Securing the oxen and hiding the wagon, just a few feet into the brush, you take the reigns you've created, around the goblin's necks, who grovel and praise you along the trip, "thanx uze, thanx uze, merzee maz-derz, merzee."
They lead you nearly 3 miles, north and to the west, where the forest begins to get rocky, with the occasional boulder and crag. "no stepz zere!" the goblins cry out, as you avoid a series of snare traps.
On the last mile, the goblins indicate that you should stop. "no stepz, no stepz" and they point to a large unsettled patch of ground, covered unnaturally with leaves and sticks. A large pit trap has been avoided and as you crest a small cluster of rocks, you see in the distance 3 other goblins standing guard in front of the mouth of a cave being fed by a small natural stream.
The goblins prostrate themselves and beg, "set freez, set freez. merzee maz-derz, merzee"
Everyone gets 75 XP. Because you intimated the goblins and forced them to be your guides, you got all the XP from a skill challenge and several traps. Plus everyone gets a point of DM inspiration and now you must decide how to approach the new group of goblins.
* Everyone perform a Stealth check and roll initiative to determine a surprise round * Forgo the stealth checks and just just roll straight initiative rolls * Survey the area, try to find another entrance to the cave * Tie up the goblins, kill them, or set the free from here * Do something else, go off script, challenge your DM
This post has potentially manipulated dice roll results.
Stealth: 7
Initiative: 14
And I vote to kill the goblins.
Rollback Post to RevisionRollBack
DM and player; also MirikSiannodel
Current Character(s): Marcon Domine level 2 monk in Lost Mine of Phandelver
Current Campaigns: Icewind Dale: Rime Of the Frostmaiden, Princes of the Apocalypse
Four things I hate in D&D: People who think the tarasque is the most powerful (an empyrean or kraken can beat it), players trying to seduce bad guys (it's funny though), when a monster roles a NAT 20 (everyone hates that), rolling a NAT 1 (everyone hates that)
Current Character(s): Marcon Domine level 2 monk in Lost Mine of Phandelver
Current Campaigns: Icewind Dale: Rime Of the Frostmaiden, Princes of the Apocalypse
Four things I hate in D&D: People who think the tarasque is the most powerful (an empyrean or kraken can beat it), players trying to seduce bad guys (it's funny though), when a monster roles a NAT 20 (everyone hates that), rolling a NAT 1 (everyone hates that)
Wilhorn tries to dismount Drool quietly when he sees the team in front of him halting. He wants to keep Drool out of danger and possibly available to guard the two captive goblins, should that be decided upon. As he approaches the front he preps for battle (initiative).
Vex quietly says to the group, "Kill goblins now or later, no matter to me, no more use to us but if we set free we will see them again when they rejoin their tribe." Then he hunkers down closer to a tree and continues to watch the 3 goblins guarding the cave and see if there is a way we could possibly get closer to them before we attack.
We will say that anyone with a stealth of 10 or higher gets to act in the surprise round. We will also say, that while moving stealthily, that you can be 30 feet from the goblins. Let's try to do theatre of the mind, with plenty of squares of difficult terrain but also plenty enough to no hinder movement, plenty of rocks and brush to hide, one narrow stream to leap across. The three goblins are positioned in front of the cave mouth and they are not particularly alert. Players will get to act again in Round 1 after the surprise round is over.
Vex silently moves into position behind a rock where he can clearly see the goblins in front of the cave and then signals the rest of the group that he is ready to fire. He will aim at G1 and let loose his bolt when the others attack.
Hand Crossbow: To hit 11 Damage: 7
Then Vex will crouch back down and use the rock as cover.
[OOC: Realized this was a surprise round, so my disadvantage (Sun Sensitivity) would have been wiped out by the advantage (surprise round) but since my first roll was a 3 anyway on my disadvantage rolls, it does not really matter, sigh, grumble grumble dice gods.]
Vex silently moves into position behind a rock where he can clearly see the goblins in front of the cave and then signals the rest of the group that he is ready to fire. He will aim at G1 and let loose his bolt when the others attack.
Hand Crossbow: To hit 11 Damage: 7
Then Vex will crouch back down and use the rock as cover.
[OOC: Realized this was a surprise round, so my disadvantage (Sun Sensitivity) would have been wiped out by the advantage (surprise round) but since my first roll was a 3 anyway on my disadvantage rolls, it does not really matter, sigh, grumble grumble dice gods.]
Also since surprise and top of init happen all at thw same time, feel free to take a second turn.
Vex will peak out around the rock and see the streaks of energy coming from Wilhorn strike out at the surprised goblins, felling one in an explosive blast but only winging the 2nd one. Vex will then bring his hand crossbow to bear on the 2nd goblin and let another bolt fly towards its target.
Hand Crossbow to Hit: 15 Damage: 10
Then he will once more crouch behind the cover of the rock while peeking out to see what if any of the remaining goblins stay alive. Calling out to his friends, "Any run inside rush entrance to create a bottle neck so we don't get surrounded."
This post has potentially manipulated dice roll results.
