
Thantos Mortimur |

Under his breath, Thantos grumbles something about the dubious quality of crossbows in the region as he drop his bow and draws a dagger. Deeming Dirk and Armand more than capable of dispatching the two hobgoblins, he turns to face the door behind him, watching for anyone approaching in case the nervous orcs outside leave their post or are overwhelmed.

Dirk Deathtalon |

With a grimace of satisfaction on his face, Dirk turns his attention to the hobgoblin crouched behind the burning barrier. His gaze boring into the creature, he mutters, "My turn" before raising his Elven blade to strike.
Over-hand Attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15
/groan

Father Armand |

Armand passes through the remainder of the trapped floor and up to the barrier, ducking out quickly from behind his shield and bringing his mace across in a whistling arc just above the top edge of the table.
Armand Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Illydth-DM |

Dirk draws his blade back and starts his swing, ready to devastate his opponent when yet another gout of flame rises from the table, singing Dirk's arms and face and causing Dirk to have to quickly withdraw his strike to keep from getting seriously burned in the process. (1 Damage from the Flames Dirk. Crit Fail FTL!)
Selena starts chanting what sounds like a prayer to her Diety as her hands slowly start to glow.
Lash draws her rapier and starts nimbly moving through the spikes on the floor, almost as though they weren't there. She manages to easily clear the spikes and start toward the North West table. Attack available next round Lash.
Mird draws his bow and fires another arrow past Armand at the Hobgobin behind the barrier to the North East, however this time the arrow comes in just too low and smacks into the table, splintering and cracking the wood of the table in the table in the process. The barrier has actually taken damage with that strike. It's not broken down yet, but enough hits on it and it will be destroyed.
Armand steps up to the table Mird's arrow just lodged into and takes a swing at the Hobgoblin behind it, unfortunately the mace swing is easily dodged as the Hobgoblin comes around with his shorts word for a strike at Armand.
Thantos draws his dagger and proceeds to move to the entry door, waiting for anyone to enter that might be hostile.
Both hobgoblins pop up from their places behind their respective cover, both holding wicked looking short swords and stab, one at Armand, one at Dirk.
Both combatants, however, are ready for the strikes and a ringing parry from the right then left of the room leave little doubt that neither strike caught flesh.
Round 4, Actions in.

Selena Devanholme |

Technically, the heavenly fire curing for Dirk should have triggered. since I readied an action for an event and it occurred before my next action.
With the hobgoblins in full view, Selena grabs up her dagger with her free hand and flings it at the closest one. The NW one if equal distant.
Attack 1d20 + 4 ⇒ (11) + 4 = 15
Damage 1d4 - 1 ⇒ (1) - 1 = 0
Concealment 1d100 ⇒ 67

Lasciel Silverflame |

Lash spins past the edge of the table dropping low, her attack a sublte stroke in contrast to Dirk's mighty blow. A glimmer of flame reflecting off her blade the only visible record of her strike that seeks to skewer the hobgoblin's liver from behind.
Flanking
1d20 + 8 ⇒ (15) + 8 = 23
1d6 + 1 ⇒ (5) + 1 = 6
Sneak attack2d6 ⇒ (2, 3) = 5

Illydth-DM |

Sorry about the missed post, should have something up in the morning.
Selena: I wasn't sure if you wanted to "use" a heavenly fire for the day on 2 points of damage or not so I sort of "held" it. No issues, we'll call it used, Dirk, go ahead and heal up 4.
LOLOL Lash and Dirk just did 37 points of damage in one round to a poor hobgoblin.

