Goblin K scrambles out of the stream and sprints into the woods. It doesn't look back.
Inside the cave, Chase and John hear, in Goblin, "The intruders are still here! Release the second dam!" Moments later, a second wave comes crashing down at you.
A DC 15 Wisdom (Perception) check (or 15 Passive Perception) reveals:
A single goblin bobs in and out of sight, caught in the second violent, churning wave. It will wash up by the mouth of the cave if no one grabs it.
Goblin K will remain in sight for one round. (NB: it is unarmed at the moment and has 6 HP.)
Any creature inside the cave within 10 feet of the stream can attempt a DC 10 Dexterity saving throw to avoid being swept away to the mouth of the cave. You may make this save with advantage. A creature that fails to get out of the way must attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to outside the cave, taking 1d6 bludgeoning damage along the way.
A Small creature (e.g. gnome, halfling, goblin) can squeeze through the natural chimney Klarg uses for his fire. It would count as 10 ft. of difficult terrain. Any creature which traverses the chimney will become coated in ash.
Chase replies back in dwarvish, “She’s been true so far let her flee, or bind her if ya wish. My main concern now is freeing Sildar, I found his ring! I know e’s here! Any gobs get in my way are gonna die!”
in common, “John let me hold that torch an when I point em out you take em out, sound good?”
Perception 8 Strength save 14 Chase takes 2 bludgeoning as he is flushed out to the cave mouth! Yikes!
Vasha stalks after Chase, his grip tightening around his greatsword, the anticipation of smashing goblins lighting a fire in his eyes. He’s had more than enough of their traps and tricks—their sneaky, underhanded nonsense wearing his patience thin. He feels a growl building in his chest, eager for the chance to let it out on the first goblin foolish enough to cross his path.
Suddenly, another torrent of water surges down the tunnel, crashing forward with a roar. Without missing a beat, Vasha leaps to the side, effortlessly dodging the rush of water, his reflexes honed from countless skirmishes (Dex Save 16). He lands with a splash, barely wet, and spins around, his eyes scanning the soaked tunnel behind him. He checks to see who’s managed to keep up, giving a quick nod of acknowledgment to those still standing, before turning his focus back to the path ahead. With a determined grunt, he pushes forward, eager to put an end to the goblins.
John knowing enough Dwarfish to understand the conversation replies to chase.
Do we still need to goblin let's just get rid of it. Why are we keeping it alive it will betray us once we make it the leader of these creatures.
John goes to hand the torch to chase but is unable as the man is swept away. John able to maintain his footing sees a goblin caught in the flow and takes a pop shot at it missing as it's swept by.
Nyli hears the shouts and manages to get out of the way of the second flood.
Looking around she sees Vasha still standing and heading her way "Is it just the two of us? My bow is too wet to use, so I guess we're going to be getting up-close and personal."
From his perch on the guard platform, Dunkin hears the second torrent rush by. "Time to get on with this," he thinks. Knowing he won't be much help in a frontal assault, he decides to attempt a flanking maneuver through the chimney. "Maybe I kin bring me spells to bear, and help the party out."
On his way back up the face of the hill, he sees Doldek and says, "I'm going to attempt entry through the chimney. Please let the others know."Before Doldek can respond, Dunkin is gone, up the hill and squirming into the soot-filled chimney head first.
Stealth check 5 Jeez!
Perception check 18
Ready spell Ice Knife if Klarg is present in the cave.
Noticing John struggling to juggle his torch and crossbow, Vasha pauses just long enough to extend a hand. His expression is unreadable, but there’s an unmistakable offer in his outstretched palm. He waits a heartbeat, giving John the chance to pass him the torch. Whether John accepts the help or not, Vasha doesn't linger—he turns and continues trudging deeper into the cave, his focus already back on the path ahead.
From his perch on the guard platform, Dunkin hears the second torrent rush by. "Time to get on with this," he thinks. Knowing he won't be much help in a frontal assault, he decides to attempt a flanking maneuver through the chimney. "Maybe I kin bring me spells to bear, and help the party out."
