Grum pulls the cart to a halt and jumps down, reading his bow and scanning the treeline.
Grum Initiative: 12
Do we see what's attacking us yet? Perception: 12
Grum also has favoured enemy against goblinoids and humans, but I'm not sure what kind of check it would be to try and recognise the arrows. History or general INT? I think both are the same: 16 (and second roll in case it is with advantage: 16)
When/if Grum identifies an enemy, at his initiative step, he'll fire an arrow at the nearest enemy he sees. Attack: 7 Damage: 11
Unfortunately with that perception you do not see them, but with goblinoids being your favoured enemy and with your roll of 16 you know that these arrows are definitely made by goblin scouts, and are used to ambush and corner their foes. You also know that goblins like to hide and attack, and just as you recall this information is when the arrows would first fly out.
Since Bartholemew, Grum and the Goblins all rolled the same initiative please roll a dexterity check to see who goes first -- you guys or the goblins. You two are going at the same time so you can decide who goes first between you, but ill average your dexterity check against the goblins to see who goes first.
This post has potentially manipulated dice roll results.
Initiative Order:
Squelch
Goblins
Grum/Bartholemew
Callie
Brandor
You all now hear this foreign chatter after Bartholemew is struck right in the shoulder with the same black feathered arrow as the ones in the horses. As soon as this happens you all spring into action and two goblins come rushing out of the thickets, scimitars in hand screaming something in an unknown language (Grum you know them essentially to be saying "Get them!" and "Slice them up!" since you understand goblin).
One comes out on the left and another comes out for the right, the left one attacking Grum and the right one attacking Brandor who was just approaching.
Against Grum: Attack - 23 Damage - 8
Against Brandor: Attack - 21 Damage - 8
More arrows fly out of the treeline, left and right again. One flies towards Grum and another towards Callie in the cart. Since Squelch was holding their action to shoot the next ranged attacker he also releases his attack towards the direction of the arrows (You can choose the one on the left or the right as they both went at the same time.)
Against Grum: Attack - 18 Damage - 5
Against Callie: Attack - 19 Damage - 8
Squelch's attack hits, the arrow soaring through the air and piercing the now revealed goblin right in the heart, and it falls backwards with a dying gasp.
Bartholemew you fire at the other ranged goblin, and even though he is obscured, the pain from the previous shot ignites the adrenaline in your blood and you focus on the shadows, releasing your bolt of wicked energy at the goblin creature. It shrieks in pain and you see it drop it's bow, but it picks its weapon back up as it prepares for another shot, looking very injured.
Grum you fire out at the goblin that had rushed you but unfortunately your arrow misses as the goblin had come up too fast and your arrow flies off into the treeline.
It is now Callies turn and Brandor is next up on the initiative order :)
Hey, since Grum saw the goblins rush him before he took his turn, would it be possible for him to stow the bow after firing, ready to draw swords for melee combat next round? (Never quite sure how stowing/drawing as a free action along with an attack action actually works.)
Ok. But presumably I can only draw one sword next turn? The Dual-Wielder feat explicitly enables you to draw 2 in one turn, implying you can only use that free 'draw/stow' action once per turn, right? (Sorry, I just realised this should have probably have been raised via PM rather than in-game thread)
I see, well then yes you would only be able to draw one per action. I think its fine if we inquire in the thread because someone else may not know, but if any of you find it annoying feel free to message me and we can just do questions in private
Brandor isn't too happy with the setup they had stumbled into. While it was still quiet he surveyed the area noting inconsistencies compared to 'traditional' banditry. As the warlock strode off to look at the horses, Brandor stood and held out a hand. "Laddy, I don't think it's a good idea to go poking around..."He was about to hop of the cart himself when the arrows start flying in. Before he could take cover he gets hit right in the shoulder.
"Little...good for noth'n..." He mutters as he snaps the arrow off near the wound.
(On my turn)
Brandor leaps off the cart at the nearest attacker, quarter staff high over head and brings it down in a double handed strike: Attack: 23 Damage: 8
He tumbles with the strike to follow up with a big boot kick: Bonus action attack: 11 Damage:5
This post has potentially manipulated dice roll results.
Callie immediately turns and looses an arrow at the goblin sprinting towards Grum, then hops down from her pace at the front of the wagon, keeping a wary eye out for any goblins trying to attack their ox.