Illydth-DM |

A white light surrounds Dirk unexpectedly as Selena channels her powers at Dirk's burnt arms, the red skin instantly turning white/tan.
Growling in frustration at the flames Dirk snap kicks one booted foot into what's left of the now barely burning barrier, splintering the already destabilized and now more embers than flames table. The table literally crumbles down the center where the flames have already burnt almost clear through the wood and the table splits in two leaving Dirk a clear path toward the hobgoblin.
Meanwhile, Lash slips around the eastern edge of the barrier, unseen and unnoticed by the panicking hobgoblin, who's full attention is on the big warrior with his gigantic sword striding toward him.
His mistake. Too late the glint off of Lash's rapier draws the poor hobgoblins's attention as it pierces it's back and drives toward it's heart. Unfortunately for the creature, it's anguish over Lash's expert raiper strike explodes (if only momentairly) into fire, as Dirk's two handed sword cleaves the creature from left shoulder to right hip, a screach of metal on metal (slightly muffled) resounds around the room as Dirk's and Lash's swords meet inside the poor creatures body and grind off each other.
The hobgoblin literally falls apart onto the floor a look of surprise and anguish on it's fast faiding face the only sign of it even knowing what hit it.
On the other side of the room Armand gets impatient with the waiting game. He attempts to plant his foot atop his hob's barrier and vault over to get a better shot at his target, but the table ends up flipping outward, landing Armand on his face, prone, right at his opponents feet. Not only does he end up face down, but the maneuver keeps Mird from firing his next shot, as Armand jumps right into his line of fire to accomplish (and fail) the attempt to get over the barrier.
Armand is now prone and will take the next round to get back to his feet...crit fails suck.
Round 5 in folks. One Hob Down, One more to GO (NE)
Hobgoblin Attack against Armand (Prone): Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d6 ⇒ 5

Selena Devanholme |

Selena swiftly gathers more heavenly fire and sends it to Armand in an effort to heal any wounds suffered from the hobgoblin attack.
Heavenly Fire "Attack" 1d20 + 4 ⇒ (4) + 4 = 8
Heavenly Fire Healing 1d4 + 2 ⇒ (2) + 2 = 4
Heavenly Fire Uses remaining 5/7.
I hope everyone is remembering the bonuses from bless still.
Oops. I guess you realize since the NW hobgoblin is dead, I didn't throw my dagger.

Thantos Mortimur |

Thantos continues to guard the door. Occasionally looking over his shoulder at the ensuing battle behind him, he can't help but flinch when he catches a glimpse of a hobgoblin being dismembered, a grotesque display he will not soon forget.

Dirk Deathtalon |

As Dirk watches the two halves of the hobgoblin slowly separate, he has only a moment to share an exchanged look of "battle satisfaction" with Lash before he hears the crashing sounds coming from the other corner of the room.
His stomach lurches as he realizes that the sound was that of Armand falling prone before the enemy. Recognizing the mortal danger his King and life long friend is in, Dirk swings into immediate, desperate action. Raising his razor-sharp, blood soaked, Elven blade above his head, Dirk attempts to distract the evil creature with his flailing blade and an unnervingly loud rendition of his battle shout.
"BLADES OF HEELLLLLL!"
Charging Over-hand Attack: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Dirk will be at -2 armor due to charge (if allowed).
DM: If I understand correctly, the barrier has fallen. I'm uncertain if there is a clear path between Dirk and the other hob. I'm also uncertain how far Dirk can move in a charge. The manual states that I can move at twice my normal speed. Not sure if that means twice the distance as well? If Dirk cannot charge he will use the full round moving as far as he can towards his fallen friend.

Lasciel Silverflame |

Looking at the noise Lash breaks into a run alongside Dirk, As the armored warrior's blade lifts above his head, she drops to her knees, sliding the last few feet to slip her blade below the enemy'd raised defenses
1d20 + 10 ⇒ (7) + 10 = 17
1d6 + 3 ⇒ (2) + 3 = 5
Probably not flanking so no sneak attack

Thantos Mortimur |


Selena Devanholme |

Yep, wizards are a lot different in Pathfinder. Other than free cantrips, there's also a daily use ability (usually equal to 3 + Intelligence modifier uses), arcane bond (either an item or a familiar), and one other special ability related to the arcane school you focus in. Check it out here.
If you are a Universalist wizard, for example (one that does not focus on any particular school of spells), you would have the supernatural ability hand of the apprentice, which lets you "throw" a melee weapon as a magical attack which automatically returns to you, (that would be great in this scenario).
Of course, you do not have to be a Universalist, you could be any type of specialist the DM allows, including an Elemental Wizard from the Advanced Player's Guide. Each of the twelve schools of magic have two extra types of specialists from the Advanced Player's Guide. For example a Necromancer could be a traditional Necromancer, or he could focus in Life or Undead magical abilities.
Pathfinder Magic is much more specialized and character-focused. If two, three, four, or even five wizards or sorcerers should meet on the street, they would most likely have very different abilities and foci.

