Okay. You make it to the edge of the camp without being seen. As you arrive, you see a squad of goblins and their hobgoblin leader hurrying to get to whatever has stirred up the camp.
(Initiative or surprise round? Range, for spell choice?And do we know if this is the hobgob (HG) leader we're supposed to kill, or an ordinary HG leader?
Also, I thought I'd have? seen a reply from waltz so I didn't say anything earlier but she'll have asked about tactics on the way.. is Waltz going to chargeor both of us ranged attacks or what?)
(Surprise round, then initiative. Range is about 30 feet. This is not the warlord.)
Waltz Tattersail? Are you there? (He is a paladin; so, he might want to charge right into battle. Or you two could sneak around the squad without attacking them and alerting anyone to your presence.)
Okay. You are able to skirt along the outer edge of the camp enough without being seen to reach the other side. There, you see three goblin tents burning and the other team fighting a bunch of panicking goblins and a few hobgoblins. Go over to the Team East thread: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/139356-goblinoid-army-team-east? Let them know you are here, and roll initiative.
(Is she able to see the leader out of the big tent on the way?
And the Chill Touch spell description reads:
"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target."
Is a turn longer than I action? Does the clinging hand just prevent healing or can it damage without a hit roll?)
(A turn includes movement, action, and bonus action. It is longer than an action. You must hit for the chill touch to work.)
As you pass by the big pavilion tent, you see several hobgoblins come out, one of whom has two bugbears and a goblin dressed as a clown with him. This must be the warlord.
(Who has the better modifier? I think Prim should do it.)
Here's a general regional map for you: https://inkarnate.com/m/3E8Klr--frelia/
Here is a map of the camp: https://inkarnate.com/m/zeORo0--the-goblinoid-army-siege-camp/
Rolled two 17s, +1 for dex, so 18 for stealth with advantage
Okay. You make it to the edge of the camp without being seen. As you arrive, you see a squad of goblins and their hobgoblin leader hurrying to get to whatever has stirred up the camp.
(Initiative or surprise round? Range, for spell choice?And do we know if this is the hobgob (HG) leader we're supposed to kill, or an ordinary HG leader?
Also, I thought I'd have? seen a reply from waltz so I didn't say anything earlier but she'll have asked about tactics on the way.. is Waltz going to chargeor both of us ranged attacks or what?)
(Surprise round, then initiative. Range is about 30 feet. This is not the warlord.)
Waltz Tattersail? Are you there? (He is a paladin; so, he might want to charge right into battle. Or you two could sneak around the squad without attacking them and alerting anyone to your presence.)
Prim is up for sneaking around and going for the head honcho
Prim, I think you might be all alone. Do you want to try to catch up with Team East?
Yeah, sneak behind everything but gather recon on where the troops & leader are.
Okay. Give me one more stealth check to see if you make it without being noticed.
I'm hoping it's still with advantage. Ok, didn't need it. 20 +1
Okay. You are able to skirt along the outer edge of the camp enough without being seen to reach the other side. There, you see three goblin tents burning and the other team fighting a bunch of panicking goblins and a few hobgoblins. Go over to the Team East thread: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/139356-goblinoid-army-team-east? Let them know you are here, and roll initiative.
(Is she able to see the leader out of the big tent on the way?
And the Chill Touch spell description reads:
"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target."
Is a turn longer than I action? Does the clinging hand just prevent healing or can it damage without a hit roll?)
(A turn includes movement, action, and bonus action. It is longer than an action. You must hit for the chill touch to work.)
As you pass by the big pavilion tent, you see several hobgoblins come out, one of whom has two bugbears and a goblin dressed as a clown with him. This must be the warlord.
Prim heads East she looks for familiar faces & explains (Preferably from the shadows)
"It's me, Prim. lost track of Waltz. The Hobbie leader was coming out of the big center tent as I passed"
(She pauses to see if the gobbos notice her before acting)
Go to the Team East thread. Here's the link: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/139356-goblinoid-army-team-east?page=13#c250