On his way back up the face of the hill, he sees Doldek and says, "I'm going to attempt entry through the chimney. Please let the others know."Before Doldek can respond, Dunkin is gone, up the hill and squirming into the soot-filled chimney head first.
Stealth check 5 Jeez!
Perception check 18
Ready spell Ice Knife if Klarg is present in the cave.
Dunkin, having headed off on his own, worms his way down the chimney, which opens up to a small cavern. In the middle of the cavern, the coals of a large fire smolder, providing some illumination. The Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond.
A bugbear is standing behind a stalagmite in the northeast corner of the room; four goblins hide behind crates to the west. The goblins wield shortbows or javelins; the bugbear holds an elven-made longsword and a shield. All of them do not notice Dunkin; their attention is focused on the stone steps and the darkness beyond.
All of a sudden, a goblin (Goblin J) runs up the steps. It squeals when it sees all the weapons pointed at it. Its knee is wrapped in a grimy rag, now half-soaked in blood. It says something to the bugbear in Goblin. Dunkin, the only words you understand are "Klarg" and "eating cave." Both the goblin and the bugbear use both words several times. The goblin keeps pointing westward and the bugbear keeps shaking its head in refusal. It mimics being held up by its arm. A DC 20 Wisdom (Insight) check confirms:
The bugbear is clearly the boss around here.
Goblin J, having observed Chase immediately before calling for the second waterfall trap's activation, is reporting to the bugbear that the intruders seem to be heading to the Eating Cave. The bugbear is refusing to send reinforcements. Both parties seem frustrated with the other.
The bugbear eventually shoos away Goblin J, who returns down the stone staircase.
OOC:
It is still possible for Dunkin to turn back. There would be an five foot drop from the chimney to the base of Klarg's cave. Dunkin would land one square north of his token's current position on the map. He would need to make a DC 15 Dexterity (Acrobatics) check to land on his feet if he chooses to drop down. He currently has three-quarters cover; the goblins and bugbear have half cover.
Goblin J is elsewhere in the cave; Goblins K and L somewhere in the woods nearby. The three wolves in the wolf cave are still there and have settled down for now.
Upon seeing a bugbear for the first time, Dunkin immediately decides to back out of the chimney. “This will help,” he thinks. “Now we know that Klarg, a wolf, and 4 goblins are in the right-hand cave, just like Big-Sneeze told us.” The sight of Klarg mimicking hanging by an arm bothers him, and makes him wonder about the bridge’s strength or potential traps. “I’ll warn the others when I catch up, or suggest we attempt entry via the smaller tunnel filled with rubble.”
Nyli considers climbing up to the bridge, but the wall looks slippery so she decides to stay with the others, moving forward a feet feet to see what's ahead.
OOC: Climb check failed. Nyli moves to a point under the bridge.
Chase gets up from having his feet swept out from under him, soaked bumped bruised and about as ornery as he can be, “Pfft, *cough* Ooohhh now I’ve had it! I swear to Gorm I’m gonna collapse this place!”
Once he’s on his feet he fully intends to march right back in.
John hands over the torch and has his crossbow at the ready. He then moves following Vasha
OOC: Holding an action to shoot at the first thing that moves that's not Vasha. He assumes all his allies are behind. Move to stay behind Vasha. Half cover maybe?
Ooc: after the second wave Vasha moved forward with the torch. He would make it just slightly beyond the bridge where Nyli is. Can he see anything further up the tunnel?
On his way down the slope, Dunkin passes Doldek. Dunkin’ moves ahead to meet the rest of the group. He’s out of breath, puffing and covered from head to toe with soot. “Bugbear, right … phew ... 4 goblins right … phew ... waterfall … phew ... bridge trapped? … phew ... other way?” He puts his hands on his knees, continuing to puff, then readies his short bow.
