Philo blinks: he's completely sure that he didn't raise his shield in time, and that the arrow narrowly cleared the top of the shield. But he clearly heard the sound of an arrowhead on steel, and the splintered shaft is lying at his feet. But there's no time to think on it, and he lunges forward, cleaving at the goblin that's still standing.
Geth, roll 1d20+5 for Attack the goblin!
Geth, roll 1d8+3 for Kill the goblin!
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited December 2016
Bolts flying this way and that, all the dwarf can see is a mass of goblins in front of him. One foots follows another, first stepping, then jogging, then into a full blown sprint as Dural begins to barrel across the distance between him and the enemy, screaming at the top of his lungs the entire way. He has presence of mind enough to notice three of the goblins drop to the ground and Philo pick out the sole remaining target that's still standing, so his course adjusts slightly as he runs.
Coming in swinging, the lithe body of the hideous goblin creature manages to dodge the large hammer aimed at its head. But dwarves are crafty creatures, and as he was charging, Dural was placing all of his momentum into a shield slam which follows up the premature hammer swing and crashes right into the goblin, sending him straight down into the floor.
Move: Next to the standing Goblin and Philo.
Action: Attack the goblin.
Bonus Action (Shield Mastery): Shove (Knock Prone) the Goblin. Opposed by goblin's Athletics or Acrobatics check.
Reaction: Fighting Style (Protection).
minion, roll 1d20+4 for Attack
minion, roll 1d8+2 for Damage
minion, roll 1d20+4 for Strength (Athletics) Check
From you? About 20' as you pass through Philo & Dural spaces and bounce over 3 sleeping goblins and taking an OA from a live one....so we'll call that rough terrain costing double movement...
OR!
As long you make it awesome, I don't give a shit how you get over to the Hobgoblins and kick them in the face.
Okay, my understanding of OAs in 5E is they only occur when you leave the reach of the enemy, not just when you move around the enemy. So I am going to move through Dural/Philo, over the sleeping goblins (difficult) and then attack the conscious but prone one from "behind." I do not believe this will provoke.
Move: Through Dural/Philo, over the sleeping goblins, to the "rear" of the prone one.
Action: QStaff attack Goblin 4
Move: Continue on to Hobgoblins, trying to only engage one of them (Hobgoblin 1 if I can). Hit or miss, I don't provoke from Goblin 4 (Feat: Mobile)
Bonus: Flurry of Blows vs. Hobgoblin 1, Attempt to knock him prone on the first hit, unable to react if I hit twice.
Move: Remain engaged if I don't kill Hobgoblin 1, otherwise move to engage Hobgoblin 2. (I have 55 feet of movement. Let me know if this sounds like too much moving around.)
Geth, roll 2d20k1+5 for QStaff Attack Goblin 4 (Advantage for Prone)
Geth, roll 1d8+3 for QStaff Damage Goblin 4
Geth, roll 1d20+5 for Unarmed Attack 1 Hobgoblin 1
Geth, roll 1d4+3 for Unarmed Damage 1 Hobgoblin 1
Geth, roll 1d20+5 for Unarmed Attack 2 Hobgoblin 1
Geth, roll 1d4+3 for Unarmed Damage 2 Hobgoblin 1
Seeing Philo and Dural engage the only goblin that is still awake, Ay decides to move to engage the archers. Rounding the side of Dural, Ay attempts to bring his staff down upon the conscious goblin, but swings too far to the side. Almost rolling down his staff, Ay quickly rolls back to his feet, too fast for the goblin reeling from a dwarven shield to his face could react to. In a full out sprint, Ay charges at one of the hobgoblins. In fluid motion, Ay attempts a backhand, which the hobgoblin manages to duck under, but puts him directly in the path of the followup leg sweep.
@Steelhawk You are up. Hobgoblin 1 needs to make a Dexterity ST vs. DC 13 or be knocked prone.
The leg sweep does indeed take down the Hobgoblin archer, who lands flat on his back but immediately begins to scrabble around to get up and get his sword out.
In the meantime, the lone remaining awake goblin nimbly tumbles and escapes your reach as it tries to flee deeper into the dungeon complex, squealing like a banshee the entire time. The noise (and flapping feet on their faces) is enough to begin to wake up the sleeping goblins.
