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<blockquote data-quote="Charwoman Gene" data-source="post: 4694534" data-attributes="member: 5044"><p>[sblock=Initative]<a href="http://invisiblecastle.com/roller/view/1964310/" target="_blank">Init: Keyleth, Mognyr, Vessel, Argosin, Whoven, Badguys (1d20+2=5, 1d20+3=15, 1d20+0=1, 1d20+2=15, 1d20+0=7, 1d20+5=7)</a></p><p>Mognyr: 15</p><p>Argosin: 15</p><p>Whoven: 7</p><p>Badguys: 7 - PCs win ties</p><p>[/sblock]</p><p></p><p>You open the creaking gate and step down a short flight of stairs.</p><p></p><p>Two flail-wielding hobgoblins stand ready in the center of this dank chamber. Braziers flank double doors on the north wall. Two goblins with crossbows stand in front of that door.</p><p>You can make out faint grooves in the floor that begin underneath the braziers and extend to the south wall.</p><p></p><p>They look ready to attack but you have the advantage of striking first.</p><p></p><p>OOC: Mognyr, Argosin, and Whoven are up.</p><p>Status:</p><p>Mognyr HP 31/31[15], HS 15/15[7], AP 1;</p><p>Whoven HP 33/33[16], HS 12/12[8], AP 1;</p><p>Argosin HP 25/25[12], HS 8/8[6], AP 1;</p><p>*Vessel HP 26/26[13], HS 9/9[6], AP 1;</p><p>*KeylethHP 24/24[12], HS 8/8[6], AP 1;</p><p></p><p>H1 Hobgoblin Soldier AC 22; F18, R16, W16</p><p>H2 Hobgoblin Soldier AC 22; F18, R16, W16</p><p>G1 Goblin Sharpshooter AC 16; F12, R14, W11</p><p>G2 Goblin Sharpshooter AC 16; F12, R14, W11</p><p></p><p>*No action till next round.</p><p></p><p>Map key:</p><p>Light Gray are doorway indicators.</p><p>Drak Gray are stairs.</p><p>Yellow are the braziers.</p><p><img src="http://farm4.static.flickr.com/3601/3327986375_62d77c8d18_o_d.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[sblock=Monster Stats] (G1,G2) Level 2 Artillery</p><p>Small natural humanoid (goblin) XP 125 each</p><p>Initiative +5 Senses Perception +2; low-light vision</p><p>HP 31; Bloodied 15</p><p>AC 16; Fortitude 12, Reflex 14, Will 11</p><p>Speed 6; see also goblin tactics</p><p>m Short Sword (standard; at-will) ✦ Weapon</p><p>+6 vs. AC; 1d6 + 2 damage.</p><p>r Hand Crossbow (standard; at-will) ✦ Weapon</p><p>Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.</p><p>Sniper</p><p>When a goblin sharpshooter makes a ranged attack from</p><p>hiding and misses, it is still considered to be hiding.</p><p>Combat Advantage</p><p>The goblin sharpshooter deals an extra 1d6 damage against</p><p>any target it has combat advantage against.</p><p>Goblin Tactics (immediate reaction, when missed by a melee</p><p>attack; at-will)</p><p>The goblin shifts 1 square.</p><p>Alignment Evil Languages Common, Goblin</p><p>Skills Stealth +12, Thievery +12</p><p>Str 14 (+3) Dex 18 (+5) Wis 13 (+2)</p><p>Con 13 (+2) Int 8 (+0) Cha 8 (+0)</p><p>Equipment leather armor, short sword, hand crossbow with</p><p>20 bolts</p><p></p><p>Hobgoblin Soldiers (H1,H3) Level 3 Soldier</p><p>Medium natural humanoid XP 150 each</p><p>Initiative +7 Senses Perception +3; low-light vision</p><p>HP 47; Bloodied 23</p><p>AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16</p><p>Speed 5</p><p>m Flail (standard; at-will) ✦ Weapon</p><p>+7 vs. AC; 1d10 + 4 damage, the target is marked and</p><p>slowed until the end of the hobgoblin soldier’s next turn.