| Valamont Caine |
Valamont swaps out his worn studded leather for one of the dwarven made chain shirts. After doing so, he slips a spiked gauntlet onto his right hand and then hangs a warhammer from a loop on his left hip. Seeing that Adolphus passed over the exceptional great axe, he turns and asks, "Is no one else interested in wielding this? If not, then I might take it up. Mother might like a bit of a break after that filthy ogre, after all."
Are we ready to move on? Through the secret door to the south?
| Darthal Blackaxe |
Darthal looks over the weapons and armor with some interest, but sees none he is inclined to use (and also considers that he's nearly as weighted down as he can get).
"Let us be on our way, then. And remember, our foes left these all here. That probably means they are better-armed."
Yes, through the secret door.
| GM alientude |
Dreygard and Dorian volunteer to carry the various unused weapons and armor back to the surface while the rest of the group continues their exploration.
Valamont pushes the hidden button Dreygard noticed and the secret door to the south swings open, revealing a large room, unpleasantly warm and filled with the stench of hot metal and ash. A blazing forge dominates the east wall, flanked by malachite caryatids depicting dwarven metalsmiths. In front of the hearth rests a ten-foot-wide, twenty-foot-long slab of gray stone surmounted by two black anvils. Barrels of water and metalsmithing tools rest nearby. Two iron cages, each one five feet tall and two feet wide, dangle from the ceiling by iron chains. The bottoms of the cages hang five feet above the floor, and the giant fire beetles locked within them shed a lurid orange glow.
Atop the stone slab, a female dwarf and three goblins hammer away at a pair of newly forged javelins while two halflings, one male and one female, sit on the floor nearby, linking together tiny chains for what will ultimately become a suit of armor. The dwarf and halflings have manacles binding their ankles.
Four hobgoblin guards oversee the work of the slaves and goblins, but they look bored and unaware. The room’s inhabitants look up in surprise as the secret door opens.
Adolphus: 1d20 + 1 ⇒ (1) + 1 = 2
Valamont: 1d20 + 1 ⇒ (20) + 1 = 21
Darthal: 1d20 ⇒ 7
Diurn: 1d20 + 1 ⇒ (1) + 1 = 2
Luc: 1d20 + 6 ⇒ (9) + 6 = 15
Goblins: 1d20 + 6 ⇒ (14) + 6 = 20
Hobgoblins: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Order - Surprise Round
Valamont
Luc
Darthal
Adolphus
Diurn
| Valamont Caine |
Surprise Round, Initiative 20
Seeing a large number of ne'er–do–wells, Valamont prepares for a fight and intones a spell.
Swift Action: Activate Spell Dance
Standard Action: Cast chill touch, hold the charge
HP: 15/15
AC: 15 (11 T / 14 FF) (+2 vs AoOs)
CMD: 14
F/R/W: +4/+2/+3 (+1 vs mind effecting, +2 vs enchantment)
Arcane Pool Used: 1/3
Prepared Cantrips (4): dancing lights, daze, flare, ghost sound
Prepared 1st Level Spells (2+1): chill touch [X], shield [ ], shield [ ]
-Ongoing Effects-
Spell Dance (+10 movement speed, +2 AC vs AoOs): 1/10
chill touch charge held: +1d6 damage, +1 Str damage, Fort Save DC 13 negates Str damage
| GM alientude |
1d20 + 7 ⇒ (8) + 7 = 15
Valamont casts a spell, causing an aura of cold to radiate from him, yet he seems to be moving more gracefully than ever. Luc takes careful aim with his pistol and shoots, but just barley hits, tracing a wound across the skin of the goblin rather than the bullet lodging into the creature.
Goblin #1 (and Hobgblin #1, for that matter) are not within 30 feet, so Point Blank Shot does not apply. Also, ranged sneak attack requires you to be within 30 feet of the target. Finally, don’t forget range increments – Goblin #1 is 40 feet away, so that’s a -2 to your attack. Final total to hit was 10 + 5 – 2 = 13, which does hit the flat-footed AC.