Illydth-DM |

Dirk: Charge = 2 x Move Rate = 2 x Move Distance, they're equivalent since everything in D&D Like games holds time constant. The "measurement" of "time" in Pathfinder is the Round, a round is a constant time frame (10s). Given that, your move rate rule is how far a person in your armor type would typically be able to move within that 10s window. If you double your move rate and hold the time constant, you naturally double your move distance as well.
I wouldn't exactly call your path "unobstructed", however I also wouldn't call it "blocked" either. There is natural debris (small furniture, trash, crude plates and cups, etc.) strewn about the room and between you and Armand is no different. I'm unclear as to exactly how "uncluttered" the path between you and your target has to be for a charge to work. The rules say "unobstructed" but their examples include basically large objects that would naturally stall movement. There are no "large objects" between you and the hobgoblin and nothing I would consider "difficult terrain" so I'll rule the charge is allowed.
Seeing Armand in mortal danger, everyone explodes into action.
Dirk and Lash sprint for the Hobgoblin before it can get in an attack, and Mird draws a bead on the monster as well, hoping to put an arrow into it before it has a chance to strike the prone Armand.
The arrow goes whistling from the bow as Dirk and Lash both get to their target at almost the same time.
This time, it's Dirk that reaches the target first. As the arrow takes the goblin in the shoulder, Dirk's charge barely carries him in front of Lash, and his leveled blade ends up with the hobgoblin pinned against the east wall, the blade stuck in a wooden framing beam behind the hobgoblin, the unfortunate creature pierced straight through it's chest. Her strike right behind his, Lash goes down on her knees and levels her blade up into the goblin's chest as well, secondarily skewering the hobgoblin again.
For a moment, the room goes silent except for the dying crackle of fire on the North West barrier table, as everyone stops where they stand (or lay, or kneel...), looking around for more signs of danger and allowing the Adrenaline rush of combat to fade. A loud "crack" resounds around the room as Dirk wrenches his blade from the wooden beam behind the Hobgoblin and is followed by a thud as it's body hits the floor.
Armand slowly regains his feet, kicking in anger at the wooden table and sending a piece of it flying into the room. "Not as young as I used to be, that's the last time I try to vault a table like that." His anger subsiding he gets a wry grin on his face and says "Dad would be so proud of me, landing prostrate at a hobgoblin's feet. Thanks for the rescue all."
"One down, many more to go."
The six of you retrieve weapons, gear and supplies, make your way gingerly back through the caltrops burred on the floor, and back toward the door.
As Armand clears the last of the Caltrops he says, indicating the trapped floor. "Leave it, with any luck when the Orcs take over the place some of them will get hurt."
As you exit the building the two orcs standing guard have their weapons set and ready, expecting the hobgoblins to be the ones exiting from the building, not you.
They visibly relax and step aside to allow you to pass further on into the keep.
Where to next?

Selena Devanholme |

Selena pales when she hears the bitterness in Armand's voice. She lowers her voice as they depart the hobgoblins' lair, hiding her words from their new Orc 'allies'.
"Have we such reason to hate the orcs? I know the humans of this area have been at war with them for some time, but perhaps we should temper our anger with a sense of goodness and understanding for what the orc tribes have been through. Unless I am mistaken, much of our conflicts with the orcs over the past few years seem to be a result of a political involvement outside the Orcish scale of things. I am not defending them entirely; it is true they are a vile and violent race; but I would ask that we not disturb the natural order too much. There is no reason to wish them such harm when they have gone to great lengths to help us free this keep from its previous occupants."
Diplomacy 1d20 + 5 ⇒ (12) + 5 = 17 +1 if attracted

Thantos Mortimur |

Thantos hides his dagger under cloak, picks up his hastily discarded crossbow, and sets to work restringing it while the others work their way back through the spikes and collect their gear.
Leaving the room with the others, Thantos pulls out the map of the keep, "Let us not waste our efforts worrying about what happens to the orcs when we still have inhabitants of this keep that would happily kill all of us. The orc's map indicates the wolves behind the first door in the eastern corridor are our next closest adversaries. I suggest we clear them out before going deeper in lest we find ourselves surrounded."
He raises his eyes from the map, eyebrows arched in question, allowing the rest of the group to agree or disagree.

