Not sure where you went, but you can see the room to the north and the goblins don't see you because they're practically deaf and no one ever looks up.
You fly up and around, trying to distance yourself from the long, hairy arms of Klarg. The larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. This cavern is half filled with two large pools of water. 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 serve as dams holding the water in.The sound of the waterfall echoes through the cavern, making it difficult to hear, but you can see two more goblins below minding their own business with the rock damn and day dreaming.
Sazira hears "birdman... chicken... and let's eat" clearly from the yelling and realizes that Aquilla may be on trouble. She looks at the other two and says, "I believe Aquilla may have stumbled across some more unkind types. We should go up that shaft and be ready to join a fray. Are you in? Or am I going up alone?"
^^I'm going to wait to do anything else for my turn since there's group advantages and such to the climb.
I have a +5 athletics.
Reminder from Kyle's post about climbing the shaft
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).^^
Klarg angrily grabs a spear from a pile of discarded gear and heaves it up at the ceiling. "Klarg loves CHICKEN SKEWERS!" yelled loud enough to reverberate through the cave.
Just a heads up about the chimney from the kennel to Klarg's room. By making you move at half speed after completing the Athletics check you need to use your Move and Action to Dash to get to the top.
If you wanted to sneak you need to use your Action to Sneak, leaving you halfway up the tunnel. The next turn you roll ANOTHER Athletics check and can make it up, and you have a full Action left.
Benefit to running in guns blazing is that you provide other targets for the goblins so the damage can be more spread out. Problem with this is you don't get the drop on the goblins.
This is a great time for you to have a group chat on Messenger or the like to formalize.
Dag nods to the group's rapid attempt to optimize three-person climbing. He thinks to himself "I am lucky to be with such capable adventurers, had they been with my last party that party might have survived."
The two goblins run about their areas and grab shortbows that were on or near the piles of crates to plink at the flying intruder while ducking behind their ill gotten plunder. All the while the wolf is responding to Klarg's points and whistles circles under Aquila, waiting for her to drop into jumping distance.
Attack 1: 14 Damage: 3
Attack 2: 13 Damage: 0
Please note that I mistook the Goblin AC a minute ago. They didn't have their shields because you took them by surprise making their AC 13, not 15. But now they have half cover, meaning they're at 15 again.
Aquila
Klarg (bugbear) - AC 14, 27 HP
Goblin S - AC 15, 7 HP
Ripper (wolf) - AC 13, 11 HP
Goblin N - AC 15, 7 HP
Sazira
Dagomar
Fosco (UP NOW!)
What I need from Sazira and Fozco is an Athletics roll. It's just a d20+your modifier, and please use the forum roller. If the two of you agree on it, Sazira can roll with Disadvantage to give Fosco Advantage, but this needs to be decided before either of you submit your rolls; once one of you hits the Reply button you're both bound to the criteria.
The party scurries up the chimney as fast as they can, hearing the battle raging up above. Dagomar struggles the whole way despite being made of stone making Sazira focus on him more than her own handholds, but she pulls him up by his belt while Fosco advances by half riding on the sherpa's shoulders and scrambling to move herself back up.
You all make it, a little worn out, only to see what was described earlier. But now there's a giant bird creature flying above, gravely wounded.
Aquila feeling her life drain and needing to recoup, chooses to fly into the ajoining cavern past the two daydreaming goblins and behind a stalagmite in the furthest pool (nearest the stream leading out of the cave). She touches down on the water and floats. Hoping to gain back some of her strength and health. Internally she fights her personal feelings of disappointment knowing that her showboating may cost another teammate their life.
Aquila flies across the threshold to the pools and startles 3 goblins, with an extra one off to the side she couldn't see before. They start scrambling shouting nonsense to your ears as they start eyeing up a pile of gear in the far corner by the waterfall and the small dam of crumbling rocks.
The bugbear sees Sazira attack the wolf and screams in an unholy rage, "No! Hurt! Klarg's! RIPPER!!!" and lunges at her, pulling his morningstar from his belt.
Dag wheezes, scrambling over the top edge of the cliff. He was never the greatest of climbers in the underdark, but he prided himself on being at least competent. He gave no evidence of this to his comrades-in-battle today. "More training, and soon." he silently resolved. Quickly scanning the situation he sees Klarg see Ripper and then see Saizra. "Entirely too much seeing with this one, yes- entirely too much! Let's see if we can take care of that."
Dagomar casts Blindness on Klarg. CON 13 to save.
Then Dag scuttles to take what cover is available from the nearest boulder.
The goblin with cover and its bow sees Klarg attacking a half-orc, but also sees that it has cover behind Klarg and Ripper and that a bad shot would hit Klarg (a big mistake) or Ripper (a HUGE mistake) and thinks better of it. It decides to stay hunkered down with its cover and take a pot shot at the caster that just showed itself.
Attack against Dagomar: 14 Damage: 0
The wolf, who knows its a good boy, saw that it was attacked and has master next to him. This makes him happy and more sure of his bite against the mean grey skin who was mean.
Attack against Sazira:19 Damage: 8
The last goblin in Klarg's lair sees that its cover is facing the wrong direction from the new attackers and doesn't want to face the whip again for underperforming. It grabs a rotten, but effective shield and the most pitted short sword it can find in the pile of trappings. It straps up while running up to assist Klarg.
Aquila
Sazira
Klarg (bugbear), potentially blinded - AC 14, 27 HP
Klarg is blinded and starts to feel a new source of heat emanating around him. With no idea where it is coming from it strikes and burns with holy retribution (roll double damage and describe it).
The three goblins in the waterfall room, seeing a giant bird creature show up out of nowhere and hide behind a rock and now yelling and pointing in gibberish. Dagomar vaguely hears over the rest of the noise in Goblin, "Intruders! Flood them out!"
Flying down and around the river you see there's ANOTHER goblin hiding on the bridge perking up thinking it heard commotion. You both clearly see each other and both have ruined the other's attempts at being the slightest bit sneaky.
Not sure where you went, but you can see the room to the north and the goblins don't see you because they're practically deaf and no one ever looks up.
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]
Sazira hears "birdman... chicken... and let's eat" clearly from the yelling and realizes that Aquilla may be on trouble. She looks at the other two and says, "I believe Aquilla may have stumbled across some more unkind types. We should go up that shaft and be ready to join a fray. Are you in? Or am I going up alone?"
^^I'm going to wait to do anything else for my turn since there's group advantages and such to the climb.
I have a +5 athletics.
Reminder from Kyle's post about climbing the shaft
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).^^
Klarg angrily grabs a spear from a pile of discarded gear and heaves it up at the ceiling. "Klarg loves CHICKEN SKEWERS!" yelled loud enough to reverberate through the cave.
Attack: 15
Damage: 5
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]
Just a heads up about the chimney from the kennel to Klarg's room. By making you move at half speed after completing the Athletics check you need to use your Move and Action to Dash to get to the top.
If you wanted to sneak you need to use your Action to Sneak, leaving you halfway up the tunnel. The next turn you roll ANOTHER Athletics check and can make it up, and you have a full Action left.
Benefit to running in guns blazing is that you provide other targets for the goblins so the damage can be more spread out. Problem with this is you don't get the drop on the goblins.
This is a great time for you to have a group chat on Messenger or the like to formalize.
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 nods to the group's rapid attempt to optimize three-person climbing. He thinks to himself "I am lucky to be with such capable adventurers, had they been with my last party that party might have survived."
<I think we each roll athletics checks>
5
Please note that I mistook the Goblin AC a minute ago. They didn't have their shields because you took them by surprise making their AC 13, not 15. But now they have half cover, meaning they're at 15 again.
What I need from Sazira and Fozco is an Athletics roll. It's just a d20+your modifier, and please use the forum roller. If the two of you agree on it, Sazira can roll with Disadvantage to give Fosco Advantage, but this needs to be decided before either of you submit your rolls; once one of you hits the Reply button you're both bound to the criteria.
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]
Sazira athletics check at DISADVANTAGE from discord
2d20kl1 (12, 19) + 5 = 17
Sazira should be good to climb
Fosco, roll your Athletics at Advantage. If you get at least a 10 you're good.
And if you guys really like the Discord, we would move everything over there.
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]
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 feeling her life drain and needing to recoup, chooses to fly into the ajoining cavern past the two daydreaming goblins and behind a stalagmite in the furthest pool (nearest the stream leading out of the cave). She touches down on the water and floats. Hoping to gain back some of her strength and health. Internally she fights her personal feelings of disappointment knowing that her showboating may cost another teammate their life.
Sazira approaches Ripper, taking out her scimitar in the process.
Sazira attacks with a Double-Bladed Scimitar!
Meta
To Hit: 1d20 (4) + 3 = 7
She swings, but misses. She's still worn out from the climb. As soon as she realizes she's going to miss, Sazira locates her short sword.
Taking another chance, she stabs at Ripper
Sazira attacks with a Shortsword!
Meta
To Hit: 1d20 (5) + 5 = 10
She misses. Feeling greatly disappointed in herself.
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 wheezes, scrambling over the top edge of the cliff. He was never the greatest of climbers in the underdark, but he prided himself on being at least competent. He gave no evidence of this to his comrades-in-battle today. "More training, and soon." he silently resolved. Quickly scanning the situation he sees Klarg see Ripper and then see Saizra. "Entirely too much seeing with this one, yes- entirely too much! Let's see if we can take care of that."
Dagomar casts Blindness on Klarg. CON 13 to save.
Then Dag scuttles to take what cover is available from the nearest boulder.
Klarg's save: 11
Attack against Dagomar: 14
Damage: 0
Attack against Sazira:19
Damage: 8
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 casts sacred flame on klarg. He must make a dexterity saving throw.
Klarg is blinded and starts to feel a new source of heat emanating around him. With no idea where it is coming from it strikes and burns with holy retribution (roll double damage and describe it).
The three goblins in the waterfall room, seeing a giant bird creature show up out of nowhere and hide behind a rock and now yelling and pointing in gibberish. Dagomar vaguely hears over the rest of the noise in Goblin, "Intruders! Flood them out!"
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 hops the western rocks of the pool and slips into the stream. She begins making her way back to where the team entered, back to the wolves.
Flying down and around the river you see there's ANOTHER goblin hiding on the bridge perking up thinking it heard commotion. You both clearly see each other and both have ruined the other's attempts at being the slightest bit sneaky.
The battlefield now looks like this.
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]
Sazira notices that Klarg seems to be the leader, and he's currently blinded. She swings at Klarg with her long sword
Sazira attacks with a Longsword
To Hit: 1d20 (19) + 5 = 24
Damage: 1d8 (5) + 3 [slashing] = 8
Wounding Klarg, and with confidence restored in her skills, she then stabs him with her shortsword
Sazira attacks with a Shortsword
To Hit: 1d20 (14) + 5 = 19
Damage: 1d6 (5) + 3 [piercing] = 8
The sword pierces Klarg and goes in deep. Sazira pulls the sword back out, and Klarg seems weak.
Note, Klarg was blinded. So all attacks against him were at advantage. I can only correct after the fact.
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]