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Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

Round 4, Concluded

   Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala!

   Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south!

   Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek!

   From the southwest two arrows come streaming at Duala! The first arrow pierces her right in the belly, dealing 10 piercing damage. The second arrow is just aimed badly and lands in some grass.

   Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside.

   The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences.

Round 5, Start!

Maps

   Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it.

   Note: Initially, I rolled the windmill arrows with disadvantage because they’re out of range, but then I later realized they were attacking from an unseen, hidden position (popping out and firing at you), which cancels out the disadvantage. The first arrow’s first roll was a natural 20.

   In the next round, goblin 7 will not have advantage from being hidden, but goblin 8 will (unless one of you takes an action to do a wisdom (Perception) check to spot it and meets or beats an 18—as long as one of you can spot it, I rule that everyone else can “see” it, too, as your character will have informed them on his or her turn.).

Everyone

image.png.5b2d4e7a3bbc74a9e61d419d868aa978.png

Statblocks

GoblinGoblin

Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow
Hit Points 7 (2d6)

Goblin HP Max-HP % Remaining Notes
Goblin 1 −12 10 −120% DEAD!
Goblin 2 −3 9 −33% DEAD!
Goblin 3 4 11 36% AC Currently 15
Goblin 4 11 12 92% AC Currently 13
Goblin 5 7 7 100% AC Currently 13
Goblin 6 8 8 100% AC Currently 13
Goblin 7 10 10 100% AC Currently 13, Unseen
Goblin 8 12 12 100% AC Currently 13, Unseen, Hidden (DC 18)

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage.

Environment: Forest, Grassland, Hill, Underdark

Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

Round 4, Concluded

   Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala!

   Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south!

   Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek!

   From the southwest two arrows come streaming at Duala! The first arrow pierces her right in the belly, dealing 10 piercing damage. The second arrow is just aimed badly and lands in some grass.

   Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside.

   The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences.

Round 5, Start!

Maps

   Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it.

   Note: Initially, I rolled the windmill arrows with disadvantage because they’re out of range, but then I later realized they were attacking from an unseen, hidden position (popping out and firing at you), which cancels out the disadvantage. The first arrow’s first roll was a natural 20.

   In the next round, goblin 7 will not have advantage from being hidden, but goblin 8 will (unless one of you takes an action to do a wisdom (Perception) check to spot it and meets or beats an 18—as long as one of you can spot it, I rule that everyone else can “see” it, too, as your character will have informed them on his or her turn.).

Everyone

image.png.5b2d4e7a3bbc74a9e61d419d868aa978.png

Statblocks

GoblinGoblin

Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow
Hit Points 7 (2d6)

Goblin HP Max-HP % Remaining Notes
Goblin 1 −12 10 −120% DEAD!
Goblin 2 −3 9 −33% DEAD!
Goblin 3 4 11 36% AC Currently 15
Goblin 4 11 12 92% AC Currently 13
Goblin 5 7 7 92% AC Currently 13
Goblin 6 8 8 92% AC Currently 13
Goblin 7 10 10 92% AC Currently 13, Unseen
Goblin 8 12 12 92% AC Currently 13, Unseen, Hidden (DC 18)

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage.

Environment: Forest, Grassland, Hill, Underdark

Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

Round 4, Concluded

   Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala!

   Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south!

   Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek!

   From the southwest two arrows come streaming at Duala! The first arrow pierces her right in the belly, dealing 10 piercing damage. The second arrow is just aimed badly and lands in some grass.

   Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside.

   The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences.

Round 5, Start!

Maps

   Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it.

   Note: Initially, I rolled the windmill arrows with disadvantage because they’re out of range, but then I later realized they were attacking from an unseen, hidden position (popping out and firing at you), which cancels out the disadvantage. The first arrow’s first roll was a natural 20.

