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[DnD 4E PbP] Scales of War Part 1: Rescue at Rivenroar-(IC thread)
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There ya go, Squishy!
After musing for a moment, Trous continues, “The charred ground you created could indicate a dragon attack, I suppose. That would keep the little buggers in their hole overnight, giving us some peace to rest. If only we could imitate a dragon’s cry…” he concludes wistfully.
What? Oh, nothing.
edit:
!Ready!
!Ready!
A few hundred yards from the ruins revealed a secluded grove, one just large enough to offer sanctuary to the party, but small enough to hide from prying eyes as well as easier to defend. The Elven cleric motioned the group to the grove, and Dagarth (having decided to be the leader of the party) decides to set camp here for the night. Everyone gladly complies...
Before the first rays of the sun could even penetrate the thick canopy of the forest, the group was up and about, fully rested from their ordeal from last night.
Day 2 (after Red Hand Raid) 5:00 AM
Now the group descends into the ruins of Rivenroar (through the stairway discovered earlier last night), intent on rescuing the prisoners and finishing the remnants of the Red Hand once and for all...
The party moves through the dark and dank tunnels carefully, as the floors seem to be slippery some of the time. They walked constantly, and for 15 minutes, only went down the stairs, opening the occasional door to move on. Once they reached the bottom, the party stood in the shadows of the stairs (as the light didn't travel past the start of the staircase), and watched the room and its current denizens.
Two flail-wielding hobgoblins stand ready in the center of this dank chamber, with a goblin carrying a crossbow in one hand. Braziers flank double doors on the north wall. Two more goblins with crossbows stand in front of that door. Both the hobgoblins seem to be busy quarreling with one of the goblins. As the party moves a few feet closer, they can hear the group's arguments...
Doors: None of the doors lock, though all have simple sliding latches accessible on both sides. Why they are not locked is still a mystery. The doors swing in both directions, and they baffle sound better than most doors. All DCs for listening through a door (as 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 a room.
Stairs: All stairs are difficult terrain, due to slipperyness. All stairs are made of flagstone.
Current in-game time:
Day 2 (after Red Hand Raid) 5:15 AM
"But wher' of Gregg and Splug? They havan't came back from top for report'n! We's gots ta know what's goin at top!", the one goblin yells at his hobgoblin counterpart.
"Shut yer yaphole, ya dungeata'! Yous heard what Mangrin sayz'! Everyon' has a job ta do! And rememba, Mangrin's in charge here, since he da second-in-charge hob around here's! And ya know what's they all sez... what Sinruth sez, Mangrin does, and what Mangrin sez, we does! Got's it!", the hobgoblin responds to the goblin.
"Yeah, but Splug's be 'an owing me some gold shinies, he does!"
As the goblins keep argiung, both Trous and Dagarth reason that with the goblins distracted (and obviously not busy doing their guarding duties effectively), they could gain the upper hand on this bunch...
In the case of gaining surprise on enemies, the group member with the lowest Stealth check modifier (Ghesh in this case) rolls a check. The DM then compares the check result to the passive Perception checks of the creatures that might notice the sneaking group (the Hobgoblins in this case). Creatures that fail to notice the hidden characters are surprised if the group members attack.
Let's see... Stealth roll (1d20-1): 0 Critical failure!
Unfortunately, something in the air (perhaps dust from the crypt or from the pollen of flowers from the outside) made Ghesh's scaly nose twitch uncontrollably, and he could not help but sneeze...loudly.
"Achooo!"
The goblins twitch and jerk at the sound, and all turn to the direction of the noise and spots the party.
"What wassa that?"
"Dun' know, but looky there! We's got's some intruders! Kill em!"
Map (Pre-Battle):
One of the hobgoblin soldiers moves slowly to the invading party, making sure to stay in formation with his other hobgoblin ally.
The goblin that was arguing with the hobgoblins decided to let the argument go, until the party was vanquished at least. He let go a crossbow bolt, striking Natasha on her left ribs, before moving back with the other sharpshooters.
Moves:
Move Action: Shift one square, to G6
Goblin Sharpshooter 3:
Standard Action: Hand Crossbow to Natasha
28 vs. AC HIT!
