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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: 5751415" data-attributes="member: 1642"><p>Mallaby advances more cautiously through the brush, dropping prone before he reaches the edge, trying to stay hidden.[sblock=Mallaby's Actions]Move: to S29</p><p>Minor: Drop Prone</p><p>Standard->Move: to R29 <a href="http://invisiblecastle.com/roller/view/3303382/" target="_blank">Stealth roll (1d20+3-5=17)</a></p><p>Beats some, but alas, not all.[/sblock]<span style="color: SeaGreen">"Two down here, and four targets!" </span>the flail-wielder caught in Thais's brambles yells. <span style="color: SeaGreen">"And more movement at point five!"</span></p><p></p><p><span style="color: Olive">"Right!"</span> the leader calls back. <span style="color: Olive">"Sentry four, reinforce the left flank, and keep an eye on those bushes! Sentry twelve, pull back half and cover point fourteen. Sentry null, pull in and support squad B. Jekka, get around there and help out."</span></p><p></p><p>He draws his bow again, and looses another arrow at Zardi, striking him hard in a painful, distracting wound.</p><p></p><p>The archer next to him dashes around the back of the tent and shoots his bow at Spider, missing.</p><p></p><p>His fellow archer steps away from Spider, and out of the danger zone, shooting at his assailant, and also missing.</p><p></p><p>The sentry off to the right turns and charges at Spider, hitting to little effect. </p><p></p><p>Two other sentries emerge from the brush, and move towards the battle, but not far enough to have a big effect.</p><p></p><p><span style="color: YellowGreen">"Squad A, Pull XX!"</span> the hobgoblin leading the assault on Zardi shouts.</p><p></p><p>The remaining swordsman slashes at the Goliath, misses, then steps back.</p><p></p><p>The spear-wielder sidesteps and pokes at Zardi, but the blow bounces off his tough hide.</p><p></p><p>The hobgoblin that shouted then sidesteps, with the spear-wielder and the one called Azar in his wake. He lashes out with his wicked flail, but fails to make any contact.</p><p></p><p>Azar steps away from Zardi. Chanting arcane syllables he aims his staff at Spider. Strands of mystic force lash out, grabbing the half-orc and pulling him away from the archers and into the melee.</p><p></p><p>After he slides past, the remaining flail-wielder steps out of the brambles and up against the tent, lashing at Spider ineffectually as he does so.[sblock=Enemy Actions]<strong>Boss</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303416/" target="_blank">Longbow vs. Zardi (1d20+11+2=30, 1d10+7=15)</a> -5 for DR, Zardi takes 10 damage and grants CA until the start of the leader's next turn.</p><p></p><p><strong>Bow 46</strong></p><p>Move: to L19</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303422/" target="_blank">Longbow vs. Spider (1d20+10=12)</a> miss.</p><p></p><p><strong>Bow 25</strong></p><p>Take 3 damage from bramble patch.</p><p>Move: shift to N20</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303433/" target="_blank">Longbow vs. Spider (1d20+10=12)</a> miss.</p><p></p><p><strong>Spear 70</strong></p><p>Move: to P22</p><p>Standard: Charge to P20, <a href="http://invisiblecastle.com/roller/view/3303443/" target="_blank">Spear vs. Spider (1d20+11+1=32)</a> 4 damage.</p><p></p><p><strong>Spear 11</strong></p><p>Double move: to K19</p><p></p><p><strong>Spear 90</strong></p><p>Double move: to I10</p><p></p><p><strong>Sword 66</strong></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303446/" target="_blank">Longsword vs. Zardi (1d20+6+2=11)</a> miss.</p><p>Move: shift to N14</p><p></p><p><strong>Spear 79</strong></p><p>Move: Shift to P12</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303447/" target="_blank">Spear vs. Zardi (1d20+11+2=20)</a> 4 damage, -5 DR = no damage.</p><p></p><p><strong>Flail 97</strong></p><p>Move: Phalanx Movement. Flail 97 shifts to P14, Caster shifts to O14, Spear 79 shifts to O13</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303452/" target="_blank">Flail vs. Zardi (1d20+8+2=16)</a> miss.</p><p></p><p><strong>Caster</strong></p><p>Shift to O15</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303456/" target="_blank">Force Lure (Fort) vs. Spider (1d20+6=25, 2d6+4=12)</a>, and Spider is slid to P16</p><p></p><p><strong>Flail 34</strong></p><p>3 damage from bramble patch.