You carefully open the west door and immediately hear many low growling voices talking. The growls immediately go silent, aside from few sharp guttural commands. You cautiously creep forward.
This L-shaped room has doors in the north and west walls. A group of angry hobgoblins is near the middle of the room. Around the periphery of the room are bedrolls, sacks, and a roasting rack near the brazier. A narrow fissure in the ceiling carries the smoke from the brazier away.
The room is brightly lit, all visible objects are difficult terrain.
Keyleth spots the Goblins under the bedrolls in the back first, although some of the rest of you do too. Her verbal warning causes the Hobgoblins to turn, they wait for you to approach, while the front line warriors get peppered with bolts from the no longer hiding goblins.
[sblock=OOC/Init]
Keyleth, Brock, Kazim, Mognyr, Horatio, Kalon, Bad Guys
(1d20 2=16, 1d20 4=13, 1d20 2=17, 1d20 3=21, 1d20 1=16, 1d20 2=22, 1d20 6=23)
Badguys win initiative, but I have them wait, except for the crossbows, all ofwhom Keyleth spots
Kaz,Kaz, Mog; 19,19,16 (1d20 6=21, 1d6 2=5, 1d20 6=8, 1d6 2=5, 1d20 6=15, 1d6 2=8)
Kazim is struck for 5 damage[/sblock]
Status:
Keyleth HP 24/24[12], HS 8/8[6], AP 1;
Mogrym HP 26/31[15], HS 12/12[7], AP 1;
Horatio HP 24/24[12], HS 8/8[6], AP 1;
Kazim HP 24/29[14], HS 9/11[7], AP 1;
Kalon HP 27/29[14], HS 9/11[7], AP 1;
Brock HP 24/24[12], HS 8/8[6], AP 1;
H 47/47[23] AC22, FRW(18,16,16)
R1 AC 19*, FRW(15,13,13)
R2 AC 19*, FRW(15,13,13)
R3 AC 19*, FRW(15,13,13)
R4 AC 19*, FRW(15,13,13)
R5 AC 19*, FRW(15,13,13)
G1 31/31[15]AC 16, FRW(12,14,11)
G2 31/31[15]AC 16, FRW(12,14,11)
G3 31/31[15]AC 16, FRW(12,14,11)
[sblock=Monster Full Stats]
Hobgoblin Grunts (R) Level 3 Minion
Medium natural humanoid XP 38 each
AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12
Speed 6
m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 5 damage.
Hobgoblin Resilience (immediate reaction, when the hobgoblin
grunt suffers an effect that a save can end; encounter)
The hobgoblin grunt rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin grunt gains a +2 bonus to AC while at least
one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +6, History +2
Str 18 (+4) Dex 14 (+2) Wis 13 (+1)
Con 15 (+2) Int 10 (+0) Cha 9 (–1)
Equipment leather armor, light shield, longsword
Hobgoblin Soldier (H) Level 3 Soldier
Medium natural humanoid XP 150
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
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 15/30; +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
Goblin Stealth (1d20 12=13, 1d20 12=20, 1d20 12=15)[/sblock]