Round 0:
Crouched low in the shadows, Daewen spots an opportunity. The G3 goblin, its bravado inflated by its ignorance of our presence, leans nonchalantly against the cave wall, its back offering a tempting target. Taking a deep breath, Daewen steadies her aim, the world seeming to slow around her. With a silent whisper, she nocks an arrow, the fletching brushing against her cloak like a phantom's caress.
Attack: 16 Damage: 7
With a flick of her wrist, the bowstring sings, the released arrow a blur of feathered death. It streaks through the air, silent and swift, finding its mark with a sickening thud. The unsuspecting goblin lets out a surprised yelp, the arrow protruding from its back like a cruel exclamation point.
The other goblin (G2), startled by the sudden cry and the sight of their comrade crumpling to the ground, whirl around, its face etched with confusion and dawning fear. G2's gaze darts around frantically, searching for the unseen assailant who struck them down. But Daewen, cloaked in shadow and the cunning of a seasoned ranger, remains unseen, a phantom arrow loosed into the heart of their unsuspecting folly.
OOC: ^ DOH! I broke my own rule about editing a post that I've already rolled in. It didn't change the fact that my attack roll was a hit (Attack: 19, Damage: 11). I just went in to edit some of the grammar of my post. Lessons learned...
3x leather armor, 30 gp 3x shield, 30 gp 3x scimitar, 75 gp 3x shortbow, 75 gp 30x arrows, -- total 210 gp / sell back 105 gp each 17 gp, 5 sp ----
Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolf's chain leads to an iron rod driven into the base of a stalagmite.
In the back of this room, high on the wall, and close to the ceiling, is a narrow fissure. Smoke and refuse seem to stain the mouth of the hole and a collection of garbage litters the floor below it.
* Kill the chained wolves * Set the wolves free * Ignore the wolves and continue * Do something else, feed your prisoners to them?
I think Resnalore will vote to spare the lives of the goblins. "If we can make them useful, then why do I care if we set them free afterwards."
In broken common the goblins say, "long timez, long timez. yesterdaze"
Securing the oxen and hiding the wagon, just a few feet into the brush, you take the reigns you've created, around the goblin's necks, who grovel and praise you along the trip, "thanx uze, thanx uze, merzee maz-derz, merzee."
They lead you nearly 3 miles, north and to the west, where the forest begins to get rocky, with the occasional boulder and crag. "no stepz zere!" the goblins cry out, as you avoid a series of snare traps.
On the last mile, the goblins indicate that you should stop. "no stepz, no stepz" and they point to a large unsettled patch of ground, covered unnaturally with leaves and sticks. A large pit trap has been avoided and as you crest a small cluster of rocks, you see in the distance 3 other goblins standing guard in front of the mouth of a cave being fed by a small natural stream.
The goblins prostrate themselves and beg, "set freez, set freez. merzee maz-derz, merzee"
Everyone gets 75 XP. Because you intimated the goblins and forced them to be your guides, you got all the XP from a skill challenge and several traps. Plus everyone gets a point of DM inspiration and now you must decide how to approach the new group of goblins.
* Everyone perform a Stealth check and roll initiative to determine a surprise round
* Forgo the stealth checks and just just roll straight initiative rolls
* Survey the area, try to find another entrance to the cave
* Tie up the goblins, kill them, or set the free from here
* Do something else, go off script, challenge your DM
Stealth: 7
Initiative: 14
And I vote to kill the goblins.
DM and player; also MirikSiannodel
Current Character(s): Marcon Domine level 2 monk in Lost Mine of Phandelver
Current Campaigns: Icewind Dale: Rime Of the Frostmaiden, Princes of the Apocalypse
Four things I hate in D&D: People who think the tarasque is the most powerful (an empyrean or kraken can beat it), players trying to seduce bad guys (it's funny though), when a monster roles a NAT 20 (everyone hates that), rolling a NAT 1 (everyone hates that)
Really? NAT 1?!
DM and player; also MirikSiannodel
Current Character(s): Marcon Domine level 2 monk in Lost Mine of Phandelver
Current Campaigns: Icewind Dale: Rime Of the Frostmaiden, Princes of the Apocalypse
Four things I hate in D&D: People who think the tarasque is the most powerful (an empyrean or kraken can beat it), players trying to seduce bad guys (it's funny though), when a monster roles a NAT 20 (everyone hates that), rolling a NAT 1 (everyone hates that)
Wilhorn tries to dismount Drool quietly when he sees the team in front of him halting. He wants to keep Drool out of danger and possibly available to guard the two captive goblins, should that be decided upon. As he approaches the front he preps for battle (initiative).
In Game Log:
Stealth: 20
Initiative: 18
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
Daewen:
Stealth = 14
Initiative = 21
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Daewen, Init 24, Stealth, 26
Wilhorn, Init 18, Stealth 20
Marcon, Init 14, Stealth 7
Ryuulin, Init 12, Stealth 11
Resnalore, Init 24, Stealth 14
Vex, Need Initiative, Optional Stealth
Vex quietly says to the group, "Kill goblins now or later, no matter to me, no more use to us but if we set free we will see them again when they rejoin their tribe." Then he hunkers down closer to a tree and continues to watch the 3 goblins guarding the cave and see if there is a way we could possibly get closer to them before we attack.