Damage: 5
Move Action: Move to B5
Map (Round 1):
Initiative:
Hobgoblin Soldier 2 24
Mornlok 24
Natasha 20
Dagarth 17
Reth 16
Trous 15
Ghesh 14
Goblin Sharpshooter 2 15
Goblin Sharpshooter 1 14
Hobgoblin Soldier 1 12
Braziers 0
Here's how it goes: Allies/enemies take turns out of order in a group. I also decided to give PCs a higher priority over monsters when they have the same initiative. Also, for this scenario, I decided to place Ghesh and Trous ahead of the other goblins, so that I could fit the group as one party, instead of breaking the pace by putting each one in a separate block, and therefore slowing down the game.
Stats:
(K6) Ghesh HP 36/36
(L5) Mornlok HP 31/31
(L6) Natasha HP 15/20
(K5) Reth HP 28/28
(J6) Trous HP 26/26
(F5) Hobgoblin Soldier 1 HP 47/47
(G6) Hobgoblin Soldier 2 HP 47/47
(A4) Goblin Sharpshooter 1 HP 31/31
(A7) Goblin Sharpshooter 2 HP 31/31
(B5) Goblin Sharpshooter 3 HP 31/31
Hobgoblin Soldier 1: HP 47/47 AC 20 (22 with phalanx soldier; see below); Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Hobgoblin Soldier 2: HP 47/47 AC 20 (22 with phalanx soldier; see below); Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Special:
Goblin Sharpshooter 1: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 2: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 3: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Braziers: They shoot gouts of flame from one brazier to the other at initiative point 0. The fire is not a trap, per se. It was intended more to be impressive to family members paying their respects.
At initiative point 0, the braziers send gouts of flame from one to the other (the area in question is A3-B8), alternating between right and left. The brazier makes an attack (+5 vs. Reflex) against each creature in the path (except for the goblins or any creature that is small or lower). If the brazier hits, it deals 1d6 fire damage.
Doors: The bound iron door has a latch, but no lock. The door says “To The Rivenroar Family.”
COLOR="Lime"] Up Next: The Heroes [/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
Following up from his roar on sight of the goblins, Mornlok shoulders through his companions in the corridor, then skirts around the more well armed enemies and thunders across the room, the wooden charms woven into his fur clack together as he moves to wreak havoc among them. Running in a slight arc from left to right he uses the momentum to hammer a stunning blow into the goblin's side.
Minor action: Ready Mordencrad.
Standard action: Charge to B3 (Mornlok is a southpaw, just like me!) and using Howling Strike instead of a basic melee attack on Sharpshooter A.
Attack roll: 1d20+8 vs AC = 21. Hit.
Damage roll: 2d6+1d6+5 = 22.
Attack Roll vs Hobgoblin Soldier 1: 1d20+5 vs Ref = 14 Miss
Attack Roll vs Hobgoblin Soldier 2: 1d20+5 vs Ref = 12 Miss
Zone E5-G7 is magical flames dealing 2 fire damage to all enemies who start their turns there or enter the zone
His efforts proved fruitless as the resilient foe held his ground. He resorted to snarling at them and preventing the nearest's avoidence of the magical fire, his back to the rest of his party.
Standard: Tide of Iron (HG2): 1d20+8=17 Fail.
(1d20+7 vs AC) = 10 Miss!
COLOR="Lime"] Still to go: Reth, Dagarth, Trous [/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
Righteous Brand against G6: Righteous Brand: 1d20+3+2+1 20 v. AC misses (damnable phalanx bonus!)
Trous steps next to Ghesh and pokes the foremost hobgoblin's flank, but his javelin point catches a buckle in the wretch's armour.
[ Still to go: Reth, Dagarth ][ On Deck: Remaining goblin team ]
(1d20+7 vs AC) = 16 Miss!!
COLOR="Lime"] Still to go: Reth, Dagarth [/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
Still Up: Dagarth, Up Next: Goblins
"If I had known that resting would dull your edges, I would've changed my vote! Let Dagarth CROSSROAD show you maggots how it's done!" His words are punctuated by the swish of a sword blade and the agonized grunts of a hobgoblin suddenly finding itself in pain.
