John next to Dunkin Moves forward 10 feet to the edge of the stream. He changes his focus to the wolf that was bearing the rider Vasha just killed (Wolf A), lines up his shot and releases his bolt
Nyli stabs wolf B, finishing it off. She then moves over to the sleeping goblin R and attempts to put it to sleep permanently.
Wolf B is dead. Goblin R is dead.
OOC: I normally write the narrative then go back and check the numbers, but the game log isn't showing anything since 10th. Attack on wolf was a definite kill, goblin was 4 dmg but not sure if I hit. Ignore extra rolls, I forgot advantage.
Edit. Shortsword to hit 17 dmg 4 Wolf B dead.
Dagger To hit 12, dmg 4. Goblin R is either dead or unharmed depending how you treat sleeping enemies.
After his friends dispatch the goblin troop, Dunkin moves up next to Nyli and the lone sleeping wolf. "Those stinkers got away, but they made a right turn up there. I'm worried it's for reinforcements or some other treachery." He yells to Chase, "Let's leave that bugbear! Somethin' tells me those goblins have a few more surprises! Remember the flood? We need to follow them to higher ground."
Vasha and John continue to work efficiently in tandem. Goblin S sees what happened to its friend and directs its wolf to run away quickly, but not before taking a firebolt to the face from Doldek. It rides right across the path and into the bushes, loosing an arrow at John on the way, which goes wide. Goblin S is new to the mounted archery game, as is the wolf.
Wolf C remains asleep, even as Nyli mercilessly finishes off its rider.
Chase successfully prevents Klarg from bleeding out.
OOC:
My last post may not have been clear. We are still in initiative for now. Chase's second action is fine in this case because Nyli's killing the wolf removes Chase's need to disengage from it. We have different schedules in this group and I don't want to penalize people for posting when it's most convenient for them.
Edit: I didn't describe the wolf's path very well. It stays far away from Vasha and snakes between the gaps in the bushes to its south before crossing the path near Klarg's body and heading east.
Orange rings mean asleep. Gray means unconscious but stable.
I should have mentioned it at the start but the bushes are difficult terrain unless you have a feature such as Land's Stride.
Dunkin should actually be next to Nyli and Wolf C, having taken the Dash action I assume. It's too bad the DnDBeyond map tool only works when the DM has it open.
Vasha narrows his eyes, tracking the last goblin as it weaves desperately through the thick brush, trying to flee. But he’s not having it—not after the chaos they’ve caused. His boots hit the earth silently as he moves east, cutting a parallel path through the space and keeping pace with the fleeing goblin. He moves with purpose, the rage still simmering beneath his skin, but now it’s tempered with cold precision.
As the goblin focuses on John, Vasha already has a javelin in hand. In one fluid motion, he stops and takes aim, muscles coiled like a spring. With a grunt, he hurls the javelin, the weapon slicing cleanly through the air.
It strikes true, perfectly piercing the goblin through the chest. The goblin lets out a strangled gasp, its body impaled and pinned to the javelin as it embeds itself in the tree truck behind the fleeing creature. The wolf mount continues moving, oblivious to the death of its rider as Vasha watches with a grim satisfaction as the lifeless body sways and finally slumps, leaving a clear pool of blood in the dirt.
“Does anyone have any manacles, or rope? Nyli your probably best at binding such wonderfully nimble hands not like these old finger sausages. We need to get some information outta this one, to maybe save Gunderen, and answer for his many crimes.”
“Does anyone have any manacles, or rope? Nyli your probably best at binding such wonderfully nimble hands not like these old finger sausages. We need to get some information outta this one, to maybe save Gunderen, and answer for his many crimes.”
“Does anyone have any manacles, or rope? Nyli your probably best at binding such wonderfully nimble hands not like these old finger sausages. We need to get some information outta this one, to maybe save Gunderen, and answer for his many crimes.”
OOC: John can't hear you but by this point I think you would have seen the one he keeps attached to his pack
Upon hearing Chase Dunkin offers, "I've got a bit 'o rope." He moves over to the unconscious bugbear and using his weaving skills begins to tie Klarg's wrists and ankles together.
"That's fine Dunkin, but doesn't John have a set of manacles? He's a man who likes his contraptions, lucky for us. I just know Klarg's gotta lot a fight in 'em an I wouldn't a put it past 'em to bust outta rope, or maybe let Nyli double up yer knots there." Is anyone badly hurt Chase turns his attention to those around him, he mighta missed a nasty bite slash or arrow. "Can't believe what trouble this little clutch of goblins caused, can't wait to get some answers."