OOC:
I wasn’t sure if the last round ended, so if I need to remain behind or separated from group, please let me know.
Big-Sneeze replies to Doldek, “Dammed the stream, we did. Yes, very good for cleaning. Only two dams there were, no more.”
Doldek and Dunkin reunite on the way back into the cave. They catch up to the rest of the group, which is proceeding through the cave.
The party climbs up the main path through the cave, passing the rubble-filled chute which Dunkin had started to climb earlier. They reach a cavern half filled with two large pools of water, recently drained. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls which served as dams lie collapsed. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Leading the way around the corner, Vasha spots four goblins hiding behind stalagmites and rock faces, all holding weapons. If he does not react quickly, they will attack.
Everyone roll initiative!
OOC:
A character has Half Cover if they are behind a creature. The stalagmites in this cave also provide half cover.
These goblins rolled 11.75 for initiative. Please let me know if you want to continue rolling initiative for yourself or if you would prefer I do it at the start of combat. I am hesitant to take away rolls from players, but it could get combats started more quickly.
Goblin N (Goblin): 8/8 HP (half cover) --> stealth 10
Goblin O (Goblin): 6/6 HP (half cover) --> stealth 10
Map:
The map may not represent your character's actual locations. Before combat begins, you may share a space with your teammates, so you all could start past the bridge if you want to be following closely behind Vasha. Once combat begins, however, you must end your turn your own square. I don't want anyone to have to spend their whole turn moving.
NB: The stone walls around the pools have collapsed; the pools are still about 1 foot deep and slippery, counting as difficult terrain.
Goblin K scrambles out of the stream and sprints into the woods. It doesn't look back.
Inside the cave, Chase and John hear, in Goblin, "The intruders are still here! Release the second dam!" Moments later, a second wave comes crashing down at you.
A DC 15 Wisdom (Perception) check (or 15 Passive Perception) reveals:
A single goblin bobs in and out of sight, caught in the second violent, churning wave. It will wash up by the mouth of the cave if no one grabs it.
OOC:
Goblin K will remain in sight for one round. (NB: it is unarmed at the moment and has 6 HP.)
Any creature inside the cave within 10 feet of the stream can attempt a DC 10 Dexterity saving throw to avoid being swept away to the mouth of the cave. You may make this save with advantage. A creature that fails to get out of the way must attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to outside the cave, taking 1d6 bludgeoning damage along the way.
A Small creature (e.g. gnome, halfling, goblin) can squeeze through the natural chimney Klarg uses for his fire. It would count as 10 ft. of difficult terrain. Any creature which traverses the chimney will become coated in ash.
Monsters:
Goblin K (Goblin): 6/9 HP --> dash; disengage
Chase replies back in dwarvish, “She’s been true so far let her flee, or bind her if ya wish. My main concern now is freeing Sildar, I found his ring! I know e’s here! Any gobs get in my way are gonna die!”
in common, “John let me hold that torch an when I point em out you take em out, sound good?”
Perception 8 Strength save 14 Chase takes 2 bludgeoning as he is flushed out to the cave mouth! Yikes!
Seventh 🌖 Sojourn
Vasha stalks after Chase, his grip tightening around his greatsword, the anticipation of smashing goblins lighting a fire in his eyes. He’s had more than enough of their traps and tricks—their sneaky, underhanded nonsense wearing his patience thin. He feels a growl building in his chest, eager for the chance to let it out on the first goblin foolish enough to cross his path.
Suddenly, another torrent of water surges down the tunnel, crashing forward with a roar. Without missing a beat, Vasha leaps to the side, effortlessly dodging the rush of water, his reflexes honed from countless skirmishes (Dex Save 16). He lands with a splash, barely wet, and spins around, his eyes scanning the soaked tunnel behind him. He checks to see who’s managed to keep up, giving a quick nod of acknowledgment to those still standing, before turning his focus back to the path ahead. With a determined grunt, he pushes forward, eager to put an end to the goblins.