</p><p>Move: shift to O16</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3303461/" target="_blank">Flail vs. Spider (1d20+8=9, 1d10+5=9)</a>[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound2.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: R15 HP <span style="color: Lime">37/37</span>, Surges 9/10, AP 1, second wind unused</p><p>Spider: P16 HP <span style="color: Red">18/39</span>, Surges 9/10, AP 1, second wind unused</p><p>Tyris: R16 HP <span style="color: Lime">29/29</span>, Surges 5/7, AP 1, second wind unused</p><p>Zardi: P13 HP <span style="color: Red">24/48</span>, Surges 8/11, AP 1, second wind unused, resist 5 all, grants CA (start of Boss's next turn)</p><p></p><p>Mallaby: R29 HP <span style="color: Lime">26/26</span>, Surges 5/5, second wind unused, prone</p><p>Thais: T18 HP <span style="color: Lime">38/38</span>, Surges 5/5, second wind unused</p><p></p><p>Sword Hobgoblin 37: Q17 HP <span style="color: DarkSlateGray">0/1</span> dead.</p><p>Sword Hobgoblin 42: P18 HP <span style="color: DarkSlateGray">0/1</span> dead.</p><p>Sword Hobgoblin 66: N14 HP <span style="color: Lime">Minion</span></p><p>Spear Hobgoblin 11: K19 HP <span style="color: Lime">Minion</span> </p><p>Spear Hobgoblin 70: P20 HP <span style="color: Lime">Minion</span></p><p>Spear Hobgoblin 79: O13 HP <span style="color: Lime">Minion</span></p><p>Spear Hobgoblin 90: I10 HP <span style="color: Lime">Minion</span> </p><p>Flail Hobgoblin 34: O16 HP <span style="color: Red">20/49</span></p><p>Flail Hobgoblin 97: P14 HP <span style="color: Lime">49/49</span></p><p>Bow Hobgoblin 25: N20 HP <span style="color: Red">17/39</span></p><p>Bow Hobgoblin 46: L19 HP <span style="color: Lime">39/39</span></p><p>Hobgoblin Caster: O15 HP <span style="color: Lime">Uninjured</span></p><p>Hobgoblin Boss: L13 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 Caster</strong></p><p>AC 17, Fort 15, Ref 15, Will 17</p><p>Passive Perception 15</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: +8 vs. AC, 1d8+6 damage.[sblock=nature 13]<strong>Hobgoblin Warcaster</strong></p><p>Level 3 Controller (Leader)</p><p>medium natural humanoid[sblock=nature 21]The Warcaster has the following attacks:</p><p>Shock Staff (recharge 4-6): melee attack that does lots of damage and dazes the target until the end of the Warcaster's next turn.</p><p>Force Lure (recharge 5-6): range attack that slides the target in addition to damage.</p><p>Force Pulse (recharge 6): Close Blast 5 which pushes and knocks prone in addition to damage.</p><p>Hobgoblin Resilience (encounter): When the Warcaster suffers an effect that a save can end, the Warcaster 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: 5751415, member: 1642"] Mallaby advances more cautiously through the brush, dropping prone before he reaches the edge, trying to stay hidden.[sblock=Mallaby's Actions]Move: to S29 Minor: Drop Prone Standard->Move: to R29 [url=http://invisiblecastle.com/roller/view/3303382/]Stealth roll (1d20+3-5=17)[/url] Beats some, but alas, not all.[/sblock][COLOR="SeaGreen"]"Two down here, and four targets!" [/COLOR]the flail-wielder caught in Thais's brambles yells. [COLOR="SeaGreen"]"And more movement at point five!"[/COLOR] [COLOR="Olive"]"Right!"[/COLOR] the leader calls back. [COLOR="Olive"]"Sentry four, reinforce the left flank, and keep an eye on those bushes! Sentry twelve, pull back half and cover point fourteen. Sentry null, pull in and support squad B. Jekka, get around there and help out."[/COLOR] He draws his bow again, and looses another arrow at Zardi, striking him hard in a painful, distracting wound. The archer next to him dashes around the back of the tent and shoots his bow at Spider, missing. His fellow archer steps away from Spider, and out of the danger zone, shooting at his assailant, and also missing. The sentry off to the right turns and charges at Spider, hitting to little effect. Two other sentries emerge from the brush, and move towards the battle, but not far enough to have a big effect. [COLOR="YellowGreen"]"Squad A, Pull XX!"