Vex Init: 13
Vex Stealth: 22
Vex Perception: 14
We will say that anyone with a stealth of 10 or higher gets to act in the surprise round. We will also say, that while moving stealthily, that you can be 30 feet from the goblins. Let's try to do theatre of the mind, with plenty of squares of difficult terrain but also plenty enough to no hinder movement, plenty of rocks and brush to hide, one narrow stream to leap across. The three goblins are positioned in front of the cave mouth and they are not particularly alert. Players will get to act again in Round 1 after the surprise round is over.
Suprise Round 0
Daewen
Resnalore
Vex
Wilhorn
Marcon, surprised
Ryuulin, surprised
G1, surprised
G2, surprised
G3, surprised
Vex silently moves into position behind a rock where he can clearly see the goblins in front of the cave and then signals the rest of the group that he is ready to fire. He will aim at G1 and let loose his bolt when the others attack.
Hand Crossbow: To hit 11 Damage: 7
Then Vex will crouch back down and use the rock as cover.
[OOC: Realized this was a surprise round, so my disadvantage (Sun Sensitivity) would have been wiped out by the advantage (surprise round) but since my first roll was a 3 anyway on my disadvantage rolls, it does not really matter, sigh, grumble grumble dice gods.]
Also since surprise and top of init happen all at thw same time, feel free to take a second turn.
Wilhorn takes aim and sends an Eldritch Blast center mass at the goblin closest to the entrance.
(All rolls in the Game Log)
Attack: 22 Damage: 9 force
The blast strikes true first knocking the breath, then the life out of the unaware goblin.
Wilhorn believing he might have to chase the first shot with a second, takes just a moment to acquire a new target.
Attack: 21 Damage: 1 force
Although the new blast strikes, the alerted goblin pivots slightly to only take a fraction of the force damage emitted.
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
G1 dies immediately after being hit with such a large magical attack
G2 will take 1 point of damage and become injured
G1 (dead), surprised
G2 (injured), surprised
G3 (uninjured), surprised
Thanks to the length of round (and if the DM allows), I’d like to add that Wilhorn dives for cover after his attacks.
(I forgot to add that. I would prefer not to let Wilhorn to just stand around flatfoot waiting for the return attacks.)
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
Vex will peak out around the rock and see the streaks of energy coming from Wilhorn strike out at the surprised goblins, felling one in an explosive blast but only winging the 2nd one. Vex will then bring his hand crossbow to bear on the 2nd goblin and let another bolt fly towards its target.
Hand Crossbow to Hit: 15 Damage: 10
Then he will once more crouch behind the cover of the rock while peeking out to see what if any of the remaining goblins stay alive. Calling out to his friends, "Any run inside rush entrance to create a bottle neck so we don't get surrounded."
Round 0:
Crouched low in the shadows, Daewen spots an opportunity. The G3 goblin, its bravado inflated by its ignorance of our presence, leans nonchalantly against the cave wall, its back offering a tempting target. Taking a deep breath, Daewen steadies her aim, the world seeming to slow around her. With a silent whisper, she nocks an arrow, the fletching brushing against her cloak like a phantom's caress.
Attack: 16 Damage: 7
With a flick of her wrist, the bowstring sings, the released arrow a blur of feathered death. It streaks through the air, silent and swift, finding its mark with a sickening thud. The unsuspecting goblin lets out a surprised yelp, the arrow protruding from its back like a cruel exclamation point.
The other goblin (G2), startled by the sudden cry and the sight of their comrade crumpling to the ground, whirl around, its face etched with confusion and dawning fear. G2's gaze darts around frantically, searching for the unseen assailant who struck them down. But Daewen, cloaked in shadow and the cunning of a seasoned ranger, remains unseen, a phantom arrow loosed into the heart of their unsuspecting folly.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
OOC: ^ DOH! I broke my own rule about editing a post that I've already rolled in. It didn't change the fact that my attack roll was a hit (Attack: 19, Damage: 11). I just went in to edit some of the grammar of my post. Lessons learned...
Last to know and first to be blamed...
As a free action, can I regret my life choices?
G2 (dead), surprised
G3 (dead), surprised
Each character gains 25 XP
3x leather armor, 30 gp
3x shield, 30 gp
3x scimitar, 75 gp
3x shortbow, 75 gp
30x arrows, --
total 210 gp / sell back 105 gp
each 17 gp, 5 sp
----
Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolf's chain leads to an iron rod driven into the base of a stalagmite.
In the back of this room, high on the wall, and close to the ceiling, is a narrow fissure. Smoke and refuse seem to stain the mouth of the hole and a collection of garbage litters the floor below it.
* Kill the chained wolves
* Set the wolves free
* Ignore the wolves and continue
* Do something else, feed your prisoners to them?
Wilhorn notates the loot and quickly gathers it into a pile.
”Anyone need more arrows?”
(Please say in character how many arrows are taken and by who, otherwise they’re left in the pile.)
”What to do with the two that are tied up? Please try and not get any blood on my rope, if we’re done with them.”
”I’m of a mind to leave Drool outside. He can guard our back and howl into the cave if strangers approach.”
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde