There are steps up to your left, but they only lead to a platform overlooking the pools, not another tunnel. The water is flowing slowly out of the pools to the left and away into the tunnel; it's not clear how the water enters the chamber. The dots on the map are walls around the pools; it looks as if the walls would allow much more water to be held in the pools, but at the moment the water level is low, about ground level. You saw, for a moment only, movement in what you believe to be Klarg's cave, so down below E9. It is dark; Strix has night vision and is able to see without problem, but others in the party might not fare so well.
Just a quick note on this, I know you're the DM so you can rule it however you want, I just wanted to throw this out for RAW - Darkvision isn't night vision, Darkvision turns darkness to dim light which would give him disadvantage on perception checks, whereas races without darkvision simply cannot see
Varinth sneaks behind Strix until he enters the cavern where Vaz stops, looking with wide eyes as Strix essentially vanishes. He will wait here (-A6?) until Strix returns, trying to look into the cave.
There are steps up to your left, but they only lead to a platform overlooking the pools, not another tunnel. The water is flowing slowly out of the pools to the left and away into the tunnel; it's not clear how the water enters the chamber. The dots on the map are walls around the pools; it looks as if the walls would allow much more water to be held in the pools, but at the moment the water level is low, about ground level. You saw, for a moment only, movement in what you believe to be Klarg's cave, so down below E9. It is dark; Strix has night vision and is able to see without problem, but others in the party might not fare so well.
Just a quick note on this, I know you're the DM so you can rule it however you want, I just wanted to throw this out for RAW - Darkvision isn't night vision, Darkvision turns darkness to dim light which would give him disadvantage on perception checks, whereas races without darkvision simply cannot see
.
Point well taken. Rather than 'is able to see without problem' I should say 'is able to make out broad outlines of the room okay, but will need to make perception checks for details.
I'm about to leave work. I'm not normally super active on the weekends, but here are 3 potential combat rolls, because I don't want to slow the campaign down, seeing as how I feel like an encounter with Klarg is coming soon:
1st Set of Attacks
Action: Glaive Attack: Attack: 10 Damage: 8
Great Weapon Fighting: If the damage is 1 or 2 use the following roll, otherwise ignore: 8
BonusAction: Glaive Pommel: Attack: 24 Damage: 6
Great Weapon Fighting: If the damage is 1 or 2 use the following roll, otherwise ignore: 5
Great Weapon Fighting: If the damage is 1 or 2 use the following roll, otherwise ignore: 13
Cheers; if you manage to catch this before you go, then please give me an initiative roll, just in case. Otherwise, if you don't mind, I can roll for you.
There are steps up to your left, but they only lead to a platform overlooking the pools, not another tunnel. The water is flowing slowly out of the pools to the left and away into the tunnel; it's not clear how the water enters the chamber. The dots on the map are walls around the pools; it looks as if the walls would allow much more water to be held in the pools, but at the moment the water level is low, about ground level. You saw, for a moment only, movement in what you believe to be Klarg's cave, so down below E9. It is dark; Strix has night vision and is able to see without problem, but others in the party might not fare so well.
Is it possible to get up to the platform overlooking the pools, then try to see in to Klargs cave from there? Sneakily of course!
Edit : no you mean overlooking from the left or it'd be on the map. Ok sneaky to the right hand boulder. If nothing visible, look over the wall, see if it's feasible to approach the Klarg room on the pool-side of that wall and poke his head up at the last second . Worst case scenario, just poke eyes around the door and hope no one's looking.
If you're planning to go ahead with an assault on the cave, then I would say that, to make things simpler, everyone can position themselves somewhere in columns A, B and C without a danger of being noticed by the occupants of Klarg's cave. If anyone wants to sneak closer to E9 to take a good look inside the cave, then please describe what you do and give me a stealth check and a perception check.
Casters can cast when prone, yes. For some spells, where you make an attack roll with a d20, it gives you disadvantage. On other spells, typically those where the enemy has to make a saving throw, it doesn't cause the caster any problem.
