Hogshead's dwarven constitution shrugs off the filth falling from the bucket while the nimble halfling dances out of the way and avoids getting splattered.
The racket of the trap being triggered has alerted the two goblin archers at the end of the hallway. You have 60 ft of caltrops between you and them.
The clever monk darts forward with his staff extended, using it to sweep the caltrops to the sides of the hallway. 10 feet of hallway has been cleared - 50 feet left to go.
This post has potentially manipulated dice roll results.
Hoghead pushes past his companions and dashes down the hall towards the goblins. Dex save2
Failed Dex save of 12. Don't know why it changed. - 25' walking speed so he would cover 40 feet of caltrops with the 10' cleared for 8 pts damage. Correct?
(@hogshead we'll go with one failure for your movement and one success with the 17 for your dash - you could use the help :)
Hogshead pushes forward, stepping on a caltrop almost right away, taking 1pt of damage and slowing his dash by 10ft. His armored boots help to protect the lumbering beardless dwarf as he makes his way down the hall. He finds himself 20 feet from the end of the barricaded hallway, two frightened goblins on the other side.
Bree attempts to follow his lead but manages to get a caltrop firmly lodged in her foot - taking 1 pt of damage and slowing her movement by 10ft. (@Bree - you still have an action, you can attack the goblins or you can attempt another Dex save to move another 25ft.
This post has potentially manipulated dice roll results.
Bree curses and hops a few steps after getting a caltrop wedged into her heel. Once she has it free, she sighs and then mentally collects herself before attempting to cover more distance.
This post has potentially manipulated dice roll results.
Jane watches Zerxius and thinks he has a good idea. Moving to the edge of the caltrops she tries to copy the monks' movements with her own quarterstaff to clear more of the hallway.
Dex: 18
"These goblins are awfully well fortified, they must be expecting trouble."
Arrows bounce harmlessly off Hogshead's shield and armored pauldrons as he pushes through the pain of caltrops piercing into his meaty feet, absorbing the inbound fire and covering Bree's advance. Neither Jane nor Zerexius has any luck repeating the effortless sweep of the pesky obstacles.
Rantel concentrates and brings forth a flame under the Goblins - burning both of them badly.
Hogshead and Bree are ~20ish feet from the barricade. Rantel's bonfire is burning just behind the barricade, engulfing both goblins (it's a tiny space).
Jane and Z both failed their Dex check so 50ft of hallway is still covered with Caltrops.
OOC - going to try this again. The dice rolling was wonky and kept changing the results. I'm going to do the rolls for this one in the game log on the character sheet.
Hoghead will use his bonus action for Second Wind to recover 5 HP attempts to cover the final twenty feet by nimbly stepping between the caltrops - Dex save 14 + 2 for shield master 16
Hoghead makes it to the barricade and tries to smash it. 7 to hit. "You are goblins are going to pay for this!" Intimidation? 6 - nevermind
(Sa1nt_Pat and I ran through his rolls together on the game log)
Bree's arrow shoots by Hogshead and sticks with a loud twang, burying itself in the wooden barricade. The burly dwarf takes a deep breath and leans into the edge of his shield, using it as a plow to clear the last 10 feet of the hallway of caltrops before smacking the barricade ineffectively with his hammer.
The two goblins let loose their arrows at the dwarf before darting out of their positions at the end of the hallway, screeching in pain and fear as they go.
The hallway still has 30 feet of caltrops scattered in the middle of the hall.
Bree and Hogshead are on the far (northern) end of the hallway. The Barricade is in front of them - it can be busted down or broken down - AC10 15hp.
Rantel's fire burned both goblins, who left to the West screaming in goblin.
Jane, Zerexius and Rantel have 30 ft of caltrops in front of them - DC15 dex to get through without taking damage or you can move at half speed and take no damage.
With the urgency gone after the goblins flee, Jane decides to just carefully make her way through the remaining caltrops, just able to reach the other side with all of her movement. "Well, there goes any chance at diplomacy. Though I can't say the chances of that were very high in the first place."
Rantel initiative: 15
Goblin initiative 21
Hogshead's dwarven constitution shrugs off the filth falling from the bucket while the nimble halfling dances out of the way and avoids getting splattered.
The racket of the trap being triggered has alerted the two goblin archers at the end of the hallway. You have 60 ft of caltrops between you and them.
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
Looking at the room Zerxius crouches down placing his quarterstaff on the floor . then quickly sweeps one end right to left trying to clear space
Dex check5
Laissez les bons temps rouler
The clever monk darts forward with his staff extended, using it to sweep the caltrops to the sides of the hallway. 10 feet of hallway has been cleared - 50 feet left to go.
