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Charwoman Gene's Scales of War (IC)
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<blockquote data-quote="Charwoman Gene" data-source="post: 4587729" data-attributes="member: 5044"><p>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.</p><p></p><p>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.</p><p></p><p>The room is brightly lit, all visible objects are difficult terrain.</p><p></p><p>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.</p><p></p><p>[sblock=OOC/Init]<a href="http://invisiblecastle.com/roller/view/1855515/" target="_blank">Keyleth, Brock, Kazim, Mognyr, Horatio, Kalon, Bad Guys</a></p><p> <a href="http://invisiblecastle.com/roller/view/1855515/" target="_blank">(1d20 2=16, 1d20 4=13, 1d20 2=17, 1d20 3=21, 1d20 1=16, 1d20 2=22, 1d20 6=23)</a></p><p>Badguys win initiative, but I have them wait, except for the crossbows, all ofwhom Keyleth spots</p><p><a href="http://invisiblecastle.com/roller/view/1855519/" target="_blank">Kaz,Kaz, Mog; 19,19,16 (1d20 6=21, 1d6 2=5, 1d20 6=8, 1d6 2=5, 1d20 6=15, 1d6 2=8)</a></p><p>Kazim is struck for 5 damage[/sblock]</p><p>Status:</p><p>Keyleth HP 24/24[12], HS 8/8[6], AP 1;</p><p>Mogrym HP 26/31[15], HS 12/12[7], AP 1;</p><p>Horatio HP 24/24[12], HS 8/8[6], AP 1;</p><p>Kazim HP 24/29[14], HS 9/11[7], AP 1;</p><p>Kalon HP 27/29[14], HS 9/11[7], AP 1;</p><p>Brock HP 24/24[12], HS 8/8[6], AP 1;</p><p></p><p>H 47/47[23] AC22, FRW(18,16,16)</p><p>R1 AC 19*, FRW(15,13,13)</p><p>R2 AC 19*, FRW(15,13,13)</p><p>R3 AC 19*, FRW(15,13,13)</p><p>R4 AC 19*, FRW(15,13,13)</p><p>R5 AC 19*, FRW(15,13,13)</p><p>G1 31/31[15]AC 16, FRW(12,14,11)</p><p>G2 31/31[15]AC 16, FRW(12,14,11)</p><p>G3 31/31[15]AC 16, FRW(12,14,11)</p><p></p><p><img src="http://farm4.static.flickr.com/3200/3105056061_b571d50178_o_d.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[sblock=Monster Full Stats]</p><p>Hobgoblin Grunts (R) Level 3 Minion</p><p>Medium natural humanoid XP 38 each</p><p>AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12</p><p>Speed 6</p><p>m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 5 damage.</p><p>Hobgoblin Resilience (immediate reaction, when the hobgoblin</p><p>grunt suffers an effect that a save can end; encounter)</p><p>The hobgoblin grunt rolls a saving throw against the effect.</p><p>Phalanx Soldier</p><p>The hobgoblin grunt 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 +6, History +2</p><p>Str 18 (+4) Dex 14 (+2) Wis 13 (+1)</p><p>Con 15 (+2) Int 10 (+0) Cha 9 (–1)</p><p>Equipment leather armor, light shield, longsword</p><p></p><p>Hobgoblin Soldier (H) Level 3 Soldier</p><p>Medium natural humanoid XP 150</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,</p><p>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 hobgoblin</p><p>soldier shifts 1 square provided it ends in a space</p><p>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 one</p><p>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</p><p></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 15/30; +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 20 Bolts</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1855506/" target="_blank">Goblin Stealth (1d20 12=13, 1d20 12=20, 1d20 12=15)</a>[/sblock]</p></blockquote><p></p>
[QUOTE="Charwoman Gene, post: 4587729, member: 5044"] 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][url=http://invisiblecastle.com/roller/view/1855515/]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)[/url] Badguys win initiative, but I have them wait, except for the crossbows, all ofwhom Keyleth spots [url=http://invisiblecastle.com/roller/view/1855519/]Kaz,Kaz, Mog; 19,19,16 (1d20 6=21, 1d6 2=5, 1d20 6=8, 1d6 2=5, 1d20 6=15, 1d6 2=8)[/url] 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) [img]http://farm4.static.flickr.com/3200/3105056061_b571d50178_o_d.png[/img] [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 [url=http://invisiblecastle.com/roller/view/1855506/]Goblin Stealth (1d20 12=13, 1d20 12=20, 1d20 12=15)[/url][/sblock] [/QUOTE]
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