Can we just stash Fernie and the cart behind one of the houses near the track, just so they are off the main track in case
You can but the drakes have the run of the village, and might smell the horse. Fernie thinks it's better to keep the horse and cart well away from the village. Augustin and Vakiel can hide behind one of the houses near the track, ready for the signal to jump into action.
Can we just stash Fernie and the cart behind one of the houses near the track, just so they are off the main track in case
You can but the drakes have the run of the village, and might smell the horse. Fernie thinks it's better to keep the horse and cart well away from the village. Augustin and Vakiel can hide behind one of the houses near the track, ready for the signal to jump into action.
Roger that. I thought we were already closer.
Vakiel will be behind the house on the left of the track
Stryke will be near Vakiel but summon the few owl with wild companion to assist Grimbald and Esa by keeping a lookout near them and the owl will let them know if any enemies are approaching them
The scouting party of Esa and Grimbald goes past the ridge, seeing the ancient remains of walls of other buildings or maybe even a protective wall. Most of it has been broken down over time, the stone used for other purposes. Esa and Grimbald explore the first building. There are three goblins here, opening a cellar door of the ruined house, looking in but seem reluctant to enter. They are chattering amongst themselves. They seem to come to a conclusion that it's not worth it and close the trap door and leave. The party enters the house and from windows and holes watches the goblins head back to the larger building in the centre of town. A drake appears and the goblins hold up their shields and try to shoo it away. The lizard ignores them and looks lazily around.
If the party is reasonably close, Grimbald would like to attack. if we are more than a few rounds apart, perhaps Esa can report back or ask them to close in.
Esa would need to go tell them. The scouting party moves quietly through the other wrecked buildings until they are overlooking what might be called the village square, a more open space. The goblins are in the middle of the street ambling generally towards the biggest building. You can see a goblin in the upstairs window facing you, looking down on his comrades, but disappears after a few seconds. You can spy movement around the village as drakes hunt rats or other animals.
Then there is movement at the building towards the south of the map (the second most southerly building with an X). You see two figures emerging quietly, looks like a human adolescent, and a younger girl, holding tight to his hand. In his other hand the boy holds a lump of wood as a club. They are careful to scoot quickly out of sight of the goblins going into the big building, and move to the south of the building they emerged from, and the scouting party lose sight of them. But the rest of the party can see them clearly now. They also see what the boy and girl are not seeing, which is a drake coming around the western corner of the building just to the south of them and which will see them any second. The drake is 90ft from the three party members waiting at the southernmost building, and out of sight and about the same distance (90ft) from the scouting party.
and move behind cover 30 ft towards the drake, up the trail from harken towards the building to the right just off the road has a destroyed building to its right.
If Grimbald is aware they are in danger he will go. If not, he is looking for an opportunity to strike the goblins. Goblins are his favored enemy and he will use hunters mark when the time is right. If the goblins move in the direction of the rest of party he will follow and attack.
This post has potentially manipulated dice roll results.
Esa tells Grimbald what she has seen and then she flys off. Grimbald scrambles out of the ruins after, using broken buildings as cover from the goblins.
The drake is caught in Stryke'smoonbeam. Con save 5. It makes a repetitive grunting sound, and you hear answering calls from elsewhere. Other drakes are inbound.
Esa flys over the top of the building that the children are behind and yells at them from above them, pointing to the drake 30ft away. The children see it and the boy holds up his club and looks for somewhere to give them cover, and the girl moves closer to him, looking around for something to use. She finds a rock and picks it up.
Grimbald comes around the corner of the building, close to the children. The drake is 30ft from him.
Vakiel and Augustin are on the move with Stryke, and overtake him as he casts his spell. Stryke is 60ft from the drake and Vakiel and Augustin are 30ft.
Stryke will wave his move up to the next house to the north on the map and wave his arms around and make some noise to distract the drake and make it come towards him, action will be to move moonbeam onto the drake at the end of its movement but keeping the beam on the north side of the drake so that Augustin and Vakiel can close to melee with it.
You can but the drakes have the run of the village, and might smell the horse. Fernie thinks it's better to keep the horse and cart well away from the village. Augustin and Vakiel can hide behind one of the houses near the track, ready for the signal to jump into action.
Give me a group stealth check for Grimbald, Esa (Esa can roll with advantage), and Stryke if he's going with them.
