Mav, you silently creep from the boxes, towards the Goblin to the North. You’re about halfway there, and the only one of the enemy group to notice you is the She-Wolf with the excessive burn wounds. She still hasn’t made any move to warn the enemy goblins, simply staring at you with a one eyed look you can’t seem to identify.
If anyone wants to join in on a possible surprise round, please do your stealth rolls. However any failed stealth checks would probably resault in the goblins being immediately notified and prepared for a fight.
Valathar ready’s his staff, waiting for the opportune moment to cast his spell. Reaching out to the world, tuning into the Sylvan magics infusing the air.
Valathar will skip the surprise round, and act on his turn in the initiative order.
Okay, while we wait for Kor’s decision, you guys can roll up iniative for round 1, Ab, you’ll hopefully be awake for round two, and will probably make strength or dexterity checks or something. I’ll decide when I get there
Kor takes stock of the room, noticing the prisoner caged to his right. It'd be nice to have another sword in this fight, that goblin is huge! Making his decision, he signals his intent to the others to reach the cage and carefully steps towards it.
Stealth: 16
I've got to head to work soon, so I won't be able to post for a while. If Kor can make it to the cage undetected, he'll open it to free the prisoner:
Thieves' Tools (w/adv due to prof. in sleight of hand and the tools as we discussed): 23
If he's still undetected and battle hasn't started, he'll try to sneak back to the boxes where he came from for cover.
Stealth: 23
If he's detected or combat is joined, I'll have to post myself 'cause it'll depend on how the situation looks then.
This post has potentially manipulated dice roll results.
Okay here's some rolls!
Klarg: 13
North Cap: 20
Left Cap: 18
Wolf: 9
So here's how it goes down.
Kor, the one eyed thief who is still covered head to toe in gray ash (that'll be pretty tough to wash out), picks the lock and manages to wake up and muffle any sounds of protest that the rotund humanoid would most likely make when waking up due to those good stealth rolls. He then manages to sneak both of them successfully back to a ready position by the boxes near the opening to the furnace.
Mav, on the other hand sneaks towards the Northern goblin. Once he gets close enough, Klarg's eyes widen and he's about to shout something, but Mav's trained reactions allow him to try to brain Klarg's captain with his quarter staff.
Unfortunately for Mav, that two handed attack misses, and he turns the log that the goblin was previously sitting on into splinters.
Also, Mav and other people, if you get extra attacks or super cool attacks or whatever, you'll have to keep track of it and tell me when you do it
This post has potentially manipulated dice roll results.
Okay initiative order goes as such: Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
The She-Wolf stalks slowly around the fire, the soft glow of the fire casting her massive burn marks in an angry red light, and she tries to blend into the piles of random supplies and crates to the south of Klarg.
This post has potentially manipulated dice roll results.
Kor sights in the goblin Mav engaged with his short bow, firing as soon as Mav is clear.
Short bow shot at North Cap
Attack: 23 Damage: 10
I rolled with advantage assuming this is still the surprise round, also rolled sneak attack since I have advantage (even if I didn't have it, I'd still get sneak attack since the goblin is in melee with Mav).
North Captain just barely avoids getting clubbed by a half orca quarter staff, just to get an arrow through its chest for its troubles. While it it still clinging to life, you can tell by its labored breaths that you did quite a number on it.
Valathar steps just to the side of the crates and barrels he was hiding behind moments before, and raises his staff high above his head. Looking like a giant black stain against the stone wall, his eyes start to glow green. Speaking Sylvan language of the druids, Valathar chants, casting Entangle directly under Klarg.
This post has potentially manipulated dice roll results.
Vines spring up suddenly all around the campfire. Klarg and the North Captain Easily braid through them, but the South Captain is hopelessly entangled, and will have disadvantage breaking through them on his turn.
Klarg will instantly zoom in on the tall figure wrapped in green light, and cross the distance in a blink of the eye. You’re suddenly staring into the murderous eyes of a Bugbear as tall as you are Val, who’s raising a rusty mace to smash your face in.
Hit: 15
Damadge: 9
Mav, you also have a face full of an angry, wounded (thankfully smaller then Klarg) goblin Captain. He raises a rusty scimitar and attempts to sla4sh you.
Hit: 9
Due to being pretty wounded, his slash goes extremely wide, and he finds himself in a compromised position, showing the enemy his back. Any attacks until his next turn will be at advantage against him
Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
Mav, you silently creep from the boxes, towards the Goblin to the North. You’re about halfway there, and the only one of the enemy group to notice you is the She-Wolf with the excessive burn wounds. She still hasn’t made any move to warn the enemy goblins, simply staring at you with a one eyed look you can’t seem to identify.
If anyone wants to join in on a possible surprise round, please do your stealth rolls. However any failed stealth checks would probably resault in the goblins being immediately notified and prepared for a fight.