Bree follows after Zerxius, but quickly catches up. After nimbly dipping past them, she tries to carefully leap to a small patch of empty ground.
Dex save: 15
Hoghead pushes past his companions and dashes down the hall towards the goblins. Dex save2
Failed Dex save of 12. Don't know why it changed. - 25' walking speed so he would cover 40 feet of caltrops with the 10' cleared for 8 pts damage. Correct?
(@hogshead we'll go with one failure for your movement and one success with the 17 for your dash - you could use the help :)
Hogshead pushes forward, stepping on a caltrop almost right away, taking 1pt of damage and slowing his dash by 10ft. His armored boots help to protect the lumbering beardless dwarf as he makes his way down the hall. He finds himself 20 feet from the end of the barricaded hallway, two frightened goblins on the other side.
Bree attempts to follow his lead but manages to get a caltrop firmly lodged in her foot - taking 1 pt of damage and slowing her movement by 10ft. (@Bree - you still have an action, you can attack the goblins or you can attempt another Dex save to move another 25ft.
The goblins loose their arrows at Hogshead
Gobbo 1 Attack: 17 Damage: 8
Gobbo 2 Attack: 20 Damage: 4
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
Rantel tries to bust the door off its hinges.
Athletics: 24
Utterly failing at the door busting, he casts create bonfire underneath the rear goblin for 3 fire damage.
Bree curses and hops a few steps after getting a caltrop wedged into her heel. Once she has it free, she sighs and then mentally collects herself before attempting to cover more distance.
Dex save: 19
Jane watches Zerxius and thinks he has a good idea. Moving to the edge of the caltrops she tries to copy the monks' movements with her own quarterstaff to clear more of the hallway.
Dex: 18
"These goblins are awfully well fortified, they must be expecting trouble."
"No miss its more like this
Zerxius attempts to clear another 10 feet
7
Laissez les bons temps rouler
Arrows bounce harmlessly off Hogshead's shield and armored pauldrons as he pushes through the pain of caltrops piercing into his meaty feet, absorbing the inbound fire and covering Bree's advance. Neither Jane nor Zerexius has any luck repeating the effortless sweep of the pesky obstacles.
Rantel concentrates and brings forth a flame under the Goblins - burning both of them badly.
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
SUMMARY AND ACTION
Hogshead and Bree are ~20ish feet from the barricade. Rantel's bonfire is burning just behind the barricade, engulfing both goblins (it's a tiny space).
Jane and Z both failed their Dex check so 50ft of hallway is still covered with Caltrops.
With Hogshead charging ahead and covering her advance, Bree raises her bow and releases the arrow she's held notched.
Attack: 18 Damage: 6
Hogshead dances up on his tiptoes, only to slip and jam his foot down hard onto another caltrop, losing another 10ft of movement.
OOC - going to try this again. The dice rolling was wonky and kept changing the results. I'm going to do the rolls for this one in the game log on the character sheet.
Hoghead will use his bonus action for Second Wind to recover 5 HP attempts to cover the final twenty feet by nimbly stepping between the caltrops - Dex save 14 + 2 for shield master 16
Hoghead makes it to the barricade and tries to smash it. 7 to hit. "You are goblins are going to pay for this!" Intimidation? 6 - nevermind
(Sa1nt_Pat and I ran through his rolls together on the game log)
Bree's arrow shoots by Hogshead and sticks with a loud twang, burying itself in the wooden barricade. The burly dwarf takes a deep breath and leans into the edge of his shield, using it as a plow to clear the last 10 feet of the hallway of caltrops before smacking the barricade ineffectively with his hammer.
The two goblins let loose their arrows at the dwarf before darting out of their positions at the end of the hallway, screeching in pain and fear as they go.
Goblin 1 Attack: 20 Damage: 8
Goblin 2 Attack: 5 Damage: 9
Zerexius | Hogshead | Bree | Goblins | Jane | Rantel
SUMMARY AND ACTION
The hallway still has 30 feet of caltrops scattered in the middle of the hall.
Bree and Hogshead are on the far (northern) end of the hallway. The Barricade is in front of them - it can be busted down or broken down - AC10 15hp.
Rantel's fire burned both goblins, who left to the West screaming in goblin.
Jane, Zerexius and Rantel have 30 ft of caltrops in front of them - DC15 dex to get through without taking damage or you can move at half speed and take no damage.
With the urgency gone after the goblins flee, Jane decides to just carefully make her way through the remaining caltrops, just able to reach the other side with all of her movement. "Well, there goes any chance at diplomacy. Though I can't say the chances of that were very high in the first place."
Zerxius takes his time clearing a path. (And pocketing some depending on their size)
Laissez les bons temps rouler