Dex save 22
Perception 15
John knowing enough Dwarfish to understand the conversation replies to chase.
Do we still need to goblin let's just get rid of it. Why are we keeping it alive it will betray us once we make it the leader of these creatures.
John goes to hand the torch to chase but is unable as the man is swept away. John able to maintain his footing sees a goblin caught in the flow and takes a pop shot at it missing as it's swept by.
John calls to the others
There is a goblin incoming caught in the water
Nyli hears the shouts and manages to get out of the way of the second flood.
Looking around she sees Vasha still standing and heading her way "Is it just the two of us? My bow is too wet to use, so I guess we're going to be getting up-close and personal."
OOC: Dex save 23
Olan Fargrove - Elf Swashbuckler Dierdre Oakbridge - Halfling Grave Cleric Nyli Bemblade - Gnome Thief
Cunning Green-moss - Tiefling Barbarian (Retired) Haj i Rae - Human Gloom Stalker (Retired) Qal Joharge - Human Monk (Retired)
From his perch on the guard platform, Dunkin hears the second torrent rush by. "Time to get on with this," he thinks. Knowing he won't be much help in a frontal assault, he decides to attempt a flanking maneuver through the chimney. "Maybe I kin bring me spells to bear, and help the party out."
On his way back up the face of the hill, he sees Doldek and says, "I'm going to attempt entry through the chimney. Please let the others know." Before Doldek can respond, Dunkin is gone, up the hill and squirming into the soot-filled chimney head first.
Stealth check 5 Jeez!
Perception check 18
Ready spell Ice Knife if Klarg is present in the cave.
Noticing John struggling to juggle his torch and crossbow, Vasha pauses just long enough to extend a hand. His expression is unreadable, but there’s an unmistakable offer in his outstretched palm. He waits a heartbeat, giving John the chance to pass him the torch. Whether John accepts the help or not, Vasha doesn't linger—he turns and continues trudging deeper into the cave, his focus already back on the path ahead.
(Move 30’ further in and Dodge Action)
Dunkin, having headed off on his own, worms his way down the chimney, which opens up to a small cavern. In the middle of the cavern, the coals of a large fire smolder, providing some illumination. The Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond.
A bugbear is standing behind a stalagmite in the northeast corner of the room; four goblins hide behind crates to the west. The goblins wield shortbows or javelins; the bugbear holds an elven-made longsword and a shield. All of them do not notice Dunkin; their attention is focused on the stone steps and the darkness beyond.
All of a sudden, a goblin (Goblin J) runs up the steps. It squeals when it sees all the weapons pointed at it. Its knee is wrapped in a grimy rag, now half-soaked in blood. It says something to the bugbear in Goblin. Dunkin, the only words you understand are "Klarg" and "eating cave." Both the goblin and the bugbear use both words several times. The goblin keeps pointing westward and the bugbear keeps shaking its head in refusal. It mimics being held up by its arm. A DC 20 Wisdom (Insight) check confirms:
The bugbear is clearly the boss around here.
Goblin J, having observed Chase immediately before calling for the second waterfall trap's activation, is reporting to the bugbear that the intruders seem to be heading to the Eating Cave. The bugbear is refusing to send reinforcements. Both parties seem frustrated with the other.
The bugbear eventually shoos away Goblin J, who returns down the stone staircase.
OOC:
It is still possible for Dunkin to turn back. There would be an five foot drop from the chimney to the base of Klarg's cave. Dunkin would land one square north of his token's current position on the map. He would need to make a DC 15 Dexterity (Acrobatics) check to land on his feet if he chooses to drop down. He currently has three-quarters cover; the goblins and bugbear have half cover.
Monsters:
Goblin J is elsewhere in the cave; Goblins K and L somewhere in the woods nearby. The three wolves in the wolf cave are still there and have settled down for now.
