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Charwoman Gene's Scales of War (IC)
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<blockquote data-quote="Charwoman Gene" data-source="post: 4567647" data-attributes="member: 5044"><p>[sblock=General Dungeon Info]The Rivenroar catacombs were constructed over the course of only about a decade, so its architecture is remarkably consistent.</p><p></p><p>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.</p><p></p><p>Floors: The floors are made of flagstone—slightly slippery because the catacombs are damp, but not dangerous.</p><p></p><p>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.</p><p></p><p>Stairs: All stairs are difficult terrain. All the stairs are made of flagstone.[/sblock]</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. You can make out faint grooves in the floor that begin underneath the braziers and extend to the south wall.</p><p></p><p>[sblock=initiative rolls]<a href="http://invisiblecastle.com/roller/view/1829286/" target="_blank">Keyleth;Brock;Kazim;Mognyr;Horatio;Kalon;Badguys</a></p><p> <a href="http://invisiblecastle.com/roller/view/1829286/" target="_blank">(1d20 2=21, 1d20 4=23, 1d20 2=3, 1d20 3=8, 1d20 1=6, 1d20-1=18, 1d20 6=9)</a>[/sblock]</p><p>OOC: Keyleth, Brock, and Kalon are up.</p><p></p><p><img src="http://farm4.static.flickr.com/3209/3067413114_9d1b5e10ab_o_d.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Status:</p><p>Keyleth HP 24/24[12], HS 8/8[6], AP 1</p><p>Mogrym HP 31/31[15], HS 12/12[7], AP 1</p><p>Horatio HP 24/24[12], HS 8/8[6], AP 1</p><p>Kazim HP 29/29[12], HS 11/11[7], AP 1</p><p>Kalon HP 29/29[14], HS 11/11[7], AP 1</p><p>Brock HP 24/24[12], HS 8/8[6], AP 1</p><p></p><p>G1 31/31[15];</p><p>G2 31/31[15];</p><p>H1 47/47[23];</p><p>H2 47/47[23];</p><p></p><p>[sblock=enemy status]2 Goblin Sharpshooters (G) 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>2 Hobgoblin Soldiers (H) 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: 4567647, member: 5044"] [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][url=http://invisiblecastle.com/roller/view/1829286/]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)[/url][/sblock] OOC: Keyleth, Brock, and Kalon are up. [img]http://farm4.static.flickr.com/3209/3067413114_9d1b5e10ab_o_d.png[/img] 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] [/QUOTE]
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