Valathar ready’s his staff, waiting for the opportune moment to cast his spell. Reaching out to the world, tuning into the Sylvan magics infusing the air.
Valathar will skip the surprise round, and act on his turn in the initiative order.
having risked enough on stealth Berrus bouncing slightly preparing to charge
Laissez les bons temps rouler
Okay, while we wait for Kor’s decision, you guys can roll up iniative for round 1, Ab, you’ll hopefully be awake for round two, and will probably make strength or dexterity checks or something. I’ll decide when I get there
*Snore*
I'll go ahead and roll for initiative just in case AB gets to play along.
Initiative: 8
initiative: 6
Laissez les bons temps rouler
Kor takes stock of the room, noticing the prisoner caged to his right. It'd be nice to have another sword in this fight, that goblin is huge! Making his decision, he signals his intent to the others to reach the cage and carefully steps towards it.
Stealth: 16
I've got to head to work soon, so I won't be able to post for a while. If Kor can make it to the cage undetected, he'll open it to free the prisoner:
Thieves' Tools (w/adv due to prof. in sleight of hand and the tools as we discussed): 23
If he's still undetected and battle hasn't started, he'll try to sneak back to the boxes where he came from for cover.
Stealth: 23
If he's detected or combat is joined, I'll have to post myself 'cause it'll depend on how the situation looks then.
Initiative: 22
Initiative 3
heres the attack, two handed with my staff for the surprise round
Attack Attack: 10 Damage: 3
(well shit, better to get it out of the way now...)
(I’m going to assume if I use two handed I can’t also use the unarmed strike as a bonus action.)
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
Initiative: 13
Okay here's some rolls!
Klarg: 13
North Cap: 20
Left Cap: 18
Wolf: 9
So here's how it goes down.
Kor, the one eyed thief who is still covered head to toe in gray ash (that'll be pretty tough to wash out), picks the lock and manages to wake up and muffle any sounds of protest that the rotund humanoid would most likely make when waking up due to those good stealth rolls. He then manages to sneak both of them successfully back to a ready position by the boxes near the opening to the furnace.
Mav, on the other hand sneaks towards the Northern goblin. Once he gets close enough, Klarg's eyes widen and he's about to shout something, but Mav's trained reactions allow him to try to brain Klarg's captain with his quarter staff.
Unfortunately for Mav, that two handed attack misses, and he turns the log that the goblin was previously sitting on into splinters.
Also, Mav and other people, if you get extra attacks or super cool attacks or whatever, you'll have to keep track of it and tell me when you do it
Okay initiative order goes as such: Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
The She-Wolf stalks slowly around the fire, the soft glow of the fire casting her massive burn marks in an angry red light, and she tries to blend into the piles of random supplies and crates to the south of Klarg.
Hide (Stealth) Check: 12
OOC: So, was AB able to grab any of his weapons on the way back to the boxes?
Yes, that was implied, sorry if it was too vague.
OOC: Excellent!
AB raises his eyebrows and nods at Valathar, Berrus and Korbinian individually, then turns his eyes toward the goblins with a big, toothy grin.
Kor sights in the goblin Mav engaged with his short bow, firing as soon as Mav is clear.
Short bow shot at North Cap
Attack: 23 Damage: 10
I rolled with advantage assuming this is still the surprise round, also rolled sneak attack since I have advantage (even if I didn't have it, I'd still get sneak attack since the goblin is in melee with Mav).
North Captain just barely avoids getting clubbed by a half orca quarter staff, just to get an arrow through its chest for its troubles. While it it still clinging to life, you can tell by its labored breaths that you did quite a number on it.
Val’s up to bat!
Valathar steps just to the side of the crates and barrels he was hiding behind moments before, and raises his staff high above his head. Looking like a giant black stain against the stone wall, his eyes start to glow green. Speaking Sylvan language of the druids, Valathar chants, casting Entangle directly under Klarg.
Valarthar’s Spell DC is 12.
Okay Strength Checks:
Klarg: 15
NC:15
SC:19
Vines spring up suddenly all around the campfire. Klarg and the North Captain Easily braid through them, but the South Captain is hopelessly entangled, and will have disadvantage breaking through them on his turn.
Klarg will instantly zoom in on the tall figure wrapped in green light, and cross the distance in a blink of the eye. You’re suddenly staring into the murderous eyes of a Bugbear as tall as you are Val, who’s raising a rusty mace to smash your face in.
Hit: 15
Damadge: 9
Mav, you also have a face full of an angry, wounded (thankfully smaller then Klarg) goblin Captain. He raises a rusty scimitar and attempts to sla4sh you.
Hit: 9
Due to being pretty wounded, his slash goes extremely wide, and he finds himself in a compromised position, showing the enemy his back. Any attacks until his next turn will be at advantage against him
Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
Ab and Berrus, your turns are up!