Adventure: Into the Wild

Neurotic

I plan on living forever. Or die trying.
Rocco is for fighting, first and foremost (altough he can get philosophical at times and peaceful :)). Them being goblins is just a bonus. And tactically, them getting out of the pool is too good to pass.

Oh, and MetaVoid is on cruise, don't know if he can connect on board. Last few posts sound like Nementah would fight also, I'll try to get to him
 

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FourMonos

First Post
[sblock=ooc] Renquist will fight if needed. As he isn't sure of the nature of his mission for Lauto, maybe killing the goblins is why he is here... so he'll do whatever. [/sblock]
 

OOC: fight! Nementah will fight despoilers of nature! Killers of plant and other kinds of fey life! Crush! Kill! Destr....erm, yes, I meant, sit back and protect the allies? :)
 


Iron Sky

Procedurally Generated
Virgil suddenly tenses again, as if sensing a shift in the atmosphere. Dante never dropped his weapon and still watches warily.

[sblock=OOC]Looks like we fight![/sblock]
 

Mal Malenkirk

First Post
An uncommon alliance is struck and the tension raise as warriors gather around the pool and wait anxiously for the fight to be joined.

Without warning a first head emerges from the pool and is quickly met with an axe. But the goblins keep coming and soon the pool is red with blood. Still they emerge and get a foothold, pushing the heroes and their allies back. The dragons and the myconids are forced toward the entrance of the cavern and make the goblins pay for every inch they gain. The heroes are split from their ally and find themselves pushed south. The striggle is desperate and the cavern is littered with bodies. Who will break first?

[sblock=OOC]I didn't want to have to run all your allies plus twice as much bad guys to make the fight challenging! That'd be 4 time more work.

The dragons are struggling east with tons of goblins (not on the map). The goblins that are on the map are those focusing on you. If you win, the the remainder of the force will be caught in a pincer and the fight will be ruled a win.

Initiative of the bad guys is 16. If you beat it, act.[/sblock]

DM_Malenkirk on Virtual Battlemat

[sblock=S&S]
Hobgoblin Soldier (The guard token)
Perception 13; low-light vision
HP 39; Bloodied 19
AC 19 (21 with phalanx soldier); Fortitude 17, Reflex 12, Will 14
OA Longsword (standard, at-will) Weapon
+7 vs AC; 1d8+4 damage.
Phalanx Soldier
A hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Goblin Sharpshooter (The archer token)
Perception 12; low-light vision
HP 31; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 11
OA Short Sword (if drawn)
+6 vs AC; 1d6+2 damage.

Goblin Blackblade (The goblins with the skullcap)
Small fey humanoid, goblin
Perception 11; low-light vision
HP 25; Bloodied 12
AC 16; Fortitude 12, Reflex 14, Will 11
OA 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.

Hobgoblin Subcommander (The black and white warrior token)
Senses Perception 18; low-light vision
HP 48; Bloodied 24
AC 19 (21 with phalanx soldier); Fortitude 18, Reflex 16, Will 17
Speed 5
OA Spear (standard, at-will) Weapon
+10 vs AC; 1d8+4 damage. If the hobgoblin subcommander hits with an opportunity attack, it shifts 1 square.

Hobgoblin Warcaster (The token with a cowl)
Perception 14; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 13, Reflex 15, Will 14
Speed 6
OA Quarterstaff (standard, at-will) Weapon
+8 vs AC; 1d8+1 damage.
[/sblock]
 




Init (1d20+2=19)

Being in the back had the effect of reducing tension of combat and Nementah had time to consider her move. Just as goblinoids prepare to attack her friends, young wilden recalls her companion.

Primera gallops off dissapearing into spirit world only to emerge again, directly above Renquist' head!

It seems however that hobgoblins don't really believe in faeries as Primera's attack passes harmlesly through its head.

[sblock=Actions]
Minor: call spirit over Renquist
Standard: Protecting Strike vs N14 will (1d20+4=11, 1d8+4=12)
[/sblock]
 

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