[sblock=General Dungeon Info]The Rivenroar catacombs were constructed over the course of only about a decade, so its architecture is remarkably consistent.
Doors: None of the doors lock, though all have simple sliding latches accessible on both sides. They exist merely for the privacy of those visiting their ancestors. The doors swing in both directions, and they baffle sound better than most doors. All DCs for listening through a door (described on page 37 of the Dungeon Master’s Guide) are 5 higher than they’d otherwise be.
Floors: The floors are made of flagstone—slightly slippery because the catacombs are damp, but not dangerous.
Ceilings: Thick wooden beams hold up the ceilings. Most are 10 feet off the ground at the walls and 15 feet high at the center of the room.
Stairs: All stairs are difficult terrain. All the stairs are made of flagstone.[/sblock]
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.
[sblock=initiative rolls]
Keyleth;Brock;Kazim;Mognyr;Horatio;Kalon;Badguys
(1d20 2=21, 1d20 4=23, 1d20 2=3, 1d20 3=8, 1d20 1=6, 1d20-1=18, 1d20 6=9)[/sblock]
OOC: Keyleth, Brock, and Kalon are up.
Status:
Keyleth HP 24/24[12], HS 8/8[6], AP 1
Mogrym HP 31/31[15], HS 12/12[7], AP 1
Horatio HP 24/24[12], HS 8/8[6], AP 1
Kazim HP 29/29[12], HS 11/11[7], AP 1
Kalon HP 29/29[14], HS 11/11[7], AP 1
Brock HP 24/24[12], HS 8/8[6], AP 1
G1 31/31[15];
G2 31/31[15];
H1 47/47[23];
H2 47/47[23];
[sblock=enemy status]2 Goblin Sharpshooters (G) 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
2 Hobgoblin Soldiers (H) 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]