Move Action: Move to G5
Standard Action: Hammer and Anvil on Hobgoblin 2
Attack roll = 1d20+7 = 23 = HIT!
Damage roll = 1d10+4 = 12 Damage!
Free Action: Activate Furious Assault, triggered when I score a hit, attack deals 1W extra damage
Damage Roll: 1d10 = 4 Damage
Hobgoblin 2 is at 26/42 HP
Free Action: Either Trous or Ghesh may make an immediate basic melee attack against Hobgoblin 2 as a free action with my Cha bonus (+3) added to their attack roll.
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
(1d20+7 vs AC) = 9 Miss!!
The goblins at the back of the room shift their attention from the main party, to the rampaging Minotaur barbarian, confident that the hobgoblins can hold them off. One trudges away by a few feet, and in mere moments, two croosbow bolts plant themselves into Mornlok's chest, one from the escaping goblin, and the other from the furthermost goblin.
The other hobgoblin, seeing his ally missing his attacks so much, snaps at the hobgoblin, "That's not 'ow ya do it! Lemme show ya 'ow it's done!"
He lashes out to Dagarth, but Dagarth parries it with his greatsword. The hobgoblin gulps and decides to move right of the Half-Orc, intending to stay in formation with his other hobgoblin brethren.
Gouts of flame erupt from the left brazier, and they soar to the right brazier, as though to it was designed to impress whomever visited this crypt. Though Mornlok was bloodied beyond belief, he managed to duck from the flames, which now merely passes over him.
Moves:
Goblin Sharpshooter 1:
Move Action: Shift to A5
Standard Action: Hand Crossbow to Mornlok
25 vs. AC HIT!
Damage: 10 damage
Goblin Sharpshooter 2:
Standard Action: Hand Crossbow to Mornlok
17 vs. AC HIT!
Damage: 7 damage
Hobgoblin Soldier 1:
Move Action: Shift to F6
Standard Action: Flail against Dagarth
12 vs. AC MISS!
Braziers:
Free Action: Hurl Fireballs left to right
12 vs. Reflex Miss!
Trial by Fire! Round 2!
Another crossbow bolt penetrates Mornlok's shoulders, as the goblins themselves seem more focused on the battle-crazed Minotaur. The goblin that last shot him moves away, intending to stay in an advantageous position.
The other hobgoblin strikes Trous, thinking him an easy target. The flail hits the elf, lashing at the elves exposed ribs. He then backs off from the group, standing side by side with his other hobgoblin ally.
"Stay in da group, ya ninny!"
"When are ya gonna show me ya 'moves' like ya said?"
"..."
"..."
"Shut yer trap!"
Moves:
Goblin Sharpshooter 3:
Standard Action: Hand Crossbow to Mornlok
16 vs. AC HIT!
Damage: 8 damage
Move Action: Move to C7
Hobgoblin Soldier 2:
Standard Action: Formation Strike to Trous
Damage: 8 damage, and Hobgoblin Soldier 2 shifts to F7
Map (Round 2):
Initiative:
Hobgoblin Soldier 2 24
Mornlok 24
Natasha 20
Dagarth 17
Reth 16
Trous 15
Ghesh 14
Goblin Sharpshooter 2 15
Goblin Sharpshooter 1 14
Hobgoblin Soldier 1 12
Braziers 0
Here's how it goes: Allies/enemies take turns out of order in a group. I also decided to give PCs a higher priority over monsters when they have the same initiative. Also, for this scenario, I decided to place Ghesh and Trous ahead of the other goblins, so that I could fit the group as one party, instead of breaking the pace by putting each one in a separate block, and therefore slowing down the game.
Stats:
(K6) Ghesh HP 36/36
(L5) Mornlok HP 6/31 Bloodied!
(L6) Natasha HP 15/20
(K5) Reth HP 28/28
(J6) Trous HP 18/26
(F5) Hobgoblin Soldier 1 HP 45/47
(G6) Hobgoblin Soldier 2 HP 29/47
(A4) Goblin Sharpshooter 1 HP 9/31 Bloodied!
