"What's going on?" Fin's hand seemed fused to the grip of his sword as Effulgyn and Arc climb out, "Issomething chasing you? Do you need me to seal it up?" I'm his half-blind panic, Fin spins around, almost expecting to see shadows creeping in from the open field.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Arc, repeating what he heard from Fin, says "Is something chasing you? Do you need me to seal it up?". He ponders it for a quick moment than with the most serious face you've seen on his face, he says "After everyone's out, Yes, please seal it up as best you can."
The only remaining being in the tunnel was Parson, who flies out within seconds after being beckoned by Ferg. You hear several voices now deep in the tunnel so you know it is only a matter of minutes before you face battle.
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arcmanages to get two pitons in before he feels some angry resistance coming from the other side. Simultaneously Arc'sprogrammed rock starts to shout "GO BACK" and "STOP" from the same side of the door as the goblins, which momentarily confuses them.
The wood of the door is quite old and tattered and won't hold forever. Arcyou can try reinforcing it or you can make a run for it and hope that the door buys you enough time to take cover (though in the Plains there isn't much to take cover from) or gather your wits and face the goblins. If you're really lucky you can all get to the cart and get going.
OOC What do you do? I need a response from everyone, please.
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc says "I don't think this is going to hold and I'm concerned we'd not all make it back to the cart in time to get away. Do we stand and fight?" He grips his shield tight in his left hand and goes through the process to launch a firebolt from his launcher, which is attached to this staff.
(If he sees the others starting to run he will follow suit)
Effulgyn says, "Well if they're going to be nasty about it, we may as well face them here rather than being pursued in the dark. And I've something to take the wind out of their sails." He takes cover on the far side of the mound, peeking over the top, so the mound is between him and the door. Once there, he pulls some lint off of his coat (a bit of fleece), and whispers, "'Njops-jimm-v'tijpo! Sound of an army!"A tiny air elemental comes into being, kisses Effulgyn on the cheek, then whips around directly above the door, making the sound of marching soldiers.
Movement Action: Lie prone on far side of mound, peeking over it at the door.
Speech: Free action
Spell Casting: (minor illusion. The sound of marching soldiers, as if surrounding the door, as loud as possible, centered above the door. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Spell save DC12.
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DM for Candlekeep Mysteries //Dev Horndin Curious Critters
"Get away from the hole on three..." Fin kneels near the covered hole and places a hand on the ground, "One...two..." He raises his hand, then slams it down, "Three!" Fin's hand passes through the soil as easily as water until sunk to his elbow. With a heave, his arm moves forward underground and a great clot of earth tears itself free, rolls across the surface, then firmly plants itself on top of the rickety door. The banging is muffled under the mount of earth, but the weight keeps it braced...for now.
"Hurry back to the wagon, but stay together. If they break out, we don't want to be scattered."
((Meta: Mold Earth firmly planted on top of the door, then heading back quickly, but not enough to outpace the rest.))
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"Thanks. It's not much, but I've got a few tricks I'm good with."The armored figure shuffles backward quickly, trying to glance behind to make sure he heads toward the wagon, but keeping himself turned toward the mound. His shield stands raised in case a missile comes I the dark, and a javelin rests against his shoulder ready to loose.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
Ferg hesitates just a bit as everyone moves behind him and slams his foot to the ground in the direction of the door and the mound. He then turns and runs toward the cart following his companions.
ACTION: cast thunderwave in a 15 foot cube in the direction of the door and the mound slanting it downwards into the ground (see this save advice if the placement is confusing): all creature in the cube take 8 thunder damage and are pushed 10 feet back if they fail a DC 13 constitution save. Otherwise they take half that damage and are not pushed.
Hearing the ruckus caused by Arc'shammering and the din of the rock and the Minor Illusion spell cast by Effulgyn. Ash decides to untether Asterixand prepare for departure.
Meanwhile, as the goblins (number unknown) make their way to the door to the tunnel, which has been sealed by two expertly placed pitons, they hear what sounds like a massive army assembled outside. It's enough to give them pause and to calculate the relative benefits of trying to break the door down. They wait a moment too long as Fin'sMold Earth spell covers the door with dirt and adds a certain degree of weight to the already barricaded entry, further complicating their ability to clear the barricade. Unfortunately, it snaps the Goblins back into action as they now start trying to clear the door. 13
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
This post has potentially manipulated dice roll results.
With a 13 strength check, the goblins, though at a disadvantage strength wise, are able to benefit from being able to work in pairs. Their work is slow but they do seem to be making headway and will likely get out in a few minutes.
Unfortunately for them, Ferg casts Thunderwave in their direction. (Con save = 5)
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
With a 5, two things happen at once. First, the thunderwave spell centered on the mound sends a force of energy that literally implodes the door, launching its weight (and the weight of the dirt atop it) forward by 10 feet, all of which land directly on top of the goblins and well into the actual tunnel, taking 8 points of thunder damage each. This is enough to fell the goblins that were closest to the door. Those that were behind are still alive, but need to dig their way out in order to fight back.
Roll initiative.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
This post has potentially manipulated dice roll results.
Initiative: 21
(OOC: Until Effulgyn's next turn, I am hopeful that he is still able to benefit from partial cover from what remains of the mound. Btw, I'm also totally fine with DM rolling initiative for me. Also, it sometimes works smoothly just to split rounds into halves, (PCs/NPCs&Monsters) and allow players to post actions in any order. Just an idea.)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
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"What's going on?" Fin's hand seemed fused to the grip of his sword as Effulgyn and Arc climb out, "Is something chasing you? Do you need me to seal it up?" I'm his half-blind panic, Fin spins around, almost expecting to see shadows creeping in from the open field.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Arc, repeating what he heard from Fin, says "Is something chasing you? Do you need me to seal it up?". He ponders it for a quick moment than with the most serious face you've seen on his face, he says "After everyone's out, Yes, please seal it up as best you can."
