The Bloodraged Skullcrusher swings again at Hergunna's prone figure, but the Kobold's Axe stuck in the tree trunk, protecting the druid from the attack.
The Sharpshooter moves up, taking aim at Wil, but the shot sails high over the Bard's head.
The Slinger moves out from concealment and fires a bullet at Stanng, which also misses. It sneaks back behind the trees afterwards.
The Hexer stands up in the pit, iritated to be caught in its own trap.
"Damn you bugbear! This isss your doing! Blood Traitor!" The Hexer took aim and issued another Hex at kane, but this attack missed as well. The Kobold leader cursed in frustration.
[sblock=Mechanics]
Skullcrusher
Standard: Attack on Hergunna (with CA)
Attack:
1D20 + 8 => 14 Miss
Sharpshooter
Move: C-1 to D-1 to E-1 to F-1
Standard: Crossbow attack on Wil
Attack:
1D20 + 9 => 14 Miss
Slinger
Move: A6 to A5
Standard: Sling attack on Stanng
Attack:
1D20 + 6 => 10 Miss
Minor: Shift to A6
Hexer
Move: Stand Up
Standard: Blinding Hex on Kane
Attack:
1D20 + 7 => 10
Recharge:
1D6 => 1
[/sblock][sblock=Status]
Wil Rando (4): H1
20/28 HS 10/10 AP 1
ON FIRE
Tessa Tressd'n (6): H6
16/23 HS 7/7 AP 1
Hergunna (15): G1
12/31 HS 9/9 AP 0
Bloodied (Crouching/Prone)
Kane (17): E5
29/35 THP
3/3 HS 9/10 AP 0
Stanng (14): F4
17/25 HS 8/10 AP 1 (Second Wind Used)
Kobold Skull Crusher (6) - G2
7/53 Bloodied
Kobold Sharpshooter (6) - F-1
19/31
Kobold Hexer (6) - E4
44/46 (In Pit)
Kobold Slinger (6) - A6
1/24 Bloodied
Kobold Sharpshooter (6) - A3 0/31 Dead
Kobold Warrior (6) - F2 0/29 Dead
Kobold Blackblade (6) - E2 0/25 Dead
Kobold Skirmisher (6) - D3 0/27 Dead
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Kobold Sharpshooter (Goblin Sharpshooter reskin)
HP 31; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6
Short Sword (standard, at-will) Weapon
+6 vs AC; 1d6+2 damage.
Hand Crossbow (standard, at-will) Weapon
Ranged 10/20; +9 vs AC; 1d6+4 damage.
Sniper
When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Kobold Warrior (Goblin Warrior reskin)
HP 29; Bloodied 14
AC 17; Fortitude 13, Reflex 15, Will 12
Speed 6
Spear (standard, at-will) Weapon
+6 vs AC; 1d8+2 damage.
Javelin (standard, at-will) Weapon Ranged 10/20;
+6 vs AC; 1d6+2 damage.
Mobile Ranged Attack (standard, at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack..
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Kobold Blackblade (Goblin Blackblade Reskin)
HP 25; Bloodied 12
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6
Short Sword (standard, at-will) Weapon
+5 vs AC; 1d6+2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action.
Kobold Skull Crusher (Goblin Skullcrusher reskin)
Initiative +3 Senses Perception +2; low-light vision
HP 53; Bloodied 26
AC 16; Fortitude 15, Reflex 14, Will 12
Speed 5
Battleaxe (standard, at-will) Weapon
+6 vs AC; 1d10+5 damage, or 2d10 + 5 while bloodied.
Bloodied Rage (while bloodied)
While bloodied, the goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Kobold Hexer (Goblin Hexer reskin)
HP 46; Bloodied 23
AC 17; Fortitude 14, Reflex 15, Will 16
Speed 6
Hexer Rod (standard, at-will) Weapon
+7 vs AC; 1d6+1 damage.
Blinding Hex (standard, at-will)
Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends).
Stinging Hex (standard, recharge 5,6)
Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends).
Vexing Cloud (standard; sustain minor, encounter) Zone
Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares..
Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)
Ranged 10; the targeted ally can shift 2 squares and make an attack..
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
The goblin hexer can change the attack’s target to an adjacent ally of its level or lower.
Kobold Slinger
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12;
Speed 6
Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4 + 3 damage.
Sling (standard; at-will) Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
[/sblock][sblock=Wil]I can't believe you are still on fire. You must have no eyebrows left on that side. But still, you are. So:
You are on fire, and taking 2 ongoing fire damage. At the start of your turn, you burn for two. At the end of your turn, making a saving throw of 10 or better to end. Otherwise, at the beginning of your next turn, you burn for two more.
[/sblock][sblock=ryryguy]You can use DR or IC. I prefer Dice Room because it's easier for me to make a series of rolls, which I need to do each DM turn. But feel free to keep using IC for your rolls. [/sblock][sblock=Tessa/Judge/Hexer]Nine Damage Pending to the hexer (non-leathal). I'm not certain whether or not the Hexer has concealment here. By rule, I would say yes, since tessa cannot see him in the pit. On the other hand, the pit is 1x1, so it's not as if he's going anywhere. Since it's an area attack, there is no cover. I'll let the judge rule on this one. Any penalty given to concealment would make the attack miss.[/sblock]