(A7) Goblin Sharpshooter 2 HP 31/31
(B5) Goblin Sharpshooter 3 HP 31/31
Hobgoblin Soldier 1: HP 45/47 AC 20 (22 with phalanx soldier; see below); Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Hobgoblin Soldier 2: HP 29/47 AC 20 (22 with phalanx soldier; see below); Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Special:
Goblin Sharpshooter 1: HP 9/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 2: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 3: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Braziers: They shoot gouts of flame from one brazier to the other at initiative point 0. The fire is not a trap, per se. It was intended more to be impressive to family members paying their respects.
At initiative point 0, the braziers send gouts of flame from one to the other (the area in question is A3-B8), alternating between right and left. The brazier makes an attack (+5 vs. Reflex) against each creature in the path (except for the goblins or any creature that is small or lower). If the brazier hits, it deals 1d6 fire damage.
Doors: The bound iron door has a latch, but no lock. The door says “To The Rivenroar Family.”
COLOR="Lime"] Up Next: The Heroes [/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
Turning back to the more heavily armored hobgoblins, he charges in once more and swings his Mordencrad in a deceptively slow arc from left to right. The Hobgoblin's shoulderplate deflects the blow however and Mornlok stops to ease the pain of the second bolt.
Movement action: Move to B4.
Standard action: Recuperating Strike against Goblin Sharpshooter 1.
Attack roll: 1d20+7 vs AC = 25. Hit! (I forgot only Howling Strike can be used while charging, thus the roll saying +8 instead of +7 and have adjusted accordingly)
Damage roll: 2d6+5 = 13. (+3 Temporary Hit Points to Mornlok)
Free action: Swift Charge. (On reducing a foe to 0 HP, charge another enemy.)
Charge to E7, attacking Hobgoblin Soldier 2 using Howling Strike instead of a basic melee attack.
Attack roll: 1d20+8 vs AC = 19. Miss.
I'm pretty sure Sharpshooter 3 doesn't get an attack of opportunity against me since he has a ranged weapon equipped but on the off chance he does I get a +2 bonus to AC against opportunity attacks while charging due to Heedless Charge.
COLOR="Lime"] Up Next: Reth, Dagarth, Trous, Ghesh and Natasha[/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
Movement action: Move to I5.
Standard action: Phantom Bolt vs Hobgoblin 1 (F6)
Attack Roll: 19 vs Will: HIT!
Damage Roll: 1d8+7 = 13
Effect: Slide the Hobgoblin 1 into F5.
COLOR="Lime"] Up Next: Reth, Dagarth, Trous, Ghesh[/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
"Face me, you bastards!"
Attack: Cleave on Hobbo 2: 1d20+8=26 Hit.
Damage: 1d10+5=11.
Special: Hobbo 1 takes 4 damage.
Hobbo 1: 28/47 HP, Marked.
Hobbo 2: 18/47 HP, Bloodied, Marked.
COLOR="Lime"]Up Next: Reth, Dagarth, Trous[/COLORCOLOR="Red"]On Deck: Remaining goblin team[/COLOR
Swinging his javelin in a tight arc that encompasses the group before him, a wave of light washes forth, seeming to soak into the armor of the hobgoblins.
Miss #1, Hit #2 for Dmg: 1d8+3 6
Dagarth, Ghesh and Mornlok get +2 power bonus to attack rolls until the end of my next turn.
The light reappears from every stitch and gap in the hobgoblins' armour, marking likely targets for Trous' allies. From his wriggling and odd dancing in place, it seems to have also made the second hobgoblin uncomfortable in his newly radiant armor.
Seeing an opening, Trous then moves opposite Mornlok to surround the fidgeting hobgoblin. "Avandra's here for you, Bull-man! Concentrate on your strength!"
Healing word on Mornlok = Healing surge + Healing Word: 1d6+3 9
[Up Next: Reth, Dagarth][On Deck: Remaining goblin team]
1d20+4 vs Ref = 21 HIT http://4e.orokos.com/roll/13926
Damage 1d10+6=10 http://4e.orokos.com/roll/13928
[UP NEXT: DARGARTH, TROUS] [ON DECK: BAD GUYS]
Standard Action: Wolf Pack Tactics against Hobgoblin #1
Attack Roll = 1d20+9 = 14 = Miss!
