Carlotta moves to engage the armored goblin. The goblin stabs at her with his spear, but it is turned aside by her armor.
From its concealed position, the goblin sniper looses a bolt at the immobilized Spider. The bolt strikes true, and the goblin shuffles back into the woods to try to find a better hiding place.
The deeply wounded goblin rider spurs his mount away from the battle. Murumur's verdant tendrils strike the bird-lizard thing, but the goblin is unharmed. He retreats across the stream and lobs a javelin ineffectively at Tyris.
The other rider wrenches himself from Tyris's grasp and stabs at him repeatedly with a his javelin, striking home with a couple of thrusts.[sblock=Ally Actions]Carlotta moves to E7[/sblock][sblock=Enemy Actions]
Armored Goblin
Trip Up Recovery: 2(1d6) = 2
Standard:
Spear vs. Carlotta: 5(1d20) +9 = 14; 3(1d8) +5 = 8
Rider1/Mount 1
Pin Down Recovery: 1(1d6) = 1
Move: to D18
Spirit's Wrath (Ref.) vs. Mount 1, Rider 1: 17(1d20) +6 = 23; 3(1d6) +5 = 8; 3(1d20) +6 = 9; 5(1d6) +5 = 10 Mount is hit for 8 damage, Rider is missed.
Standard:
Javelin vs. Tyris: 3(1d20) +6 = 9; 5(1d6) +4 = 9 miss.
Goblin Sniper 1
Standard: (from D14)
Crossbow vs. Spider: 16(1d20) +9 +2 = 27; 9(2d6) +5 = 14
Move: to C14
Stealth Roll: 16(1d20) +12 = 28
Minor: reload crossbow
Rider 2/Mount 2
Move:
Athletics to escape grab: 14(1d20) +1 = 15
Standard:
Double Javelin vs. Tyris: 1(1d20) +6 = 7; 1(1d6) +4 = 5; 18(1d20) +6 = 24; 3(1d6) +4 = 7 one hit, 7 damage.
AP:
Double Javelin vs. Tyris: 15(1d20) +6 = 21; 1(1d6) +4 = 5; 2(1d20) +6 = 8; 3(1d6) +4 = 7 1 hit, 5 damage.[/sblock][sblock=Perception 28 (passive)]Sniper 1 is in C14 and prone (total concealment/superior cover)[/sblock][sblock=map]
Brush (green areas) provide cover and concealment (total cover/concealment to prone characters) and are difficult terrain.
Trees (big brown circles) are impassible, and can provide cover.
The stream (blue) is difficult terrain.[/sblock][sblock=status]
Pharodeys L10
36/36, surges 9/9, AP unused, second wind unused
Sound of Stone E9
39+4/39, surges 8/8, AP unused, second wind unused
Spider J11
16/45, surges 10/10, AP unused, second wind unused
Tyris I13
17/34, surges 7/7, AP unused, second wind unused
Zardi D8
29+3/54, surges 9/11, AP unused, second wind unused
Carlotta E8
43/43, surges 12/12, second wind unused
Murmur J14 (1 square up)
Armored Goblin D6
38 Damage Taken, AP used
Goblin Sniper 1 C14?
No Damage Taken
Goblin Rider 1 K14
56 Damage Taken, AP used
Mount 1 K14
8 Damage Taken Fastieth Burst used, grants CA TENT (Pharodeys)
Goblin Rider 2 A9
18 Damage Taken, AP used
Mount 2 A9
19 Damage Taken[/sblock][sblock=Goblin Tactics PLEASE READ]The goblins have an ability called
Goblin Tactics, as an immediate reaction.
For Staff goblin, and goblin snipers:
When the goblin is missed by a melee attack, the goblin can shift 1 square as an immediate reaction.
For Armored goblin:
As above, but the goblin also makes a melee basic attack as a part of the reaction.
For goblin riders:
when mounted and either the goblin or its mount is missed by a melee attack the goblin can shift itself and its mount 1 square as an immediate reaction.
Neither unmounted goblin riders nor the mount when the goblin isn't riding it have this ability.
The goblins will shift under the following circumstances.
1) there is a space the goblin can shift to that is out of melee range. (shift can't go into difficult terrain)
2) the goblin will not suffer an attack as a result of shifting (e.g. Pharodeys's spirit's attack)
3) the goblin has not already used this ability this round.
When you resolve your attacks if you miss a goblin with a melee attack, please resolve the shift, and let me know where the goblin shifts to.[/sblock][sblock=Controlling Carlotta]Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Carlotta to use Tempest Assault, you spend a standard action. If you want her to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.