</p><p>M Formation Strike (standard; at-will) ✦ Weapon</p><p>Requires flail; +7 vs. AC; 1d10 + 4 damage, and the</p><p>hobgoblin soldier shifts 1 square provided it ends in a</p><p>space adjacent to another hobgoblin.</p><p>Hobgoblin Resilience (immediate reaction, when the hobgoblin</p><p>soldier suffers an effect that a save can end; encounter)</p><p>The hobgoblin soldier rolls a saving throw against the effect.</p><p>Phalanx Soldier</p><p>The hobgoblin soldier gains a +2 bonus to AC while at least</p><p>one hobgoblin ally is adjacent to it.</p><p>Alignment Evil Languages Common, Goblin</p><p>Skills Athletics +10, History +8</p><p>Str 19 (+5) Dex 14 (+3) Wis 14 (+3)</p><p>Con 15 (+3) Int 11 (+1) Cha 10 (+1)</p><p>Equipment scale armor, heavy shield, flail[/sblock]</p></blockquote><p></p>
[QUOTE="Charwoman Gene, post: 4694534, member: 5044"] [sblock=Initative][url=http://invisiblecastle.com/roller/view/1964310/]Init: Keyleth, Mognyr, Vessel, Argosin, Whoven, Badguys (1d20+2=5, 1d20+3=15, 1d20+0=1, 1d20+2=15, 1d20+0=7, 1d20+5=7)[/url] Mognyr: 15 Argosin: 15 Whoven: 7 Badguys: 7 - PCs win ties [/sblock] You open the creaking gate and step down a short flight of stairs. Two flail-wielding hobgoblins stand ready in the center of this dank chamber. Braziers flank double doors on the north wall. Two goblins with crossbows stand in front of that door. You can make out faint grooves in the floor that begin underneath the braziers and extend to the south wall. They look ready to attack but you have the advantage of striking first. OOC: Mognyr, Argosin, and Whoven are up. Status: Mognyr HP 31/31[15], HS 15/15[7], AP 1; Whoven HP 33/33[16], HS 12/12[8], AP 1; Argosin HP 25/25[12], HS 8/8[6], AP 1; *Vessel HP 26/26[13], HS 9/9[6], AP 1; *KeylethHP 24/24[12], HS 8/8[6], AP 1; H1 Hobgoblin Soldier AC 22; F18, R16, W16 H2 Hobgoblin Soldier AC 22; F18, R16, W16 G1 Goblin Sharpshooter AC 16; F12, R14, W11 G2 Goblin Sharpshooter AC 16; F12, R14, W11 *No action till next round. Map key: Light Gray are doorway indicators. Drak Gray are stairs. Yellow are the braziers. [img]http://farm4.static.flickr.com/3601/3327986375_62d77c8d18_o_d.png[/img] [sblock=Monster Stats] (G1,G2) Level 2 Artillery Small natural humanoid (goblin) XP 125 each Initiative +5 Senses Perception +2; low-light vision HP 31; Bloodied 15 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also goblin tactics m Short Sword (standard; at-will) ✦ Weapon +6 vs. AC; 1d6 + 2 damage. r 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. Alignment Evil Languages Common, Goblin Skills Stealth +12, Thievery +12 Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Con 13 (+2) Int 8 (+0) Cha 8 (+0) Equipment leather armor, short sword, hand crossbow with 20 bolts Hobgoblin Soldiers (H1,H3) Level 3 Soldier Medium natural humanoid XP 150 each Initiative +7 Senses Perception +3; low-light vision HP 47; Bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5 m Flail (standard; at-will) ✦ Weapon +7 vs. AC; 1d10 + 4 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. M Formation Strike (standard; at-will) ✦ Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail[/sblock] [/QUOTE]
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