You spend the night in the forrest near the border of ‘Tharrak’s’ territory. As you settle in for the night in the only slightly darker evening of the Dim Wood, you’ll need to decide who’s setting watch, and also roll another d12 for an evening random encounter.
Also you’ll need to discuss weather going into goblin territory is exactly what you want to do, given the message a crucified dire wolf is meant to send.
Draíocht growls at the sight of the mutilated dire wolf. "Tharrak." he etches the name in his mind. He'll spend some effort to get it off the stake and resting on the ground. "If they're sending us a warning, that should mean they'd rather not fight us. By my reckoning, we have an edge. Though I am a bit concerned they already know our whereabouts. I suppose we'll have to be more careful in trying to get the drop on them." He's in favor of continuing on, but with caution.
Before resting he'll spend two of his spell slots on Goodberry, keeping the third in case it's needed during the night.
"I'll volunteer for the first watch again." he says.
This post has potentially manipulated dice roll results.
Amiz will take second watch as he rests. Upon seeing the wolf, he says "Caution would be prudent, but a skewered wolf won't stop me from continuing onward"
Draíocht‘s watch passes without incident. Amiz, however, hears a faint wail in the dark, probably from quite some miles away, further south than the direction you’re heading. It has a strange melancholy to it, like a memory from your past. It happens far in the distance and doesn’t get any closer.
You wake in the morning after a Long Rest. Refreshed if not slightly put off. You may continue further into goblin territory.
You may yet again roll some travel checks. Remember some sugggestions are Leader, Sentry, Scout, and Quartermaster. But any activity you want to perform while travelling, just make an appropriate skill roll and I’ll come up with a result based on it.
Draíocht takes comfort in the rest of the party's resolve. He'll continue searching for tracks, hoping to find a way to potentially sneak up on the goblins.
Draíocht leads you unerringly towards what must be the source of the goblins. At around lunchtime, he spots a cave with two goblins out the front keeping watch. He turns back to let the others know they've found their target.
Amiz and Valar keep watch for any dangers they may face. Just when Draíocht comes back, they hear rustling in the undergrowth. Everyone draws weapons, and two wicked green goblins spring out of the bush riding two large wolf like creatures with elongated wicked snouts and evil little eyes, Worgs. The worg riders seem as surprised as the rest of you as they move to attack their prey. I'll roll initiative for all of you and put you into groups:
Group 1: Amiz, Thelanis.
Group 2: Worg Riders.
Group 3: Draíocht, Valar.
Group 1 up first, Amiz and Thelanis. Two worg riding goblins are bearing down on you from out of the bush.
This post has potentially manipulated dice roll results.
Thelains mutters under her breath and a streak of black energy reaches out towards one of the worg riders. She marches towards them and tries to pull them off their mount with a rope of crackling electricity.
BA: Hex, Disad on Strength Move: within 15 ft of the rider Action: Lightning Lure, Str Save DC 14 or take 8 lightning and 6 necrotic
Rollback Post to RevisionRollBack
Liarin: Against the Cult of the Reptile God Adewild: Shadows and Light 2 Brother Thaddeus: Rime of the Frostmaiden.
I believe the way it works is that they have disadvantage on strength skill checks, not on saves. Im happy to be corrected but I have encountered this specific thing before.
You’ll probably want to decide who’s setting watch.
You spend the night in the forrest near the border of ‘Tharrak’s’ territory. As you settle in for the night in the only slightly darker evening of the Dim Wood, you’ll need to decide who’s setting watch, and also roll another d12 for an evening random encounter.
Also you’ll need to discuss weather going into goblin territory is exactly what you want to do, given the message a crucified dire wolf is meant to send.
[[ Missed the edit you had. Sorry about that. ]]
Draíocht growls at the sight of the mutilated dire wolf. "Tharrak." he etches the name in his mind. He'll spend some effort to get it off the stake and resting on the ground. "If they're sending us a warning, that should mean they'd rather not fight us. By my reckoning, we have an edge. Though I am a bit concerned they already know our whereabouts. I suppose we'll have to be more careful in trying to get the drop on them." He's in favor of continuing on, but with caution.
Before resting he'll spend two of his spell slots on Goodberry, keeping the third in case it's needed during the night.
"I'll volunteer for the first watch again." he says.
[[ Happy Easter. ]]
This is a signature. It was a simple signature. But it has been upgraded.
Bel, Aarakocra Hunter Ranger, Friend Campaign
Screechirk, Aarakocra Light Cleric, Wages of Vice
Darath, Goliath Battlemaster, Into the Overlap
Draíocht, Wood Elf Moon Druid, Kholias
Eggo Lass, Drow GOOlock, 100 Dungeons
Drako, Dragonborn Tempest Cleric, Dragon of Icespire Peak
Phait, Mountain Dwarf Wild Magic Sorcerer, Shadowglass
Get rickrolled here. Listen to awesome music here. (selection 27, 4/23/24, One Voice)
Amiz will take second watch as he rests. Upon seeing the wolf, he says "Caution would be prudent, but a skewered wolf won't stop me from continuing onward"
Perception
13
D12
9
Draíocht‘s watch passes without incident. Amiz, however, hears a faint wail in the dark, probably from quite some miles away, further south than the direction you’re heading. It has a strange melancholy to it, like a memory from your past. It happens far in the distance and doesn’t get any closer.
