Garth hears the scrape and loud sounds as well, and as the lock comes open, he swiftly throws open the door.
In this room that is roughly 30 feet wide, there is a table with three chairs around it. There are 2 crates of food in the corner, a barrel of water and a cask of ale. There are torches in holders on the wall. Standing around the table are two hobgoblins, it appears that they were playing a dice game and just ordered the other creature in the room, a goblin, to go fill their tankards. You see an exit to the east and to the south from the room. In addition to the dice on the table you see some paperwork, an urn, and what appears to be a small doll of a dwarf. The hobgoblins glare at you and shout “Intruders!” as the goblin turns to look at his scimitar and short bow on the ground. The hobgoblins start to pull out their long swords.
Garth you are up and act first, then the rest of group one. There is a hobgoblin on either side of a rectangular table in the southeastern corner of the room, the goblin was walking along the southern wall toward the cask of ale. You are entering the room from the northwest.
Taking stock of the situation, Garth wants to reduce the enemy numbers quickly, and does not want to be peppered with goblin arrows. He rushes South to cut down the Goblin, if possible.
Attack: 10 Damage: 9
If the Goblin falls, he uses any remaining movement to head back north, standing between the hobgoblins and the rest of the party, sword ready.
This post has potentially manipulated dice roll results.
Javier casts magic missile at Hiln’s target 11 and direct Olive to help Salamir with his attack as she rushes to his side to distract whatever target he chooses. (Help action to give advantage via my familiar is a bonus action yeah? If not I’ll shove the goblin to knock him prone if he’s still up.)
Garth comes south into the room and closes in the goblin. He has the hobgoblins in the periphery of his vison, keeping an eye on them. He swings at the solitary goblin with his sword but misses. He stays in position to avoid an opportunity attack, remaining engaged.
Hlin moves in and engages the hobgoblin on the northern side of the table, striking him soundly with her warhammer.
Javier points at the same hobgoblin and launches a string of energy bolts at the hobgoblin. The missiles of energy burst through his chest and he drops to the ground, unmoving. Olive moves forward to nibble at their feet and hopefully distract them, giving Salamir advantage.
This post has potentially manipulated dice roll results.
Salamir steps into the room, the feather on his hat flapping back and forth as his head turns to survey the scene. Seeing Garth engaged with the goblin, and one of the hobgoblins fall, his eyes narrow on the other other hobgoblin as it charges across to attack Garth from behind.
He darts across the room and tries to take advantage of the fact his foe looks down as it gets bitten by Olive. He concentrates his mind and thrusts his rapier forwards towards the neck of the hobgoblin. If the strike lands true, the hobgoblin becomes sheathed in booming energy.
Movement: Moves to the Hobgoblin attacking Garth Action: Booming Blade with Rapier (Advantage and Sneak Attack): 21 Damage: 13 (piercing), Booming Blade Damage: [/roll]1d8[/roll] (thunder - if the target willingly moves 5 feet or more after being hit)
Salamir moves forward and skewers the second hobgoblin, who was distracted by the other combatants and took massive damage from the skilled thrust. His body becomes wrapped in energy, his chain mail crackling, but this dissipates as he goes to the ground.
Belkaria steps forward and swings her empowered quarterstaff at the remaining goblin, who is now surrounded.
Shillelagh : Attack: 21 Damage: 11
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Seeing all their foes defeated, Salamir quickly heads across to the east of the room, listening for any sounds coming from the East or South tunnels.
If he doesn't hear anything he will wander across to the table and take a look at the papers, otherwise he will whisper a warning to the others and try to once again hide in the shadows tucked into the wall (dousing the lantern if he can).
Perception: 19 (Passive 17) Stealth (if he hears anything): 11
This post has potentially manipulated dice roll results.
Seeing the goblin go down, Garth readies himself to attack the nearest hobgoblin, only to find all enemies dead or dying. He looks around at his companions with a faint smile, "Not too shabby," he says.
After cleaning and sheathing his blade -- though there was in fact no blood on it -- he quickly searches the bodies as Salamir investigates to the east.
Salamir, you go to the eastern exit and hear nothing other than a faint trickle of water, and perhaps a distant sound of wind, echoing. You walk over to the table where the hobgoblins were playing their game and you find an urn with what appears to be Druidic runes on it, and a doll of a dwarf with 8 pins pushed into it. You show the urn to Belkaria and she translates, “It says Sol Brevian, Brother of Fivin.” Inside the urn are 15 sweet cakes.
On the table is the following map :
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Garth, you search the hobgoblin bodies. One has 11 gp and 14 sp, and the other has 12 gp and 6 sp on him. They both have chain mail, shields and long swords.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth bites a couple of the gold coins to check that they are real, then does a quick calculation and hands everyone 5gp each, keeping 3gp and 20sp for himself. "Waste not, want not," he says with a shrug.
"The armour'd be worth a pretty penny, but not sure I can bring myself to lug it around." He flips one of the bodies over with his foot then glances at his companions speculatively, unsure what they might think of looting the dead of their armour.
Salamir looks at the map, "Seems to just be the bits of the caverns above, the areas we have already explored. This doll is a little freaky".
"As for the urn, I guess at one point it contained the ashes of Fivin's brother. I wonder", he says looking under the lid in case there are any more runes.
He then accepts the 5 gold from Garth. "I am not interested in being a mule either", he says with a chuckle regarding the chain armour.
He finally holds up the doll to show the others. "Should we take the pins out?".
Salamir
Initiative: 11
Garth hears the scrape and loud sounds as well, and as the lock comes open, he swiftly throws open the door.
In this room that is roughly 30 feet wide, there is a table with three chairs around it. There are 2 crates of food in the corner, a barrel of water and a cask of ale. There are torches in holders on the wall. Standing around the table are two hobgoblins, it appears that they were playing a dice game and just ordered the other creature in the room, a goblin, to go fill their tankards. You see an exit to the east and to the south from the room. In addition to the dice on the table you see some paperwork, an urn, and what appears to be a small doll of a dwarf. The hobgoblins glare at you and shout “Intruders!” as the goblin turns to look at his scimitar and short bow on the ground. The hobgoblins start to pull out their long swords.
Let’s roll initiative!
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hobgoblin 1 & 2 : 5
Goblin : 10
Belkaria : 18
Hlin : 17
Javier : 12
A wizard is never late, nor is he early, he arrives precisely when he means to.
Group 1 : Garth, Hlin, Javier
Group 2 : Hobgoblins, Goblin, Salamir
Group 3 : Belkaria
Garth you are up and act first, then the rest of group one. There is a hobgoblin on either side of a rectangular table in the southeastern corner of the room, the goblin was walking along the southern wall toward the cask of ale. You are entering the room from the northwest.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Taking stock of the situation, Garth wants to reduce the enemy numbers quickly, and does not want to be peppered with goblin arrows. He rushes South to cut down the Goblin, if possible.
Attack: 10 Damage: 9
If the Goblin falls, he uses any remaining movement to head back north, standing between the hobgoblins and the rest of the party, sword ready.
Hlin charges in and attacks the nearest Hobgoblin with her warhammer
Attack: 11 Damage: 6
Javier casts magic missile at Hiln’s target 11 and direct Olive to help Salamir with his attack as she rushes to his side to distract whatever target he chooses. (Help action to give advantage via my familiar is a bonus action yeah? If not I’ll shove the goblin to knock him prone if he’s still up.)
Garth comes south into the room and closes in the goblin. He has the hobgoblins in the periphery of his vison, keeping an eye on them. He swings at the solitary goblin with his sword but misses. He stays in position to avoid an opportunity attack, remaining engaged.
Hlin moves in and engages the hobgoblin on the northern side of the table, striking him soundly with her warhammer.
Javier points at the same hobgoblin and launches a string of energy bolts at the hobgoblin. The missiles of energy burst through his chest and he drops to the ground, unmoving. Olive moves forward to nibble at their feet and hopefully distract them, giving Salamir advantage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The second hobgoblin can’t reach Hlin over the table, so he moves west and strikes at Garth.
Long sword : Attack: 5 Damage: 3
The goblin strikes at Garth as well with his scimitar , snarling.
Scimitar : Attack: 11 Damage: 3
Salamir is up!
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir steps into the room, the feather on his hat flapping back and forth as his head turns to survey the scene. Seeing Garth engaged with the goblin, and one of the hobgoblins fall, his eyes narrow on the other other hobgoblin as it charges across to attack Garth from behind.
He darts across the room and tries to take advantage of the fact his foe looks down as it gets bitten by Olive. He concentrates his mind and thrusts his rapier forwards towards the neck of the hobgoblin. If the strike lands true, the hobgoblin becomes sheathed in booming energy.
Movement: Moves to the Hobgoblin attacking Garth
Action: Booming Blade with Rapier (Advantage and Sneak Attack): 21 Damage: 13 (piercing), Booming Blade Damage: [/roll]1d8[/roll] (thunder - if the target willingly moves 5 feet or more after being hit)
(OOC: Messed up the Booming Blade damage part, so to avoid manipulation of dice rolls will do it again below)
Booming Blade Damage: 3 (thunder - if the target willingly moves 5 feet or more after being hit)
Salamir moves forward and skewers the second hobgoblin, who was distracted by the other combatants and took massive damage from the skilled thrust. His body becomes wrapped in energy, his chain mail crackling, but this dissipates as he goes to the ground.
Belkaria steps forward and swings her empowered quarterstaff at the remaining goblin, who is now surrounded.
Shillelagh : Attack: 21 Damage: 11
A wizard is never late, nor is he early, he arrives precisely when he means to.
The poor goblin didn’t see it coming, a swipe to the head from the right side, smashing his head in. The room is quiet again, we are out of combat.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Seeing all their foes defeated, Salamir quickly heads across to the east of the room, listening for any sounds coming from the East or South tunnels.
If he doesn't hear anything he will wander across to the table and take a look at the papers, otherwise he will whisper a warning to the others and try to once again hide in the shadows tucked into the wall (dousing the lantern if he can).
Perception: 19 (Passive 17)
Stealth (if he hears anything): 11
Seeing the goblin go down, Garth readies himself to attack the nearest hobgoblin, only to find all enemies dead or dying. He looks around at his companions with a faint smile, "Not too shabby," he says.
After cleaning and sheathing his blade -- though there was in fact no blood on it -- he quickly searches the bodies as Salamir investigates to the east.
Perception: 22
Salamir, you go to the eastern exit and hear nothing other than a faint trickle of water, and perhaps a distant sound of wind, echoing. You walk over to the table where the hobgoblins were playing their game and you find an urn with what appears to be Druidic runes on it, and a doll of a dwarf with 8 pins pushed into it. You show the urn to Belkaria and she translates, “It says Sol Brevian, Brother of Fivin.” Inside the urn are 15 sweet cakes.
On the table is the following map :
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth, you search the hobgoblin bodies. One has 11 gp and 14 sp, and the other has 12 gp and 6 sp on him. They both have chain mail, shields and long swords.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth bites a couple of the gold coins to check that they are real, then does a quick calculation and hands everyone 5gp each, keeping 3gp and 20sp for himself. "Waste not, want not," he says with a shrug.
"The armour'd be worth a pretty penny, but not sure I can bring myself to lug it around." He flips one of the bodies over with his foot then glances at his companions speculatively, unsure what they might think of looting the dead of their armour.
Salamir looks at the map, "Seems to just be the bits of the caverns above, the areas we have already explored. This doll is a little freaky".
"As for the urn, I guess at one point it contained the ashes of Fivin's brother. I wonder", he says looking under the lid in case there are any more runes.
He then accepts the 5 gold from Garth. "I am not interested in being a mule either", he says with a chuckle regarding the chain armour.
He finally holds up the doll to show the others. "Should we take the pins out?".
Garth nods, "Aye, take 'em out. Whatever it was that they were doing, I doubt it was good."
"Does the map show where young Tark was headed? Or a way out?"