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<blockquote data-quote="GreenKarl" data-source="post: 7104791" data-attributes="member: 6801242"><p>Corwin raced forward and shot a arrow at the closes goblin but he was still out of the rogue’s effective range and the arrow fell well short of the creature. Lucious follows but he much more defensive as only covers about half the distance while Hunter spirits to keep up with Corwin. Magen and Shara both also dash to keep up with Corwin while Mikel slowly following sticks with Lucious.</p><p> </p><p>The goblin fired an arrow back at Corwin, but it also fell far short of its mark and then the rider turned his wolf back towards his companions. The other three goblins started racing to rejoin their lone companion, one of them blowing a horn that echoed through the small valley…</p><p> </p><p>[gm]<strong>Initiative</strong></p><p>19 – <strong>Corwin</strong> and someone</p><p>17 – <strong>Lucious </strong>and the Goblins</p><p>12 – <strong>Hunter</strong></p><p>6 – Black Wolves</p><p>5 – <strong>Magen</strong></p><p>2 – <strong>Shara </strong>and <strong>Mikel</strong></p><p> </p><p>[sblock=Rolls]Crowin moves 60ft closer to the goblin missed with disadvantage.</p><p>Lucsious moved 30ft closer and took the Dodge action</p><p>Hunter dashed 60ft closer to the goblin</p><p>Magen dashed 60ft closer to the goblin</p><p>Shara dashed 60ft closer to the goblin</p><p>Mikel moved 30ft and too the Dodge action.</p><p> </p><p>The nearest goblin shots an arrow <a href="http://roll.coyotecode.net/lookup.php?rollid=162857" target="_blank">Attack (Disadvantage) and damage if it hits: 2D20.LOW(1)+4 = [9, 7]+4 = 11; 1D6+2 = [2]+2 = 4</a>, miss. The wolf then moves 30ft away from the party (he is now 150ft from Corwin and most of the group.</p><p>The other 3 goblins and riders dash 100ft closer to towards the first goblin. So…</p><p>Goblin 2 and 3 are 370ft feet away from the first goblin and #4 is 470ft away.[/sblock]Heroes Actions for Round 2?</p><p>[sblock=Conditions]Corwin 17/18 HP</p><p>Hunter 20/20 HP</p><p>Lucious 24/24 HP</p><p>Magen 23/24 HP</p><p>Mikel 15/16 HP </p><p>Shara 15/22 HP</p><p></p><p>Goblin #1 HP 4/9</p><p>Goblin #2 HP 4/9</p><p>Goblin #3 HP 4/9</p><p>Goblin #4 HP 4/9</p><p>Black Wolf #1 HP 21/21</p><p>Black Wolf #2 HP 21/21</p><p>Black Wolf #3 HP 21/21</p><p>Black Wolf #4 HP 21/21[/sblock]</p><p> </p><p>[sblock=Black Wolves and Goblins]<strong>Black Wolves</strong></p><p><em>Medium monstrosity, neutral evil</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points </strong>21 (3d8 +3)</p><p><strong>Speed </strong>50 ft.</p><p><strong>STR </strong>13 (+1), <strong>DEX </strong>14 (+2), <strong>CON </strong>13 (+1), <strong>INT</strong> 7 (-2), <strong>WIS </strong>12 (+1), <strong>CHA </strong>8 (-1)</p><p><strong>Saves </strong>Dex +4, Con +3</p><p><strong>Skills </strong>Perception +4, Stealth +6</p><p><strong>Senses </strong>darkvision 60ft., passive Perception 19 (14 if sight only)</p><p><strong>Languages </strong>Goblin, Worg</p><p><strong><em>Keen Hearing and Smell. </em></strong>Black wolves has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p><strong><em>Pack Tactics</em></strong>: Whenever a black wolf is adjacent to a foe, any ally in melee with the same foe gains Advantage on their melee attacks that round. </p><p>Actions</p><p><strong><em>Bite. </em></strong><em>Melee</em> <em>Weapon</em> <em>Attack:</em> +3 to hit, reach 5ft., one target. <em>Hit:</em> 1d8+1 piercing damage. If the target is a creature, it must succeed on a DC11 Strength saving throw or be knocked prone.</p><p> </p><p><strong>Goblin</strong></p><p><em>Small humanoid</em> (goblinoid), <em>neutral evil</em></p><p><strong>Armor Class</strong> 15 (leather armor, shield)</p><p><strong>Hit Points</strong> 9 (2d6)</p><p><strong>Speed</strong> 30 ft.</p><p><strong>STR</strong> 8 (−1), <strong>DEX</strong> 14 (+2), <strong>CON</strong> 10 (+0),<strong> INT</strong> 10 (+0), <strong>WIS</strong> 8 (−1), <strong>CHA</strong> 8 (−1)</p><p><strong>Saves</strong> Dex +4, Con +2</p><p><strong>Skills</strong> Stealth +6</p><p><strong>Senses </strong>darkvision 60ft., <em>passive </em>Perception 9</p><p><strong>Languages</strong> Common, Goblin</p><p><strong><em>Nimble Escape</em></strong><em>. </em>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</p><p>Actions</p><p><strong>Scimitar</strong>. <em>Melee Weapon Attack</em>: +4 to hit, reach 5ft., one target. <em>Hit</em>: 1d6+2 slashing damage.