There are steps up to your left, but they only lead to a platform overlooking the pools, not another tunnel. The water is flowing slowly out of the pools to the left and away into the tunnel; it's not clear how the water enters the chamber. The dots on the map are walls around the pools; it looks as if the walls would allow much more water to be held in the pools, but at the moment the water level is low, about ground level. You saw, for a moment only, movement in what you believe to be Klarg's cave, so down below E9. It is dark; Strix has night vision and is able to see without problem, but others in the party might not fare so well.
Is it possible to get up to the platform overlooking the pools, then try to see in to Klargs cave from there? Sneakily of course!
Edit : no you mean overlooking from the left or it'd be on the map. Ok sneaky to the right hand boulder. If nothing visible, look over the wall, see if it's feasible to approach the Klarg room on the pool-side of that wall and poke his head up at the last second . Worst case scenario, just poke eyes around the door and hope no one's looking.
Strix, you can get to hide behind the rock at C7 okay. If you want to go further, right up to the mouth of Klarg's cave, then give me a stealth and perception check. This carries a risk of being detected, so it might make more sense to wait until your allies have positioned themselves in the cave, ready to attack...
Strix, you can get to hide behind the rock at C7 okay. If you want to go further, right up to the mouth of Klarg's cave, then give me a stealth and perception check. This carries a risk of being detected, so it might make more sense to wait until your allies have positioned themselves in the cave, ready to attack...
Agreed. Once they're in position Strix creeps up to the cave door.
Sounds good, Incantis will position himself in B4.5
Incantis nods silently, creeping into the space between the crude rock wall and a stalactite. His eyes flutter as he begins to tap into Zhudun's power.
Perception: 9
Stealth: 4
Initiative: 18
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
This post has potentially manipulated dice roll results.
Dekhan casts light on one of his javelins but keeps it covered under his cloak. He is ready to throw it when given the go ahead.
Perception 17
stealth 7
initiative 3
And when he’s given the go ahead: javelin attack 17 javelin damage 3
PSorry, kind of playing catch up... Dekhan did intend on being in the advance sneaky party more of just stepping into the cave and hurling his javelin when told to by one of his smarter and sneakier friends.
This post has potentially manipulated dice roll results.
While everyone is getting in position, Varinth realises that the group hadn't talked about how to kick this thing off. Kick. kick...
Varinth scurries back to the Goblin room and picks up Yarmils (or whatever his name was) head. He then crouch/walks back to the cavern out side Klargs Lair. As he passes his companions he gestures for them to clash sword to stone or otherwise make noises of battle. Here goes.
Varinth makes the grunting noises of goblins in battle and a chilling scream suddenly cut off. He tosses the head to around E8 Throw:18
Initiative:12
OOC: Sorry forgot, Varinth will throw from, and hide behind, the boulder/column on B7
This post has potentially manipulated dice roll results.
Going to bed. Hopefully Strix is still alive when I get up!
If it's not too cheeky, since we control the start, Shift (3 temp hp, advantage on Wis saves) just before we give the signal. Strix is currently hiding and spying like a boss at D8 or E8 as appropriate.
Initiative : 11
Attack 14 quarterstaff for 5 dmg
Bonus 21 unarmed for 6 dmg
He'll just attack whatevers nearby unless Ika needs help. Or Wolfie at a push.
Just a quick note on this, I know you're the DM so you can rule it however you want, I just wanted to throw this out for RAW - Darkvision isn't night vision, Darkvision turns darkness to dim light which would give him disadvantage on perception checks, whereas races without darkvision simply cannot see
.
Published Subclasses
Varinth sneaks behind Strix until he enters the cavern where Vaz stops, looking with wide eyes as Strix essentially vanishes. He will wait here (-A6?) until Strix returns, trying to look into the cave.
Perception: 2
Point well taken. Rather than 'is able to see without problem' I should say 'is able to make out broad outlines of the room okay, but will need to make perception checks for details.