Darthal’s charge catches the hobgoblin completely by surprise, and the sturdy dwarf strikes a blow at the hobgoblin slaver. His cry to the manacled slaves elicits little immediate response – the female dwarf looks dully at the group, while the male halfling’s eyes go wide, though whether with fear or hope is impossible to tell. Only the female halfling seems to take heart at Darthal’s words.
Adolphus moves into the room, ready to fight.
This is the surprise round, so you can only charge your movement, rather than double. As Darthal said, Adolphus doesn’t have a charge lane to hobgoblin #3, so I had you move in. Retcon if desired.
Diurn calls Arshea’s blessing upon the group, the divine magic bolstering your courage and steadying your attacks.
Initiative Order – Round 1
Valamont
Goblins
Luc
Darthal
Hobgoblins
Adolphus
Diurn
Need Valamont’s action, then I’ll post the goblins turns.
Goblin #1: 9/11 hp
Goblin #2: 2/2 hp
Goblin #3: 10/10 hp
Hobgoblin #1: 14/17 hp
Hobgoblin #2: 17/17 hp
Hobgoblin #3: 17/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: 1/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp– acts just before Luc if able
| Valamont Caine |
Round 1, Initiative 20
Valamont gracefully dashes into the room and cuts to the left to support Darthal. As he slips in behind the hobgoblin, he hefts his newly acquired axe overhead and swings with abandon.
Move Action: move to square just south of Hobgoblin 1
Swift Action: Activate Arcane Strike
Standard Action: Chop!
Mwk Greataxe (arcane strike): 1d20 + 5 ⇒ (5) + 5 = 10for: 1d12 + 5 ⇒ (3) + 5 = 8
the hobgoblin is still flat-footed, but I doubt a 10 hits regardless
HP: 15/15
AC: 15 (11 T / 14 FF)
CMD: 14
F/R/W: +4/+2/+3 (+1 vs mind effecting, +2 vs enchantment)
Arcane Pool Used: 1/3
Prepared Cantrips (4): dancing lights, daze, flare, ghost sound
Prepared 1st Level Spells (2+1): chill touch [X], shield [ ], shield [ ]
-Ongoing Effects-
Arcane Strike +0/+1
Spell Dance (+10 movement speed, +2 AC vs AoOs): 2/10
chill touch charge held: +1d6 damage, +1 Str damage, Fort Save DC 13 negates Str damage
| GM alientude |
Luc: If you'd done that, the Hobgoblin would've been in melee, giving you a -4 to hit since you don't have Precise Shot. That would've caused your attack to miss, so we'll stick to the original.
Valamont's adroit movement is belied by the somewhat awkward swing of his new axe. Perhaps the unfamiliarity of the weapon caused the attack to miss.
The goblins shriek at your intrusion, a gleeful look on their faces.
Goblin #1 attack on Valamont: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Goblin #2 attack on Adolphus: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin #3 attack on Valamont: 1d20 + 2 ⇒ (18) + 2 = 20 (Hit) for 1d3 ⇒ 3 damage.
Goblin #1 swings the hammer he's holding at Valamont, but whiffs badly. The goblin throws his weapon down, a look of disgust on his face, and pulls a small blade from his belt.
Goblin #2 drops down from the anvil and saunters up to Adolphus and swings his hammer at the knight. The attack comes nowhere close to Adolphus, however, and the goblin suddenly looks much less confident in his attacks.
Goblin #3 also drops from the anvil and approaches Valamont. The swing of his hammer is accurate, and it hits Valamont in the arm, but compared to some of the other creatures you've fought, the goblin has little force behind the blow.
Initiative Order - Round 1 (italics = yet to act this round)
Valamont
Goblins
Luc
Darthal
Hobgoblins
Adolphus
Diurn
Goblin #1: 9/11 hp
Goblin #2: 2/2 hp
Goblin #3: 10/10 hp
Hobgoblin #1: 14/17 hp
Hobgoblin #2: 17/17 hp
Hobgoblin #3: 17/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: 1/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp– acts just before Luc if able
| Darthal Blackaxe |
Darthal steps to the side to catch the hobgoblin between himself and Adolphus. The creature still has not moved, perhaps stunned by his earlier blow. This time he brings it up from beneath, in memory of the Quest for Sky. Get the big ones first, the little ones will flee.
Pick to groin: 1d20 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10 for 1d6 ⇒ 5 damage.
The blow clangs off the creature's armor. Dratted cups.
| Sir Adolphus Ministhrien |
May I make a suggestion on initiative. This seems to work well in other PBPs. Only roll initiative for the groups. The enemies and the entire party (probably the best initiative). Then we act in the order that we post. Unless this game is dependent on tactical maneuvering, that seems to speed up things.
| Luc Dantés |
Since your new map does not have coordinates, Luc moves behind Adolphus and shoots the goblin flanked by Darthal and Valamont:
Attack with Point Blank and Grit vs. Touch AC (within 20'): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d8 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
Grit points remaining: 2/3
| GM alientude |
Goblins: AC 15, T 13, FF 13
Hobgoblins: AC 16, T 12, FF 15Round 1 Initiative Order: Valamont, Goblins, Luc, Darthal, Hobgoblins, Adolphus, Diurn
Luc’s shot pierces the hobgoblin in his chest. The creature lets out a roar of pain, but manages to deflect Darthal’s pick with his shield.
Hobgoblin #1 attack on Valamont: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 for 1d8 + 2 ⇒ (5) + 2 = 7 damage.
Hobgoblin #2 attack on on Valamont: 1d20 + 4 ⇒ (16) + 4 = 20 (HIT) for 1d8 + 2 ⇒ (1) + 2 = 3 damage.
Hobgoblin #3 attack on Adolphus: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 (HIT) for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
Hobgoblin #3 crit confirm on Adolphus: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 (HIT) for 1d8 + 2 ⇒ (1) + 2 = 3 damage.
Hobgoblin #1 turns and swings his sword at Valamont, hoping the goblin opposite the magus would distract him, but the vicious bullet wound in his chest slows the attack, and Valamont evades it easily.
Hobgoblin #2 moves forward and attacks Valamont, with more success than the first creature. Valamont, furiously dodging attacks from the other two goblinoids, is unable to avoid the slash of the hobgoblin's longsword.
Hobgoblin #3 lumbers forward and climbs atop the anvil and attacks Adolphus, hoping to use the higher ground to his advantage. And it clearly works - Adolphus takes a cruel slash across his face, blood spurting everywhere.
Hobgoblin #4 drops his longsword and puts away his shield, then moves around the anvil and pulls out a longbow.
The female halfling, seeing the longsword on the ground, moves to the south, the manacles attached to her feet slowing her down greatly.
Goblin #2: 2/2 hp
Goblin #3: 10/10 hp
Hobgoblin #1: 5/17 hp
Hobgoblin #2: 17/17 hp
Hobgoblin #3: 17/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: 1/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp– acts just before Luc if able
| Sir Adolphus Ministhrien |
Adolphus screams in pain and rage as the hobgoblin's weapon slashes across his handsome face. He grits his teeth to keep himself from screaming further and to gather his reflexes into a powerful swing.
He swings first at the goblin, hoping to cleave through the lesser creature and end its miserable existence.
Power Attack on Goblin2
1d20 + 6 + 1 - 1 ⇒ (18) + 6 + 1 - 1 = 24
2d6 + 6 + 3 ⇒ (3, 5) + 6 + 3 = 17
With his swing successful, Adolphus continues moving the heavy blade, striking up at the hobgoblin that had just struck him.
Power Attack on Hobgoblin3
1d20 + 6 + 1 - 1 ⇒ (8) + 6 + 1 - 1 = 14 +2 if flanking?
2d6 + 6 + 3 ⇒ (2, 4) + 6 + 3 = 15
Since Adolphus used cleave, he is at -2 AC until his next turn.
| Darthal Blackaxe |
Assuming Valamont is still in front of him and no enemies can interfere, Darthal casts cure light wounds and holds the charge, then takes a 5' step forward and touches Valamont, delivering 1d8 + 2 ⇒ (8) + 2 = 10 healing. (This unfortunately necessitates dropping his pick. Sigh.)