</p><p><strong>Shortbow</strong>.<em> Ranged Weapon Attack</em>: +4 to hit, range 80/320ft., one target. <em>Hit</em>: 1d6+2 piercing damage.[/sblock][/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7104791, member: 6801242"] Corwin raced forward and shot a arrow at the closes goblin but he was still out of the rogue’s effective range and the arrow fell well short of the creature. Lucious follows but he much more defensive as only covers about half the distance while Hunter spirits to keep up with Corwin. Magen and Shara both also dash to keep up with Corwin while Mikel slowly following sticks with Lucious. The goblin fired an arrow back at Corwin, but it also fell far short of its mark and then the rider turned his wolf back towards his companions. The other three goblins started racing to rejoin their lone companion, one of them blowing a horn that echoed through the small valley… [gm][B]Initiative[/B] 19 – [B]Corwin[/B] and someone 17 – [B]Lucious [/B]and the Goblins 12 – [B]Hunter[/B] 6 – Black Wolves 5 – [B]Magen[/B] 2 – [B]Shara [/B]and [B]Mikel[/B] [sblock=Rolls]Crowin moves 60ft closer to the goblin missed with disadvantage. Lucsious moved 30ft closer and took the Dodge action Hunter dashed 60ft closer to the goblin Magen dashed 60ft closer to the goblin Shara dashed 60ft closer to the goblin Mikel moved 30ft and too the Dodge action. The nearest goblin shots an arrow [URL="http://roll.coyotecode.net/lookup.php?rollid=162857"]Attack (Disadvantage) and damage if it hits: 2D20.LOW(1)+4 = [9, 7]+4 = 11; 1D6+2 = [2]+2 = 4[/URL], miss. The wolf then moves 30ft away from the party (he is now 150ft from Corwin and most of the group. The other 3 goblins and riders dash 100ft closer to towards the first goblin. So… Goblin 2 and 3 are 370ft feet away from the first goblin and #4 is 470ft away.[/sblock]Heroes Actions for Round 2? [sblock=Conditions]Corwin 17/18 HP Hunter 20/20 HP Lucious 24/24 HP Magen 23/24 HP Mikel 15/16 HP Shara 15/22 HP Goblin #1 HP 4/9 Goblin #2 HP 4/9 Goblin #3 HP 4/9 Goblin #4 HP 4/9 Black Wolf #1 HP 21/21 Black Wolf #2 HP 21/21 Black Wolf #3 HP 21/21 Black Wolf #4 HP 21/21[/sblock] [sblock=Black Wolves and Goblins][B]Black Wolves[/B] [I]Medium monstrosity, neutral evil[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points [/B]21 (3d8 +3) [B]Speed [/B]50 ft. [B]STR [/B]13 (+1), [B]DEX [/B]14 (+2), [B]CON [/B]13 (+1), [B]INT[/B] 7 (-2), [B]WIS [/B]12 (+1), [B]CHA [/B]8 (-1) [B]Saves [/B]Dex +4, Con +3 [B]Skills [/B]Perception +4, Stealth +6 [B]Senses [/B]darkvision 60ft., passive Perception 19 (14 if sight only) [B]Languages [/B]Goblin, Worg [B][I]Keen Hearing and Smell. [/I][/B]Black wolves has advantage on Wisdom (Perception) checks that rely on hearing or smell. [B][I]Pack Tactics[/I][/B]: Whenever a black wolf is adjacent to a foe, any ally in melee with the same foe gains Advantage on their melee attacks that round. Actions [B][I]Bite. [/I][/B][I]Melee[/I] [I]Weapon[/I] [I]Attack:[/I] +3 to hit, reach 5ft., one target. [I]Hit:[/I] 1d8+1 piercing damage. If the target is a creature, it must succeed on a DC11 Strength saving throw or be knocked prone. [B]Goblin[/B] [I]Small humanoid[/I] (goblinoid), [I]neutral evil[/I] [B]Armor Class[/B] 15 (leather armor, shield) [B]Hit Points[/B] 9 (2d6) [B]Speed[/B] 30 ft. [B]STR[/B] 8 (−1), [B]DEX[/B] 14 (+2), [B]CON[/B] 10 (+0),[B] INT[/B] 10 (+0), [B]WIS[/B] 8 (−1), [B]CHA[/B] 8 (−1) [B]Saves[/B] Dex +4, Con +2 [B]Skills[/B] Stealth +6 [B]Senses [/B]darkvision 60ft., [I]passive [/I]Perception 9 [B]Languages[/B] Common, Goblin [B][I]Nimble Escape[/I][/B][I]. [/I]The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions [B]Scimitar[/B]. [I]Melee Weapon Attack[/I]: +4 to hit, reach 5ft., one target. [I]Hit[/I]: 1d6+2 slashing damage. [B]Shortbow[/B].[I] Ranged Weapon Attack[/I]: +4 to hit, range 80/320ft., one target. [I]Hit[/I]: 1d6+2 piercing damage.[/sblock][/gm] [/QUOTE]
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