"Chears tha', I'll take care of tha' lil' buggar." Zyllith nodded to Arisa and made her way back to the temple while remaining out of sight as much as possible until she reached the spot where she had tied up Beedo. She quickly went about the process of untying the goblin from the restraints as she spoke.
"Rioght then, hope ye had a nice enough rest, all thin's consider'd. Now that all's bright and sunshine, with our lot all rested, we figure lettin' ya off's only fair. But do us all a solid and run fast as ye might out a' town right quick. Don't be yelling fer yer mates or comin' back later on ta' stab us in tha back. That'll only end in us havin' ta kill ya somethin fierce, and we wouldn' want tha' after savin' yer hide."
Zyllith spoke as persuasively and confidently as she could to ensure she got her message across. Once the goblin was free she watched it carefully to make sure the Beedo did as she instructed.
( Stealth to sneak back into the temple without being seen - 20+9=29 )
From the watchtower, it's a quick and easy jaunt to the west door of the temple, and Arisa and Zyllith arrive to find Beedo still there, still tied up and slumbering, a steady stream of goblin drool dripping from his mouth. He flinches and stirs awake when you arrive, and after gladly accepting your breakfast donation, he wriggles with relief when you untie him. Beedo nods when you tell him to leave, and you although you watch him pause and look back at you for a few seconds, then briefly looks around, in the end, he quietly and quickly scampers towards the gate, where he rushes across the drawbridge. Once out of town, he turns and begins running north, away from Nightstone.
With that done, Arisa will head into town with the group in the usual marching order- making initially for the town square, keeping an eye out for those wolf or dog creatures, She will be ready for battle with her staff and shield braced, softly chanting shillelagh- and then listening intently.
This post has potentially manipulated dice roll results.
"Safetravels Beedo. May the next time we meet be under more pleasant circumstances," Belkas said to the small goblin as it walked out of the village past the tower.
Belkas tightened the straps on his armor, checked his daggers, and followed the rest of the party as they headed stealthily towards the center of the village.
---
(Stealth check if needed, and hoping it isn't a natural 1 this time: 1d20+5, 25)
As they proceeded towards towards the center of the village, Vernon remarked, "I hope that windmill is still intact when we get a chance to look at it," then remembered they were trying to be sneaky.
Stealth check: (12, 16) = 12 (Disadvantage from Chain Mail.)
As you leave the temple and enter the square, you see on your right, the Nightstone Inn, which is made apparent by the ornate wrought-iron sign that bears the inn’s name, which hangs above the entrance, facing the town square. You can see a large hole in the damaged roof, where a giant's rock punched through.
You know from Osmord's raven that there are two beasts in the Northeast corner of the square, and as you approach, you get a glimpse of them in person. Two large wolf-like creatures appear to be feasting on something about 60 feet away. As you approach, Osmord's complete inability to exhibit the least bit of secrecy in his movements, whether intentional or accidental, alters the two creatures, and they turn towards you with teeth bared and blood dripping form their scruffy maws. You're not sure if they notice all of you, but they sure as hell notice the large tortle.
(With eyes locked on Osmord, the two creatures don't seem to notice Zyllith, Vernon, Arisa and Belkas, who are a little closer to the south wall of the temple. So, they can act now, and everyone can roll initiative.)
This post has potentially manipulated dice roll results.
Seeing the giant malevolent wolfish brutes eyeing Osmord, Belkas murmured to Vernon, "I think you found a potential mount. Now you just need to catch and tame one of them before they eat our companion."
On his turn, Belkas will murmur in Undercommon and shoot a crackling beam of the ensuing darkness from his hands out at the closest warg (Eldritch Blast) and then move behind the nearest cover (inside the door to the temple if it is available).
(If they are not in range yet, I will ready the same action in case they come in range.)
--- (Iniciative: 1d20+3, 16, and if needed: To hit with Edritch Blast: 1d20+5, 25 Damage: 1d10 force, 9)
Belkas shoots his crackling beam of energy at one of the exaggeratedly oversized canines, who are indeed worgs, and you all watch as the beam flies through the air and slams into the stout flanks of one of the creatures with a bright flash of light. The worg howls with a terrifying roar as it looks to see who it was the fired the arcane shot at it.
(Also I missed seeing Vernon's stealth roll. He can act now as well.)
Vernon will take Belkas's suggestion as a sign from Mielikki that he has been accepted as a bearer of the unicorn. "I got the far one!" If the other worg is within 25 ft (or 50 ft on first initiative turn), he will run up to it and attempt to pet its belly, muttering about the glories of cheese (in Deep Speech).
Standing near Belkas, Arisa follows with her own arcane missiles that streaks forth and hit the already injured worg. It lets out another vicious howl as it tires to shake out the flames that have ignited on its fur.
Just then, the rest of you watch as Vernon charges into the square, rushing towards the beast as fast as his gnome legs will carry him, but treating the beast with a semblance of obvious respect. (Right now, the two worgs are about 50 feet from your position, so he'll reach them on his next round.)