   In the next round, goblin 7 will not have advantage from being hidden, but goblin 8 will (unless one of you takes an action to do a wisdom (Perception) check to spot it and meets or beats an 18—as long as one of you can spot it, I rule that everyone else can “see” it, too, as your character will have informed them on his or her turn.).

Everyone

image.png.5b2d4e7a3bbc74a9e61d419d868aa978.png

Statblocks

GoblinGoblin

Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow
Hit Points 7 (2d6)

Goblin HP Max-HP % Remaining Notes
Goblin 1 −12 10 −120% DEAD!
Goblin 2 −3 9 −33% DEAD!
Goblin 3 4 11 36% AC Currently 15
Goblin 4 11 12 92% AC Currently 13
Goblin 5 7 7 92% AC Currently 13
Goblin 6 8 8 92% AC Currently 13
Goblin 7 10 10 92% AC Currently 13, Unseen
Goblin 8 12 12 92% AC Currently 13, Unseen

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage.

Environment: Forest, Grassland, Hill, Underdark

Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

Round 4, Concluded

   Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala!

   Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south!

   Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek!

   From the southwest two arrows come streaming at Duala! The first arrow pierces her right in the belly, dealing 10 piercing damage. The second arrow is just aimed badly and lands in some grass.

   Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside.

   The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences.

Round 5, Wait for it . . .!

Maps

   Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it.

   Note: Initially, I rolled the windmill arrows with disadvantage because they’re out of range, but then I later realized they were attacking from an unseen, hidden position (popping out and firing at you), which cancels out the disadvantage. The first arrow’s first roll was a natural 20.

   In the next round, goblin 7 will not have advantage from being hidden, but goblin 8 will (unless one of you takes an action to do a wisdom (Perception) check to spot it and meets or beats an 18—as long as one of you can spot it, I rule that everyone else can “see” it, too, as your character will have informed them on his or her turn.).

Everyone

image.png.5b2d4e7a3bbc74a9e61d419d868aa978.png

Statblocks

GoblinGoblin

Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow
Hit Points 7 (2d6)

Goblin HP Max-HP % Remaining Notes
Goblin 1 −12 10 −120% DEAD!
Goblin 2 −3 9 −33% DEAD!
Goblin 3 4 11 36% AC Currently 15
Goblin 4 11 12 92% AC Currently 13
Goblin 5 7 7 92% AC Currently 13
Goblin 6 8 8 92% AC Currently 13
Goblin 7 10 10 92% AC Currently 13, Unseen
Goblin 8 12 12 92% AC Currently 13, Unseen

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage.

Environment: Forest, Grassland, Hill, Underdark

Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

Round 4, Concluded

   Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala!

   Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south!

   Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek!

   From the southwest two arrows come streaming at Duala! The first arrow looks like it will pierce her right through her eyeball before a gust of wind blows it right off course and it lands harmlessly with a /thunk in the ground a few feet to her right. The second arrow is just aimed badly and lands in some grass.

   Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside.

   The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences.

Round 5, Wait for it . . .!

Maps

   Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it.

Statblocks

GoblinGoblin

Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow
Hit Points 7 (2d6)

Goblin HP Max-HP % Remaining Notes
Goblin 1 −12 10 −120% DEAD!
Goblin 2 9 9 100% Currently AC 13
Goblin 3 11 11 100% Currently AC 13
Goblin 4 11 12 92% Currently AC 13

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage.

Environment: Forest, Grassland, Hill, Underdark

Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

Round 4, Concluded

    UNDER CONSTRUCTION

Round 4, Wait for it . . .!

Maps

   Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it.

Statblocks

GoblinGoblin

Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow
Hit Points 7 (2d6)

Goblin HP Max-HP % Remaining Notes
Goblin 1 −12 10 −120% DEAD!
Goblin 2 9 9 100% Currently AC 13
Goblin 3 11 11 100% Currently AC 13
Goblin 4 11 12 92% Currently AC 13

Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage.

Environment: Forest, Grassland, Hill, Underdark

Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.

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