Attack: 12 Damage: 6
(If the attack hits while the gobllin is standing next to Grum, it would count as a sneak attack and the goblin would take an additional 5 damage.)
Callie, bow drawn, deftly guides her arrow into the neck of the goblin, catching it in a soft spot before it gets another chance to attack. The blood spurts out a tiny bit to begin with, but as it continues to breathe more and more blood starts spitting out in short bursts and some of it gets on you Grum. The bloodied goblin falls lifeless onto the floor, it's blade rolling across the grass next to it.
She keeps an eye out for the ox and Brandor charges forward towards the goblin about 10ft to the right of Bartholemew. You crack down on his head, your wooden quarterstaff impacting with a loud wooden *TONK*. The goblin staggers backwards, dazed, and falls unconscious. (If you want to use your bonus attack you can make your roll again with advantage since it falls prone/incapacitated, or you can leave it unconscious).
The last remaining goblin that was injured by Bartholemew looks frantically at his fallen allies, then looks across the trail to the other side, clutching his chest where the arcane force had collided with him. (He doesn't do anything, it isn't his turn yet)
It uses it's fear to amble forward, your spell only just missing. Still visibly panicking it uses its full movement and takes the dash action to speed across to the other side of the trail, and push about 20ft into the trees on the left side in an attempt to escape.
(Sorry, I was thinking of Sacred Flame! So instead it would fail that wisdom save wince it's wisdom mod is -1. Good catch!)
Enemy Initiative: 12
Lost Mine of Phandelver - Dungeon Master
Initiative: 4
(Love that nat 1!)
When it is my turn, Bartholomew is going to cast an Eldritch Blast at whatever fired Arrow #1 at him and then is going to move back into the cart.
Attack: 23 Damage: Unable to parse dice roll.
Damage: 4
(Just going to catch myself up...)
Grum pulls the cart to a halt and jumps down, reading his bow and scanning the treeline.
Grum Initiative: 12
Do we see what's attacking us yet? Perception: 12
Grum also has favoured enemy against goblinoids and humans, but I'm not sure what kind of check it would be to try and recognise the arrows. History or general INT? I think both are the same: 16 (and second roll in case it is with advantage: 16)
When/if Grum identifies an enemy, at his initiative step, he'll fire an arrow at the nearest enemy he sees. Attack: 7 Damage: 11
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationUnfortunately with that perception you do not see them, but with goblinoids being your favoured enemy and with your roll of 16 you know that these arrows are definitely made by goblin scouts, and are used to ambush and corner their foes. You also know that goblins like to hide and attack, and just as you recall this information is when the arrows would first fly out.
Since Bartholemew, Grum and the Goblins all rolled the same initiative please roll a dexterity check to see who goes first -- you guys or the goblins. You two are going at the same time so you can decide who goes first between you, but ill average your dexterity check against the goblins to see who goes first.
Goblin dexterity check: 21
Lost Mine of Phandelver - Dungeon Master
oof
Lost Mine of Phandelver - Dungeon Master
Grum DEX: 9
(ugh. Every time I have a good modifier, I roll badly, but seem to roll ok if I ever have lower modifiers!)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation<Squelch> Initiative: 17
<Squelch> stays behind the makeshift barricade, using it for cover. He uses ready action to fire his light crossbow at the source of the next arrow.
Attack: 17 Damage: 12
Initiative Order:
You all now hear this foreign chatter after Bartholemew is struck right in the shoulder with the same black feathered arrow as the ones in the horses. As soon as this happens you all spring into action and two goblins come rushing out of the thickets, scimitars in hand screaming something in an unknown language (Grum you know them essentially to be saying "Get them!" and "Slice them up!" since you understand goblin).
One comes out on the left and another comes out for the right, the left one attacking Grum and the right one attacking Brandor who was just approaching.
Against Grum:
Attack - 23 Damage - 8
Against Brandor:
Attack - 21 Damage - 8
More arrows fly out of the treeline, left and right again. One flies towards Grum and another towards Callie in the cart. Since Squelch was holding their action to shoot the next ranged attacker he also releases his attack towards the direction of the arrows (You can choose the one on the left or the right as they both went at the same time.)
Against Grum:
Attack - 18 Damage - 5
Against Callie:
Attack - 19 Damage - 8
Squelch's attack hits, the arrow soaring through the air and piercing the now revealed goblin right in the heart, and it falls backwards with a dying gasp.
