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As the party and the hobgoblins both advance towards each other through the deep water they finally meet near a bend in the tunnel. Sumak, moving ahead on the fast wolf is the first to see two hobgoblins who are clearly startled as he comes into view and immediately start to cry out shouting back down the tunnel in alarm.
Tenoch, the water is really brackish and dark so you can't see through it. You'll have to take a moment to inspect and it doesn't sound like you guys are going to be doing that til things settle.
Initiative order=
Rusigari
Hobgoblins
Selene
Sumak
Saradel
Morton
Tenoch
1d20 + 0 ⇒ (12) + 0 = 12
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 2 ⇒ (18) + 2 = 20

Rusigari Rashiska |

Woot! High initiative actually counts this time!
Rusigari moves up to just behind Sumak's wolf and readies an action to zap an Electricity Ray at any enemy that enters his LoS. Should be square 8O for 25 feet of movement.
1d20 + 2 ⇒ (8) + 2 = 10
1d6 + 1 ⇒ (2) + 1 = 3
Rats again. =/ I think that's the highest I've rolled on an attack roll so far.

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Remember that because of the water everything is effectively difficult terrain so you are moving at half speed. Without double moving the closest you can get is O-10 next to Saradel. That would give you line of sight to part of the hallway, so I am going to place you there for now and let me know if you would have gone elsewhere.
Rusigari advances as far as he can down the hallway, sloshing through the water while keeping his eyes alert and ready for whatever is coming the other way.
It doesn't take long as two hobgoblin's turn the corner, ducking under the jolt of energy that flies at him with a cry and a curse.
Stopping just around the corner long enough for both to hurl the javelins they have in their hands at Sumak out in front, though neither come anywhere near close to hitting. Everything about the creatures body language shows them ready to inch backwards down where they came from.
We are back around to you guys, Selene, Sumak and Saradel are all up.
1d20 + 3 ⇒ (5) + 3 = 8

Saradel Starflower |

Saradel moves forward and hurls a vial at one of the hobgoblins.
Move to O7 and Bomb ranged touch attack on H1: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Damage to H2 is 8 unless he succeeds at a DC 17 reflex save

Selene Solaris |

Selene will move to O9 and sling an acid glob at H1..
Glob: 1d20 + 2 ⇒ (20) + 2 = 22 Ranged Touch
Sizzle: 1d6 + 1 ⇒ (3) + 1 = 4
Confirm Crit!
Glob: 1d20 + 2 ⇒ (20) + 2 = 22
Sizzle: 1d6 + 1 ⇒ (5) + 1 = 6
Lol DAm!

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Well now, right now it is looking like the majority of people are interested in the critical hit and fumbles, so I'm going to run with that while we see how it works. If it doesn't, then its easy enough to drop for the future.
Selene flings a pile of acid from her hands, splattering the chest of the hobgoblin and causing him to stagger back slightly from the force of the blow. It steams from him, forming a cloud just behind him. The cloud almost seems to have a shape to it, and you see the hobgoblin glancing back over his shoulder at the form.
The hobgoblin is considered flanked for 2 rounds.
Just waiting for Sumak's action and then Saradel's will go off too.

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Moving forward, Fred snaps at the injured hobgoblin, narrowly missing, but still functioning as an effective team, Sumak smashes down onto the creature with his mace, leaving it looking dazed.
The one hobgoblin was considered flanked due to Selene's crit. Currently H1 is staggered but still on his feet.
Saradel, right now if you throw directly at the hobgoblin it will do splash damage on Sumak and his wolf. From your previous combats, it seems that when an ally is within melee you prefer to throw behind the enemies and have them take the splash damage instead. Should I use that as an assumption for the future? I'm going to run with that right now to keep moving forward, but if you would do something else we can backtrack a bit.
Saradel steps forward, lobbing one of her bombs towards the hobgoblins, the blast sending a wave of water down the hallway and knocking one of the hobgoblins down into the pool as the other is burned with the blast.
Morton advances forward, sloshing through the water before taking a shot at the last remaining hobgoblin with his short bow, but in the confusion of the fight with sumak the arrow bounces off the wall.
Tenoch you and Rusigari are up now.
1d20 + 2 ⇒ (11) + 2 = 13
1d20 - 2 ⇒ (15) - 2 = 13
1d6 ⇒ 1

Rusigari Rashiska |

Rusigari sloshes through the water to the back wall for a better view. Moves from his current position, diagonally to N9, then up to N7. Should be 30 feet of movement.
He decides to save the rest of his somewhat more potent lightning bolts for when he has time for target practice. He snaps a smaller lightning bolt at the Hobgoblin and hopes for the best.
It's an Acid Splash, but lightning.
1d20 + 2 ⇒ (10) + 2 = 12
1d3 + 1 ⇒ (3) + 1 = 4
I think that's actually a hit. If so, woohoo for first hit!

Rynjin |

I thought it was only a -2, canceled out by the flanking bonus (though TBH I'm not sure what the magical flanking thing even entails anyway, if it's regular flanking so you need melee or he's just flanked for everybody). *sobs*
This is why I don't play ranged characters. =/ Should stick with my strengths, like Orc Barbarians, and Brawler Monks.

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The enemy was simply counted as flanking, making it powerful for even ranged characters. However, the hobgoblin that took that penalty is now unconscious and under water. You do take a -4 when using a ranged attack on an enemy who is in melee. This is canceled out if you ever picked up precise shot.

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Selene, I mentioned that it looked like more people wanted to at least try the crit hit decks so I pulled a card for you. For magic it was something akin to 'illusory form causes creature to count as flanked for 1d6 rounds in addition to double damage'. I mentioned it in my post, but I think it was probably buried in there, that was why I sort of described smoke rising up and taking form from the acid on him.
My concern about this being too confusing may be valid after all! I'm trying to slip them in as description and details for it and making note of the effects in a mechanical way, but again if they aren't working we can simply stop using them. I try and not house rule too much stuff on here unless its stated very clearly(like the lack of resurrection magic) so we all are on the same ground.