The worg eyes the potentially bite-sized gnome with a curious expression as he approaches, although it's not immediately obvious exactly what's behind that expression...
Zyllith looks at the gnome like the mad creature he is for rushing the beasts to attempt to tame them, but with any luck such madness will prove effective. For the moment she resists the urge to blurt out a curse, and instead focuses on moving silently. The worgs don't seem to have noticed her yet, and she intends to keep it that way. While the rest of the group served as an excellent distraction, she spent her time moving closer to their target.
(since they are a bit too far, she's going to spend her full turn moving closer while staying out of sight)
( another Stealth check if it's needed - 14+9=23 )
As she keeps an eye on Vernon, Zyllith continues to slink along the edge of the inn at the north end of the square as she makes her way closer to the two worgs.
While the group made plenty of noise in general, and Vernon made advanced towards the one Worg in particular, Zyllith would continue carefully moving closer with great agility and stealth until she was close to the other Worg still, hopefully, unaware of her presence. Once she was close enough she would leap out of her hidden location rushing the injured worg and thrusting her rapier into it's hide.
( Zyllith will move forward to try to finish off the injured Worg, I assume she's hidden, but she would try to hit it even if that's not the case...)
Using the exterior of the inn and the embedded giant's boulders for cover, Zyllith is able to make it all the way over to the far end of the square without being seen. Her stealth is aided by the worgs' distraction presented by her companions. Waiting for the opportune moment, Zyllith sprints forward in a rush and stabs the injured worg in the neck and kills it before the creature even sees her. It slumps to the ground, dead, burned and charred from the two arcane missiles.
Seeing Vernon seemingly attempting to bond with the slavering monster that remains Osmord decides not to anger the beast further with an attack. Instead he takes his full movement to retreat from the creature before withdrawing into his shell. (Raising AC to 21), he then sends worm to circle above while he keeps an eye on the courtship of Vernon and the beast.
”A brave gnome indeed! If the beast does not eat him, I will be impressed.”
"Chears tha', I'll take care of tha' lil' buggar." Zyllith nodded to Arisa and made her way back to the temple while remaining out of sight as much as possible until she reached the spot where she had tied up Beedo. She quickly went about the process of untying the goblin from the restraints as she spoke.
"Rioght then, hope ye had a nice enough rest, all thin's consider'd. Now that all's bright and sunshine, with our lot all rested, we figure lettin' ya off's only fair. But do us all a solid and run fast as ye might out a' town right quick. Don't be yelling fer yer mates or comin' back later on ta' stab us in tha back. That'll only end in us havin' ta kill ya somethin fierce, and we wouldn' want tha' after savin' yer hide."
Zyllith spoke as persuasively and confidently as she could to ensure she got her message across. Once the goblin was free she watched it carefully to make sure the Beedo did as she instructed.
( Stealth to sneak back into the temple without being seen - 20+9=29 )
( Persuasion to convince Beedo to leave - 1+4=5 )
From the watchtower, it's a quick and easy jaunt to the west door of the temple, and Arisa and Zyllith arrive to find Beedo still there, still tied up and slumbering, a steady stream of goblin drool dripping from his mouth. He flinches and stirs awake when you arrive, and after gladly accepting your breakfast donation, he wriggles with relief when you untie him. Beedo nods when you tell him to leave, and you although you watch him pause and look back at you for a few seconds, then briefly looks around, in the end, he quietly and quickly scampers towards the gate, where he rushes across the drawbridge. Once out of town, he turns and begins running north, away from Nightstone.
8 perception
With that done, Arisa will head into town with the group in the usual marching order- making initially for the town square, keeping an eye out for those wolf or dog creatures, She will be ready for battle with her staff and shield braced, softly chanting shillelagh- and then listening intently.
"Safe travels Beedo. May the next time we meet be under more pleasant circumstances," Belkas said to the small goblin as it walked out of the village past the tower.
Belkas tightened the straps on his armor, checked his daggers, and followed the rest of the party as they headed stealthily towards the center of the village.
---
(Stealth check if needed, and hoping it isn't a natural 1 this time: 1d20+5, 25)
(Hey! Finally!)
As they proceeded towards towards the center of the village, Vernon remarked, "I hope that windmill is still intact when we get a chance to look at it," then remembered they were trying to be sneaky.
Stealth check: (12, 16) = 12 (Disadvantage from Chain Mail.)
Osmord commands worm to fly ahead and to come back and warn them if danger grows close.
As he walks he mutters beneath his breath, "Goblin should have died, he might run to fetch others. A waste of good meat."
(stealth : 1)
DM - Caves of the Kobold Slave Masters
As you leave the temple and enter the square, you see on your right, the Nightstone Inn, which is made apparent by the ornate wrought-iron sign that bears the inn’s name, which hangs above the entrance, facing the town square. You can see a large hole in the damaged roof, where a giant's rock punched through.
