock=nature 14][b]Hobgoblin Sentry[/b] Level 4 Soldier Minion medium natural humanoid[sblock=nature 21]Hobgoblin Resilience (encounter): When the Sentry suffers an effect that a save can end, the Sentry can make an immediate saving throw.[/sblock][/sblock][b]Bow Hobgoblin[/b] AC 17, Fort 15, Ref 15, Will 13 Passive Perception 18 :bmelee: Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13][b]Hobgoblin Archer[/b] Level 3 Artillery medium natural humanoid[sblock=nature 21]When the Archer hits with its longbow, in addition to damage, it grants an ally a +2 bonus to its next ranged attack against the same target. Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock][b]Hobgoblin Boss[/b] AC 18, Fort 15, Ref 17, Will 16 Passive Perception 11 :bmelee: Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14][b]Hobgoblin Warmonger[/b] Level 4 Artillery (Leader) medium natural humanoid[sblock=nature 21]A creature hit by the Warmonger's longbow grants CA until the start of the Warmonger's next turn. Battle Cry (recharge when bloodied): area burst 1, in which an enemy hit makes a basic attack as a free action against a target of the Warmonger's choice, and in which the Warmonger's allies each can make a charge or basic attack, and regain hit points if they hit. Phalanx Movement: As a move action the Warmonger and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][/sblock] [/QUOTE]
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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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