Selene Solaris |

Oh its ok i missed than.. Im fine with u using the deck.. I think it creates a certain random element.. As far as my acid glob its actually called Acid Dart.. Its the conjuration spec use/day ability..

Rynjin |

Aaah. For some reason I thought she was an Admixture specialist. And Tarlane, if you wanna make them less confusing, just put an OOC description next to it explaining which card was drawn, and put it in a spoiler or something.

Saradel Starflower |

Saradel grits her teeth and says If we survive this, we really need to discuss not stepping where the angry grimspawn is about to throw an explosive.
Tarlane, thats fine. that's what I would have done and is a good rule of thumb going forward.

Tenoch Itzcoatl |

Hearing the battle engaged behind him, Tenoch takes one last glance at a the water in the shaft before turning and heading towards the enemy.
Double move to M7.
Hmmm, I need to get better initiative. There's not going to be any hobgoblin left for me! lol

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You might get a taste of one yet!
As the half-orc arrives and the jolt of energy narrowly misses him, the burned and wounded hobgoblin can clearly see that the battle is not going to go in his favor, especially with the fallen ally beside him.
In his moment of panic he cries out a warning back down the tunnel from which he came, and flees as best he can moving north down the tunnel and pulling his longsword as he goes.
Hobgoblin takes a withdraw action which brings up Selene, Sumak, and Saradel.

Saradel Starflower |

Saradel moves to follow him, hoping to get in one more bomb before he gets all the way away.
Move to L7 and hurl bomb at Hobgoblin including ranged penalties: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Selene Solaris |

Sumak DeVir's AC |

Fred will double move (if he can't charge) since he can move faster then the hobgoblin assuming he has 30ft move and not 20ft due to mediam armor...
if he can charge
Bite: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 201d6 + 1 ⇒ (3) + 1 = 4 if it hits Trip: 1d20 + 4 ⇒ (9) + 4 = 13
Current AC 12

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Can't charge in difficult terrain and you didn't have a straight line anyway since it retreated past the corner where you encountered it. Fred's double move will get you there though.
The wolf splashes through the water as quickly as it can after the fleeing hobgoblin, for as fast as the animal is, being low to the ground leaves it swimming in places so the chase is difficult, but it does manage to catch up in time for Sumak to bring his mace down on his foe again, a blow that brings an angry hiss from it.
Saradel's bomb comes sailing in much more quickly however, landing just before the fleeing hobgoblin, the blast launching him backwards into the water unconscious.
Out of fight initiative again. I was again assuming you weren't going to blast Sumak along with the hobgoblin so hit the square next to him, Saradel, but even your splash damage was enough to put him down at that point.
Up ahead the water slopes down to the point where the wolf is truly having to dog paddle for a little bit, and all the others are needing to stretch up to keep their heads easily above water, but not far ahead you can see that the tunnel opens into a larger cavern and at least part of it is raised higher than the mine track you have been following and is all the way out of water. You can't see into the cavern clearly from where you are, but you can hear quite a bit of commotion from within.

Tenoch Itzcoatl |

"It is likely they will be prepared for us, so ready yourself for what may be to come. If the children are there, we need to protect them from further harm." Tenoch moves ahead down the passage.

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When you reach the area where the tunnel widens, the cart tracks you are following continue forward along a thick channel of water, disappearing again into a mostly submerged tunnel. On one side of the cavern, the level of the ground is raised, high enough to be fully out of the water. A small campfire burns and smokes in the damp air there, surrounded by a handful of tents clustered together close in the dry area.
Four hobgoblins sit out in the open, the one who is clearly the leader holding a small child close against him, the edge of a longsword resting across the kids throat. Peeking out from within the tents are a few younger hobgoblins.
Clearly ready and expecting an attack, the leader snarls a bit, snapping out.
"You have attacked my people and come into my home. We are not without our own defenses. Surrender yourselves or the little piglet will be forfeit. It isn't as if we don't have another bargaining chip, so don't test me."

Sumak DeVir |

Well then we are having a problem here. If you kill him and the others there is nothing preventing us to come and kill you. And if we leave now there is nothing preventing you to kill him. While i am concerned about the child. Fred here pointing to the wolf, The tiefling Witch and the Half-Orc Barbarian Brute over there, don't really care about human babies. And they would like nothing better for you to kill the child so that they have an even better excuse just to wipe you all.
So i understand you guys need a place to live. I know that your group wasn't able to join the other pack on the other side of the human town.The way i see things is thus: Release the children. Don't interfere in human affairs. And they can let you life here in this old mine. After all the humans know its abandoned. Think on it, but not too long. These guys are savages
Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

Selene Solaris |

I can color spray him if we're within 15'.. I can cast grease on his weapon if we're within 25'.. Or if i can move and get within range.. I suppose that leaves it up to initiative though..

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The dry ground is about 30ft across, the leader is back towards the wall. When everyone comes into view of each other, you all would still be in the water which limits an actual charge. Distance in a straight line to the leader would be about 40ft, through a bit of water and then up onto the raised level.

Selene Solaris |

Waiting to hear the Hobgob's response to Sumak before figuring out what to do.. Regardless moving/casting and slitting throats will go on initiative right?

Rusigari Rashiska |

Ruisgari fidgets a bit.
Well I suppose I could fry them all with a fan of lightning but that wouldn't really help the baby...
Moving up 30 feet and then Color Spraying him might be our best option. If we win Initiative at least a little bit we could delay for Selene to move up.