Immediate Action: Any ally adjacent to me or to the target may immediately shift one square as a free action, so either Ghesh, Mornlok, or Trous may shift if they need to.
The hobgoblin manages to duck under the mighty swing, but Dagarth grins in a "I've got them right where I want them" sort of way.
Move: Shift to F6.
While Natasha’s fire spell envelops the battlefield, the battle rages on fiercely. Mornlok made a fatal mistake in that battle: he turned his back on the one race that was known to stab someone in the back… the goblins. One goblin takes advantage of this and fires a bolt into Mornlok’s back, inches from his spine.
Meanwhile, one hobgoblin tries to smack Dagarth in the face with his flail, but was distracted by Ghesh, as the noble Dragonborn tries to hit the hobgoblin with his warhammer. The hobgoblin shrugs the attack, and bellows out a challenge to both the Half-Orc and Dragonborn, bashing his shield with his flail.
“Come an’ get me, ya lugnuts! Both ya mutha’ were Orc-Kissa's!”
Moves:
Goblin Sharpshooter 2:
Standard Action: Hand Crossbow to Mornlok
22 vs. AC HIT!
Damage: 9 damage
Hobgoblin Soldier 1:
Standard Action: Flail against Dagarth
(1d20+10 [+8+2 from flanking]) = 17 Miss!
Braziers:
Free Action: Hurl Fireballs right to left
Trial by Fire! Round 3!
Blood and fire envelops the one bloodied hobgoblin; and he didn’t even have enough strength to even yell out as he incinerates in less than a few heartbeats.
The expanding fire licks the feet of one of the goblins, and he yelps in pain. That pain would soon turn to pleasure, as he too discharges a crossbow bolt to Mornlok’s back. The Minotaur yells out a mighty bellow at the pain the last bolt sent through his body. The goblin cackles with glee before falling back behind the brazier’s fiery defenses, readying another bolt and preparing another attack.
Moves:
Hobgoblin Soldier 2 takes 2 damage from Natasha’s OID, and dies.
Goblin Sharpshooter 3:
Standard Action: Hand Crossbow to Mornlok
29 vs. AC CRITICAL HIT!
Damage: 10[/URL] damage
Free Action: Cackle with glee!
Move Action: Move to A4
Map (Round 3):
Note: Ignore the KO sign on Mornlok, as I was just informed that he had enough hitpoints to survive.
Initiative:
Mornlok 24
Natasha 20
Dagarth 17
Reth 16
Trous 15
Ghesh 14
Goblin Sharpshooter 2 15
Hobgoblin Soldier 1 12
Braziers 0
Here's how it goes: Allies/enemies take turns out of order in a group. I also decided to give PCs a higher priority over monsters when they have the same initiative. Also, for this scenario, I decided to place Ghesh and Trous ahead of the other goblins, so that I could fit the group as one party, instead of breaking the pace by putting each one in a separate block, and therefore slowing down the game.
Stats:
(F6) Ghesh HP 36/36
(E7) Mornlok HP 6/31 Bloodied!
(I5) Natasha HP 15/20
(K5) Reth HP 28/28
(G7) Trous HP 18/26
(F5) Hobgoblin Soldier 1 HP 26/47
(A7) Goblin Sharpshooter 2 HP 31/31
(A4) Goblin Sharpshooter 3 HP 29/31
Hobgoblin Soldier 1: HP 26/47 AC 20; Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Hobgoblin Soldier 2: HP 0/47 Deadsies!!
Goblin Sharpshooter 1: HP 0/31 Deadsies!!
Goblin Sharpshooter 2: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 3: HP 29/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Braziers: They shoot gouts of flame from one brazier to the other at initiative point 0. The fire is not a trap, per se. It was intended more to be impressive to family members paying their respects.
At initiative point 0, the braziers send gouts of flame from one to the other (the area in question is A3-B8), alternating between right and left. The brazier makes an attack (+5 vs. Reflex) against each creature in the path (except for the goblins or any creature that is small or lower). If the brazier hits, it deals 1d6 fire damage.
Doors: The bound iron door has a latch, but no lock. The door says “To The Rivenroar Family.”