Gob 4 uses Nimble Escape and as much speed and noise as he can muster to GTFO! Anyone with a ranged weapon has this turn to get him before he's gone from sight. Unless ranged PC's move to the front of the line, the fleeing Gob will have 3/4 cover since you'll need to shoot through a melee.[/b
Barran - AC:16, HP: 27/27, Spells:-/3
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Prone, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn
Goblin 4 - AC:15, HP:2, Nimble Escape, RUNNING AWAY!!!
The leg sweep does indeed take down the Hobgoblin archer, who lands flat on his back but immediately begins to scrabble around to get up and get his sword out.
In the meantime, the lone remaining away goblin nimbly tumbles and escapes your reach as it tries to flee deeper into the dungeon complex, squealing like a banshee the entire time. The noise (and flapping feet on their faces) is enough to begin to wake up the sleeping goblins.
Gob 4 uses Nimble Escape and as much speed and noise as he can muster to GTFO! Anyone with a ranged weapon has this turn to get him before he's gone from sight. Unless ranged PC's move to the front of the line, the fleeing Gob will have 3/4 cover since you'll need to shoot through a melee.[/b[/cover]
Barran - AC:16, HP: 27/27, Spells:-/3
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Prone, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn
Goblin 4 - AC:15, HP:2, Nimble Escape, RUNNING AWAY!!!
The leg sweep does indeed take down the Hobgoblin archer, who lands flat on his back but immediately begins to scrabble around to get up and get his sword out.
In the meantime, the lone remaining away goblin nimbly tumbles and escapes your reach as it tries to flee deeper into the dungeon complex, squealing like a banshee the entire time. The noise (and flapping feet on their faces) is enough to begin to wake up the sleeping goblins.
Gob 4 uses Nimble Escape and as much speed and noise as he can muster to GTFO! Anyone with a ranged weapon has this turn to get him before he's gone from sight. Unless ranged PC's move to the front of the line, the fleeing Gob will have 3/4 cover since you'll need to shoot through a melee.[/b[/cover]
Barran - AC:16, HP: 27/27, Spells:-/3
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Prone, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn
Goblin 4 - AC:15, HP:2, Nimble Escape, RUNNING AWAY!!!
Barran rolls out of cover, ducking around Ay and the surprised Hobgoblins, to take a shot at the fleeing Goblin. The arrow catches the weakened creature between the shoulderblades, and the goblin tumbles to the floor, dead.
That done, he judges his distance back into cover and doesn't like his odds. With a grimace, he whips out his rapier and prepares to face the groggy goblins rising from the floor.
Cunning Action: Disengage to avoid OAs
Move: out of cover, into firing range
Action: Shoot at running Gob
Move, if there's any left: backpedal away from the Ay and Hobgoblin scrum
Geth, roll 1d20+6 for Crossbow shot
Geth, roll 1d6+4 damage
The leg swept Hobgoblin scrambles to his feet, drawing his sword on his way up. Sharing a look with his partner, who also has his sword drawn, the two of them both lay into Ay with frustratingly coordinated attacks!
Even more frustrating for the Hobgoblins, both of their attacks cannot seem to connect with the ducking and dodging monk!
Both Hobgoblins co-ordinate their attacks and focus on Ay...
Geth, roll 1d20+3 for Hob 1 to hit Ay
Geth, roll 1d8+1+7 for damage with Martial Adv.
Geth, roll 1d20+3 for Hob 2to hit Ay
Geth, roll 1d8+1+7 for damage with Martial Adv.
Barran - AC:16, HP: 27/27, Spells:-/3
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn Goblin 4 - AC:15, HP:DEAD, Nimble Escape, DEAD
As the battle heats up, so does Salazar!
Focussing on the hobgoblins, he wills forth a fireball!
Much to Salazar's dismay, it's another scorching ray.
The first two are wide, missing any and all targets, the third however finds purchase and severely wounds the already winded hobgoblin.
