Tonk has found a good spot at the edge of a small clearing, but he seems to be having some trouble pooping.
Because he keeps getting the feeling that something is watching him.
Finally he looks up and sees a multitude of eyes glittering in the trees across the clearing. There is a row of tiny drakes crouching there, staring at him intently and silently. As he meets their eyes a number of them open their mouths to hiss, revealing rows of needle-sharp teeth.
Needlefang Drake Swarm:
As this is happening, his companions on the road are interrupted by the sound of hoofbeats. Far down the road, a knight on a charger gallops into view, a pennant flying from the end of his spear. A gust of wind catches the pennant and reveals a flag showing a red dragon's claw clutching a bundle of arrows.
[sblock=History 15]
This is the emblem of the Ruddy Drakes, a well-known mercenary company.
[/sblock]
On seeing you, the figure pulls its horse to a halt and calls out,
"OY! Dis is yer full, fair an' legal warning - you got a price on yer head, an' I'm here to collect it!" It has a thick goblin accent, and you realize it is actually an armoured hobgoblin.
Hobgoblin Subcommander:
As the hobgoblin makes its challenge, another pair of drakes emerge from behind its horse and take up a position flanking it. One is a stocky, dark green beast with large claws and fangs - a Guard Drake - while the other is paler in colour and has a long, sinuous neck - a Spitting Drake.
Guard Drake:
Spitting Drake:
The Spitting Drake arches its neck and lets out a warbling cry. The hobgoblin lowers its spear to point at you and its warhorse paws at the ground, preparing to charge!
[sblock=Monster Stats]
Hobgoblin Subcommander
HP 48, Bloodied 24
AC 19; Fort 18, Reflex 16, Will 17
Melee Basic Attack: Spear +10 vs AC, 1d8+4 damage
Lead from the Front: When the hobgoblin hits an enemy with a melee attack, allies gain a +2 bonus to attack and damage rolls against that enemy until the end of the hobgoblin's next turn
Light Warhorse
HP 38, Bloodied 19
AC 15, Fort 14, Reflex 14, Will 12
Melee Basic Attack: Kick +4 vs AC, 1d6+4 damage
Guard Drake
HP 48, Bloodied 24
AC 15, Fort 15, Reflex 13, Will 12
Melee Basic Attack: Bite +6 vs AC, 1d10+3 damage (or 1d10+9 if within 2 squares of an ally)
Spitting Drake
HP 38, Bloodied 19
AC 17, Fort 14, Reflex 16, Will 14
Melee Basic Attack: Bite +6 vs AC, 1d6+2 damage
Needlefang Drake Swarm
HP 38, Bloodied 19
Half damage from melee and ranged attacks; vulnerable 5 against close and area attacks
AC 18, Fort 15, Reflex 17, Will 14
Melee Basic Attack: Swarm of Teeth +8 vs AC, 1d10+4 damage (or 2d10+4 against a prone target)
Swarm Attack: Aura 1; make a basic attack as a free action against each enemy that begins its turn in the aura
[/sblock]
[sblock=Fight!]
We're doing Mal Malenkirk rules again. I rolled Initiative:
Enemies; Dextyr; Blade; Mikara; Tonk; Tristan (1d20+5=19, 1d20+1=19, 1d20+0=7, 1d20+4=18, 1d20+4=22, 1d20+4=21). So Tonk and Tristan go before the enemies, then everyone else can go. You act in the order you post your actions, and I've given you the enemies' basic attacks so if you provoke opportunity attacks, you can roll them yourself.
A couple of notes on attacks:
If you provoke a melee attack while adjacent to the mounted hobgoblin, both he and the horse get an opportunity attack.
When the hobgoblin hits an enemy with a melee attack, its allies gain a +2 bonus to attack and damage rolls against that enemy until the end of the hobgoblin's next turn. So if it hits someone with an opportunity attack, and then that same person provokes an OA from one of its allies, remember to include that bonus.
The drakes act as a single creature. They take half damage from melee and ranged attacks, but take 5 points extra damage from close bursts and blasts and area attacks. Anyone who starts their turn adjacent to them will provoke a basic attack from them, which you'll have to roll yourself.
The terrain is as last time: trees are difficult terrain, and give partial cover (-2 to hit) if you're in them, or full cover (-5 to hit) if there's a full square of trees between you and the attacker. The big rock is 10' tall and takes a full move action and a DC 15 Athletics check to climb up; the smaller rock is 5' tall and difficult terrain. The rough area north of the big rock (marked with triangles on the map) is also difficult terrain.
[/sblock]
[sblock=Status]
Tonk and Tristan's turns!
Tristan (
28/28 hp)
Tonk (
24/24 hp)
Hobgoblin Subcommander (
48/48)
Light Warhorse (
38/38)
Guard Drake (
48/48)
Spitting Drake (
38/38)
Needlefang Drake Swarm (
38/38)
Dextyr (
25/28 hp)
Blade (
29/29 hp)
Mikara (
24/24 hp)
[/sblock]