Calner, being a gnome can only move 25 feet closer (175 feet away) and from there cast Summon Aberration at it's furthest range of 90 feet. A Beholderkin appears (85 feet away) and flies toward the desperate battle another 30 feet (55 feet away), then fires 2 eye rays at the same Hobgoblin.
The yellow area is the foot of the serpent hills to the east. It's rocky terrain you could scramble up, though the edge in yellow indicates the line where the elevation is 15ft above the grass below. Mechanically we will treat the space adjacent to yellow space as difficult terrain just like the green tall grass area. Dim light and foliage each make vision lightly obscured, while things less than three ft from the ground are heavily obscured by the grass.
<just re-posting so its on the current page>
Your group is south of here, starting 200ft south of the horse.
Tall grass can provide half cover, 3/4 if crouching, assuming line of sight is level. Hamish would not get the same cover. Prone would be considered heavily obscured, subject to conditions. Like Hamish towering above a hobgoblin less than 15ft away has a direct line of sight.
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.
My shortbow would ordinarily be at disadvantage due to long range, but this ability counters that to just a straight roll, I believe.
The rogue will move 30ft, bonus action dash another 30 ft, and then fire an arrow at a range of 140' at the closest HG.
Marlyth moves near the spot of violent confrontation (30 ft North) while trying to communicate with the spirits of nature in druidic. She will transform herself into a great tree and pretend to be an integral part of the local flora.
Tabaqui's arrow strikes a hobgoblin. It screams in pain, but continues to clash with the lioness. The whole band of hobgoblins starts to shout as an aberration appears before them and blasts one hobgoblin dead in his boots. <It's to your advantage that its not the same one the arrow hit.> A second beam of light narrowly misses another hobgoblin.
From atop the rock outcropping to the east, a figure emerges. A hobgoblin in half plate, with a scar across his right eye points to the northernmost group of adventurers with his javelin and calls out in goblin "Fire!"
The war chanter moves south 30' as she calls a chant (BA) of cunning in goblin, then casts healing word on her ally for 5.
The hobgoblin sharpshooter (1) (MMXII) steadies his aim as he finds the spot the rogue fired from, 9 (so negates 3/4 cover) for 11 piercing, and another in quick succession 21 for 11 piercing
On a hit, add 11 Damage (same type, martial advantage)
Sharpshooter 2 likewise targets the rogue from his high vantage point, easily spotting the figure crouched in the grass
20 (so negates 3/4 cover) for 9 piercing, and another in quick succession 25 for 6 piercing
On a hit, add 12 Damage (same type, martial advantage
Five Hobgoblins rise from the grass to the West.
Warlock of the Legion (2) casts dispel magic on the aberration (4th level). The creature vanishes in an implosion if flames, then drops prone and tries to hide (BA) 8
From atop the bluff to the east, another warlock (1) appears. With a cruel grin he spots the three nearest adventurers and casts fireball on an area encompassing Tabaqui, Tauzen and Walks. 29 Damage, ½ on Dex save DC13. The grass in this area combusts, leaving the ground barren, dusted with a film of ash. As the fire extinguishes, six hobgoblins attack with longbows, targeting:
Tabaqui20 for 6 Walks21 for 3 Walks22 for 6 Tauzen 10 for 6 Walks 7 for 4 Tabaqui 15 for 4.
(Just noticing, @wysperra correctly pointed out that i did specify grass was dufficukt terrain. Becasue we started combat so far apart, id like to forego this if youre all up fir it, since it seems like (i could be wrong about this) most of us ignored it anyhow. If I'm wrong and everybody was using DT movement, let me k iw and Ill adjust, otherwise, lets just say movement is normal if thats ok with the group. If walks should move farther, we can do that, but im pretty sure she's still in range of fireball.)
Hamish moves 80ft (definitely not difficult terrain for him) (using Dash action)
This post has potentially manipulated dice roll results.
The woman in the lion marked armor runs South with amazing speed. She spri ts southeast to the edge of the cliff and looks up to see the helmed goblin leader with his javelin who shouts as he thrusts his javelin towards Hamish. She sprints toward the giant, tossing darts at him, then vanishing in a haze of shadows.
Dart 29 for 8
Dart 30 for 6
She reappears on the other side of Hamish and stabs a pair if sais into the giant's leg.
@Everyone: roll initiative.
Your group is south of here, starting 200ft south of the horse.
Rider initiative 17,
Hobgoblin initiative 12.8,
Taking all the HGs together as an average
*200ft from the horse
<Rounding puts these hobgoblins at 14, tied with Calner; per my general initiative plan, PCs go before monsters/NPCs.>
Angus Initiative 11
Tabaqui initiative 19
Marlyth's Initiative 16
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Tauzan Initiative: 19
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Tabaqui 24
Walks 22
Tauzen 19
Marlyth 16
Calner 14
Hobgoblins 14
Angus 11
Hamish 10
Rider 10
Tall grass can provide half cover, 3/4 if crouching, assuming line of sight is level. Hamish would not get the same cover. Prone would be considered heavily obscured, subject to conditions. Like Hamish towering above a hobgoblin less than 15ft away has a direct line of sight.