"WHY WON'T THIS WORK!?"
minion, roll 1d20+6 for scorching ray 1
minion, roll 2d6 for scorching ray 1
minion, roll 1d20+6 for scorching ray 2
minion, roll 2d6 for scorching ray 2
minion, roll 1d20+6 for scorching ray 3
minion, roll 2d6 for scorching ray 3
The three sleeping goblins are blinking away the effects of the sleep spell and getting their bearings...
No actions... @Aegis is still up, followed by @am0n I'm just setting the scene for the three goblins to act on their turn.
0
Options
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited December 2016
"Oy!" Dural yells, gesturing with his hammer around to all the sleeping goblins, "What about these ugly buggers? They ain't gonna stay asleep forever!" Shaking his head, he hefts his hammer up and brings it straight down...into the floor next to the heads of one of the sleeping goblins. "...Nobody say nothing."
Action: Attack one of the sleeping goblins.
Move: To whichever spot allows me to be within 5 feet of all/most of them when they wake up.
Edit: Very funny, Geth. Hilarious.
Edit #2: I have absolutely no idea why I rolled 3d8 for crit instead of 2d8.
minion, roll 2d20k1+4 for Attack
minion, roll 3d8+2 for Damage
Oh....that sucks. I don't know why Geth hates you guys. You all seem alright to me!
At this moment, from the players POV I am surprised at the lack of a coup de grace in 5e. At the same time, I am glad because, as a DM in Undermountain, I would totally try to kill you all in your sleep one day too.
HOWEVER: Thinking off the top of my head here....would anyone be opposed to Inspiration giving you a re-roll, to be used INSTEAD of granting Advantage on a case-by case basis? I'd be OK with Inspiration granting Advantage OR letting you re-roll an applicable failed check.
0
Options
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
In 5e's defense, Unconscious gives adjacent attackers Advantage to attacks and any hits are automatic critical hits.
Surrounded by the hobgoblins, Ay lets his fury loose, but surrenders his discipline. With a solid attack from his staff connecting the second hobgoblin, Ay attempts to follow up with a single roundhouse kick for both of them. As he began to spin, though, his staff made contact with the nearby wall, throwing him off balance and his kick was premature. Regaining his balance and looking at the sneering hobgoblins, swords drawn, he makes a break for it. The first hobgoblin, probably laughing deep down, and the second still reeling from the staff attack, weren't able to see the elf quickly dart away.
Watching the dwarf smash ground instead of groggy goblin, Ay chimes in, "I didn't see anything if you didn't."
Action: QStaff Attack H2
Bonus: If I somehow kill H2 in a single blow, Martial Arts to make a bonus attack on H1. If I don't kill him, Flurry of Blows, first attack on H1, second attack on H1 if I miss, H2 if I kill H1. Going to roll the third attack, but will ignore it if I wouldn't have rolled it. If I hit H2 with a Flurry, I will attempt to knock him prone.
Edit: Whelp. I didn't MISS H1... but that flurry was a dud!
Move: Since I attacked both of them, Ay will retreat now (and not provoke, yay Mobile!). I got lucky last round, so I won't push it. I think the goblins are still technically asleep, so I will move past them and behind Dural/Philo.
Geth, roll 1d20+5 for QStaff Attack H2
Geth, roll 1d8+3 for QStaff Damage H2
Geth, roll 1d20+5 for Unarmed 1 Attack H1
Geth, roll 1d4+3 for Unarmed 1 Damage H1
Geth, roll 1d20+5 for Unarmed 2 Attack H1 or H2
Geth, roll 1d4+3 for Unarmed 2 Damage H1 or H2
I was expecting some awesome ninja wall running or whatever to get around the movement penalty to get over the Goblin's, but that's OK...this time
Two of the goblin's arise from their unintended nap and immediately lash out at the Dwarf who is struggling to get his hammer back into position from his embarrassing strike. Nothing fazes the tough cleric, though. The third goblin, the one whose head is sadly not pulped into the stones, shrieks in fear and rolls way and slaps at the rune used to trigger the lighting again! The strike arcs through the hallway, setting all of your hearts aflutter. Two of the Goblin's as well - Who fall dead on the floor!