Also need a group stealth check for Vakiel and Augustin - and Stryke if he's staying with them.
I'll roll for Grimbald seeing his dice roller is on the fritz. 25.
Stealth check: 6 or 15
Vakiel (rolled on char sheet): 23
Stealth check with Vakiel and Augustin 15
Roger that. I thought we were already closer.
Vakiel will be behind the house on the left of the track
Stryke will be near Vakiel but summon the few owl with wild companion to assist Grimbald and Esa by keeping a lookout near them and the owl will let them know if any enemies are approaching them
The scouting party of Esa and Grimbald goes past the ridge, seeing the ancient remains of walls of other buildings or maybe even a protective wall. Most of it has been broken down over time, the stone used for other purposes. Esa and Grimbald explore the first building. There are three goblins here, opening a cellar door of the ruined house, looking in but seem reluctant to enter. They are chattering amongst themselves. They seem to come to a conclusion that it's not worth it and close the trap door and leave. The party enters the house and from windows and holes watches the goblins head back to the larger building in the centre of town. A drake appears and the goblins hold up their shields and try to shoo it away. The lizard ignores them and looks lazily around.
Is the scouting party going to come back or are we going to go and meet them at some point?
If the party is reasonably close, Grimbald would like to attack. if we are more than a few rounds apart, perhaps Esa can report back or ask them to close in.
Esa would need to go tell them. The scouting party moves quietly through the other wrecked buildings until they are overlooking what might be called the village square, a more open space. The goblins are in the middle of the street ambling generally towards the biggest building. You can see a goblin in the upstairs window facing you, looking down on his comrades, but disappears after a few seconds. You can spy movement around the village as drakes hunt rats or other animals.
Then there is movement at the building towards the south of the map (the second most southerly building with an X). You see two figures emerging quietly, looks like a human adolescent, and a younger girl, holding tight to his hand. In his other hand the boy holds a lump of wood as a club. They are careful to scoot quickly out of sight of the goblins going into the big building, and move to the south of the building they emerged from, and the scouting party lose sight of them. But the rest of the party can see them clearly now. They also see what the boy and girl are not seeing, which is a drake coming around the western corner of the building just to the south of them and which will see them any second. The drake is 90ft from the three party members waiting at the southernmost building, and out of sight and about the same distance (90ft) from the scouting party.
Stryke casts moonbeam on the drake.
Range is 120 ft. Con Save DC 13. Damage 11
and move behind cover 30 ft towards the drake, up the trail from harken towards the building to the right just off the road has a destroyed building to its right.
Bonus Action cast Shillelagh.
Esa tells Stryke to distract the drake while she rushes for the children. She will dash and try to get the kids attention, pointing towards the drake
If Grimbald is aware they are in danger he will go. If not, he is looking for an opportunity to strike the goblins. Goblins are his favored enemy and he will use hunters mark when the time is right. If the goblins move in the direction of the rest of party he will follow and attack.
Esa tells Grimbald what she has seen and then she flys off. Grimbald scrambles out of the ruins after, using broken buildings as cover from the goblins.
The drake is caught in Stryke's moonbeam. Con save 5. It makes a repetitive grunting sound, and you hear answering calls from elsewhere. Other drakes are inbound.
Esa flys over the top of the building that the children are behind and yells at them from above them, pointing to the drake 30ft away. The children see it and the boy holds up his club and looks for somewhere to give them cover, and the girl moves closer to him, looking around for something to use. She finds a rock and picks it up.
Grimbald comes around the corner of the building, close to the children. The drake is 30ft from him.
Vakiel and Augustin are on the move with Stryke, and overtake him as he casts his spell. Stryke is 60ft from the drake and Vakiel and Augustin are 30ft.
Drake's initiative 14. It is engulfed in ghostly flames that cause it pain.
Battle map
Stryke will wave his move up to the next house to the north on the map and wave his arms around and make some noise to distract the drake and make it come towards him, action will be to move moonbeam onto the drake at the end of its movement but keeping the beam on the north side of the drake so that Augustin and Vakiel can close to melee with it.
Moonbeam damage DC13 save, 5
Grimbald moves in front of the kids, gives them a reassuring smile,
He pegs the drake, as if lining up the drake in his sights <Bonus action Hunter's mark>
and throws the net over the drake 21
Esa will tell the kids to get inside the closest house and take cover. She will fly up to the roof and cast Magic Missile at the drake.
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