As you let the spell lose, you hear the goblins speak up in their language.
Everyone who speaks goblin hears them shout: All on guard! These filthy, scaly bastards are back! and another one shouts: Where? I cant see them!
The goblins are now aware of danger, but have not located its source. So you will get the upper hand in intiative.
We will use group initiative: All of a group act at once. That should save us some time. I will then review the turn once everybody has posted, so you can retcon your actions depending on other players actions. As you "surprize" the goblins you act first and automatically win initiative
Now that they are alerted and standing up you all would be able to see their heads, but they would have 1/2 cover. go get a full view you would need to climb
TF begins climbing the incline, moving as quickly as he can to get to the top so that he could unleash his masters fury on these trespassers and pests.
OOC: Just climbing (dashing) this turn, unless I can reach the platform with just my base movement.
This post has potentially manipulated dice roll results.
As the magic from eldon does its work weighting down the goblins by the campfire, damaging them in the process, reelq lets lose tow shots from his weapon. The sound of it echoes through the cavern. The projectiles fired from the pepperbox strike one goblin first in the chest, making him stumble as a second bullet hits him in the head, leaving a gaping hole in his forehead spilling blood on the rock.
Meanwhile Swol jumps into the action with a mighty leap onto the stone platforms, clawing down another goblin with powerful swipes.
Attack for gnisb (the goblins are alerted so you do not auto-crit) 1217 At the same time gnisb rushes in with unnatural speed trying to cut down a foe, missing first but hitting with a second jab, felling a third goblin.
Eldon summons vines from the rock grasping after a fourth goblin, grappling him and throwing him over the stone shelf. He lands with a hard thump and remains motionless.
Both TF and k.O. move into the fight finding four dead goblins.
While all this happens, the goblins manage to organize them self a bit and post up archers on a wooden barricade further down the cave. They let loose a barrage of arrows. Roll a dex save (DC13) or take 7 piercing damage, half on a success. At the same time heavy footfalls announce the approach of two bugbears, with two goblins behind them. They do not fully aproach you but take a defensive position close to the barricade, pointing their polearm weapons in your direction.
With that it is your turn again. Just roll the save together with your actions
Following behind Gnisb and overtaking him as he stumbles, Knockout moves closer to the wooden platform staying out of view of the Goblins.
Stealth 23
((Does K.O.'s 45ft movement get him close to the Goblins?))
Gnisb hears their talking but cant see them as they are located about 10ft higher up
As they are located higher up you would need to climb up two ledges. with climbing and all, KO would get about half way there.
Reelq will build back until more of his group comes into sight, his Pepperbox drawn and at the ready.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Moving up, Eldon glances up to where the goblins are talking. He shrugs and casts magnify gravity on the area where the goblins are situated.
DC 14 Con save for half and no speed reduction, otherwise take 7 force damage and have speed halved for next turn.
Con saves
3
19
5
10
As you let the spell lose, you hear the goblins speak up in their language.
Everyone who speaks goblin hears them shout: All on guard! These filthy, scaly bastards are back! and another one shouts: Where? I cant see them!
The goblins are now aware of danger, but have not located its source. So you will get the upper hand in intiative.
We will use group initiative: All of a group act at once. That should save us some time. I will then review the turn once everybody has posted, so you can retcon your actions depending on other players actions. As you "surprize" the goblins you act first and automatically win initiative
What do you do?
Being shown where the enemy is Swol runs forward letting out a roar and leaps for the platform.
BA rage run and leap for the ledge using Beastial Soul
Athletics : 25
jump would be 32’
If I get close enough I attack with my claws
Attack: 15 Damage: 10
Attack: 13 Damage: 7
Attack: 20 Damage: 8
Hearing the goblins beginning to shout, Reelq takes aim and fires twice at the first goblin he can get a proper shot on.
Shot 1: Attack: 21 Damage: 7
Shot 2: Attack: 16 Damage: 15
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
OOC: Sorry, am I able to see any of the goblins to for a line of sight spell? Or would I need to spend my movement climbing up to the platform?
Now that they are alerted and standing up you all would be able to see their heads, but they would have 1/2 cover. go get a full view you would need to climb
K.O.
The reptilian monk continues to close on the group of goblins. Dashing if necessary to get within melee range.
((Not sure how far away they are. I know climbing will eat up some of his movement.))
Eldon moves in closer and a magical whip appears to strike out from his hand. He aims at one of the heads he can see on the platform.
thorn whip
Attack: 18 Damage: 8
If it hits the goblin is pulled ten feet towards Eldon, which I assume means falls from the platform to the ground.
TF begins climbing the incline, moving as quickly as he can to get to the top so that he could unleash his masters fury on these trespassers and pests.
OOC: Just climbing (dashing) this turn, unless I can reach the platform with just my base movement.
So everyone got their actions for this turn in. Please have some more patience, i will resolve the turn later today
As the magic from eldon does its work weighting down the goblins by the campfire, damaging them in the process, reelq lets lose tow shots from his weapon. The sound of it echoes through the cavern. The projectiles fired from the pepperbox strike one goblin first in the chest, making him stumble as a second bullet hits him in the head, leaving a gaping hole in his forehead spilling blood on the rock.
Meanwhile Swol jumps into the action with a mighty leap onto the stone platforms, clawing down another goblin with powerful swipes.
Attack for gnisb (the goblins are alerted so you do not auto-crit) 12 17
At the same time gnisb rushes in with unnatural speed trying to cut down a foe, missing first but hitting with a second jab, felling a third goblin.
Eldon summons vines from the rock grasping after a fourth goblin, grappling him and throwing him over the stone shelf. He lands with a hard thump and remains motionless.
Both TF and k.O. move into the fight finding four dead goblins.
While all this happens, the goblins manage to organize them self a bit and post up archers on a wooden barricade further down the cave. They let loose a barrage of arrows. Roll a dex save (DC13) or take 7 piercing damage, half on a success.
At the same time heavy footfalls announce the approach of two bugbears, with two goblins behind them. They do not fully aproach you but take a defensive position close to the barricade, pointing their polearm weapons in your direction.
With that it is your turn again. Just roll the save together with your actions
Eldon Dex save: 18
Eldon casts web on the area around the barricade. He tries to catch as many of the enemy in the area of effect as possible.
DC 14 dex save or be restrained.
Swolbold - DEX save: 6