[/COLOR] the hobgoblin leading the assault on Zardi shouts. The remaining swordsman slashes at the Goliath, misses, then steps back. The spear-wielder sidesteps and pokes at Zardi, but the blow bounces off his tough hide. The hobgoblin that shouted then sidesteps, with the spear-wielder and the one called Azar in his wake. He lashes out with his wicked flail, but fails to make any contact. Azar steps away from Zardi. Chanting arcane syllables he aims his staff at Spider. Strands of mystic force lash out, grabbing the half-orc and pulling him away from the archers and into the melee. After he slides past, the remaining flail-wielder steps out of the brambles and up against the tent, lashing at Spider ineffectually as he does so.[sblock=Enemy Actions][b]Boss[/b] Standard: [url=http://invisiblecastle.com/roller/view/3303416/]Longbow vs. Zardi (1d20+11+2=30, 1d10+7=15)[/url] -5 for DR, Zardi takes 10 damage and grants CA until the start of the leader's next turn. [b]Bow 46[/b] Move: to L19 Standard: [url=http://invisiblecastle.com/roller/view/3303422/]Longbow vs. Spider (1d20+10=12)[/url] miss. [b]Bow 25[/b] Take 3 damage from bramble patch. Move: shift to N20 Standard: [url=http://invisiblecastle.com/roller/view/3303433/]Longbow vs. Spider (1d20+10=12)[/url] miss. [b]Spear 70[/b] Move: to P22 Standard: Charge to P20, [url=http://invisiblecastle.com/roller/view/3303443/]Spear vs. Spider (1d20+11+1=32)[/url] 4 damage. [b]Spear 11[/b] Double move: to K19 [b]Spear 90[/b] Double move: to I10 [b]Sword 66[/b] Standard: [url=http://invisiblecastle.com/roller/view/3303446/]Longsword vs. Zardi (1d20+6+2=11)[/url] miss. Move: shift to N14 [b]Spear 79[/b] Move: Shift to P12 Standard: [url=http://invisiblecastle.com/roller/view/3303447/]Spear vs. Zardi (1d20+11+2=20)[/url] 4 damage, -5 DR = no damage. [b]Flail 97[/b] Move: Phalanx Movement. Flail 97 shifts to P14, Caster shifts to O14, Spear 79 shifts to O13 Standard: [url=http://invisiblecastle.com/roller/view/3303452/]Flail vs. Zardi (1d20+8+2=16)[/url] miss. [b]Caster[/b] Shift to O15 Standard: [url=http://invisiblecastle.com/roller/view/3303456/]Force Lure (Fort) vs. Spider (1d20+6=25, 2d6+4=12)[/url], and Spider is slid to P16 [b]Flail 34[/b] 3 damage from bramble patch. Move: shift to O16 Standard: [url=http://invisiblecastle.com/roller/view/3303461/]Flail vs. Spider (1d20+8=9, 1d10+5=9)[/url][/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound2.gif[/IMG] [IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif[/IMG][/sblock][sblock=status]Goldenhorn: R15 HP [COLOR="Lime"]37/37[/COLOR], Surges 9/10, AP 1, second wind unused Spider: P16 HP [COLOR="Red"]18/39[/COLOR], Surges 9/10, AP 1, second wind unused Tyris: R16 HP [COLOR="Lime"]29/29[/COLOR], Surges 5/7, AP 1, second wind unused Zardi: P13 HP [COLOR="Red"]24/48[/COLOR], Surges 8/11, AP 1, second wind unused, resist 5 all, grants CA (start of Boss's next turn) Mallaby: R29 HP [COLOR="Lime"]26/26[/COLOR], Surges 5/5, second wind unused, prone Thais: T18 HP [COLOR="Lime"]38/38[/COLOR], Surges 5/5, second wind unused Sword Hobgoblin 37: Q17 HP [COLOR="DarkSlateGray"]0/1[/COLOR] dead. Sword Hobgoblin 42: P18 HP [COLOR="DarkSlateGray"]0/1[/COLOR] dead. Sword Hobgoblin 66: N14 HP [COLOR="Lime"]Minion[/COLOR] Spear Hobgoblin 11: K19 HP [COLOR="Lime"]Minion[/COLOR] Spear Hobgoblin 70: P20 HP [COLOR="Lime"]Minion[/COLOR] Spear Hobgoblin 79: O13 HP [COLOR="Lime"]Minion[/COLOR] Spear Hobgoblin 90: I10 HP [COLOR="Lime"]Minion[/COLOR] Flail Hobgoblin 34: O16 HP [COLOR="Red"]20/49[/COLOR] Flail Hobgoblin 97: P14 HP [COLOR="Lime"]49/49[/COLOR] Bow Hobgoblin 25: N20 HP [COLOR="Red"]17/39[/COLOR] Bow Hobgoblin 46: L19 HP [COLOR="Lime"]39/39[/COLOR] Hobgoblin Caster: O15 HP [COLOR="Lime"]Uninjured[/COLOR] Hobgoblin Boss: L13 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 Caster[/b] AC 17, Fort 15, Ref 15, Will 17 Passive Perception 15 :bmelee: Staff: +8 vs. AC, 1d8+6 damage.[sblock=nature 13][b]Hobgoblin Warcaster[/b] Level 3 Controller (Leader) medium natural humanoid[sblock=nature 21]The Warcaster has the following attacks: Shock Staff (recharge 4-6): melee attack that does lots of damage and dazes the target until the end of the Warcaster's next turn. Force Lure (recharge 5-6): range attack that slides the target in addition to damage. Force Pulse (recharge 6): Close Blast 5 which pushes and knocks prone in addition to damage. Hobgoblin Resilience (encounter): When the Warcaster suffers an effect that a save can end, the Warcaster 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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