COLOR="Lime"] Up Next: The Heroes [/COLORCOLOR="Red"] On Deck: Remaining goblin team [/COLOR
Attack Roll: 1d20+5 vs Ref = 19 Hit!
Damage Roll: 1d6+7 = 10
F5 is filled with daggers dealing 3 damage to all who enter or start their turns there.
Move Action: Move to E8.
Stats:
(F6) Ghesh HP 36/36
(E7) Mornlok HP 6/31 Bloodied!
(E8) Natasha HP 15/20
(K5) Reth HP 28/28
(G7) Trous HP 18/26
(F5) Hobgoblin Soldier 1 HP 16/47 Bloodied!
(A7) Goblin Sharpshooter 2 HP 31/31
(A4) Goblin Sharpshooter 3 HP 29/31
Hobgoblin Soldier 1: HP 16/47 AC 20; Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Hobgoblin Soldier 2: HP 0/47 Deadsies!!
Goblin Sharpshooter 1: HP 0/31 Deadsies!!
Goblin Sharpshooter 2: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 3: HP 29/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Damage: 1d10+5=11
Stats:
(F6) Ghesh HP 36/36
(E7) Mornlok HP 6/31 Bloodied!
(E8) Natasha HP 15/20
(K5) Reth HP 28/28
(G7) Trous HP 18/26
(F5) Hobgoblin Soldier 1 HP 5/47 Bloodied!
(A7) Goblin Sharpshooter 2 HP 31/31
(A4) Goblin Sharpshooter 3 HP 29/31
Hobgoblin Soldier 1: HP 5/47 AC 20; Fort 18, Reflex 16, Will 16, Speed 5; Vision: Low Light
Hobgoblin Soldier 2: HP 0/47 Deadsies!!
Goblin Sharpshooter 1: HP 0/31 Deadsies!!
Goblin Sharpshooter 2: HP 31/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Goblin Sharpshooter 3: HP 29/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
The goblin braces himself against the impact and remains standing.
Charge to E6, using Goring Charge instead of a basic melee attack.
Attack roll: 1d20+9 vs AC = 12.
Miss.
Attack: 1d20+4 vs ref=10 Miss http://4e.orokos.com/roll/14034
As he finished up his earlier swing he brings it behind him in two hands and flings it downward in an attempt to split the creature.
Standard Action: Basic Melee Attack against remaining Hobgoblin.
Attack roll = 1d20+11 = 21 = HIT!
(I forgot to add in the flanking bonus when I rolled, which is why Invisible Castle shows 1d20+9 instead of +11, but rolling a ten does the trick!)
Damage roll = 1d10+4 = 8 Damage
Hobgoblin is dead, leaving only the two Sharpshooters at 31/31 and 29/31.
Satisfied with his work, he grins at his allies and points two fingers at the remaining sharpshooters.
"You're not gonna let these cowards get the best of you, eh Mornlok? Let's show 'em what yer really capable of!" he shouts before leaping in the direction of the goblins.
Healing roll = 1d6 = 6! for a total of 13 HP healed, leaving him at 19/31.
Move Action: Move to D2
“Where can we find Sinruth?”
“Who’s that?” the goblin sneers in a not very curious manner.
“Fine. You’ve chosen not to parley, now may Avandra guide my lance!”
Hit!: 1d6+3 4
1 ally gains +3 power bonus to melee attacks against this target until eont.
Trous spears the goblin, whose twisting figure allows the lance to create little more than a scratch on it's hip, near his quiver of black-feathered bolts.
“Mornlok! The bolts in this quiver may seem familiar to you—would you like to look?”
Goblin Sharpshooter 3: HP 29/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
Next: Sharpshooters
The goblin was so surprised at the boldness of Trous’ attack that he staggered backwards, with his back to the door. Desperate, he drops his crossbow, and , with his quivering hand, grabs his short sword. He lunges at the elf with ferocity, and was able to stab the cleric on his leg. The goblin smiles a wicked grin towards Trous, hoping that would startle the elf, but Trous held fast, unaffected by the goblins half-hearted attempt at fear.
The braziers launch more flames around the goblins, and a few embers managed to land in Trous’s wound made by the goblin. It gives off a searing pain, burning the wound a few moments, before dying off itself.
