”Magic is tricky- the spiders were Belkas’s illusion magic, I believe. I saw him casting before they appeared. Your eyes can deceive you, don’t trust them- especially around him! I know you’ve seen the rocks he makes to hide in. What are the words you speak, perhaps I can help?. “ (she will attempt to clear up any questions Vernon has with an arcana check of 11.- hopefully high enough for cantrips. Jeeze these dice)
To osmord she says “I really don’t trust that one. It’s like she’s waiting for something to happen- at the gate, perhaps?“
on hearing the commotion in the mill, she says”I guess we should see what is happening there!”
will also head with the others to the windmill to find what is going on. (We did stop by there this morning and give them some rations right? I meant to but can’t remember if we said it)
As you head over to the windmill, you realize that the two goblins, who are still tied up, are simply making boatloads of noise, probably hoping that one of their own will hear the screams and come free them.
Osmord slams open the windmill door with Thaumaturgy. He draws his dagger and casts light to make it glow with an unearthly green light as he enters. His eyes blaze with the same green glow as he peers down at the rowdy goblins and he slowly licks his lips. He uses prestidigitation to raise the stench of death around the two captives.
"My friends let you live, they are generous and kind... be thankful and quiet. Osmord is hungry, and if goblins are noisy they end up as lunch."
The goblins inside the windmill recoil in horror at Osmord's intimidating tactics. They apparently work as well as he'd intended, and both creatures shut their mouths remain quiet.
Returning to your original destination, you make your way over to the stable. The door is open, and assuming you enter the dirt floor barn, you see that five draft horses and five riding horses are confined to the wooden stalls that line the north and south walls. Hanging on the walls are bits, bridles, and leather saddles. Two wooden ladders allow easy access to the hayloft.
Perception: 1d20 +1, 15 (Not as good as Arisa, but at least he is paying attention this time)
---
Belkas moves on to the stables, angry at the goblins for making noise and angry at himself for running off like a fool to save them. He looks around the stables for something he can attack.
As you enter the barn and being looking around, Arisa and Belkas catch a flurry of movement up above out of the corner of their eyes, a ruffling of hay. It seems that at least one goblin is hiding up in the loft. The others don't notice the disturbance at first. So, need initiative from A&B.
“Goblins up above” Arisa warns. If she can see a goblin she will cast sacred flame (dc 13 dex) for 4 damage, then she will move for cover- like in a stall or behind a post. (Sacred flame ignores cover)
This post has potentially manipulated dice roll results.
The radiant steak of flame shoots from Arisa's hands upward into the loft, and you suddenly hear a surprised screech of pain from the goblin that's been hiding in the hay. A single arrow comes flying down from the creatures's bow, aimed right at the fire wielding cleric. Attack: 19 Damage: 8. The email goblin Gwerk who is with you squeals at the whole episode and rushes for cover, looking for something to hide behind in the barn.
Fortunately, the goblin's aim is off, largely due to the fact that he's trying to pat the flames off of himself, and the hay next to him.
Belkas casts Hex on the goblin and throws all his frustration and ire into an Eldritch Blast. He then dodges behind cover, if there is any free of horses.
In his excessive rage, Belkas focuses more on power over accuracy, and his arcane blast goes wide. The energy slams into the rafters above with a flash of red light.
The rest of you can roll initiative now and state your actions.
"Ach! This is a rioght mess, ain't it?" She nods almost apologetically to Gwerk before moving inside, calling out loudly to the goblins attacking them, "Oy! Stand down ya daft twits! We got more folk than ye' down 'ere and will kill ya' easy if ye' keep attackin'. If ye' calm down ye'll find we're keeping yer lot safe if bound. I advise ye' put down arms if ye' wan' ta' live!"
She'll then use her bonus action to hide within the darkest shadows she can find inside the barn, just in case the goblins disagree with her opinion.
Arisa says to Vernon:
”Magic is tricky- the spiders were Belkas’s illusion magic, I believe. I saw him casting before they appeared. Your eyes can deceive you, don’t trust them- especially around him! I know you’ve seen the rocks he makes to hide in. What are the words you speak, perhaps I can help?. “ (she will attempt to clear up any questions Vernon has with an arcana check of 11.- hopefully high enough for cantrips. Jeeze these dice)
To osmord she says “I really don’t trust that one. It’s like she’s waiting for something to happen- at the gate, perhaps?“
on hearing the commotion in the mill, she says”I guess we should see what is happening there!”
will also head with the others to the windmill to find what is going on. (We did stop by there this morning and give them some rations right? I meant to but can’t remember if we said it)
Hearing screams, Belkas whips around and runs full speed towards the windmill, pulling up the dark force he uses to cast his spells.
As you head over to the windmill, you realize that the two goblins, who are still tied up, are simply making boatloads of noise, probably hoping that one of their own will hear the screams and come free them.
Osmord slams open the windmill door with Thaumaturgy. He draws his dagger and casts light to make it glow with an unearthly green light as he enters. His eyes blaze with the same green glow as he peers down at the rowdy goblins and he slowly licks his lips. He uses prestidigitation to raise the stench of death around the two captives.
"My friends let you live, they are generous and kind... be thankful and quiet. Osmord is hungry, and if goblins are noisy they end up as lunch."
DM - Caves of the Kobold Slave Masters
The goblins inside the windmill recoil in horror at Osmord's intimidating tactics. They apparently work as well as he'd intended, and both creatures shut their mouths remain quiet.
Returning to your original destination, you make your way over to the stable. The door is open, and assuming you enter the dirt floor barn, you see that five draft horses and five riding horses are confined to the wooden stalls that line the north and south walls. Hanging on the walls are bits, bridles, and leather saddles. Two wooden ladders allow easy access to the hayloft.
Perception checks needed.
Arisa 23 perception (that’s better)
Perception: 1d20 +1, 15 (Not as good as Arisa, but at least he is paying attention this time)
---
Belkas moves on to the stables, angry at the goblins for making noise and angry at himself for running off like a fool to save them. He looks around the stables for something he can attack.
Perception: 3
Vernon is too enraptured by the sight of the horses to pay attention to anything else.
Arisa is on high alert. She sees the horses, but she’s fully expecting to get attacked in here. She has her staff ready..
Perception - 6+3 = 9
Zyllith was more focused on Kalla, wondering what she's up to, and what her interest with the gate might be.
As you enter the barn and being looking around, Arisa and Belkas catch a flurry of movement up above out of the corner of their eyes, a ruffling of hay. It seems that at least one goblin is hiding up in the loft. The others don't notice the disturbance at first. So, need initiative from A&B.
Iniciative :1d20 +3, 5
16 initiative in the roller
Goblin initiative: 8
Arisa is up.
“Goblins up above” Arisa warns. If she can see a goblin she will cast sacred flame (dc 13 dex) for 4 damage, then she will move for cover- like in a stall or behind a post. (Sacred flame ignores cover)
The radiant steak of flame shoots from Arisa's hands upward into the loft, and you suddenly hear a surprised screech of pain from the goblin that's been hiding in the hay. A single arrow comes flying down from the creatures's bow, aimed right at the fire wielding cleric. Attack: 19 Damage: 8. The email goblin Gwerk who is with you squeals at the whole episode and rushes for cover, looking for something to hide behind in the barn.
Fortunately, the goblin's aim is off, largely due to the fact that he's trying to pat the flames off of himself, and the hay next to him.
Belkas is up.
Belkas casts Hex on the goblin and throws all his frustration and ire into an Eldritch Blast. He then dodges behind cover, if there is any free of horses.
----
Only a 9 to hit, oh well.
Hex gives the goblin disadvantage on DEX saves.
In his excessive rage, Belkas focuses more on power over accuracy, and his arcane blast goes wide. The energy slams into the rafters above with a flash of red light.
The rest of you can roll initiative now and state your actions.
Initiative: 16+5 = 21
"Ach! This is a rioght mess, ain't it?" She nods almost apologetically to Gwerk before moving inside, calling out loudly to the goblins attacking them, "Oy! Stand down ya daft twits! We got more folk than ye' down 'ere and will kill ya' easy if ye' keep attackin'. If ye' calm down ye'll find we're keeping yer lot safe if bound. I advise ye' put down arms if ye' wan' ta' live!"
She'll then use her bonus action to hide within the darkest shadows she can find inside the barn, just in case the goblins disagree with her opinion.
Persuasion - 19+4 = 23
Stealth - 20+9 = 29
Initiative: 10
Vernon will make for a ladder and try to get a better view.
Perception: 20