You know from Osmord's raven that there are two beasts in the Northeast corner of the square, and as you approach, you get a glimpse of them in person. Two large wolf-like creatures appear to be feasting on something about 60 feet away. As you approach, Osmord's complete inability to exhibit the least bit of secrecy in his movements, whether intentional or accidental, alters the two creatures, and they turn towards you with teeth bared and blood dripping form their scruffy maws. You're not sure if they notice all of you, but they sure as hell notice the large tortle.
(With eyes locked on Osmord, the two creatures don't seem to notice Zyllith, Vernon, Arisa and Belkas, who are a little closer to the south wall of the temple. So, they can act now, and everyone can roll initiative.)
Initiative check: 18 = 18
Edit: keep marking non-skills as skills.
Initiative : 20
Osmord has shield ready as a reaction should either of the beasts get past his AC before his turn.
"It would appear friends, that Osmords words of wisdom, have enticed the beasts."
DM - Caves of the Kobold Slave Masters
Seeing the giant malevolent wolfish brutes eyeing Osmord, Belkas murmured to Vernon, "I think you found a potential mount. Now you just need to catch and tame one of them before they eat our companion."
On his turn, Belkas will murmur in Undercommon and shoot a crackling beam of the ensuing darkness from his hands out at the closest warg (Eldritch Blast) and then move behind the nearest cover (inside the door to the temple if it is available).
(If they are not in range yet, I will ready the same action in case they come in range.)
---
(Iniciative: 1d20+3, 16, and if needed:
To hit with Edritch Blast: 1d20+5, 25
Damage: 1d10 force, 9)
Belkas shoots his crackling beam of energy at one of the exaggeratedly oversized canines, who are indeed worgs, and you all watch as the beam flies through the air and slams into the stout flanks of one of the creatures with a bright flash of light. The worg howls with a terrifying roar as it looks to see who it was the fired the arcane shot at it.
(Also I missed seeing Vernon's stealth roll. He can act now as well.)
Vernon will take Belkas's suggestion as a sign from Mielikki that he has been accepted as a bearer of the unicorn. "I got the far one!" If the other worg is within 25 ft (or 50 ft on first initiative turn), he will run up to it and attempt to pet its belly, muttering about the glories of cheese (in Deep Speech).
Animal Handling check: 19 = 19
19 initiative
2 fire bolt to hit
7
Damage from fire if that hits
Arisa shoots the injured warg with a blast of fire, (if needed- she fire bolts the one wounded by the eldritch blast- )
Standing near Belkas, Arisa follows with her own arcane missiles that streaks forth and hit the already injured worg. It lets out another vicious howl as it tires to shake out the flames that have ignited on its fur.
Just then, the rest of you watch as Vernon charges into the square, rushing towards the beast as fast as his gnome legs will carry him, but treating the beast with a semblance of obvious respect. (Right now, the two worgs are about 50 feet from your position, so he'll reach them on his next round.)
The worg eyes the potentially bite-sized gnome with a curious expression as he approaches, although it's not immediately obvious exactly what's behind that expression...
(Zyllith is up.)
( Initiative - 17+5=22 )
Zyllith looks at the gnome like the mad creature he is for rushing the beasts to attempt to tame them, but with any luck such madness will prove effective. For the moment she resists the urge to blurt out a curse, and instead focuses on moving silently. The worgs don't seem to have noticed her yet, and she intends to keep it that way. While the rest of the group served as an excellent distraction, she spent her time moving closer to their target.
(since they are a bit too far, she's going to spend her full turn moving closer while staying out of sight)
( another Stealth check if it's needed - 14+9=23 )
As she keeps an eye on Vernon, Zyllith continues to slink along the edge of the inn at the north end of the square as she makes her way closer to the two worgs.
Initiative Order
Zyllith and Osmord are up first.
While the group made plenty of noise in general, and Vernon made advanced towards the one Worg in particular, Zyllith would continue carefully moving closer with great agility and stealth until she was close to the other Worg still, hopefully, unaware of her presence. Once she was close enough she would leap out of her hidden location rushing the injured worg and thrusting her rapier into it's hide.
( Zyllith will move forward to try to finish off the injured Worg, I assume she's hidden, but she would try to hit it even if that's not the case...)
Rapier Attack: (10,5)+7 = 17
Damage: 6+5+1 = 12
Using the exterior of the inn and the embedded giant's boulders for cover, Zyllith is able to make it all the way over to the far end of the square without being seen. Her stealth is aided by the worgs' distraction presented by her companions. Waiting for the opportune moment, Zyllith sprints forward in a rush and stabs the injured worg in the neck and kills it before the creature even sees her. It slumps to the ground, dead, burned and charred from the two arcane missiles.
Osmord's turn.
Seeing Vernon seemingly attempting to bond with the slavering monster that remains Osmord decides not to anger the beast further with an attack. Instead he takes his full movement to retreat from the creature before withdrawing into his shell. (Raising AC to 21), he then sends worm to circle above while he keeps an eye on the courtship of Vernon and the beast.
”A brave gnome indeed! If the beast does not eat him, I will be impressed.”
DM - Caves of the Kobold Slave Masters
The injured worg is dead, so it is now Vernon’s turn. Do your thing, gnome. Make your party proud!! 😱