Map:
Upon seeing a bugbear for the first time, Dunkin immediately decides to back out of the chimney. “This will help,” he thinks. “Now we know that Klarg, a wolf, and 4 goblins are in the right-hand cave, just like Big-Sneeze told us.” The sight of Klarg mimicking hanging by an arm bothers him, and makes him wonder about the bridge’s strength or potential traps. “I’ll warn the others when I catch up, or suggest we attempt entry via the smaller tunnel filled with rubble.”
Nyli considers climbing up to the bridge, but the wall looks slippery so she decides to stay with the others, moving forward a feet feet to see what's ahead.
OOC: Climb check failed. Nyli moves to a point under the bridge.
Olan Fargrove - Elf Swashbuckler Dierdre Oakbridge - Halfling Grave Cleric Nyli Bemblade - Gnome Thief
Cunning Green-moss - Tiefling Barbarian (Retired) Haj i Rae - Human Gloom Stalker (Retired) Qal Joharge - Human Monk (Retired)
Chase gets up from having his feet swept out from under him, soaked bumped bruised and about as ornery as he can be, “Pfft, *cough* Ooohhh now I’ve had it! I swear to Gorm I’m gonna collapse this place!”
Once he’s on his feet he fully intends to march right back in.
Seventh 🌖 Sojourn
John hands over the torch and has his crossbow at the ready. He then moves following Vasha
OOC: Holding an action to shoot at the first thing that moves that's not Vasha. He assumes all his allies are behind. Move to stay behind Vasha. Half cover maybe?
Ooc: after the second wave Vasha moved forward with the torch. He would make it just slightly beyond the bridge where Nyli is. Can he see anything further up the tunnel?
"What keeps causing those waves?" he asks Big-Sneeze. He then moves up to the mouth of the cave to observe the others.
On his way down the slope, Dunkin passes Doldek. Dunkin’ moves ahead to meet the rest of the group. He’s out of breath, puffing and covered from head to toe with soot. “Bugbear, right … phew ... 4 goblins right … phew ... waterfall … phew ... bridge trapped? … phew ... other way?” He puts his hands on his knees, continuing to puff, then readies his short bow.
OOC:
I wasn’t sure if the last round ended, so if I need to remain behind or separated from group, please let me know.
Big-Sneeze replies to Doldek, “Dammed the stream, we did. Yes, very good for cleaning. Only two dams there were, no more.”
Doldek and Dunkin reunite on the way back into the cave. They catch up to the rest of the group, which is proceeding through the cave.
The party climbs up the main path through the cave, passing the rubble-filled chute which Dunkin had started to climb earlier. They reach a cavern half filled with two large pools of water, recently drained. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls which served as dams lie collapsed. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Leading the way around the corner, Vasha spots four goblins hiding behind stalagmites and rock faces, all holding weapons. If he does not react quickly, they will attack.
Everyone roll initiative!
OOC:
A character has Half Cover if they are behind a creature. The stalagmites in this cave also provide half cover.
These goblins rolled 11.75 for initiative. Please let me know if you want to continue rolling initiative for yourself or if you would prefer I do it at the start of combat. I am hesitant to take away rolls from players, but it could get combats started more quickly.
Monsters:
Map:
The map may not represent your character's actual locations. Before combat begins, you may share a space with your teammates, so you all could start past the bridge if you want to be following closely behind Vasha. Once combat begins, however, you must end your turn your own square. I don't want anyone to have to spend their whole turn moving.
NB: The stone walls around the pools have collapsed; the pools are still about 1 foot deep and slippery, counting as difficult terrain.
Vasha Initiative 18
Chase initiative 10
Seventh 🌖 Sojourn
Doldek initiative 15
Nyli initiative 4
Olan Fargrove - Elf Swashbuckler Dierdre Oakbridge - Halfling Grave Cleric Nyli Bemblade - Gnome Thief
Cunning Green-moss - Tiefling Barbarian (Retired) Haj i Rae - Human Gloom Stalker (Retired) Qal Joharge - Human Monk (Retired)