Vasha makes his way towards the others gathering around Klarg, hand grasping the wound in his side from the bugbear’s wicked blade. As the rage in his eyes has started to fade, he winces at the lingering sting of his wounds.
OOC:
Vasha is at 10/23 hp. Without Heroism he would be at 1 hp, so big thanks for that. I suggest a short rest to heal and save other resources in case of any surprises in the cave.
"I am unharmed... although I do think that a rest is in order. Perhaps we should first seek out a place with some cover. If we're still worried about Klarg breaking his bonds, we can find a sturdy tree to bind him to."
The two remaining wolves run away heading upstream.
With manacles binding Klarg's limbs and rope his body, the bugbear is well-secured. Your oxen haven't wandered far and your cart is where you left it.
The path to Klarg's cave is clear, if you choose to continue in that direction.
If you choose to approach the cave mouth, a DC 12 Wisdom (Perception) check reveals:
There is a single goblin sentry hiding in the bushes. If you are attempting to be stealthy (which is impossible if the wagon gets close), its passive perception is 9.
If it spots any of you, it screams in fear, drops is wooden spear, and runs into the cave.
OOC:
Let me know if you still want to take a short rest; it matters for timing, mostly. It's late afternoon, and you're about an hour from Klarg's cave or 5 hours from Phandalin at normal travel pace. More importantly, Klarg will wake up naturally in one hour.
John next to Dunkin Moves forward 10 feet to the edge of the stream. He changes his focus to the wolf that was bearing the rider Vasha just killed (Wolf A), lines up his shot and releases his bolt
OOC:
BA: move Hunters mark to wolf A
Action Fire cross bow
Attack 18 to hit for 12 damage
Hunters mark damage 3 just because.
Total damage 15.
Chase continues concentrating on heroism, disengages from Wolf B as he moves towards Klarg’s inert form.
Nyli stabs wolf B, finishing it off. She then moves over to the sleeping goblin R and attempts to put it to sleep permanently.
Wolf B is dead. Goblin R is dead.
OOC:
I normally write the narrative then go back and check the numbers, but the game log isn't showing anything since 10th. Attack on wolf was a definite kill, goblin was 4 dmg but not sure if I hit.Ignore extra rolls, I forgot advantage.Edit. Shortsword to hit 17 dmg 4 Wolf B dead.Dagger To hit 12, dmg 4. Goblin R is either dead or unharmed depending how you treat sleeping enemies.
Olan Fargrove - Elf Swashbuckler Nyli Bemblade - Gnome Thief
After his friends dispatch the goblin troop, Dunkin moves up next to Nyli and the lone sleeping wolf. "Those stinkers got away, but they made a right turn up there. I'm worried it's for reinforcements or some other treachery." He yells to Chase, "Let's leave that bugbear! Somethin' tells me those goblins have a few more surprises! Remember the flood? We need to follow them to higher ground."
OOC:
Because Goblin R is unconscious, I don't think it should benefit from its shield or dexterity bonus, making its AC 11.
It doesn't matter in this case, but attacking and hitting an unconscious creature at melee range is an automatic crit.
If I'm keeping track correctly, Wolf D and Goblin S are still actively hostile and Wolf C is hostile but asleep.
Chase kneels down to try and stabilize Klarg medicine 22
Doldek crosses the stream to attack Goblin S with a Firebolt.
OOC: to hit 20, damage 3 fire
Vasha and John continue to work efficiently in tandem. Goblin S sees what happened to its friend and directs its wolf to run away quickly, but not before taking a firebolt to the face from Doldek. It rides right across the path and into the bushes, loosing an arrow at John on the way, which goes wide. Goblin S is new to the mounted archery game, as is the wolf.
Wolf C remains asleep, even as Nyli mercilessly finishes off its rider.
Chase successfully prevents Klarg from bleeding out.
OOC:
My last post may not have been clear. We are still in initiative for now. Chase's second action is fine in this case because Nyli's killing the wolf removes Chase's need to disengage from it. We have different schedules in this group and I don't want to penalize people for posting when it's most convenient for them.
Monsters:
Wolf A (Wolf) 0/12 HP: DeadWolf B (Wolf) 0/12 HP: DeadGoblin P (Goblin) 0/11 HP: DeadGoblin Q (Goblin) 0/10 HP: DeadGoblin R (Goblin) 0/2 HP: DeadMap:
Orange rings mean asleep. Gray means unconscious but stable.
