4 separate saves for the 12 goblins, each affecting 3 of them:
DEX save 1: 3
DEX save 2: 15
DEX save 3: 22
DEX save 4: 16
Pepin's cannon shoots off a blast of fire like a flame thrower showering the new squad of goblins that just entered the pumping station, leaving them screaming and writhing in the agony of the flames. The flames are quickly extinguished by the water and don't do as much damage as they normally would.
Pepin manages to finish opening his pipe and now only 1 pipe remains to be opened. Water is flooding into the room and being directed by Randall's spell to flow out through the tunnel you all entered from.
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.”
This post has potentially manipulated dice roll results.
Zenodor casts Synaptic static once more, setting the focal point to target as many Goblins/groups in the area of effect as he can (while not targeting his friends).
Psychic damage: 32, with half damage on a DC16 INT save (and the muddled thoughts effect for a failed save)
Z then starts moving towards the ladder and up it, as far as his movement speed allows. Can Z see anything at the top where Mignon went ahead?
(Being a Warlock, that's Z fresh out of spell slots)
This post has potentially manipulated dice roll results.
Randall:
On his turn, Randall continues to guide the building water torrent around his friends and through the goblin foes. He starts backing up towards the exit and sends his Spiritual Weapon to strike at the nearest Goblin.
Spiritual Weapon: Attack: 21 Damage: 13
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Also, as we keep opening the water more and more - is it making it harder for the Goblins? I'd expect that once all are fully open, they will be flushed out/drowned)
Zenodor's psychic blast again kills goblins, 10 this time around.
(Almost forgot.) Tempe's spike growth deals with those that moved to melee. (They actually die from movement alone and don't get to dash.)
One more round and Petcan will have opened the last pipe.
Randall's floating weapon strikes at a goblin being washed out of the tunnel, many more are bobbing and swirling their way out of the pumping station. It is hard to judge if the strike lands as the goblin sinks beneath the surface.
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.”
With the goblins beginning to float away pepin heads towards the ladder, rope in hand to throw to anyone who might need it.
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
Petcan manages to open the 3rd and last pipe. Water floods into the room and flows out into the tunnels washing the goblins bodies away with it. Pepin uses his rope to help everyone climb up the access shaft which leads to an empty warehouse.
(You can all describe what you do when you first reach the abandoned warehouse.)
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.”
Zenodor climbs up into the warehouse, and takes a good long breath of what he hopes to be fresher air than the sewer they have just been in. He takes a look around to assess where they are, but doesn't expect anything dangerous (expecting to have returned to the relative safety of the city).
If he has time, he will use Prestidigitation to clean himself while Irraxan can have a closer look around the warehouse.
Staying at the top of the ladder for a moment to make sure the water is directed away from all his friends, Randall says, “Let’s use the sending stones again to let them know the water is flowing.”
if the guards haven’t gotten free yet, Randall lowers the water level by up to 20 feet. Once they are confined clear, he raises it by up to 20 feet once all his party is clear.
"With the water flowing we should probably stay in contact with the guards to hear about any breaches. Other than that a rest should be fine I guess"
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
You all safely exit the pumping station. You signal the soldiers to flee the sewers which will be flooding continuously. Climbing up into this empty warehouse gives you a safe place to take a short rest (5 min) or long rest (1 hour). Irraxan quickly scouts it out and finds it to be an empty 40 by 60 warehouse with double doors at the front and back.
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.”
"I suppose we should check out what is on the other side of those doors before we spend any significant time here"
(I.e. let's try to look through cracks/keyholes. If we don't know where we are and can't blockade the doors from the inside, anything longer than a 5 min shirt rest seems a bit risky)
Peering through the backdoor shows a dimly lit office with a desk and a couple of chairs on one side and a few small crates stacked on the other side.
Looking through the front door reveals it opens onto a side street.
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.”
This post has potentially manipulated dice roll results.
"I suggest"Tempe shrugs goes to the door and looks then summons a bald eagle "Baldit go to the roof and see what is happining in the city" Tempe walks to one of the chairs and sits down. He then goes into Baldit's mind to look around.
"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
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4 separate saves for the 12 goblins, each affecting 3 of them:
DEX save 1: 3
DEX save 2: 15
DEX save 3: 22
DEX save 4: 16
Pepin's cannon shoots off a blast of fire like a flame thrower showering the new squad of goblins that just entered the pumping station, leaving them screaming and writhing in the agony of the flames. The flames are quickly extinguished by the water and don't do as much damage as they normally would.
Pepin manages to finish opening his pipe and now only 1 pipe remains to be opened. Water is flooding into the room and being directed by Randall's spell to flow out through the tunnel you all entered from.
Petcan continues opening pipe
Paladin - warforged - orange
Zenodor casts Synaptic static once more, setting the focal point to target as many Goblins/groups in the area of effect as he can (while not targeting his friends).
Psychic damage: 32, with half damage on a DC16 INT save (and the muddled thoughts effect for a failed save)
Z then starts moving towards the ladder and up it, as far as his movement speed allows. Can Z see anything at the top where Mignon went ahead?
(Being a Warlock, that's Z fresh out of spell slots)
(and the spike growth?)
-----------------------------------------------------------------------------------------------------------------
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:
On his turn, Randall continues to guide the building water torrent around his friends and through the goblin foes. He starts backing up towards the exit and sends his Spiritual Weapon to strike at the nearest Goblin.
Spiritual Weapon: Attack: 21 Damage: 13
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Also, as we keep opening the water more and more - is it making it harder for the Goblins? I'd expect that once all are fully open, they will be flushed out/drowned)
Zenodor's psychic blast again kills goblins, 10 this time around.
(Almost forgot.) Tempe's spike growth deals with those that moved to melee. (They actually die from movement alone and don't get to dash.)
One more round and Petcan will have opened the last pipe.
Randall's floating weapon strikes at a goblin being washed out of the tunnel, many more are bobbing and swirling their way out of the pumping station. It is hard to judge if the strike lands as the goblin sinks beneath the surface.
With the goblins beginning to float away pepin heads towards the ladder, rope in hand to throw to anyone who might need it.
"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 will keep opening the pipe
Paladin - warforged - orange
Petcan manages to open the 3rd and last pipe. Water floods into the room and flows out into the tunnels washing the goblins bodies away with it. Pepin uses his rope to help everyone climb up the access shaft which leads to an empty warehouse.
(You can all describe what you do when you first reach the abandoned warehouse.)
Zenodor climbs up into the warehouse, and takes a good long breath of what he hopes to be fresher air than the sewer they have just been in. He takes a look around to assess where they are, but doesn't expect anything dangerous (expecting to have returned to the relative safety of the city).
If he has time, he will use Prestidigitation to clean himself while Irraxan can have a closer look around the warehouse.
Petcan is looking to climb up high, have a look to see what sort of impact this has had.
Paladin - warforged - orange
Randall:
Staying at the top of the ladder for a moment to make sure the water is directed away from all his friends, Randall says, “Let’s use the sending stones again to let them know the water is flowing.”
if the guards haven’t gotten free yet, Randall lowers the water level by up to 20 feet. Once they are confined clear, he raises it by up to 20 feet once all his party is clear.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe looks around to see if any, thing is dangerous here "This may be a good place to take a rest. If we have time."
18 Perception
-----------------------------------------------------------------------------------------------------------------
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
"With the water flowing we should probably stay in contact with the guards to hear about any breaches. Other than that a rest should be fine I guess"
"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
You all safely exit the pumping station. You signal the soldiers to flee the sewers which will be flooding continuously. Climbing up into this empty warehouse gives you a safe place to take a short rest (5 min) or long rest (1 hour). Irraxan quickly scouts it out and finds it to be an empty 40 by 60 warehouse with double doors at the front and back.
"I suppose we should check out what is on the other side of those doors before we spend any significant time here"
(I.e. let's try to look through cracks/keyholes. If we don't know where we are and can't blockade the doors from the inside, anything longer than a 5 min shirt rest seems a bit risky)
Peering through the backdoor shows a dimly lit office with a desk and a couple of chairs on one side and a few small crates stacked on the other side.
Looking through the front door reveals it opens onto a side street.
"I suggest" Tempe shrugs goes to the door and looks then summons a bald eagle "Baldit go to the roof and see what is happining in the city" Tempe walks to one of the chairs and sits down. He then goes into Baldit's mind to look around.
21 perception.
-----------------------------------------------------------------------------------------------------------------
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
Pepin makes himself comfortable for the rest.
"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