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 left to her own devices, Carlotta will, if adjacent to an enemy, use a minor action to use Nature's Wrath to mark, then will use Warden's Fury as an immediate interrupt if the opportunity presents itself. If, on the other hand, she is not adjacent to an enemy, she will move so that she is.[/sblock][sblock=Carlotta]
Carlotta
HP 43/43, Bloodied 21, Surge Value 10; Surges 12/12
Str 18, Con 16, Dex 12, Int 10, Wis 13, Cha 10
AC 20, Fort 16, Ref 16, Will 16
Skills: Endurance +9, Nature +7, Perception +7
longsword +7 vs. AC; 1d8+5 damage
Nature's Wrath Mark each adjacent enemy as a minor action. This mark lasts until the end of Carlotta's next turn.
Warden's Fury (immediate interrupt; primal, weapon; melee weapon, triggering enemy)
Trigger: An enemy marked by Carlotta makes an attack that does not include her.
Attack: +7 vs. Fort
Hit: 1d8+5 damage, and the target grants CA until the end of Carlotta's next turn.
Tempest Assault (standard; lighting, primal, thunder, weapon; melee weapon, one creature)
Attack: +7 vs. AC
Hit: 1d8+5 lightning damage, and one enemy marked by Carlotta within 2 squares other than the target takes 3 thunder damage.
[o] Thunder Ram Assault (standard; primal, thunder, weapon; melee weapon, one creature)
Attack: +7 vs. AC
Hit: 1d8+5 thunder damage, and Carlotta makes a secondary attack (close blast 3, each creature in blast)
Secondary Attack: +7 vs. Fort.
Secondary Hit: 1d6 thunder damage and Carlotta pushes the target 1 square.
[o] Warden's Tempest (minor; primal; melee 1, one enemy marked by Carlotta)
Effect: Carlotta slides the enemy 1 square.
[o] Heroic Effort (no action; personal)
Trigger: Carlotta misses with an attack or fails a save
Effect: Carlotta gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind
Conditions: none[/sblock][sblock=Enemy Stats]Please read the appropriate "combat stats" block(s) only when necessary to resolve attacks or OAs. The blocks with the skill names on them are for monster knowledge checks.
Goblin with Staff
[sblock=combat stats]AC: 17 Fort: 14 Ref: 15 Will: 16
HP: 46
Staff +8 vs. AC; 1d6+7 damage
Passive Perception 12
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]
Goblin Hex Hurler
Small Natural Humanoid (Goblin)
Level 3 Controller[sblock=Nature 21]The Hex Hurler has a number of magical attacks: an at-will that blinds, a recharging power that causes foes to take damage if they move, and an encounter zone that reduces enemy's chance of hitting.[/sblock][/sblock]
Armored Goblin with Spear
[sblock=combat stats]AC: 20 Fort: 17 Ref: 16 Will: 12
HP: 82
Spear +9 vs. AC; 1d8+5 damage and the goblin can slide the target one square (if hit by this as an OA, move yourself into a flanked position or difficult terrain.)
Passive Perception 16
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible), and makes a basic attack with his spear.
[/sblock][sblock=Nature 13]
Goblin Elite Sentry
Small Natural Humanoid (Goblin)
Level 2 Elite Soldier[sblock=Nature 20]The Sentry has a recharge power that knocks enemies prone.[/sblock][/sblock]
Goblins with Crossbows
[sblock=combat stats]AC: 16 Fort: 13 Ref: 15 Will: 12
HP: 32
Short Sword +7 vs. AC; 1d6+5 damage.into a flanked position or difficult terrain.
Passive Perception 12
Goblin Tactics (immediate reaction): If missed by a melee attack, the goblin shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 13]
Goblin Sharpshooter
Small Natural Humanoid (Goblin)
Level 2 Artillery[sblock=Nature 20]The Sharpshooter does extra damage against targets it has CA against. If the Sharpshooter misses with a ranged attack when hiding, it is assumed to be still hiding.[/sblock][/sblock]
Goblin Riders
[sblock=combat stats]AC: 17 Fort: 15 Ref: 17 Will: 13
HP: 58
Javelin +6 vs. AC; 1d6+4 damage
Passive Perception 11
Mounted Goblin Tactics (immediate reaction): If the goblin or its mount is missed by a melee attack, the goblin's mount shifts 1 (out of melee range, if possible)
[/sblock][sblock=Nature 12]
Elite Goblin Beast Rider
Small Natural Humanoid (Goblin)
Level 1 Elite Skirmisher[sblock=Nature 19]The Rider does additional damage when its mount ends 4 squares or more from where it started.
The Rider has a recharge power that can immobilize enemies.[/sblock][/sblock]
Bird-Lizard Thingies
[sblock=combat stats]AC: 16 Fort: 15 Ref: 14 Will: 12
HP: 36
Bite +7 vs. AC; 1d8+5 damage
Passive Perception 11[/sblock][sblock=Nature 13]
Fastieth
Medium Natural Beast (mount, reptile)
Level 2 Skirmisher[sblock=Nature 20]The Fastieth has a move of 10. Pretty zippy.
The Fastieth has an encounter move where it can shift 4 squares.[/sblock][/sblock][/sblock]