You wake in the morning after a Long Rest. Refreshed if not slightly put off. You may continue further into goblin territory.
You may yet again roll some travel checks. Remember some sugggestions are Leader, Sentry, Scout, and Quartermaster. But any activity you want to perform while travelling, just make an appropriate skill roll and I’ll come up with a result based on it.
Valar continues to the watch the woods around them as they travel, now knowing they are in hostile territory. Perception: 18
Draíocht takes comfort in the rest of the party's resolve. He'll continue searching for tracks, hoping to find a way to potentially sneak up on the goblins.
Survival: 20+5+2 (guidance) = 27
This is a signature. It was a simple signature. But it has been upgraded.
Bel, Aarakocra Hunter Ranger, Friend Campaign
Screechirk, Aarakocra Light Cleric, Wages of Vice
Darath, Goliath Battlemaster, Into the Overlap
Draíocht, Wood Elf Moon Druid, Kholias
Eggo Lass, Drow GOOlock, 100 Dungeons
Drako, Dragonborn Tempest Cleric, Dragon of Icespire Peak
Phait, Mountain Dwarf Wild Magic Sorcerer, Shadowglass
Get rickrolled here. Listen to awesome music here. (selection 27, 4/23/24, One Voice)
Amiz will stay vigilant as they travel more akin to a sentry as he looks around in case something wishes to ambush the party.
Perception
10 rolled in game log.
Draíocht leads you unerringly towards what must be the source of the goblins. At around lunchtime, he spots a cave with two goblins out the front keeping watch. He turns back to let the others know they've found their target.
Amiz and Valar keep watch for any dangers they may face. Just when Draíocht comes back, they hear rustling in the undergrowth. Everyone draws weapons, and two wicked green goblins spring out of the bush riding two large wolf like creatures with elongated wicked snouts and evil little eyes, Worgs. The worg riders seem as surprised as the rest of you as they move to attack their prey. I'll roll initiative for all of you and put you into groups:
Group 1: Amiz, Thelanis.
Group 2: Worg Riders.
Group 3: Draíocht, Valar.
Group 1 up first, Amiz and Thelanis. Two worg riding goblins are bearing down on you from out of the bush.
Valar prepares for battle.
Thelains mutters under her breath and a streak of black energy reaches out towards one of the worg riders. She marches towards them and tries to pull them off their mount with a rope of crackling electricity.
BA: Hex, Disad on Strength
Move: within 15 ft of the rider
Action: Lightning Lure, Str Save DC 14 or take 8 lightning and 6 necrotic
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
And they have disad on the save from hex
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
I believe the way it works is that they have disadvantage on strength skill checks, not on saves. Im happy to be corrected but I have encountered this specific thing before.
Goblin Str Save: 3
The lightning lure hooks into the goblin’s neck and rips out its throat. It flings off the worg and into the bushes.
Amiz is still up, there’s now 1 worg rider and 1 worg bearing down on you. The riderless worg looks no less blood thirsty.
Amiz attacks the lone worg with his battleaxe: Attack: 15 Damage: 6 Slashing.
The worg bites back at Amiz:
Bite Attack: 17 Damage: 8 Piercing and Amiz succeed on a DC 13 Strength saving throw or be knocked prone.
The next worg and goblin both attack Valar:
Worg Bite Attack: 16 Damage: 9 Piercing and Valar succeed on a DC 13 Strength saving throw or be knocked prone.
Goblin Scimitar Attack: 11 Damage: 3 Slashing.
You can all go now, in any order, seeing as how you are both groups 1 and 3. Amiz is fighting
Amiz is fighting the lone worg while Valar engages the worg riding goblin.
Draíocht mutters a Druidic curse against goblins while casting shillelagh and approaching the goblin to strike it with his staff.
Bonus Action: Cast Shillelagh
Movement: Towards the Goblin
Action: attack
To-Hit: 14+5 = 19
Damage: 7+3 = 10 magic bludgeoning
edit: mistyped 19 as 29
This is a signature. It was a simple signature. But it has been upgraded.
Bel, Aarakocra Hunter Ranger, Friend Campaign
Screechirk, Aarakocra Light Cleric, Wages of Vice
Darath, Goliath Battlemaster, Into the Overlap
Draíocht, Wood Elf Moon Druid, Kholias
Eggo Lass, Drow GOOlock, 100 Dungeons
Drako, Dragonborn Tempest Cleric, Dragon of Icespire Peak
Phait, Mountain Dwarf Wild Magic Sorcerer, Shadowglass
Get rickrolled here. Listen to awesome music here. (selection 27, 4/23/24, One Voice)
The staff cracks over the goblin's head and it falls to the ground, bleeding out.
The two worgs are still up and fighting, however. The creatures fighting to the death now that their riders are gone.
Valar, Amiz, and Thelanis are up.
Amiz continues to attack the worg with his axe.
Attack: 9 Damage: 10