Selena Devanholme |

Selena frowns at Mird.
"I did not say they are great. I said that we might wish to temper our behavior towards allowing them to take their proper place in the cosmological scheme of things. It is true that most orcs are evil, and even half-orcs bear the taint of their vile ancestry. But kill them all, if you wish, and see what evil comes to fill the cosmological gap the Orcish tribes once filled. The universe is ordered in a particular way, a balance between good and evil maintained by varying degrees of perspective in geographical arrangement."
She pauses for a moment as a far away look creeps into her eyes.
"There are worse things in the dark places of the world than orcs. And sometimes the existence of orcs keeps them at bay."
Her senses seem to return to her.
"Besides, caltrops are more a torture device than a method of killing. It is sad to wish torture upon any living creature, but even more so for sentient races."
Diplomacy (Take 10) 10 + 5 = 15 +1 if attracted

Father Armand |

Glancing sideways at Mird's obvious sarcasm, Armand turns to Selena with a smile on his face.
"Sister, may the Goddess herself bless and keep you for your innocence and pureness of heart. May you shine as an example to us. Most of all, when our task is done, for good, or ill, may that innocence and pureness still be within you."
As he continues Armand's smile changes from pure to sad. "Kethlenica is my home and my kingdom, and will be my destiny, regardless of the outcome of all of this. Kiren's Keep, however, is the closest thing I've had to a family for more years than I can care to count...possibly more years than you've been alive my child. In the time I have grown in this region, I have seen the actions of the orcs, and their foul spawn, on my families lands. I have seen atrocities that you cannot imagine perpetuated by these creatures. I have seen families torn apart, displaced, destroyed. And" glancing sideways at Mird Armand continues "I am not the only person who's seen atrocities of this nature out of creatures of their ilk. However, you remind us all that not every creature is evil just because of what they are."
"May Saenrae bless them if they are indeed different from the others in the region. May I be wrong and may my fears be unfounded, but I am still deeply concerned for the region I have grown to love. I do what is best for Kiren's Keep in dealing with these orcs, but I am afraid that we will accomplish the goal of running one evil out of this keep only to replace it with a longer term evil for the region. I see this castle as the potential for a fortified base of operations for the orcs of the region from whence to strike out and cause more damage to the region and it's people, a base that once established, will not be easy for the people of this region to flush out. You see the castle as a home for the orcs and their families, a place to raise their children and a debt duly owed. May your vision of this Keep's future be better than my own, but I am afraid you and I will have to disagree on what we see in our crystal balls for the moment."
"Thantos is right, we do not have the time nor the luxury of standing around and worrying about what may become of things in the future when the present is right before us. In deference to you, I will tell the orcs to stay out of the building. In deference to all of those past dead, and to Mird's family, however, I will not tell them why. Call it a failing of my human spirit child, none of us are perfect."

Illydth-DM |

A really fast rules note. From the perspective of using "skills" like diplomacy, perception, intimidation, etc., within the party environment.
First off, I encourage all of you to use your skills at any point, within and without the party conversations, where the opportunity permits and makes sense. Selena's use of the diplomacy skill in her conversations is a great example.
As you may have guessed from my DM style, however, a skill role, PARTICULARLY when dealing with other members of the party, should not be an end all method for attaining a goal. I expect in your conversations with each other that the majority force of your opinion will come from your statements, not from your random rolls. In most cases, I encourage all of you to determine your own "difficulty" levels for your conversations and to act according to BOTH the statements being made as well as to any rolls encompassing the conversation.
To take the current example, Mird has a background in which he has personally suffered deeply at the hands of orcs. Were I playing Mird I would assume a high (15 or greater) difficulty for attempting to persuade me that any orc is worth keeping around. From there, it would depend upon what is the reasoning for the conversation as to what that roll does for me. Assuming, for a moment, a difficulty of 15, I might see Selena's diplomacy skill as having worked. However, no conversation on this topic would ever alleviate the suffering I as Mird have experienced, so perhaps the success on diplomacy means I simply don't respond, or that I am polite in my response instead of sarcastic or biting. Perhaps the success begins a process of persuasion that I do not immediately acknowledge, but with enough successes, and enough well thought out conversation, I might change my overall opinion, or maybe it just means that the next time I have the opportunity to slit a sleeping orc's throat that I'll hesitate for 2 seconds before doing so.
I encourage everyone to take the roll into account in their responses and their actions, but again, the roll is one element of the broader picture. Successes do, and need to, mean something, but what that something is for your character in your situation I leave to the discretion of the player to determine and act upon.

Selena Devanholme |

Thank you. Likewise, I am making rolls not to determine my success or failure (as I would when dealing with an NPC), but rather as an indication to myself how well I am intoning, modifying, or "performing", almost as though I were using Perform (Oratory) rather than Diplomacy. But it is a Diplomacy roll, nonetheless, just to see how well I might be arguing if I were arging with a NPC. I hope that makes sense.
Also, I apologize if that last post reaked of the Neutral alignment, or of an intelligence beyond this character's ability. I had just finished posting in another game as a Neutral High Wizard, so it might have spilled over a bit.

Illydth-DM |

To be honest, I don't think that was Neutral at all, I would run that to the extreme Good side really. Selena's character shows a penchant for seeing the "good" in all creatures, even those that most people simply cannot see good in at all...in many ways your character comes across as more protective of the environment around you than the party or even yourself. That's not "wrong" in any way and I think it fits your character's alignment as well. As I was explaining to one of the other players, what we're seeing in this conversation is the broad range of what "alignment" means.
For Mird, who is a "good" character, his past has colored his interactions with these creatures in a VERY VERY bad way. He could draw a knife, plunge it into the heart of the nearest unarmed Orc (man, woman or child) and walk away smiling and that would not be an "evil" act for his character...for him, it's Justice and upholding his "good". Armand, on the other hand, could bludgeon to death the same orc, but only so long as it had a blade in hand or could be seen as a threat to the region. Otherwise I'd have to rule that as an out of alignment action for him...again, his past has colored him toward his acceptance of these creatures as anything but WHOLLY evil. Yet, not nearly as much as for Mird.
Again, Selena is a different case. You have nothing in your background to make you particularly hateful toward these (or any other) creatures. And your alignment and personality leads you toward seeing the good in a group of creatures that have professed and demonstrated an effort in "doing what is right" (even if it's a self centered effort). You see Armand's reaction as over the top. This might be "nieve" of your character, but compared to the experiences of many of the others in the party, your character IS nieve.
So taking an example where Mird crosses paths with an unarmed orc laying wounded in the road. Mird walks along, sees the orc, draws his sword and dispatches the orc where he lays. Mird walks away from the encounter with a smile on his face, after all that's one less orc in the world to do to others what was done to him.
Armand watches this and mutters to himself and shakes his head but doesn't say anything and soon forgets the whole incident happens, after all, THAT orc might have been unarmed and wounded, but he also might have been on the last raid that burnt a friends house to the ground with a woman and her two children within it while torturing the husband.
Selena, however, sees the action and would be completely horrified at Mird's murder of a helpless and innocent creature. It was unarmed, helpless, and unlikely to cause problems.
In Mird's eyes the action is a Lawful and Good action.
In Armand's eyes the action is Neutral but still "Good".
In Selena's eyes the action is certainly Chaotic and may range into Neutral or Evil.
In all cases, it's the same action. However that action would affect each character in the situation differently depending upon who had performed it.

Illydth-DM |

Living in the midwest has it's hazzards. :) With the snow days over the last two days and the mad scramble last weekend to get stocked in for what's coming (not a loaf of bread to be had in St. Louis) I have to admit to falling down on my DM job. Sorry folks, let me try to pick this back up.
While most of you gingerly pick through the room for valuables and items that might help you through the rest of the keep, Thantos begins re-stringging his crossbow, muttering under his breath about the uselessness of man-made weaponry.
About 10 minutes later, you've scavanged what you can in miscelanious nick-nacks (mostly carved of semi-rare materials, nothing really presious) and small end coins from the room and Thantos' crossbow looks ready to go.
You exit the building and move West to the edge of the building and start down a 10' wide and very long "alley" between buildings. The alley itself is strewn with trash, bits of bone and rotting food, and other garbage that these creatures obviously aren't interested in keeping clean. Sounds of creatures coming from the end of the corredor echo faintly toward your ears, though whether those are orcs keeping guard or other creatures remains to be seen. Figuring you'll get there eventually anyway, you jet down the twenty feet or so to the door marked on your map as belonging to the kennels.
Lash proceeds to check it for traps, but comes up empty, and, as usual, Dirk proceeds to throw the door open, ready for a trap.
The hallway that greets you is dark and dingy, running about 40' back to another door. Four large kennels to either side of you run back along the south and north walls. The stentch of unwashed dog or wolf permeates the air adding to the stench of unwashed creature permiating the rest of the keep. The kennels are each packed with dirty straw, carcases that are in various stages of being eaten, and each room has what looks like a tack and harness for a small horse or a very very large dog. Knowing what you know about goblins these are likely the kennels for Dire Wolves, and having seen 4 of them exit the castle this morning you're pretty sure this area is likely empty...to further add to that probability, the doors to your immediate north and south stand ajar. The door to the north leads into a small 10x10 room with a small bed, a table and a chair and not much more than this, the home of the animal handler obviously. The door south leads into a storage closet of some kind with whips, extra harnesses and several crates of dead animals, obviously food for the wolves.
A quick perusal through the area turns up nothing of importance or value. Whatever valuables might have been laying around here were obviously scooped up in the haste of exiting the castle.
The area is basically empty. If there's something you want that you might find in an "animal handling" area, please let me know, otherwise pick another target and let me know where to move you toward.

Illydth-DM |

The party moves back out of the kennels into the relative fresher air of the outside keep. The sounds of swordplay from the open area ahead come clearly down the hall, and the 6 of you rush to join in.
Thankfully you do. To the left and right at the end of the hall, two orcs (each) guard the doors to the east and west. Both doors seem to open outward and the orcs are intentionally keeping all three doors barred shut, using their spears, wooden planks, and much of the trash of the surrounding grounds to do everything they can to bar the doors closed. Shouts and curses from behind both sets of doors indicate that there are occupants of both rooms that are interested in getting out.
Out in the open grounds, 2 more halberd-wielding orcs are desperately trying to fight off a half dozen hobgoblins, one of which is obviously a leader of some type. For the moment it seems to be a stalemate, the Orc's longer reach weapons keeping the hobgoblins at bay for the moment. That stalemate, however, looks to soon be broken if the creatures on the other side of the doors being barred by the halberd-wielders friends get out.
At a glance, the hobgoblins are trying to beat through the defenses of the orcs, overrun the door guards, and break out their companions. By the look of it, this action is likely to make or break the orcs holding the keep, at least from the inside.
Momentarily, the fighting stops as a long low horn blast from outside the walls likely signals the return of the keep's now locked out defenders. The battle for control of the keep will begin soon.
Your more immediate problem, however, shows itself as the fighting begins in the courtyard in front of you anew: One of the orcs holding the right hand door closed goes sprawling to the ground as a loud boom sounds from within the room. One of a few supports helping keep the door closed splinters (but doesn't break) as the door budges open slightly. Whoever it is in there is making a VERY concerted effort to get out, and either the door or it's guards aren't going to be able to hold out for very long.
You have a couple options here which revolve around how you're going to solve this situation. Both the left and right side rooms have combatants that are interested in adding to this fight. There are only 2 combat orcs and 6 hobgoblins including an obvious leader, three more of them are obviously larger and better trained, and two are of the same size as the ones you fought back in the other room. The orcs are definitely over matched, but so are the door guards.
Battle Map posted at Hobgoblin Leader Battle Map
Roll Initiative and let me know what you'd like to do. The grid is 10x10 so if you'd like to enumerate the squares to let me know where you'd like to end up standing use A-J for the Up/Down and 1-10 for the left right, where A1 = The lower left hand square of the map and HGU3 is standing at C5.
Scale = Each Square is 5x5'.
The creature list is as follows:
* O1 - O6 = Orc1 - Orc6, where 5 and 6 wield halberds and threaten two squares out. Orcs 1-4 are bracing the doors closed with help of trash and wooden braces.
* HG-L - Hobgoblin Leader
* HGU1-3 - Hobgoblin Leutenant, Bigger and stronger than normal hobgoblins.
* HG1-2 - Normal Hobgoblins.
Let me know if you have questions.

Selena Devanholme |

Selena prevents herself from rushing into battle with the hobgoblins. She turns to her companions instead.
"We must capture the hobgoblin leader. He most likely has the information we seek."
Initiative 1d20 + 2 ⇒ (1) + 2 = 3
She advances to D2, but does not otherwise act, hoping to get a better feel for the battle.