Having maps and marking your way will chalk pretty much guarantees you won't get lost down here in the sewers. You also realize that the initial design of not having any access points except within the original design sewers will make it harder for the goblins to infiltrate the city as once they gain access to the sewers they will then have to find their way from the outer design, through the middle ring, and finally into the original design to find any access points.
As you take the most direct route toward your goal you also realize that wherever the 3 goblin tunnels finally breach the sewers (all 3 coming from Westerly directions) you will have probably traveled far enough North to avoid 2 of the lower ones (at least from the viewpoint of looking at the maps), the middle and lower ones being avoided and possibly only having a chance of encountering the upper or top most one.
You come to a few T sections and even some Y sections as tunnels continue to branch off in odd directions. Each time alternating between North and West when you can't go directly Northwest. You can't help but appreciate that the goblins will have an awful time trying to find their way around down here in the sewers without any guidance.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Let's first of all get to the pumping house. And afterwards see what we think would be a good next move."
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"Let's first of all get to the pumping house. And afterwards see what we think would be a good next move."
"I agree, the pumping house should be our priority. Otherwise we may we caught up in skirmishes and miss the bigger picture. We do not want to lose the war by winning the wrong battle.
As you come to a long tunnel leading off to the West you hear the splashing and gamboling of Goblins. One of the tunnels must of breached already and at least one squad is on the move. You have detected them before they have any clue of your presence.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Randall quietly starts casting a Bless spell in preparation for the incoming battle. He draws out Lightbringer and waits, unwilling to commit his more potent spells before he discerns how great the threat is.
(Casting at first level, so himself and two allies—call it if you want it)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
It is difficult to judge exactly how many goblins are in the squad based just on distance sounds echoing through the sewers.
Just over an hour has elapsed since the fight with the Crinder.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(Are they actually blocking our path to the pumping station? Do we *need* to fight through them? Or could we delay, mislead, or even ignore them and just rush for the pumping station? I'm thinking that it may not be a good idea to potentially charge into an entire army. The party is strong, but there are only so many spell slots and Ki points, and eventually a few hundred Goblins would finish us)
From some remote realms of the multiverse, perhaps through the eldritch connection to his patron, perhaps through some other telepathic echoes, Zenodor picks up strange whispers and thoughts. Without willing himself to do it, or even fully realising what is happening he hears himself say "The Queen is dead. Long live the King."
He stares unfocused into the distance for a moment, a tear coming unbidden to his eye and rolling down his cheek.
The strange experience is over in an instant that seems to stretch for an eternity, and whatever strange event just occurred is over as suddenly as it begun.
He shakes his head to clear it, wipes the tear away, and refocuses himself. "Goblins. Goblins in this reality. Just Goblins."
The goblins you hear are at the end of a long tunnel leading off to the West. You have maps so the option to backtrack a little and try to find another way around is possible.
This would take a little time, first backtracking and then finding an alternate route that would take more time than a direct route.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Before Petcan moves forward Pepin lends him his goggles of night,
"here that should improve your darkvision even further., would like to have them back after though. Rather have the option to see in the dark if we would be separated from Randall."
((While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.))
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
After moving only 20 feet into the tunnel you can see some goblins, about a dozen, getting organized and preparing to venture into the opposite end of the tunnel you are in.
You all also hear a few more further back but it's hard to make out how many... possibly another dozen.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Petcan doesn't know that much about the Drow he descends from, but he knows it's a common tactic to use magical dancing lights to lure even suspicious targets away in the dark.
Is there like a side tunnel I could lure them to for just long enough to get the team past this?
Petcan doesn't know that much about the Drow he descends from, but he knows it's a common tactic to use magical dancing lights to lure even suspicious targets away in the dark.
Is there like a side tunnel I could lure them to for just long enough to get the team past this?
Z can cast Minor Illusion to add some sound to it to make it more convincing
If you backtrack a little and set this diversion up to lure them away from the mouth of this West tunnel once they emerge then you could avoid any confrontation and use the tunnel.
Petcan or Zenodor can make a Deception roll with advantage.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Having maps and marking your way will chalk pretty much guarantees you won't get lost down here in the sewers. You also realize that the initial design of not having any access points except within the original design sewers will make it harder for the goblins to infiltrate the city as once they gain access to the sewers they will then have to find their way from the outer design, through the middle ring, and finally into the original design to find any access points.
