Hogshead ignores the sole remaining Spearman as he charges heedlessly through the room and towards the doorway into the next trying to draw the attention of the retreating archers.
This post has potentially manipulated dice roll results.
Hoping to cover Hogshead charge, Bree steps up, knocks another arrow, and aims it toward the archers. After a quick inhale, she steadies her aim and releases the arrow along with her breath.
This post has potentially manipulated dice roll results.
Bree's arrow flies wide of its mark, giving the two retreating goblins the moment they need to return fire before fleeing through the room and out of sight. The remaining spearman take advantage of the incoming arrows and seizes the opening to strike at Zerexius.
Goblin Spearman Attack on Z: Attack: 15 Damage: 6
Goblin Archer 1 attack on Hogshead Attack: 8 Damage: 7 Goblin Archer 2 attack on Hogshead Attack: 10 Damage: 9
Zerexius | Hogshead | Bree| Goblins | Jane | Rantel
One spearman in melee and in the room.
Two archers have retreated and are now out of sight
Jane glances once more at Hogshead, then pragmatically turns her attention to the spearman. Some half-thought causes her to shift her strategy and attempt to subdue the goblin instead of outright killing it.
Shillelagh Attack: 18 for 7 Non-Lethal Bludgeoning damage
If that attack does knock them out, she will start moving after the archers with however much movement she has left.
Hoghead is annoyed that the goblins he was after escaped and the spearman still lives. "Oh for god's sake. Just die already!" He aims his crossbow and fires a bolt Attack: 21 Damage: 3
The last Goblin spearman falls, leaving the party alone in the cluttered guard room. You see the bodies of the spearmen and the Hobgoblin slumped on the floor, foul-smelling liquid pooling underneath them.
To the West is a single doorway through which the archers retreated. They are out of sight and from your vantage point all you see is a stone wall and a quick dogleg to South.
SUMMARY AND ACTION
How would you all like to proceed? Rooms are dimly lit by flickering torchlight. Sounds of the Goblins moving away have largely faded. Nothing else can be seen until someone pushes into the next room.
This post has potentially manipulated dice roll results.
Jane moves forward and cautiously looks into the room where the archers had retreated to. If it seems safe she will go in and do a quick search of the dead goblins there.
Zerexius and Jane toss the bodies of the fallen Goblins and Hobgoblin quickly, finding some loose coin and a shiny dagger.
The room beyond doglegs quickly to the right. It appears to be a practice range of some sort. On the wall closest to you are straw stuff targets, one of which has a long-dead kobold bound to it, arrow sticking out of it's chest.
On the far side of the room is a makeshift armory and a small table with chairs that look like they were shoved backward in haste. One of the chairs has tipped over on it's back.
Nothing seems to be moving in the room. There is a single door in the far wall, a sturdy-looking oak and iron door with a peephole - closed and with no obvious way to open it from this side.
Meepo shakes his head furiously and urges you forward. 'No, this is where the Goblins live, this is where they come from. They are small and weak, you are big and strong!'
The party would remember running into Goblin bandits in the woods around the entrance to the Sunken Citadel and hearing tales of Goblin bandits on the road. There might be a secret entrance/exit but Meepo is insistent that from where you are this fortified area marks the boundaries between the two tribes who inhabit this level of the fortress.
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Hogshead ignores the sole remaining Spearman as he charges heedlessly through the room and towards the doorway into the next trying to draw the attention of the retreating archers.
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
Hoping to cover Hogshead charge, Bree steps up, knocks another arrow, and aims it toward the archers. After a quick inhale, she steadies her aim and releases the arrow along with her breath.
Attack: 6 Damage: 7
Bree's arrow flies wide of its mark, giving the two retreating goblins the moment they need to return fire before fleeing through the room and out of sight. The remaining spearman take advantage of the incoming arrows and seizes the opening to strike at Zerexius.
Goblin Spearman Attack on Z: Attack: 15 Damage: 6
Goblin Archer 1 attack on Hogshead Attack: 8 Damage: 7
Goblin Archer 2 attack on Hogshead Attack: 10 Damage: 9
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
One spearman in melee and in the room.
Two archers have retreated and are now out of sight
Jane glances once more at Hogshead, then pragmatically turns her attention to the spearman. Some half-thought causes her to shift her strategy and attempt to subdue the goblin instead of outright killing it.
Shillelagh Attack: 18 for 7 Non-Lethal Bludgeoning damage
If that attack does knock them out, she will start moving after the archers with however much movement she has left.
Rantel tries to emulate Jane’s approach and knock the spearman out.
Attack: 10 Damage: 10
The last Spearman takes the combined attacks from Jane and Rantel on his broad shield, backing up towards the corner of the room as he does.
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
One spearman still on his feet, but feeling the pressure of the combined assault. Two archers out of sight through the next room
Zerxius weaves in kicking at the spearmans knee then punching it
Attack: 15 Damage: Unable to parse dice roll.
Attack: 11 Damage: 6
Damage roll for first attack :: 4
Laissez les bons temps rouler
Hoghead is annoyed that the goblins he was after escaped and the spearman still lives. "Oh for god's sake. Just die already!" He aims his crossbow and fires a bolt Attack: 21 Damage: 3
The bolt sinks deep into the Goblin, easily bypassing his crude but heavy armor.
He wavers, but stays on his feet.
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
Bree draws back on her short bow launching an arrow at the last cornered spearman
Attack: 9 Damage: 8 plus sneak attack 3
The last Goblin spearman falls, leaving the party alone in the cluttered guard room. You see the bodies of the spearmen and the Hobgoblin slumped on the floor, foul-smelling liquid pooling underneath them.
To the West is a single doorway through which the archers retreated. They are out of sight and from your vantage point all you see is a stone wall and a quick dogleg to South.
SUMMARY AND ACTION
How would you all like to proceed? Rooms are dimly lit by flickering torchlight. Sounds of the Goblins moving away have largely faded. Nothing else can be seen until someone pushes into the next room.
"Everyone ok? If so, let's press forward and kill them all." Unless anyone objects, Hoghead will lead the way into the next room
Zerxius does a quick pat down of the hobgoblin then follows Hoghead
Laissez les bons temps rouler
Zerexius give me an investigation roll
Investigation: 10
Laissez les bons temps rouler
Jane moves forward and cautiously looks into the room where the archers had retreated to. If it seems safe she will go in and do a quick search of the dead goblins there.
Perception on the room: Perception: 17
Investigation on the goblins: Investigation: 2
Zerexius and Jane toss the bodies of the fallen Goblins and Hobgoblin quickly, finding some loose coin and a shiny dagger.
The room beyond doglegs quickly to the right. It appears to be a practice range of some sort. On the wall closest to you are straw stuff targets, one of which has a long-dead kobold bound to it, arrow sticking out of it's chest.
On the far side of the room is a makeshift armory and a small table with chairs that look like they were shoved backward in haste. One of the chairs has tipped over on it's back.
Nothing seems to be moving in the room. There is a single door in the far wall, a sturdy-looking oak and iron door with a peephole - closed and with no obvious way to open it from this side.
"Kobald....is there another way in?"
Laissez les bons temps rouler
Meepo shakes his head furiously and urges you forward. 'No, this is where the Goblins live, this is where they come from. They are small and weak, you are big and strong!'
The party would remember running into Goblin bandits in the woods around the entrance to the Sunken Citadel and hearing tales of Goblin bandits on the road. There might be a secret entrance/exit but Meepo is insistent that from where you are this fortified area marks the boundaries between the two tribes who inhabit this level of the fortress.