Moves:
Move Action: Shift to A6
Free Action: Drop Hand Crossbow
Minor Action: Draw Short Sword
Standard Action: Short Sword to Trous
20 vs. AC HIT!
Damage: 8 damage
Braziers:
Free Action: Hurl Fireballs left to right
21 vs. Reflex against Trous HIT!
Damage: 2 fire damage
Trial by Fire! Round 4!
The goblin, now seeing the tide of battle turned on them, aims desperately at the elven cleric assaulting them. The bolt flies harmlessly, passing Trous, and bouncing off harmlessly on the far wall. The goblin feels anxious, and shuffles close to the wall, trying to get to the door. He opens the door, and looks back one more time at the room, ready to run off at the slightest threat to his existence.
Moves:
Standard Action: Hand Crossbow to Trous
16 vs. AC Miss
Move Action: Shift to A5
Minor Action: Open the door
Map (Round 4):
Initiative:
Mornlok 24
Natasha 20
Dagarth 17
Reth 16
Trous 15
Ghesh 14
Goblin Sharpshooter 2 15
Braziers 0
Here's how it goes: Allies/enemies take turns out of order in a group. I also decided to give PCs a higher priority over monsters when they have the same initiative. Also, for this scenario, I decided to place Ghesh and Trous ahead of the other goblins, so that I could fit the group as one party, instead of breaking the pace by putting each one in a separate block, and therefore slowing down the game.
Stats:
(F6) Ghesh HP 36/36
(E6) Mornlok HP19/31
(E8) Natasha HP 15/20
(K5) Reth HP 28/28
(B7) Trous HP 8/26 Bloodied!
(A6) Goblin Sharpshooter 2 HP 27/31 1 ally gains +3 power bonus to melee attacks against this target until end of next turn.
(A5) Goblin Sharpshooter 3 HP 29/31
Hobgoblin Soldier 1: HP 0/47 Deadsies!!
Hobgoblin Soldier 2: HP 0/47 Deadsies!!
Goblin Sharpshooter 1: HP 0/31 Deadsies!!
Goblin Sharpshooter 2: HP 27/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light; 1 ally gains +3 power bonus to melee attacks against this target until end of next turn.
Goblin Sharpshooter 3: HP 29/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light
I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)
Features:
Braziers: They shoot gouts of flame from one brazier to the other at initiative point 0. The fire is not a trap, per se. It was intended more to be impressive to family members paying their respects.
At initiative point 0, the braziers send gouts of flame from one to the other (the area in question is A3-B8), alternating between right and left. The brazier makes an attack (+5 vs. Reflex) against each creature in the path (except for the goblins or any creature that is small or lower). If the brazier hits, it deals 1d6 fire damage.
Doors: The bound iron door has a latch, but no lock. The door says “To The Rivenroar Family.” The door is now opened.
COLOR="Lime"] Up Next: The Heroes [/COLORCOLOR="Red"] On Deck: Remaining goblin shooters [/COLOR
The knuckles of his hand holding his lance knock against the charm hanging from Trous' waist, he breathes deeply, and when he stands straight—his wound is no longer bleeding.
regain 14HP
“You have both chosen poorly,” he declares, pointing his lance at the goblin holding the open door. His javelin seems to catch the brazier’s light, focusing it onto that goblin, illuminating him for all to see and searing his green/brown skin.
Lance of Faith: 1d20+3 16 Hit!: 1d8+3 8 & one ally gets +2 power bonus to next attack against the target.
(F6) Ghesh HP 36/36
(E6) Mornlok HP19/31
(E8) Natasha HP 15/20
(K5) Reth HP 28/28
(C8) Trous HP 22/26
(A6) Goblin Sharpshooter 2 HP 27/31 1 ally gains +3 power bonus to melee attacks against this target until end of next turn.
(A5) Goblin Sharpshooter 3 HP 21/31
Goblin Sharpshooter 2: HP 27/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light; 1 ally gains +3 power bonus to melee attacks against this target until end of next turn.
Goblin Sharpshooter 3: HP 21/31 AC 16; Fort 12, Reflex 14, Will 11, Speed 6; Vision: Low Light; 1 ally gains +2 power bonus to next attack roll against this target.