Gob 1 & 2 get up and face off against Dural. While Gob 3, clearly feeling his Wheaties this morning, uses his Nimble Escape to tumble back from your assault and trip the rune again to set off the Statue-Lightning-Trap Thingy
Geth, roll 1d20+4 for Gob1 to hit Dural
Geth, roll 1d6+2 for Damage
Geth, roll 1d20+4 for Gob2 to hit Dural
Geth, roll 1d6+2 for Damage
Geth, roll 3d6 for Electrical Damage vs. ALL party members & Gobs 1 & 2 - DEX 12 Save for Half Damage
Geth, roll 1d20-1 for Gob1 Save
Geth, roll 1d20-1 for Gob2 Save
Stats: (to be updated on receipt of the Party's saves)
Ay makes it back to the group just in time to see the lightning charge making its way down the hall towards the group again. He attempts to dodge between the wall and one of the statues to avoid it, but still feels the energy arc briefly across his back.
Geth, roll 1d20+5 for Dex Save
Assuming round down:
Ay - AC:16, HP:23/31, Ki:2/4, HD:4/4
Seeing the goblin heading for the rune, Philo tries to twist out of the bolt's path, the hair on his neck rising... Edit: Woohoo!
Geth, roll 1d20+1 for Dex save
Dex save:
1d20+114 [1d20=13]
Mongrel Idiot on
0
Options
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited December 2016
The dwarf is yet again taken by surprise by the bolt of lightning, as it strikes him in the back once more. He glares, with about as much fury as an erupting volcano towards the goblin whose hand smacked the rune.
Barran tries to follow the Goblin that runs for the rune, but can't quite push his way past the others in time. He hears the shock coming just before it hits, and is unable to make it back to the statues to avoid it. Still, the bolts mostly tickle past him, choosing instead to roast the two groggy Goblins standing next to him.
Geth, roll 1d20+6 for DEX save.
DEX save:
1d20+614 [1d20=8]
Bursar on
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
The Hobs are clearly in bad shape, and Barran recognizes the true threat in this room: the little jerk slapping that rune that calls the lightning bolts.
The Halfling growls and launches himself forward, diving over the sizzling corpses and rolling between the legs of the surprised Hobgoblins to end his somersault with a daring thrust with his rapier at the lone goblin in the hallway.
Cunning Action: Disengage to avoid OAs from the Hobs.
Move: Over the corpses and through the Hobs, using Halfling Nimbleness to pass through the spaces of all the larger creatures. All the jumping/rolling is just flavor text.
Attack: Stab Goblin 3!
Geth, roll 1d20+6 for Rapier Attack
Geth, roll 1d8+4 for piercing damage
Rapier Attack:
1d20+621 [1d20=15]
piercing damage:
1d8+49 [1d8=5]
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Posts
Three of them instantly curl up into balls on the floor.
Salazar, having noticed Barran's fortune, decides to take cover as close as he can to a nearby statue incase that rune is multi use.
@Mongrel Idiot
minion, roll 5d8 for sleepy times!
stats:
Hobgoblin 1 - AC:18, HP:11/11, Martial Advantage
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION
Ay - AC:16, HP:27/31, Ki:4/4, HD:4/4
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*
Goblin 4 - AC:15, HP:7, Nimble Escape
Geth, roll 1d20+5 for Attack the goblin!
Geth, roll 1d8+3 for Kill the goblin!
Hobgoblin 1 - AC:18, HP:11/11, Martial Advantage
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION
Ay - AC:16, HP:27/31, Ki:4/4, HD:4/4
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*
Goblin 4 - AC:15, HP:2, Nimble Escape
Coming in swinging, the lithe body of the hideous goblin creature manages to dodge the large hammer aimed at its head. But dwarves are crafty creatures, and as he was charging, Dural was placing all of his momentum into a shield slam which follows up the premature hammer swing and crashes right into the goblin, sending him straight down into the floor.
Move: Next to the standing Goblin and Philo.
Action: Attack the goblin.
Bonus Action (Shield Mastery): Shove (Knock Prone) the Goblin. Opposed by goblin's Athletics or Acrobatics check.
Reaction: Fighting Style (Protection).
minion, roll 1d20+4 for Attack
minion, roll 1d8+2 for Damage
minion, roll 1d20+4 for Strength (Athletics) Check
@am0n is up!