D&D since 1984
The only remaining being in the tunnel was Parson, who flies out within seconds after being beckoned by Ferg. You hear several voices now deep in the tunnel so you know it is only a matter of minutes before you face battle.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc looks for anyway to secure the door, which has been shut. Remembering his equipment he begins to hammer a piton (or two) in to secure the door.
D&D since 1984
Arc roll a dex check to see how well you are able to nail the "door" shut under duress.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc tries his best to hammer the piton and not his thumb: 16
D&D since 1984
(yea, I keep my thumb)
D&D since 1984
OK awesome--so:
Arc manages to get two pitons in before he feels some angry resistance coming from the other side. Simultaneously Arc's programmed rock starts to shout "GO BACK" and "STOP" from the same side of the door as the goblins, which momentarily confuses them.
The wood of the door is quite old and tattered and won't hold forever. Arc you can try reinforcing it or you can make a run for it and hope that the door buys you enough time to take cover (though in the Plains there isn't much to take cover from) or gather your wits and face the goblins. If you're really lucky you can all get to the cart and get going.
OOC What do you do? I need a response from everyone, please.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
(how far is the cart from our positions?)
Arc says "I don't think this is going to hold and I'm concerned we'd not all make it back to the cart in time to get away. Do we stand and fight?" He grips his shield tight in his left hand and goes through the process to launch a firebolt from his launcher, which is attached to this staff.
(If he sees the others starting to run he will follow suit)
D&D since 1984
(I'd like to hold till Fin can respond since I think they may have a way to deal with the door)
D&D since 1984
300 feet
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Effulgyn says, "Well if they're going to be nasty about it, we may as well face them here rather than being pursued in the dark. And I've something to take the wind out of their sails." He takes cover on the far side of the mound, peeking over the top, so the mound is between him and the door. Once there, he pulls some lint off of his coat (a bit of fleece), and whispers, "'Njops-jimm-v'tijpo! Sound of an army!" A tiny air elemental comes into being, kisses Effulgyn on the cheek, then whips around directly above the door, making the sound of marching soldiers.
Movement Action: Lie prone on far side of mound, peeking over it at the door.
Speech: Free action
Spell Casting: (minor illusion. The sound of marching soldiers, as if surrounding the door, as loud as possible, centered above the door. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Spell save DC12.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
"Get away from the hole on three..." Fin kneels near the covered hole and places a hand on the ground, "One...two..." He raises his hand, then slams it down, "Three!" Fin's hand passes through the soil as easily as water until sunk to his elbow. With a heave, his arm moves forward underground and a great clot of earth tears itself free, rolls across the surface, then firmly plants itself on top of the rickety door. The banging is muffled under the mount of earth, but the weight keeps it braced...for now.
"Hurry back to the wagon, but stay together. If they break out, we don't want to be scattered."
((Meta: Mold Earth firmly planted on top of the door, then heading back quickly, but not enough to outpace the rest.))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Arc moves towards the cart trying to keep between the hole and his Wizard friends. He says to Fin “Thanks, I think that bought us some time. “
D&D since 1984
"Thanks. It's not much, but I've got a few tricks I'm good with." The armored figure shuffles backward quickly, trying to glance behind to make sure he heads toward the wagon, but keeping himself turned toward the mound. His shield stands raised in case a missile comes I the dark, and a javelin rests against his shoulder ready to loose.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Ferg hesitates just a bit as everyone moves behind him and slams his foot to the ground in the direction of the door and the mound. He then turns and runs toward the cart following his companions.
ACTION: cast thunderwave in a 15 foot cube in the direction of the door and the mound slanting it downwards into the ground (see this save advice if the placement is confusing): all creature in the cube take 8 thunder damage and are pushed 10 feet back if they fail a DC 13 constitution save. Otherwise they take half that damage and are not pushed.
Lot's of stuff ...
Hearing the ruckus caused by Arc's hammering and the din of the rock and the Minor Illusion spell cast by Effulgyn. Ash decides to untether Asterix and prepare for departure.
Meanwhile, as the goblins (number unknown) make their way to the door to the tunnel, which has been sealed by two expertly placed pitons, they hear what sounds like a massive army assembled outside. It's enough to give them pause and to calculate the relative benefits of trying to break the door down. They wait a moment too long as Fin's Mold Earth spell covers the door with dirt and adds a certain degree of weight to the already barricaded entry, further complicating their ability to clear the barricade. Unfortunately, it snaps the Goblins back into action as they now start trying to clear the door. 13
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
With a 13 strength check, the goblins, though at a disadvantage strength wise, are able to benefit from being able to work in pairs. Their work is slow but they do seem to be making headway and will likely get out in a few minutes.
Unfortunately for them, Ferg casts Thunderwave in their direction. (Con save = 5)
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
With a 5, two things happen at once. First, the thunderwave spell centered on the mound sends a force of energy that literally implodes the door, launching its weight (and the weight of the dirt atop it) forward by 10 feet, all of which land directly on top of the goblins and well into the actual tunnel, taking 8 points of thunder damage each. This is enough to fell the goblins that were closest to the door. Those that were behind are still alive, but need to dig their way out in order to fight back.
Roll initiative.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Initiative: 21
(OOC: Until Effulgyn's next turn, I am hopeful that he is still able to benefit from partial cover from what remains of the mound. Btw, I'm also totally fine with DM rolling initiative for me. Also, it sometimes works smoothly just to split rounds into halves, (PCs/NPCs&Monsters) and allow players to post actions in any order. Just an idea.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters