"Ach! Buggar all tha' Bloody shites" Zyllith curses at the presence of new enemies. She decides not to take any chances and immediately tries stabs the goblin in front of her before it can react.
Rapier Attack: 13+7 = 20 Damage: 7 +3 (sneak attack with Arisa next to it) = 10
(if the goblin is dead Zyllith uses her movement to move behind any cover she find, going prone if there isn't any to make it harder to hit her with ranged attacks)
Arisa's sacred flame flies true towards one of the goblins on the tower. The creatures fails to dodge the arcane attack, but perhaps due to Arisa's hurried rush to get the spell off, the effect is quite minimal.
I'll wait for Belkas and Osmord's initiative rolls before continuing.
This post has potentially manipulated dice roll results.
Osmord emerges from the store blinking in the morning sunlight. Seeing the others preparing for action he releases a heavy sigh and moves toward the nearest cover in sight of the enemy.
"An eventful day! What fresh hell have we found now? More goblins perhaps?"
This post has potentially manipulated dice roll results.
Belkas motioned with his hands, casting Hex (bonus action) and then Eldritch Blast at the first goblin he saw in the tower.
He shouted out, "Let the goblins come as thick as summer-moths round a candle!" He grinned and added, "I always wanted to say that."
Then he ran out of the line of sight of the goblins in the tower.
--- (Initiative 1d20+3, 15 To hit: 1d20+5, 20 Damage: 1d10 force damage, 3 and 1d6 necrotic damage from Hex, 6 Goblin now has disadvantage on WIS saving throws)
Unless it is too late - Arisa on seeing everyone else dashing away will also try to dash for some kind of cover from the tower or go prone. (She still has her move action)
Yes, Arisa can take her move action to race for cover. The farm house provides the most obvious choice, but there are also a couple of boulders in the field.
Initiative order:
Vernon
Zyllth
Belkas
Goblin 2(injured)
Osmord
Arisa
Goblin 2
Vernon, Zyllith and Belkas are first.
I'll take Zyllith's stated action of killing the remaining goblin next to her in the pumpkin patch, and a move to cover. (Behind the farmhouse?)
Belkas sends his Eldritch Blast toward one of the goblins. His aim seems true at first, but at the last moment, the goblin ducks behind the cover provided by the watchtower and avoids being hit. The blast slams into the stone with a bright explosion as Belkas runs for cover behind the farmhouse with Arisa and Zyllith.
Vernon will run towards cover, then attempt to find a route to reach the tower without leaving himself in the open, if such routes exist. While doing so, he will say exasperatedly to the gods, "Why more archers? Why? Was the worg pushing it?"
When it is Arisa’s turn, she will attempt another sacred flame (which ignores cover) dex dc 13 or 6 points on the one she injured before. She will retreat back to cover - using a Boulder if she can’t get back to the farmhouse. (OOC just posting now as may not be online till later tomorrow)
This post has potentially manipulated dice roll results.
Vernon, by your observation, the safest route to get to the tower will be to skirt around the small farmhouse, then run out to one of the boulders to the east of the house. From there, it’s a 30 foot dash to the base of the watchtower. From where you are, you can make it in two rounds total. So, counting this round, you are now around the northeast corner of the house.
Aiming carefully and waiting for just the right moment, Belkas fires another arcane blast at the tower. This time, he annihilates the already injured goblin, who explodes in a puff of light and smoke.
Osmord and Arisa are up.
After Osmord’s turn, Arisa casts Sacred Flame at the remaining goblin and then runs for cover. Goblin DEX Save: 22
The flames steak around the corner of the goblin’s cover and you hear a shriek as it cries out in pain.
Osmord also finds it difficult to launch a successful attack against the partially hidden goblin in the tower. He casts his Chill Touch spell, but frustratingly, he's unable to effectively reach the target. The turtle then heads for cover to join the rest of his party behind the farmhouse.
All of you are now huddled safely behind total cover, although this means you do not have a view of the goblin.
This post has potentially manipulated dice roll results.
Vernon makes his move and dashes away from his hiding place behind the farmhouse, trying to reach the base of the watchtower. Of course, this puts him right out into the open, and so he does his best to try and avoid making himself an easy target for the goblin archer who pops up and fires at him. Attack: 12 Damage: 3
Fortunately, his small size and quick movements make him hard to hit, and although the goblin does manage to get a shot off, the arrow sails wide, which is a good thing, since another hit could prove deadly to the inured, but determined gnome.
on Arisa’s turn, if the remaining goblin (or another one pops up in range) is still there, she will attempt another sacred flame (DC13 dex) for 4 points of damage.
This post has potentially manipulated dice roll results.
Belkas will move out where he can see, transfer his Hex from the dead to the living goblin (bonus action), try to hit it with Eldritch Blast, and then move back under cover.
----
(To hit: 1d20+5, 18 Damage: 1d10 force damage, 1 and 1d6 necrotic damage from Hex 4 Goblin now has disadvantage on WIS saving throws from Hex)
Watching Vernon make a path to the watchtower, Zyllith tries to plan out a way to reach the goblin from her position. Given the arrow injury she sustained, however, this becomes a very risky venture. To avoid being hit, she instead focuses on avoiding being seen, staying low to the ground to make it harder to hit her in the worst case.
( If there is a path she can use to move closer to the watchtower while remaining hidden she will try to take it, otherwise she'll remain behind cover. )
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Initiative check: 20 + 0 = 20
Vernon is going to use all the breath that wasn't just knocked out of him to run for cover on his turn. If he can't reach any, he will drop prone.
Arisa casts sacred flame at one of the goblins in the tower (dc13 dex save or 1 Damage (OOC :( )
Initiative - 13+5 = 18
"Ach! Buggar all tha' Bloody shites" Zyllith curses at the presence of new enemies. She decides not to take any chances and immediately tries stabs the goblin in front of her before it can react.
Rapier Attack: 13+7 = 20
Damage: 7 +3 (sneak attack with Arisa next to it) = 10
(if the goblin is dead Zyllith uses her movement to move behind any cover she find, going prone if there isn't any to make it harder to hit her with ranged attacks)
Arisa's sacred flame flies true towards one of the goblins on the tower. The creatures fails to dodge the arcane attack, but perhaps due to Arisa's hurried rush to get the spell off, the effect is quite minimal.
I'll wait for Belkas and Osmord's initiative rolls before continuing.
Osmord emerges from the store blinking in the morning sunlight. Seeing the others preparing for action he releases a heavy sigh and moves toward the nearest cover in sight of the enemy.
"An eventful day! What fresh hell have we found now? More goblins perhaps?"
[Initiative : 10]
DM - Caves of the Kobold Slave Masters
Belkas motioned with his hands, casting Hex (bonus action) and then Eldritch Blast at the first goblin he saw in the tower.
He shouted out, "Let the goblins come as thick as summer-moths round a candle!" He grinned and added, "I always wanted to say that."
Then he ran out of the line of sight of the goblins in the tower.
---
(Initiative 1d20+3, 15
To hit: 1d20+5, 20
Damage: 1d10 force damage, 3
and 1d6 necrotic damage from Hex, 6
Goblin now has disadvantage on WIS saving throws)
Unless it is too late - Arisa on seeing everyone else dashing away will also try to dash for some kind of cover from the tower or go prone. (She still has her move action)
Yes, Arisa can take her move action to race for cover. The farm house provides the most obvious choice, but there are also a couple of boulders in the field.
Initiative order:
Vernon, Zyllith and Belkas are first.
I'll take Zyllith's stated action of killing the remaining goblin next to her in the pumpkin patch, and a move to cover. (Behind the farmhouse?)
Belkas sends his Eldritch Blast toward one of the goblins. His aim seems true at first, but at the last moment, the goblin ducks behind the cover provided by the watchtower and avoids being hit. The blast slams into the stone with a bright explosion as Belkas runs for cover behind the farmhouse with Arisa and Zyllith.
Vernon next.
Vernon will run towards cover, then attempt to find a route to reach the tower without leaving himself in the open, if such routes exist. While doing so, he will say exasperatedly to the gods, "Why more archers? Why? Was the worg pushing it?"
Perception check: 18 + 0 = 18
When it is Arisa’s turn, she will attempt another sacred flame (which ignores cover) dex dc 13 or 6 points on the one she injured before. She will retreat back to cover - using a Boulder if she can’t get back to the farmhouse. (OOC just posting now as may not be online till later tomorrow)
Belkas will try to Blast the same goblin as before when it is his turn.
(To hit: 1d20+5, 13
Damage: 1d10 force damage, 1
and 1d6 necrotic damage from Hex, 3
Goblin has disadvantage on WIS saving throws from Hex)
Vernon, by your observation, the safest route to get to the tower will be to skirt around the small farmhouse, then run out to one of the boulders to the east of the house. From there, it’s a 30 foot dash to the base of the watchtower. From where you are, you can make it in two rounds total. So, counting this round, you are now around the northeast corner of the house.
Aiming carefully and waiting for just the right moment, Belkas fires another arcane blast at the tower. This time, he annihilates the already injured goblin, who explodes in a puff of light and smoke.
Osmord and Arisa are up.
After Osmord’s turn, Arisa casts Sacred Flame at the remaining goblin and then runs for cover. Goblin DEX Save: 22
The flames steak around the corner of the goblin’s cover and you hear a shriek as it cries out in pain.
The goblin died from his Eldritch Blast, and Belkas felt warmth fill his body, as a strange mix of pleasure and pain.
----
(Temp HP +4 from Dark One's Blessing)
Osmord raises his walking stick and mutters the words that release his chill touch : Attack: 15 Damage: 4
He holds shield ready as a reaction and makes his way closer using the best cover available.
DM - Caves of the Kobold Slave Masters
Osmord also finds it difficult to launch a successful attack against the partially hidden goblin in the tower. He casts his Chill Touch spell, but frustratingly, he's unable to effectively reach the target. The turtle then heads for cover to join the rest of his party behind the farmhouse.
All of you are now huddled safely behind total cover, although this means you do not have a view of the goblin.
Vernon, Zyllith and Belkas are up.
Vernon will continue along his previously planned route, dashing into the tower.
Vernon makes his move and dashes away from his hiding place behind the farmhouse, trying to reach the base of the watchtower. Of course, this puts him right out into the open, and so he does his best to try and avoid making himself an easy target for the goblin archer who pops up and fires at him. Attack: 12 Damage: 3
Fortunately, his small size and quick movements make him hard to hit, and although the goblin does manage to get a shot off, the arrow sails wide, which is a good thing, since another hit could prove deadly to the inured, but determined gnome.
Zyllith, Belkas, Osmord and Arisa are up.
(OOC in case I’m not online- posting early)
on Arisa’s turn, if the remaining goblin (or another one pops up in range) is still there, she will attempt another sacred flame (DC13 dex) for 4 points of damage.
Belkas will move out where he can see, transfer his Hex from the dead to the living goblin (bonus action), try to hit it with Eldritch Blast, and then move back under cover.
----
(To hit: 1d20+5, 18
Damage: 1d10 force damage, 1
and 1d6 necrotic damage from Hex 4
Goblin now has disadvantage on WIS saving throws from Hex)
Watching Vernon make a path to the watchtower, Zyllith tries to plan out a way to reach the goblin from her position. Given the arrow injury she sustained, however, this becomes a very risky venture. To avoid being hit, she instead focuses on avoiding being seen, staying low to the ground to make it harder to hit her in the worst case.
Stealth - 10+9 = 19
( If there is a path she can use to move closer to the watchtower while remaining hidden she will try to take it, otherwise she'll remain behind cover. )