Cheers; if you manage to catch this before you go, then please give me an initiative roll, just in case. Otherwise, if you don't mind, I can roll for you.
There's a cave, but it's dark.
Is it possible to get up to the platform overlooking the pools, then try to see in to Klargs cave from there? Sneakily of course!
Edit : no you mean overlooking from the left or it'd be on the map. Ok sneaky to the right hand boulder. If nothing visible, look over the wall, see if it's feasible to approach the Klarg room on the pool-side of that wall and poke his head up at the last second . Worst case scenario, just poke eyes around the door and hope no one's looking.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Varinth peers into the cave like he was checking the time, as soon as turned away he forgot everything he just looked at.
Just a question Mr DM, an a caster cast when prone? i.e. Can I shoot Fire Bolts while I'm lying on my tummy?
If you're planning to go ahead with an assault on the cave, then I would say that, to make things simpler, everyone can position themselves somewhere in columns A, B and C without a danger of being noticed by the occupants of Klarg's cave. If anyone wants to sneak closer to E9 to take a good look inside the cave, then please describe what you do and give me a stealth check and a perception check.
Casters can cast when prone, yes. For some spells, where you make an attack roll with a d20, it gives you disadvantage. On other spells, typically those where the enemy has to make a saving throw, it doesn't cause the caster any problem.
Strix, you can get to hide behind the rock at C7 okay. If you want to go further, right up to the mouth of Klarg's cave, then give me a stealth and perception check. This carries a risk of being detected, so it might make more sense to wait until your allies have positioned themselves in the cave, ready to attack...
Dario accept their plan of action and gets read to move into position. He follows Asher's and Strix's lead with his long bow out and arrow notched.
Perception: 11
Stealth: 21
Initiative: 8
Agreed. Once they're in position Strix creeps up to the cave door.
20 Stealth
19 perception
Night Owl strikes again!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Sounds good, Incantis will position himself in B4.5
Incantis nods silently, creeping into the space between the crude rock wall and a stalactite. His eyes flutter as he begins to tap into Zhudun's power.
Perception: 9
Stealth: 4
Initiative: 18
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Inititative: 7
Published Subclasses
Dekhan casts light on one of his javelins but keeps it covered under his cloak. He is ready to throw it when given the go ahead.
Perception 17
stealth 7
initiative 3
And when he’s given the go ahead: javelin attack 17 javelin damage 3
PSorry, kind of playing catch up... Dekhan did intend on being in the advance sneaky party more of just stepping into the cave and hurling his javelin when told to by one of his smarter and sneakier friends.
Initiative for when it starts 7
While everyone is getting in position, Varinth realises that the group hadn't talked about how to kick this thing off. Kick. kick...
Varinth scurries back to the Goblin room and picks up Yarmils (or whatever his name was) head. He then crouch/walks back to the cavern out side Klargs Lair. As he passes his companions he gestures for them to clash sword to stone or otherwise make noises of battle. Here goes.
Varinth makes the grunting noises of goblins in battle and a chilling scream suddenly cut off. He tosses the head to around E8 Throw: 18
Initiative: 12
OOC: Sorry forgot, Varinth will throw from, and hide behind, the boulder/column on B7
Performance: 20
Going to bed. Hopefully Strix is still alive when I get up!
If it's not too cheeky, since we control the start, Shift (3 temp hp, advantage on Wis saves) just before we give the signal. Strix is currently hiding and spying like a boss at D8 or E8 as appropriate.
Initiative : 11
Attack 14 quarterstaff for 5 dmg
Bonus 21 unarmed for 6 dmg
He'll just attack whatevers nearby unless Ika needs help. Or Wolfie at a push.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Incantis similarly attacks the first goblin to poke his head out.
Attack 18 eldritch blast for 2 dmg.
If Klaarg comes into Incantis' view during the first turn, he will cast hex.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Damn being on the other side of the planet. Just when things get juicy everyone goes to bed ;)