I should have mentioned it at the start but the bushes are difficult terrain unless you have a feature such as Land's Stride.
Dunkin should actually be next to Nyli and Wolf C, having taken the Dash action I assume. It's too bad the DnDBeyond map tool only works when the DM has it open.
Vasha narrows his eyes, tracking the last goblin as it weaves desperately through the thick brush, trying to flee. But he’s not having it—not after the chaos they’ve caused. His boots hit the earth silently as he moves east, cutting a parallel path through the space and keeping pace with the fleeing goblin. He moves with purpose, the rage still simmering beneath his skin, but now it’s tempered with cold precision.
As the goblin focuses on John, Vasha already has a javelin in hand. In one fluid motion, he stops and takes aim, muscles coiled like a spring. With a grunt, he hurls the javelin, the weapon slicing cleanly through the air.
It strikes true, perfectly piercing the goblin through the chest. The goblin lets out a strangled gasp, its body impaled and pinned to the javelin as it embeds itself in the tree truck behind the fleeing creature. The wolf mount continues moving, oblivious to the death of its rider as Vasha watches with a grim satisfaction as the lifeless body sways and finally slumps, leaving a clear pool of blood in the dirt.
(25 Crit to hit for 9 damage)
John watches wolf D run off and shifts his focus to it marking it as his next target.
He moves across the stream for a better shot (assuming difficult trains but It looks like 15 feet will do it)
As he watches the javelin take down the rider John shoots at the mount.
OOC:
13 to hit for 5 damage plus 6 hunters mark damage 11 total damage.
'Let sleeping wolves lie' thinks Nyli. She sheaths her blades and draws her bow before moving to join Chase, in case he needs help with Klarg.
Olan Fargrove - Elf Swashbuckler Nyli Bemblade - Gnome Thief
“Does anyone have any manacles, or rope? Nyli your probably best at binding such wonderfully nimble hands not like these old finger sausages. We need to get some information outta this one, to maybe save Gunderen, and answer for his many crimes.”
OOC: John can't hear you but by this point I think you would have seen the one he keeps attached to his pack
Upon hearing Chase Dunkin offers, "I've got a bit 'o rope." He moves over to the unconscious bugbear and using his weaving skills begins to tie Klarg's wrists and ankles together.
OOC:
Dex to tie the ropes? 8+2 = 10
Strength/Athletics to tie them tightly? 10
"That's fine Dunkin, but doesn't John have a set of manacles? He's a man who likes his contraptions, lucky for us. I just know Klarg's gotta lot a fight in 'em an I wouldn't a put it past 'em to bust outta rope, or maybe let Nyli double up yer knots there." Is anyone badly hurt Chase turns his attention to those around him, he mighta missed a nasty bite slash or arrow. "Can't believe what trouble this little clutch of goblins caused, can't wait to get some answers."
Vasha makes his way towards the others gathering around Klarg, hand grasping the wound in his side from the bugbear’s wicked blade. As the rage in his eyes has started to fade, he winces at the lingering sting of his wounds.
OOC:
Vasha is at 10/23 hp. Without Heroism he would be at 1 hp, so big thanks for that. I suggest a short rest to heal and save other resources in case of any surprises in the cave.
"I am unharmed... although I do think that a rest is in order. Perhaps we should first seek out a place with some cover. If we're still worried about Klarg breaking his bonds, we can find a sturdy tree to bind him to."
At the sight of Vasha’s wound, Dunkin reaches out and touches the half-elf lightly on the arm. In Druidic the halfling mutters a few words.
OOC:
Cast Healing Word to restore 10 HP for Vasha
John shifts his hunters mark back to the bug bear as he walks up. Seeing the beast tied up he hands over his cuffs for good measure.
"Glad I kept these they came in handy after all"
The two remaining wolves run away heading upstream.
With manacles binding Klarg's limbs and rope his body, the bugbear is well-secured. Your oxen haven't wandered far and your cart is where you left it.
The path to Klarg's cave is clear, if you choose to continue in that direction.
If you choose to approach the cave mouth, a DC 12 Wisdom (Perception) check reveals:
There is a single goblin sentry hiding in the bushes. If you are attempting to be stealthy (which is impossible if the wagon gets close), its passive perception is 9.
If it spots any of you, it screams in fear, drops is wooden spear, and runs into the cave.
OOC:
Let me know if you still want to take a short rest; it matters for timing, mostly. It's late afternoon, and you're about an hour from Klarg's cave or 5 hours from Phandalin at normal travel pace. More importantly, Klarg will wake up naturally in one hour.