If Valamont is not in reach, Darthal swings his pick at the closest hobgoblin, moving to flank if possible:
Pick to frontal lobe: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12 for 1d6 ⇒ 1
Posting with conditionals to speed things up
| Valamont Caine |
Round 2, Initiative 20
Grunting at the blows striking him, Valamont steps back away from the press of opponents and swings his axe at the hobgoblin beside him.
swift action: arcane strike
free action: 5ft step to H10
standard action: attack!
Mwk Greataxe (arcane strike) @ Hobgoblin1: 1d20 + 6 ⇒ (8) + 6 = 14for: 1d12 + 5 ⇒ (1) + 5 = 6
and cold: 1d6 ⇒ 1 and 1 Str damage, Fort Save DC 13 negates Str damage
HP: 9/15
AC: 15 (11 T / 14 FF)
CMD: 14
F/R/W: +4/+2/+3 (+1 vs mind effecting, +2 vs enchantment)
Arcane Pool Used: 0/3
Prepared Cantrips (4): dancing lights, daze, flare, ghost sound
Prepared 1st Level Spells (2+1): chill touch [X], shield [ ], shield [ ]
-Ongoing Effects-
Arcane Strike +0/+1
Spell Dance (+10 movement speed, +2 AC vs AoOs): 3/10
Bless +1/+0, +1 vs fear: 3/10
chill touch charge held: +1d6 damage, +1 Str damage, Fort Save DC 13 negates Str damage
| GM alientude |
Goblins: AC 15, T 13, FF 13
Hobgoblins: AC 16, T 12, FF 15Round 2 Initiative Order: Valamont, Goblins, Darthal, Luc, Hobgoblins, Maple (female halfling), Adolphus, Diurn
Adolphus's greatsword cleaves the goblin in twain, but the hobgoblin deftly catches the blade on his shield, but blocking the knight's attack leaves him open to Diurn's as the cleric rushes in and strikes it a solid blow.
Valamont's swing comes close to hitting the hobgoblin, but the creature manages to dodge aside at the last moment.
Goblin #1 Will save against Diurn's Adoration: 1d20 - 1 ⇒ (4) - 1 = 3
Goblin #3 attack on Valamont: 1d20 + 2 ⇒ (15) + 2 = 17 (HIT) for 1d3 ⇒ 3 damage.
Goblin #1 moves forward and begins to swing his blade at Diurn, but stops suddenly, a look of confused adoration on his face. His mouth goes slack for a moment, then he shakes his hand and growls at the cleric.
Goblin #3 follows Valamont and swings his hammer again, hitting the magus in exactly the same place as last time. It cackles and says, "Me gonna break that arm off and haves a nice dinner!"
Darthal's healing spell, however, completely mends Valamont's arm.
Goblin #2: Dead
Goblin #3: 10/10 hp
Hobgoblin #1: 5/17 hp
Hobgoblin #2: 17/17 hp
Hobgoblin #3: 11/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: 1/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp
Waiting for Luc's post, then will post hobgoblin actions. I'll get another post up tonight even if he isn't able to post his actions, however.
| GM alientude |
Goblins: AC 15, T 13, FF 13
Hobgoblins: AC 16, T 12, FF 15Round 2 Initiative Order: Valamont, Goblins, Darthal, Luc, Hobgoblins, Maple (female halfling), Adolphus, Diurn
Luc's gun makes the customary loud bang that you've come to expect, but the burst of fire kicking back from it is new.
Hobgoblin #1 attack on Valamont: 1d20 + 4 ⇒ (2) + 4 = 6 for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
Hobgoblin #2 bull rush on Sondor (female dwarf): 1d20 + 3 ⇒ (17) + 3 = 20.
Falling damage to Sondor: 1d6 ⇒ 5
Hobgoblin #3 attack on Adolphus: 1d20 + 4 ⇒ (16) + 4 = 20 for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
Hobgoblin #4 attack on Darthal: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d8 ⇒ 4 damage.
Hobogblin #1 continues his attack on Valamont, but the nimble magus easily dodges.
Hobgoblin #2, his path forward blocked, moves to the side, clambers atop the anvil and tries to move past the dwarf, but a small measure of steel wells up in her eyes and she blocks his movement. Frustrated, the hobgoblin shoves her off the anvil. The dwarf lands squarely on her head and immediately falls unconscious, bleeding badly.
Hobgoblin #3, grinning wickedly at Adolphus, attacks again. Off balance from his tremendous swing earlier, Adolphus is unable to dodge, and the hobgoblin gives the young knight another vicious wound, this time cutting into his neck.
Hobogblin #4 moves up behind goblin #3 and nocks an arrow to his bow. He quickly sights it at Darthal, but the shot is a poor one, and misses badly.
Maple, the female halfling, shuffles over to the dropped longsword and picks it up, although it is clear from her inexpert handling of it that she's not particularly accustomed to the heavy blade.
Need a stabilization check from Adolphus.
Goblin #2: Dead
Goblin #3: 10/10 hp
Hobgoblin #1: 5/17 hp
Hobgoblin #2: 17/17 hp
Hobgoblin #3: 11/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: -4/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp
| GM alientude |
Adolphus: You weren't flanking for two reasons:
1) The positioning didn't provide a flank. Drawing a line between the center of Sondor's (the female dwarf) square and the center of your square does not cross two opposite sides of the hobgoblin's square, so no flank.
2) Sondor was not threatening the hobgoblin at the time. She had a hammer, but was just dully watching the combat, uninterested. It was only when a hobgoblin tried to move through her square that she gathered her will and tried to stop it.
| Sir Adolphus Ministhrien |
Ah, okay. 'Tis just a little unnerving to go down in two rounds, as a fighter, I mean. I was going by corners, instead of the center of the square, but I guess that determines line of sight. Ah well, at least I'm stabilized. On with the show.
| alientude |
Goblins: AC 15, T 13, FF 13
Hobgoblins: AC 16, T 12, FF 15Goblin #1 is barely injured.
Hobgoblin #1 has heavy wounds.
Hobgoblin #3 is injured.Round 3 Initiative Order: Valamont, Darthal, Luc, Enemies, Maple (female halfling), Adolphus, Diurn
Adolphus, though unconscious, does not look to be in any danger of dying soon.
Since Diurn hasn't posted, I'm going to act for him.
Diurn invokes the blessings of Arshea on all present, though he withholds the healing energies from the wounded enemies.
Channel Positive to heal: 1d6 ⇒ 2. Everybody but the wounded creatures heals 2 hp.
No need to update the map, as no positioning has changed.
The enemies will be delaying until the end of the round. Players will act in the order they post.
Goblin #2: Dead
Goblin #3: 10/10 hp
Hobgoblin #1: 5/17 hp
Hobgoblin #2: 17/17 hp
Hobgoblin #3: 11/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: -4/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp
| Valamont Caine |
Unpleased with his new axe, Valamont tries once more to bring it to bear against his opponent. With a grunt, he brings it crashing down in a gleaming arc.
Mwk Greataxe (arcane strike):: 1d20 + 6 ⇒ (14) + 6 = 20for: 1d12 + 5 ⇒ (1) + 5 = 6 and cold: 1d6 ⇒ 6 and 1 Str damage, Fort Save DC13 to negate
HP: 15/15
AC: 15 (11 T / 14 FF)
CMD: 14
F/R/W: +4/+2/+3 (+1 vs mind effecting, +2 vs enchantment)
Arcane Pool Used: 1/3
Prepared Cantrips (4): dancing lights, daze, flare, ghost sound
Prepared 1st Level Spells (2+1): chill touch [X], shield [ ], shield [ ]
-Ongoing Effects-
Arcane Strike +0/+1
Spell Dance (+10 movement speed, +2 AC vs AoOs): 4/10
Bless +1/+0, +1 vs fear: 4/10
| GM alientude |
Round 4
Goblins: AC 15, T 13, FF 13
Hobgoblins: AC 16, T 12, FF 15Goblin #1 is injured.
Hobgoblin #2 is injured.
Hobgoblin #3 is injured.
Luc again manages a grazing shot against his target, and the hobgoblin clearly disregards him as a threat.
Valamont finally seems to get to knack of his new weapon, bringing the axe to bear and burying it deep into the hobgoblin's midsection. A jolt of negative energy blasts from the axe, pushing its unconscious body off the blade of the axe.
Minor note, Valamont: chill touch deals negative energy damage, not cold.
Darthal, heartened by Valamont's success, steps forward and buries his pick in goblin #1's knee, eliciting a howl of pain and rage from the creature.
Diurn's healing energy pulsing out to his friends, again denying it to the wounded enemies. All allies heal 2 hp.
You notice the female dwarf briefly open her eyes, look around, and close them again, pretending to still be unconscious.
"Take heart, friends! We will aid you against these vile foes!" A voice comes from the armory you entered earlier. Looking back, two half-elves rush into the room.
One of them, tall with a tanned complexion, bright green eyes, and a small scar across his right eyebrow and long hair, moves south, climbs up on the anvil, and behind the hobgoblins.
Fario attack on hobgoblin #2: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 (hit) for 1d8 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10 damage.
The other, a pale young man with blue eyes, short, silky blonde hair and a pink finger missing from his left hand, steps around Adolphus's body and into the flank set up by his companion. His longsword deftly weaves through a hole in the hobgoblin's defenses created by the distraction his companion offers, and he scores a nasty strike on the bestial creature.
Maple gives the longsword a few clumsy practice swings as she shuffles torward the anvil.
Goblin #1 attack on Darthal: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5 for 1d4 ⇒ 3 damage.
Goblin #3 attack on Valamont: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d3 ⇒ 2 damage.
Goblin #1, distracted from Diurn by the pick-wielding dwarf, swings his small blade at Darthal, but the wound in his knee throws him off balance, and he misses badly.
Goblin #3 suddenly looks much less confident after Valamont struck down the larger hobgoblin, but he growls and swings his hammer. Valamont dodges it easily, however.
Hobgoblin #2 attack on Fellian (half-elf on anvil): 1d20 + 4 ⇒ (11) + 4 = 15 for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
Hobgoblin #3 Will save against Diurn’s Adoration: 1d20 + 1 ⇒ (15) + 1 = 16 (success).
Hobgoblin #3 attack on Diurn: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 (hit) for 1d8 + 2 ⇒ (7) + 2 = 9 damage.
Hobgoblin #4 attack on Luc: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 for 1d8 ⇒ 3 damage.
Hobgoblin #2 swings at the half-elf on the anvil, but the new arrival dodges the attack without much difficulty.
Hobgoblin #3 looks at Diurn and snarls. ”That’s enough healing out of you!” He pauses for just a moment as Diurn attacks his mind, but roars in anger and shakes off the magic, swinging his longsword with fury. With a slash, he works the blade into a weak spot in the cleric’s banded mail and scores a wicked wound.
Hobgoblin #4 steps away from the anvil and shoots another arrow at Luc, but his aim is badly spoiled by the creatures in between them, and he misses badly.
Goblin #1: 5/11 hp
Goblin #2: Dead
Goblin #3: 10/10 hp
Hobgoblin #1: Dead
Hobgoblin #2: 7/17 hp
Hobgoblin #3: 9/17 hp
Hobgoblin #4: 17/17 hp
Sondor Ironfold: 0/1 hp
Jeneer Everdawn: 3/3 hp
Maple: 9/9 hp
| Luc Dantés |
Round 5:
Luc looks up in shock that someone actually shot at him and he moves to G8 (5' step), reloads his pistol (move action), as he whirls and shoots hobgoblin #4:
Touch attack within 20': 1d20 + 5 + 1 - 4 ⇒ (20) + 5 + 1 - 4 = 22
Confirmation Touch attack roll: 1d20 + 5 + 1 - 4 ⇒ (17) + 5 + 1 - 4 = 19
Damage: 4d8 + 4 ⇒ (1, 3, 8, 8) + 4 = 24..if that kills the hobgoblin, Luc regains a Grit Point!