Augustin grunts, but the wound from the Iron Circle guard's spear is shallow.
With only two guards and the rest of the party hardly hurt, they are put down in no time.
Moving among the bodies you strip them of all their weapons, armour, shields, and items. You keep the coins (4 silver pieces, 18 copper pieces, 44 iron bits - a mixture of Sarthel coinage and the more common type seen in Harkenwold). The Iron Circle guards had black cloaks with the Iron Circle symbol in grey, chain shirts, light crossbows, 20 bolts, spears and shields. The spellcaster has a symbol of Asmodeus on a chain around his neck, studded leather armour, a red surcoat with the Iron Circle logo in black, trimmed with gold. He also has a black iron key in his pouch with his coins. In the wagon is a lockbox of the type designed to hold coins and treasure. There are also some solid dark stained wooden furniture of all types, nice rugs, tarnished silver candlesticks and a tarnished silver tea set.
You open the lockbox with the key to find 140 silver pieces and a potion of healing (Esa identifies it).
Grimbald looks to the magical squirrels and gestures to se if they will gather the caltrops for him. He will give the surrounding native squirrels a querying look. The glance sideways awkwardly. Grimbald will gather net caltrops, salvageable bolts and and repurpose/break the crossbow bolts if possible for hand cross bow bolts.
Grimbald suggests we head back into town, he can stomach goblins holding up there. Perhaps disguise some of us on the cart and return to town.
Grimbald's net drops on the iron dog, entangling it and it is now restrained. He does not have the ability to give the summoned squirrel swarm such detailed commands, so they mill about angrily, biting the corpses.
Augustin will swing his greatsword at the iron dog entangled in the net. Attack: 25 Damage: 19.
Stryke'sguiding bolt slams into the iron dog. Some of its armour plates in its side buckle.
The iron dog tries to get out of the net - (Strength check - 13 ).
The guard next to Vakiel tries to skewer him on his spear Attack: 9 Damage: 3.
The guard coming around from the other side of the cart (coming around the rear of the cart) tries to stab at Augustin, but also finds he runs straight into the caltrops - Dex save 9.
As Part of great weapon master I would like to use my bonus action to take a swing at the next closest guard, whoever looks worse for wear. 15 damage 7
Grimbald's net drops on the iron dog, entangling it and it is now restrained. He does not have the ability to give the summoned squirrel swarm such detailed commands, so they mill about angrily, biting the corpses.
Augustin will swing his greatsword at the iron dog entangled in the net. Attack: 25 Damage: 19.
Stryke'sguiding bolt slams into the iron dog. Some of its armour plates in its side buckle.
The iron dog tries to get out of the net - (Strength check - 13 ).
The guard next to Vakiel tries to skewer him on his spear Attack: 9 Damage: 3.
The guard coming around from the other side of the cart (coming around the rear of the cart) tries to stab at Augustin, but also finds he runs straight into the caltrops - Dex save 9.
As Part of great weapon master I would like to use my bonus action to take a swing at the next closest guard, whoever looks worse for wear. 17 damage 11
Out of combat the squirrels disperse. Grimbald picks up the Acorn and looks at it. Seems like it hasn't changed, just a big acorn. The dwarf ranger is aware of squirrels in the big oak tree watching him closely.
Fernie says "Marl is dead, the Elder of Marl is dead too, and this is likely all his stuff. Returning these items to the ruined village won't help anyone, the goblins will probably just destroy it anyway. We could take it to Albridge, earmark it for the Marl refugees to do with as they will - use or sell. And give them the coins in the lockbox too, distribute it evenly among them. That would help a lot. Help Albridge too, having more coins circulating. The chain shirts, shields and spears will help arm the militia. If you're heading south I can drive the horse and cart back, I'll be there by dark."
Do we want her to wait till we clear the village or just let her head off? what if we find any survivors.
Fernie thinks it is unlikely there are any survivors, its been a couple of days without food and maybe without water, being hunted by goblins and drakes. But there are underground areas where people might hide, so she thinks it's a good idea for her to hang around until you clear the village if that's the plan.
Grimbald has a mix of Dwarven stubbornness and squirrel tantrum at the mere thought that goblins could be allowed to occupy or destroy a town that generations of people have lived their lives in. His vote is to kill the goblins. He would rather Fernie ping arrows from a distance rather than risk being killed and failing to distribute some coin to the refugees of Marl.