Bartholemew you fire at the other ranged goblin, and even though he is obscured, the pain from the previous shot ignites the adrenaline in your blood and you focus on the shadows, releasing your bolt of wicked energy at the goblin creature. It shrieks in pain and you see it drop it's bow, but it picks its weapon back up as it prepares for another shot, looking very injured.
Grum you fire out at the goblin that had rushed you but unfortunately your arrow misses as the goblin had come up too fast and your arrow flies off into the treeline.
It is now Callies turn and Brandor is next up on the initiative order :)
Lost Mine of Phandelver - Dungeon Master
(OOC: As I have to go to bed now, I will decide what to do for next turn here):
Bartholomew will cast Eldritch Blast at any standing goblins.
Attack: 7 Damage: 7
Hey, since Grum saw the goblins rush him before he took his turn, would it be possible for him to stow the bow after firing, ready to draw swords for melee combat next round? (Never quite sure how stowing/drawing as a free action along with an attack action actually works.)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationSure, as far as I know drawing a weapon is a free action as long as you have hands free
Lost Mine of Phandelver - Dungeon Master
Ok. But presumably I can only draw one sword next turn? The Dual-Wielder feat explicitly enables you to draw 2 in one turn, implying you can only use that free 'draw/stow' action once per turn, right? (Sorry, I just realised this should have probably have been raised via PM rather than in-game thread)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationI see, well then yes you would only be able to draw one per action. I think its fine if we inquire in the thread because someone else may not know, but if any of you find it annoying feel free to message me and we can just do questions in private
Lost Mine of Phandelver - Dungeon Master
Brandor isn't too happy with the setup they had stumbled into. While it was still quiet he surveyed the area noting inconsistencies compared to 'traditional' banditry. As the warlock strode off to look at the horses, Brandor stood and held out a hand. "Laddy, I don't think it's a good idea to go poking around..." He was about to hop of the cart himself when the arrows start flying in. Before he could take cover he gets hit right in the shoulder.
"Little...good for noth'n..." He mutters as he snaps the arrow off near the wound.
(On my turn)
Brandor leaps off the cart at the nearest attacker, quarter staff high over head and brings it down in a double handed strike: Attack: 23 Damage: 8
He tumbles with the strike to follow up with a big boot kick: Bonus action attack: 11 Damage:5
Callie immediately turns and looses an arrow at the goblin sprinting towards Grum, then hops down from her pace at the front of the wagon, keeping a wary eye out for any goblins trying to attack their ox.
Attack: 12 Damage: 6
(If the attack hits while the gobllin is standing next to Grum, it would count as a sneak attack and the goblin would take an additional 5 damage.)
Callie, bow drawn, deftly guides her arrow into the neck of the goblin, catching it in a soft spot before it gets another chance to attack. The blood spurts out a tiny bit to begin with, but as it continues to breathe more and more blood starts spitting out in short bursts and some of it gets on you Grum. The bloodied goblin falls lifeless onto the floor, it's blade rolling across the grass next to it.
She keeps an eye out for the ox and Brandor charges forward towards the goblin about 10ft to the right of Bartholemew. You crack down on his head, your wooden quarterstaff impacting with a loud wooden *TONK*. The goblin staggers backwards, dazed, and falls unconscious. (If you want to use your bonus attack you can make your roll again with advantage since it falls prone/incapacitated, or you can leave it unconscious).
The last remaining goblin that was injured by Bartholemew looks frantically at his fallen allies, then looks across the trail to the other side, clutching his chest where the arcane force had collided with him. (He doesn't do anything, it isn't his turn yet)
Lost Mine of Phandelver - Dungeon Master
(OOC: Assuming it no round 2)
<Squelch> whispers a strange magical incantation and gestures towards the last goblin.
(He cast Toll the Dead, WIS DC: 14 or take 7 necrotic damage.)
Goblin Dexterity save: 4It uses it's fear to amble forward, your spell only just missing. Still visibly panicking it uses its full movement and takes the dash action to speed across to the other side of the trail, and push about 20ft into the trees on the left side in an attempt to escape.(Sorry, I was thinking of Sacred Flame! So instead it would fail that wisdom save wince it's wisdom mod is -1. Good catch!)
Lost Mine of Phandelver - Dungeon Master