The goblin sees its cohort being water "boarded" (like boarding a plane) then a small explosion of ice next to it that it narrowly escapes. It scuttles off with all of its speed and ducks into another thicket of brush yelling, "Not these agains! Zuzzle is zooming!" (potentially) never to be seen again.
Combat is essentially done and the will of the grappled goblin is broken. What do you do?
Aquila swoops down and lands on the banks of the stream nearest the thicket, putting the goblin down on land in front of her. She caws loudly and points to the nearest tree. "Sit against the tree and I promise to not kill you."
Aquila uses her rope to secure the goblin to the tree. She folds his knees up in front of his chest and places her food ration on top. "We don't kill prisoners. We kill enemies. Decide which you'll be."
With the prisoner secured, Aquila fords the stream to rejoin her companions. Her shortswords handy, she looks toward the cave. "Well?"
Sazira looks around the group and says, "We have shown that we can handle goblins. If there are any left in that cave, we will be able to dispatch of them quickly. I'm confident in this group. I think we forge ahead, and find Sildar. Probably smart to stay quiet, and choose our order wisely. But I don't see any other path except into the cave." After her brief speech, she puts her scimitar away, and trades for her hand axes.
Sazira is correct that marching order will probably matter. I will need you to describe your formation, how you're walking through, and roll Stealth once you decide to go in.
Dagomar raises his hand offering to go in first. "I have some skills in hiding among rocks and I am difficult to detect by magical means, plus I can see quite a ways (120) in the dark or dim. Let me go first and scout out the situation." He then casts Nondetection on himself, removes the vegetation from his gray, ashen cloak and produces a mace with a jagged flint head.
Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite. You pay them little heed as they don't notice you and move onward.
The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream. In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one, twenty feet above the floor.
Dag heads quickly and quietly out to the party and relates all of the details to the group, sketching the layout in the sand by the creeks edge. "I don't think I should go too much farther in without the party, I think I could hide well enough on my own, but those wolves will smell me out if released. I think we should quietly put them down if we can. I'm worried about being ambushed from above also.".
Sazira nods taking it all in, like a battle plan. "I have daggers I could throw at the wolves. However, maybe one of us with arrows would have a better shot?"
Fosco steps up and says 'wait! before anyone tries to hurt these creatures let me try and calm them, maybe we can let them free'. he pulls out some jerky and slowly approaches.
I rolled and 8 + 2 for animal handling for a total of 10
The wolves come up to Fosco snarling and snapping. But with a little food and some calming words they quickly relax and show that deep down they're just big ol' puppers. They happily allow you to wander their room with the toll of a head scratch.
As you look about you see the far side wall is a small pile of food scraps and broken pieces of wood. Standing on the pile of refuse you notice a natural chimney that you're pretty sure your larger companions could fit in and shimmy up.
You go next to the crack and look about. It's a five foot high crack that expands to about three feet at the base of the floor and wavers between three and four feet wide up the wall. It'll be a tight fit, but you could squeeze through by climbing up or doing that whole foot and back wall climb.
After a 30 or so feet vertical it looks to open up and you can see yellow-orange flickers that shine on your side of the chimney's wall.
For looking and getting at least a 10, you get the paragraph from the book.
A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the shaft, as desired. On a check result of 6–9, the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the base of the shaft.
If you climb together (or leave only one person behind) it's a group check (everyone rolls, half succeed everyone succeeds). Any one person who has proficiency in Athletics can take Disadvantage on their own roll to give another player Advantage. If only two climb it's an assist (whoever has the higher modifier rolls with Advantage).
If you want to climb it quickly, it's one roll; if you want to climb it stealthily, it's two Athletics rolls (assuming they both pass) and then one Stealth roll (with the same group or assisted check rules).
You quickly get up the chimney and see two large stalagmites covering a narrowing in the cave. Peeking up you see sacks and crates of looted provisions piled up in the south end of this large cave. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder, still illuminating the room you're in.
Going to one of the stalagmites to get cover and a better look you bump a smaller stalactite, sending it falling to the ground with a clatter. "Who sneek up on Klarg?!?" you hear come from the large, exceptionally hairy bugbear as it turns toward your direction and grabs a large club that was lying on the ground next to it and contemplates the shield also on the ground. As it spots you it lets out a small chuckle and yells, "Klarg wonder if birdman tastes like chicken. Come Ripper, lets eat!"
Please note that I put you where I think you ended up while looking at or playing with the dogs. Feel free to shift yourselves 10 or so feet based on your positioning.
This post has potentially manipulated dice roll results.
Missing her shot, she pulls her hood to shield her face and takes to the air. Using the smoke in the upper air of the cave to hide herself. Aquila takes this opportunity to scout out the cave further. 16
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The goblin sees its cohort being water "boarded" (like boarding a plane) then a small explosion of ice next to it that it narrowly escapes. It scuttles off with all of its speed and ducks into another thicket of brush yelling, "Not these agains! Zuzzle is zooming!" (potentially) never to be seen again.
Combat is essentially done and the will of the grappled goblin is broken. What do you do?
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
Aquila swoops down and lands on the banks of the stream nearest the thicket, putting the goblin down on land in front of her. She caws loudly and points to the nearest tree. "Sit against the tree and I promise to not kill you."
The goblin does as such, knowing full well it's not in a good place.
"Whatever you want, Durbuluk."
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
Aquila uses her rope to secure the goblin to the tree. She folds his knees up in front of his chest and places her food ration on top. "We don't kill prisoners. We kill enemies. Decide which you'll be."
With the prisoner secured, Aquila fords the stream to rejoin her companions. Her shortswords handy, she looks toward the cave. "Well?"
Sazira looks around the group and says, "We have shown that we can handle goblins. If there are any left in that cave, we will be able to dispatch of them quickly. I'm confident in this group. I think we forge ahead, and find Sildar. Probably smart to stay quiet, and choose our order wisely. But I don't see any other path except into the cave." After her brief speech, she puts her scimitar away, and trades for her hand axes.
Sazira is correct that marching order will probably matter. I will need you to describe your formation, how you're walking through, and roll Stealth once you decide to go in.
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
Dagomar raises his hand offering to go in first. "I have some skills in hiding among rocks and I am difficult to detect by magical means, plus I can see quite a ways (120) in the dark or dim. Let me go first and scout out the situation." He then casts Nondetection on himself, removes the vegetation from his gray, ashen cloak and produces a mace with a jagged flint head.
17
Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite. You pay them little heed as they don't notice you and move onward.
The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream. In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one, twenty feet above the floor.
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
Dag heads quickly and quietly out to the party and relates all of the details to the group, sketching the layout in the sand by the creeks edge. "I don't think I should go too much farther in without the party, I think I could hide well enough on my own, but those wolves will smell me out if released. I think we should quietly put them down if we can. I'm worried about being ambushed from above also.".
Sazira nods taking it all in, like a battle plan. "I have daggers I could throw at the wolves. However, maybe one of us with arrows would have a better shot?"
Fosco steps up and says 'wait! before anyone tries to hurt these creatures let me try and calm them, maybe we can let them free'. he pulls out some jerky and slowly approaches.
I rolled and 8 + 2 for animal handling for a total of 10
The wolves come up to Fosco snarling and snapping. But with a little food and some calming words they quickly relax and show that deep down they're just big ol' puppers. They happily allow you to wander their room with the toll of a head scratch.
As you look about you see the far side wall is a small pile of food scraps and broken pieces of wood. Standing on the pile of refuse you notice a natural chimney that you're pretty sure your larger companions could fit in and shimmy up.
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
Fosco turns around and gestures for the rest to come over. ‘Friends they are safe just give them a good pet as you pass’.
Aquila walks towards the wolves, presenting her hand to be sniffed, and scratching just behind the ears. "Such good boys."
Aquila stands by Fosco inspecting the chimney.
Perception: 11
For looking and getting at least a 10, you get the paragraph from the book.
A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the shaft, as desired. On a check result of 6–9, the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the base of the shaft.
If you climb together (or leave only one person behind) it's a group check (everyone rolls, half succeed everyone succeeds). Any one person who has proficiency in Athletics can take Disadvantage on their own roll to give another player Advantage. If only two climb it's an assist (whoever has the higher modifier rolls with Advantage).
If you want to climb it quickly, it's one roll; if you want to climb it stealthily, it's two Athletics rolls (assuming they both pass) and then one Stealth roll (with the same group or assisted check rules).
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
"I'm willing to go alone. Would hate to run into trouble and have to fall on the person behind me. Any objections?"
Before anyone can even voice their opinion, Aquila mounts the wall and begins to climb the chimney. 13
Additional Athletics: 20
Stealth: 7
Please note that I put you where I think you ended up while looking at or playing with the dogs. Feel free to shift yourselves 10 or so feet based on your positioning.
INITIATIVE:
Attack: [roll]1d20+[AMOD][/ roll]
Damage: [roll]if([roll:-1:fumble],=1,0,if([roll:-1],<[TARGET],0,if([roll:-1:critical],=1,2{[DAMAGE]}.expand(),[DAMAGE])+[DMOD]))[/ roll]
Aquila grabs her bow and an arrow from her quiver. She aims at Klarg. 12
Missing her shot, she pulls her hood to shield her face and takes to the air. Using the smoke in the upper air of the cave to hide herself. Aquila takes this opportunity to scout out the cave further. 16