Hobgoblin 1 - AC:18, HP:11/11, Martial Advantage
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:4/4, HD:4/4
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*
Goblin 4 - AC:15, HP:2, Nimble Escape Probably very Prone
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
@am0n - You're up!
@Steelhawk How far back are the hobgoblins?
OR!
As long you make it awesome, I don't give a shit how you get over to the Hobgoblins and kick them in the face.
Okay, my understanding of OAs in 5E is they only occur when you leave the reach of the enemy, not just when you move around the enemy. So I am going to move through Dural/Philo, over the sleeping goblins (difficult) and then attack the conscious but prone one from "behind." I do not believe this will provoke.
Move: Through Dural/Philo, over the sleeping goblins, to the "rear" of the prone one.
Action: QStaff attack Goblin 4
Move: Continue on to Hobgoblins, trying to only engage one of them (Hobgoblin 1 if I can). Hit or miss, I don't provoke from Goblin 4 (Feat: Mobile)
Bonus: Flurry of Blows vs. Hobgoblin 1, Attempt to knock him prone on the first hit, unable to react if I hit twice.
Move: Remain engaged if I don't kill Hobgoblin 1, otherwise move to engage Hobgoblin 2. (I have 55 feet of movement. Let me know if this sounds like too much moving around.)
Geth, roll 2d20k1+5 for QStaff Attack Goblin 4 (Advantage for Prone)
Geth, roll 1d8+3 for QStaff Damage Goblin 4
Geth, roll 1d20+5 for Unarmed Attack 1 Hobgoblin 1
Geth, roll 1d4+3 for Unarmed Damage 1 Hobgoblin 1
Geth, roll 1d20+5 for Unarmed Attack 2 Hobgoblin 1
Geth, roll 1d4+3 for Unarmed Damage 2 Hobgoblin 1
@Steelhawk You are up. Hobgoblin 1 needs to make a Dexterity ST vs. DC 13 or be knocked prone.
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Possibly Prone, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*
Goblin 4 - AC:15, HP:2, Nimble Escape, Prone
In the meantime, the lone remaining awake goblin nimbly tumbles and escapes your reach as it tries to flee deeper into the dungeon complex, squealing like a banshee the entire time. The noise (and flapping feet on their faces) is enough to begin to wake up the sleeping goblins.
Gob 4 uses Nimble Escape and as much speed and noise as he can muster to GTFO! Anyone with a ranged weapon has this turn to get him before he's gone from sight. Unless ranged PC's move to the front of the line, the fleeing Gob will have 3/4 cover since you'll need to shoot through a melee.[/b
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Prone, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn
Goblin 4 - AC:15, HP:2, Nimble Escape, RUNNING AWAY!!!
@Bursar , me thinks!
wait, 3/4 cover? that means +5 to ac right?
oh man, if only we had a suave, sexy and sophisticated sorceror with no save aoe spells...
Yes, to all of this.
And needs more horns.
Barran rolls out of cover, ducking around Ay and the surprised Hobgoblins, to take a shot at the fleeing Goblin. The arrow catches the weakened creature between the shoulderblades, and the goblin tumbles to the floor, dead.
That done, he judges his distance back into cover and doesn't like his odds. With a grimace, he whips out his rapier and prepares to face the groggy goblins rising from the floor.
Cunning Action: Disengage to avoid OAs
Move: out of cover, into firing range
Action: Shoot at running Gob
Move, if there's any left: backpedal away from the Ay and Hobgoblin scrum
Geth, roll 1d20+6 for Crossbow shot
Geth, roll 1d6+4 damage
@Steelhawk
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Prone, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn
Goblin 4 - AC:15, HP:DEAD, Nimble Escape, DEAD
[/quote]
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Back towards the goblins. Disengage should be preventing all OAs.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
The leg swept Hobgoblin scrambles to his feet, drawing his sword on his way up. Sharing a look with his partner, who also has his sword drawn, the two of them both lay into Ay with frustratingly coordinated attacks!
Even more frustrating for the Hobgoblins, both of their attacks cannot seem to connect with the ducking and dodging monk!
Both Hobgoblins co-ordinate their attacks and focus on Ay...
Geth, roll 1d20+3 for Hob 1 to hit Ay
Geth, roll 1d8+1+7 for damage with Martial Adv.