As you take the most direct route toward your goal you also realize that wherever the 3 goblin tunnels finally breach the sewers (all 3 coming from Westerly directions) you will have probably traveled far enough North to avoid 2 of the lower ones (at least from the viewpoint of looking at the maps), the middle and lower ones being avoided and possibly only having a chance of encountering the upper or top most one.
You come to a few T sections and even some Y sections as tunnels continue to branch off in odd directions. Each time alternating between North and West when you can't go directly Northwest. You can't help but appreciate that the goblins will have an awful time trying to find their way around down here in the sewers without any guidance.
"Maybe we can find a place where the tunnels meet. A place that would funnel these creatures to us,"
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
"Let's first of all get to the pumping house. And afterwards see what we think would be a good next move."
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"I agree, the pumping house should be our priority. Otherwise we may we caught up in skirmishes and miss the bigger picture. We do not want to lose the war by winning the wrong battle.
"Speak of the devil and who should appear..."
As you come to a long tunnel leading off to the West you hear the splashing and gamboling of Goblins. One of the tunnels must of breached already and at least one squad is on the move. You have detected them before they have any clue of your presence.
Tempe whispers "I need to place the chalkline again and cast the spike growth spell."
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Randall:
Randall quietly starts casting a Bless spell in preparation for the incoming battle. He draws out Lightbringer and waits, unwilling to commit his more potent spells before he discerns how great the threat is.
(Casting at first level, so himself and two allies—call it if you want it)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
How big a squad of goblins?
Paladin - warforged - orange
((Has an hour gone by since the last fight?))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
It is difficult to judge exactly how many goblins are in the squad based just on distance sounds echoing through the sewers.
Just over an hour has elapsed since the fight with the Crinder.
(Are they actually blocking our path to the pumping station? Do we *need* to fight through them? Or could we delay, mislead, or even ignore them and just rush for the pumping station? I'm thinking that it may not be a good idea to potentially charge into an entire army. The party is strong, but there are only so many spell slots and Ki points, and eventually a few hundred Goblins would finish us)
From some remote realms of the multiverse, perhaps through the eldritch connection to his patron, perhaps through some other telepathic echoes, Zenodor picks up strange whispers and thoughts. Without willing himself to do it, or even fully realising what is happening he hears himself say "The Queen is dead. Long live the King."
He stares unfocused into the distance for a moment, a tear coming unbidden to his eye and rolling down his cheek.
The strange experience is over in an instant that seems to stretch for an eternity, and whatever strange event just occurred is over as suddenly as it begun.
He shakes his head to clear it, wipes the tear away, and refocuses himself. "Goblins. Goblins in this reality. Just Goblins."
The goblins you hear are at the end of a long tunnel leading off to the West. You have maps so the option to backtrack a little and try to find another way around is possible.
This would take a little time, first backtracking and then finding an alternate route that would take more time than a direct route.
Petcan will move forward towards the goblin squad.
I've got superior darkvision, so I should be able to see them before they see me
Paladin - warforged - orange
Before Petcan moves forward Pepin lends him his goggles of night,
"here that should improve your darkvision even further., would like to have them back after though. Rather have the option to see in the dark if we would be separated from Randall."
((While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
@Petcan
After moving only 20 feet into the tunnel you can see some goblins, about a dozen, getting organized and preparing to venture into the opposite end of the tunnel you are in.
You all also hear a few more further back but it's hard to make out how many... possibly another dozen.
Petcan doesn't know that much about the Drow he descends from, but he knows it's a common tactic to use magical dancing lights to lure even suspicious targets away in the dark.
Is there like a side tunnel I could lure them to for just long enough to get the team past this?
Paladin - warforged - orange
Z can cast Minor Illusion to add some sound to it to make it more convincing
If you backtrack a little and set this diversion up to lure them away from the mouth of this West tunnel once they emerge then you could avoid any confrontation and use the tunnel.
Petcan or Zenodor can make a Deception roll with advantage.
Z seems to know what he's about with where we are down here, whereas Petcan has been a bit more lost. I'll help Z to make his check
Paladin - warforged - orange