Grimbald has a mix of Dwarven stubbornness and squirrel tantrum at the mere thought that goblins could be allowed to occupy or destroy a town that generations of people have lived their lives in. His vote is to kill the goblins. He would rather Fernie ping arrows from a distance rather than risk being killed and failing to distribute some coin to the refugees of Marl.
and it makes sense to keep the cart away from the town, goblins and lizards as well
Vakiel will respond to the guard attacking him
Attack: 25 Damage: 15
attack guard instead with crossbow bolt Attack: 27 Damage: 5
Augustin grunts, but the wound from the Iron Circle guard's spear is shallow.
With only two guards and the rest of the party hardly hurt, they are put down in no time.
Moving among the bodies you strip them of all their weapons, armour, shields, and items. You keep the coins (4 silver pieces, 18 copper pieces, 44 iron bits - a mixture of Sarthel coinage and the more common type seen in Harkenwold). The Iron Circle guards had black cloaks with the Iron Circle symbol in grey, chain shirts, light crossbows, 20 bolts, spears and shields. The spellcaster has a symbol of Asmodeus on a chain around his neck, studded leather armour, a red surcoat with the Iron Circle logo in black, trimmed with gold. He also has a black iron key in his pouch with his coins. In the wagon is a lockbox of the type designed to hold coins and treasure. There are also some solid dark stained wooden furniture of all types, nice rugs, tarnished silver candlesticks and a tarnished silver tea set.
You open the lockbox with the key to find 140 silver pieces and a potion of healing (Esa identifies it).
The symbol of Asmodeus found on the spellcaster.
The realisation is that the Iron Circle are loyal to, or at the very least have an association with, Asmodeus, the Arch-Duke of Hell.
Who is taking care of inventory!!!
Grimbald looks to the magical squirrels and gestures to se if they will gather the caltrops for him. He will give the surrounding native squirrels a querying look. The glance sideways awkwardly. Grimbald will gather net caltrops, salvageable bolts and and repurpose/break the crossbow bolts if possible for hand cross bow bolts.
Grimbald suggests we head back into town, he can stomach goblins holding up there. Perhaps disguise some of us on the cart and return to town.
As Part of great weapon master I would like to use my bonus action to take a swing at the next closest guard, whoever looks worse for wear. 15 damage 7
I am pumping a divine smite into him 3
Breakdown of foes:
Iron Circle Dark Adept = cult fanatic. He had some different spells than those listed though.
Iron Circle guards = guard.
Iron Dog = iron defender.
Also Fernie = scout.
Grimbald wants to return the stolen loot to the town, rather than claim
I am but that spreadsheet is at home so I will update it later.
Stryke would like the studded leather armour if he can wear it and no one else wants it?
How injured is any of the party? Stryke can heal or we could do a short rest?
And what happens to the assault squirrels ?
Out of combat the squirrels disperse. Grimbald picks up the Acorn and looks at it. Seems like it hasn't changed, just a big acorn. The dwarf ranger is aware of squirrels in the big oak tree watching him closely.
Happy to send the items back to the villagers whether thats in Albridge or this town. Useful items go with us though. Are we going to keep the coins?
Fernie says "Marl is dead, the Elder of Marl is dead too, and this is likely all his stuff. Returning these items to the ruined village won't help anyone, the goblins will probably just destroy it anyway. We could take it to Albridge, earmark it for the Marl refugees to do with as they will - use or sell. And give them the coins in the lockbox too, distribute it evenly among them. That would help a lot. Help Albridge too, having more coins circulating. The chain shirts, shields and spears will help arm the militia. If you're heading south I can drive the horse and cart back, I'll be there by dark."
Do we want her to wait till we clear the village or just let her head off? what if we find any survivors.
Vakiel will take the spellcasters Asmodeus symbol of no-one else has
Fernie thinks it is unlikely there are any survivors, its been a couple of days without food and maybe without water, being hunted by goblins and drakes. But there are underground areas where people might hide, so she thinks it's a good idea for her to hang around until you clear the village if that's the plan.
Grimbald has a mix of Dwarven stubbornness and squirrel tantrum at the mere thought that goblins could be allowed to occupy or destroy a town that generations of people have lived their lives in. His vote is to kill the goblins. He would rather Fernie ping arrows from a distance rather than risk being killed and failing to distribute some coin to the refugees of Marl.
and it makes sense to keep the cart away from the town, goblins and lizards as well
Could we have a short rest in the cart on the way back to the village at all?
Does anyone need healing?