Geth, roll 1d20+3 for Hob 2to hit Ay
Geth, roll 1d8+1+7 for damage with Martial Adv.
Hobgoblin 1 - AC:18, HP:5/11, Martial Advantage, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/3
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake next turn
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake next turn
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake next turn
Goblin 4 - AC:15, HP:DEAD, Nimble Escape, DEAD
@evilthecat - Next!
Also, that would have hurt if they'd both have hit.
As the battle heats up, so does Salazar!
Focussing on the hobgoblins, he wills forth a fireball!
Much to Salazar's dismay, it's another scorching ray.
The first two are wide, missing any and all targets, the third however finds purchase and severely wounds the already winded hobgoblin.
"WHY WON'T THIS WORK!?"
minion, roll 1d20+6 for scorching ray 1
minion, roll 2d6 for scorching ray 1
minion, roll 1d20+6 for scorching ray 2
minion, roll 2d6 for scorching ray 2
minion, roll 1d20+6 for scorching ray 3
minion, roll 2d6 for scorching ray 3
stats:
Hobgoblin 1 - AC:18, HP:1/11, Martial Advantage, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/2
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake soon!
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake soon!
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake soon!
Goblin 4 - DEAD
@Mongrel Idiot
Attack Hobgoblin 1.
Geth, roll 1d20+5 for Attack!
Geth, roll 1d8+3 for Damage
@Aegis is up!
Hobgoblin 1 - AC:18, HP:1/11, Martial Advantage, Engaged with Ay
Hobgoblin 2 - AC:18, HP:11/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/2
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:3/4, HD:4/4, Engaged with Hobgoblin 1
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake soon!
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake soon!
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake soon!
Goblin 4 - DEAD
No actions... @Aegis is still up, followed by @am0n I'm just setting the scene for the three goblins to act on their turn.
Action: Attack one of the sleeping goblins.
Move: To whichever spot allows me to be within 5 feet of all/most of them when they wake up.
Edit: Very funny, Geth. Hilarious.
Edit #2: I have absolutely no idea why I rolled 3d8 for crit instead of 2d8.
minion, roll 2d20k1+4 for Attack
minion, roll 3d8+2 for Damage
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
At this moment, from the players POV I am surprised at the lack of a coup de grace in 5e. At the same time, I am glad because, as a DM in Undermountain, I would totally try to kill you all in your sleep one day too.
HOWEVER: Thinking off the top of my head here....would anyone be opposed to Inspiration giving you a re-roll, to be used INSTEAD of granting Advantage on a case-by case basis? I'd be OK with Inspiration granting Advantage OR letting you re-roll an applicable failed check.
Yes, I failed that much
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
We'll let the inspiration rule stand as written then.
MOVING ON! @am0n - yer up!
@Steelhawk is the second hobgoblin close enough to the first I could engage both of them?
Edit: Actually, they both melee'd me, and didn't move. So I think it is safe to assume I AM engaged with both of them. Perfect.
Watching the dwarf smash ground instead of groggy goblin, Ay chimes in, "I didn't see anything if you didn't."
Action: QStaff Attack H2
Bonus: If I somehow kill H2 in a single blow, Martial Arts to make a bonus attack on H1. If I don't kill him, Flurry of Blows, first attack on H1, second attack on H1 if I miss, H2 if I kill H1. Going to roll the third attack, but will ignore it if I wouldn't have rolled it. If I hit H2 with a Flurry, I will attempt to knock him prone.
Edit: Whelp. I didn't MISS H1... but that flurry was a dud!
Move: Since I attacked both of them, Ay will retreat now (and not provoke, yay Mobile!). I got lucky last round, so I won't push it. I think the goblins are still technically asleep, so I will move past them and behind Dural/Philo.
Geth, roll 1d20+5 for QStaff Attack H2
Geth, roll 1d8+3 for QStaff Damage H2
Geth, roll 1d20+5 for Unarmed 1 Attack H1
Geth, roll 1d4+3 for Unarmed 1 Damage H1
Geth, roll 1d20+5 for Unarmed 2 Attack H1 or H2
Geth, roll 1d4+3 for Unarmed 2 Damage H1 or H2
Hobgoblin 1 - AC:18, HP:1/11, Martial Advantage
Hobgoblin 2 - AC:18, HP:3/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/2
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:2/4, HD:4/4
Goblin 1 - AC:15, HP:7, Nimble Escape SLEEPING ON THE JOB, awake soon!
Goblin 2 - AC:15, HP:7, Nimble Escape SIESTA AMIGOS, awake soon!
Goblin 3 - AC:15, HP:7, Nimble Escape *YAAAAAWN*, awake soon!
Goblin 4 - DEAD
@Steelhawk Goblins up.
Two of the goblin's arise from their unintended nap and immediately lash out at the Dwarf who is struggling to get his hammer back into position from his embarrassing strike. Nothing fazes the tough cleric, though. The third goblin, the one whose head is sadly not pulped into the stones, shrieks in fear and rolls way and slaps at the rune used to trigger the lighting again! The strike arcs through the hallway, setting all of your hearts aflutter. Two of the Goblin's as well - Who fall dead on the floor!
Gob 1 & 2 get up and face off against Dural. While Gob 3, clearly feeling his Wheaties this morning, uses his Nimble Escape to tumble back from your assault and trip the rune again to set off the Statue-Lightning-Trap Thingy
Geth, roll 1d20+4 for Gob1 to hit Dural
Geth, roll 1d6+2 for Damage
Geth, roll 1d20+4 for Gob2 to hit Dural
Geth, roll 1d6+2 for Damage
Geth, roll 3d6 for Electrical Damage vs. ALL party members & Gobs 1 & 2 - DEX 12 Save for Half Damage
Geth, roll 1d20-1 for Gob1 Save
Geth, roll 1d20-1 for Gob2 Save
Stats: (to be updated on receipt of the Party's saves)
Hobgoblin 1 - AC:18, HP:1/11, Martial Advantage
Hobgoblin 2 - AC:18, HP:3/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/2
Philo - AC:19, HP:30/38, 4 Sup. Dice
Dural - AC:18, HP:32/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:27/31, Ki:2/4, HD:4/4
Goblin 1 - DEAD
Goblin 2 - DEAD
Goblin 3 - AC:15, HP:7, Nimble Escape
Goblin 4 - DEAD
@Bursar - You are Up!
Geth, roll 1d20+5 for Dex Save
Assuming round down:
Ay - AC:16, HP:23/31, Ki:2/4, HD:4/4
Edit: Woohoo!
Geth, roll 1d20+1 for Dex save
minion, roll 1d20 for Dex Save (Shield Master)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Geth, roll 1d20+6 for DEX save.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
The Halfling growls and launches himself forward, diving over the sizzling corpses and rolling between the legs of the surprised Hobgoblins to end his somersault with a daring thrust with his rapier at the lone goblin in the hallway.
Cunning Action: Disengage to avoid OAs from the Hobs.
Move: Over the corpses and through the Hobs, using Halfling Nimbleness to pass through the spaces of all the larger creatures. All the jumping/rolling is just flavor text.
Attack: Stab Goblin 3!
Geth, roll 1d20+6 for Rapier Attack
Geth, roll 1d8+4 for piercing damage
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
@Steelhawk , Hobs are up!
[Edit: The stats include lightning saves (or not) from everyone but Salazar. Please double-check for correctness]
Hobgoblin 1 - AC:18, HP:1/11, Martial Advantage
Hobgoblin 2 - AC:18, HP:3/11, Martial Advantage
Salazar - AC: 15, HP: 26/30, Spells: -/3/2
Philo - AC:19, HP:26/38, 4 Sup. Dice
Dural - AC:18, HP:23/40, Spells:-/3, LoH:20/20, INSPIRATION, Next to Philo
Ay - AC:16, HP:23/31, Ki:2/4, HD:4/4
Goblin 1 - DEAD
Goblin 2 - DEAD
Goblin 3 - DEAD
Goblin 4 - DEAD
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
As the enemies start collapsing on top of one another, Salazar briefly remembers not wanting to die horribly to some dark elven ponce.
"TAKE ONE ALIVE!", he yells, hoping someone takes notice.
It was the "hiding" part that was operative in avoiding the lightning.