Tabaqui is up.
Tabaqui Round 1 (prior to Calner)
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.
My shortbow would ordinarily be at disadvantage due to long range, but this ability counters that to just a straight roll, I believe.
The rogue will move 30ft, bonus action dash another 30 ft, and then fire an arrow at a range of 140' at the closest HG.
Shortbow Attack: 27 Damage 9 (autocrit factored in)
Afterwards, he will crouch down in the grass.
<I'm going to expand rhe map, sorry - I didn't rhink told be attacking from so far away. I can make the grid bigger, just not the 'green' bit.>
Tauzen and Marlyth are up.
Tauzan moves forward 50 ft, following after Tabaqui. He then crouches down to try to provide 3/4 cover.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Marlyth moves near the spot of violent confrontation (30 ft North) while trying to communicate with the spirits of nature in druidic. She will transform herself into a great tree and pretend to be an integral part of the local flora.
Bonus Action: Cast a Spell: Guardian of Nature
Action: Hide: Stealth (12,11) (If advantage is granted due to camouflage)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Walks initiative 22
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Walks runs forward 15 feet*, then Dashes 15 feet*, then bunny hops 20 feet towards the damsel in distress.
*15 feet due to difficult terrain correct?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Tabaqui's arrow strikes a hobgoblin. It screams in pain, but continues to clash with the lioness. The whole band of hobgoblins starts to shout as an aberration appears before them and blasts one hobgoblin dead in his boots. <It's to your advantage that its not the same one the arrow hit.> A second beam of light narrowly misses another hobgoblin.
https://www.owlbear.rodeo/game/_FYSgAoF2
Round 1
Angus will also move and dash 60 feet closer.
From atop the rock outcropping to the east, a figure emerges. A hobgoblin in half plate, with a scar across his right eye points to the northernmost group of adventurers with his javelin and calls out in goblin "Fire!"
The war chanter moves south 30' as she calls a chant (BA) of cunning in goblin, then casts healing word on her ally for 5.
The hobgoblin sharpshooter (1) (MMXII) steadies his aim as he finds the spot the rogue fired from, 9 (so negates 3/4 cover) for 11 piercing, and another in quick succession 21 for 11 piercing
On a hit, add 11 Damage (same type, martial advantage)
Sharpshooter 2 likewise targets the rogue from his high vantage point, easily spotting the figure crouched in the grass
20 (so negates 3/4 cover) for 9 piercing, and another in quick succession 25 for 6 piercing
On a hit, add 12 Damage (same type, martial advantage
Five Hobgoblins rise from the grass to the West.
Warlock of the Legion (2) casts dispel magic on the aberration (4th level). The creature vanishes in an implosion if flames, then drops prone and tries to hide (BA) 8
From atop the bluff to the east, another warlock (1) appears. With a cruel grin he spots the three nearest adventurers and casts fireball on an area encompassing Tabaqui, Tauzen and Walks. 29 Damage, ½ on Dex save DC13. The grass in this area combusts, leaving the ground barren, dusted with a film of ash. As the fire extinguishes, six hobgoblins attack with longbows, targeting:
Tabaqui20 for 6 Walks21 for 3 Walks22 for 6 Tauzen 10 for 6 Walks 7 for 4 Tabaqui 15 for 4.
(Just noticing, @wysperra correctly pointed out that i did specify grass was dufficukt terrain. Becasue we started combat so far apart, id like to forego this if youre all up fir it, since it seems like (i could be wrong about this) most of us ignored it anyhow. If I'm wrong and everybody was using DT movement, let me k iw and Ill adjust, otherwise, lets just say movement is normal if thats ok with the group. If walks should move farther, we can do that, but im pretty sure she's still in range of fireball.)
Hamish moves 80ft (definitely not difficult terrain for him) (using Dash action)
...
The woman in the lion marked armor runs South with amazing speed. She spri ts southeast to the edge of the cliff and looks up to see the helmed goblin leader with his javelin who shouts as he thrusts his javelin towards Hamish. She sprints toward the giant, tossing darts at him, then vanishing in a haze of shadows.
Dart 29 for 8
Dart 30 for 6
She reappears on the other side of Hamish and stabs a pair if sais into the giant's leg.
Sai 17 for 10 +5 poison
Sai 13 for 8 + 5 poison.
(1st Sai should be sneak attack, ally within 5ft, 9 plus 14 damage)
Hamish uses his axe to try and Parry the second Sai, (+2AC) but the lioness s weapon zips past the axe and finds its mark.