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<blockquote data-quote="eayres33" data-source="post: 7107711" data-attributes="member: 6808932"><p>The small worgs and Hobgoblins on the deck snap to attention as flame starts to erupt around them.</p><p></p><p>[GM]</p><p>Still waiting on initiative for around half the group, I’m posting this now because I won’t have access to my map software tomorrow at work.</p><p>The PC's start this just south of the start of this map, behind A2 or A3, except for Corsa who moved some beforehand. The last area of cover was right before A2 and A3</p><p>Hobgoblin 1 is at K7</p><p>Hobgoblin 2 is at K11</p><p>Worg 1 is at K8</p><p>Worg 2 is at K10</p><p>A motionless body is at K9</p><p>When you move onto the map can you tell me what grid space you moved into. I'll update the enemies as they move as well.</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=163073" target="_blank">Hobgoblin Initiative: 1D20+1 = [6]+1 = 7</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=163073" target="_blank"></a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=163074" target="_blank">Worg Initiative: 1D20+3 = [18]+3 = 21</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=163074" target="_blank"></a></p><p>[sblock=Hobgoblins]</p><p>Hobgoblin Warrior Medium humanoid (goblinoid), lawful evil </p><p>Armor Class 18 (chainmail, shield) </p><p>Hit Points 22 (4d8 + 4) Speed 30 ft. STR 14 (+2) DEX 13 (+1) CON 12 (+1) INT 10 (+0)WIS 10 (+0)</p><p>CHA 10 (+0)</p><p>Skills Athletics +4, Intimidation +2, Perception +2 </p><p>Senses darkvision 60 ft., passive Perception 12 </p><p>Languages Common, Goblin Challenge 1/2 (100 XP) </p><p>Coordinated Attack. The hobgoblin warrior can add 1d4 to its attack rolls creature for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4. </p><p>Protector. All allied creatures within 5 feet of the hobgoblin warrior add +1 to their AC for a maximum of +1.</p><p> Actions </p><p>Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.</p><p>[/sblock]</p><p>[sblock=Worg Runt]</p><p>Worg Runt Medium monstrosity, neutral evil </p><p>Armor Class 15 (natural armor) </p><p>Hit Points 11 (2d8 + 2) </p><p>Speed 30 ft. </p><p>STR 13 (+1) DEX 16 (+3) CON 12 (+1)INT 6 (−2)WIS 7 (−2)CHA 8 (−1)</p><p>Skills Perception +2 </p><p>Senses darkvision 60 ft., passive Perception 12</p><p> Languages Goblin, Worg </p><p>Challenge 1/4 (50 XP) </p><p>Keen Hearing and Smell. The worg runt has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p>Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it and the worg runt make opposing Strength (Athletics) checks. If the worg runt wins, the attack deals an additional 3 (1d4+1) damage.</p><p>[/sblock]</p><p></p><p><img src="http://www.enworld.org/forum/attachment.php?attachmentid=84088&stc=1" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/GM]</p></blockquote><p></p>
[QUOTE="eayres33, post: 7107711, member: 6808932"] The small worgs and Hobgoblins on the deck snap to attention as flame starts to erupt around them. [GM] Still waiting on initiative for around half the group, I’m posting this now because I won’t have access to my map software tomorrow at work. The PC's start this just south of the start of this map, behind A2 or A3, except for Corsa who moved some beforehand. The last area of cover was right before A2 and A3 Hobgoblin 1 is at K7 Hobgoblin 2 is at K11 Worg 1 is at K8 Worg 2 is at K10 A motionless body is at K9 When you move onto the map can you tell me what grid space you moved into. I'll update the enemies as they move as well. [URL="http://roll.coyotecode.net/lookup.php?rollid=163073"]Hobgoblin Initiative: 1D20+1 = [6]+1 = 7 [/URL] [URL="http://roll.coyotecode.net/lookup.php?rollid=163074"]Worg Initiative: 1D20+3 = [18]+3 = 21 [/URL] [sblock=Hobgoblins] Hobgoblin Warrior Medium humanoid (goblinoid), lawful evil Armor Class 18 (chainmail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. STR 14 (+2) DEX 13 (+1) CON 12 (+1) INT 10 (+0)WIS 10 (+0) CHA 10 (+0) Skills Athletics +4, Intimidation +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1/2 (100 XP) Coordinated Attack. The hobgoblin warrior can add 1d4 to its attack rolls creature for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4. Protector. All allied creatures within 5 feet of the hobgoblin warrior add +1 to their AC for a maximum of +1. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. [/sblock] [sblock=Worg Runt] Worg Runt Medium monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR 13 (+1) DEX 16 (+3) CON 12 (+1)INT 6 (−2)WIS 7 (−2)CHA 8 (−1) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Goblin, Worg Challenge 1/4 (50 XP) Keen Hearing and Smell. The worg runt has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it and the worg runt make opposing Strength (Athletics) checks. If the worg runt wins, the attack deals an additional 3 (1d4+1) damage. [/sblock] [IMG]http://www.enworld.org/forum/attachment.php?attachmentid=84088&stc=1[/IMG] [/GM] [/QUOTE]
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