Working together, you make it over the pit and see that the next room is brightly lit.
Five hobgoblins stand amid four stone sarcophagi in this chamber. A side chamber to the east has two marble altars. A spiral staircase made of wrought iron ascends from an alcove to the north. And there’s a hole in the floor in the northeast corner.
[sblock=key]Terrain:
Brown = Door
Green = Spiral staircase
Blue = Sarcophagus, Strength DC 20 to open
Dark Gray=Pit
Lighting: Lantern at N8 provides bright light, Altars in SW corner provide dim light from candles(gray squares)[/sblock]
[sblock=init roll]Keyleth,Brock,Kazim,Mognyr,Horatio,Kalon,Hobgoglins
1d20+2=21, 1d20+4=11, 1d20+2=13, 1d20+3=17, 1d20+1=13, 1d20+2=19, 1d20+4=5
You are able to surge in to the room and act before the hobgoblins. (You won initiative.)[/sblock]
Status:
Keyleth HP 24/24[12], HS 8/8[6], AP 2;
Mogrym HP 29/31[15], HS 10/12[7], AP 2;
Horatio HP 24/24[12], HS 7/8[6], AP 2;
Kazim HP 25/29[14], HS 8/11[7], AP 2;
Kalon HP 28/29[14], HS 8/11[7], AP 2;
Brock HP 23/24[12], HS 7/8[6], AP 2;
R1 Hobgoblin Grunt Minion AC 17; F15, R13, W12
R2 Hobgoblin Grunt Minion AC 17; F15, R13, W12
R3 Hobgoblin Grunt Minion AC 17; F15, R13, W12
R4 Hobgoblin Grunt Minion AC 17; F15, R13, W12
R5 Hobgoblin Grunt Minion AC 17; F15, R13, W12
R6 Hobgoblin Grunt Minion AC 17; F15, R13, W12
A1 Hobgoblin Archer HP 39/39[19] AC17; F13, R15, W13
A2 Hobgoblin Archer HP 39/39[19] AC17; F13, R15, W13
[sblock=Monster Stats]
6 Hobgoblin Grunts (R) Level 3 Minion
Medium natural humanoid XP 38 each
Initiative +4 Senses Perception +1; low-light vision
HP 1: a missed attack never damages a minion.
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) 9 (–1)
Equipment leather armor, light shield, longsword
2 Hobgoblin Archer (A) Level 3 Artillery
Medium natural humanoid XP 150
Initiative +7 Senses Perception +8; low-light vision
HP 39; Bloodied 19
AC17; Fortitude 13, Reflex 15, Will 13
Speed 6
m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 1d8 + 2 damage.
r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +9 vs. AC; 1d10 + 4 damage, and the hobgoblin
archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the same target.
Hobgoblin Resilience (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter)
The hobgoblin archer rolls a saving throw against the effect.
Alignment Evil Languages Common, Goblin
Skills Athletics +5, History +6
Str 14 (+3) Dex 19 (+5) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, longsword, longbow, quiver of 30 arrows
[/sblock]