As you all get yourselves situated, finding that you've happened upon the den of the leader of this hideout, the wolf slips into the shadows.
The bugbear's ears perk up as he hears the shuffling and footfalls originating from your direction. He punts a goblin to the direction of the crates and trash near you. "No pesky rats in Klarg's cavern. Go help find what Ripper smell!" Klarg moves south into the mess of crates and stalagmites.
"What you find, Ripper? You good boy, find rats? Kill rats for Klarg!"
This post has potentially manipulated dice roll results.
Initiative 4
I already state that, having the feat polearm master, if a foe comes close to 10ft., I use my reaction to attack
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. In case, You can roll dice for me: to hit +5, damage 1d10+3
As the spectral hand appears, the wolf barks wildly, revealing that to is just on the other side of the set of stalagmites, but remains out of reach and behind cover.
The goblin reels from the pain, and makes a run for the crates to the South. You all hear chittering of goblinoid speech. The second goblin follows the first as they both fire arrows at Meleager before hiding in the hoard and piles of crates.
Goblin 1 to hit 24 damage [roll]1d6+2[roll]
Goblin 2 to hit 12 damage [roll]1d6+2[roll]
You hear Klarg whistle and the wolf bounds to Klarg in the stacks of stockpiled goods. He then shouts out "you come fight Klarg in Klarg own cave! You fight you die!"
A javelin flies at Meleager
Klarg to hit 5 damage [roll]1d6+2[roll]
As long as you are behind the cover of the stalagmites your AC bonus is +2.
You currently have no line of sight on any of the creatures in the junkpile.
Rerolling damage, sorry. I messed up the prompt. 3, 4, 4
pratically only the crit (**** it) of the goblin hits me: do I put 7 total damages?
how large is this cave? or in other words: how far wawy are the goblins? this turn do we reach them? next turn does this Klarg+wolf reach the goblin? next turn does this Klarg+wolf reach us?
to sum up, I must understand if it is better to throw a javelin and stay hidden or go in melee
I'll be travelling all day, so @Madclergy, after DM answers (it may interest also you) go first
Anyone could use 25 feet of movement to reach melee for the Goblins and wolf. 30 feet of movement for Klarg, wolf and goblin 2.
Meleager would only need to move 20 and 25 feet respectively.
Meleager, you only take 4 damage total.
Only the goblins are hidden. The stalagmites are providing some cover, bit are obscuring your view. It is also difficult to see into the piles of loot, as it is also providing some cover for the creatures in that area.
This post has potentially manipulated dice roll results.
Stonegrin undoes the strap of his crossbow and pulls it into his hands, he loads and bolt, steps from behind the stalagmite and fires at one of the goblins!
Meleager sees Mitsu launching the same spell he did before, the freezing one. He hopes it worked but all of a sudden a lot things happen:
a javelin brushes against him, an arrow hits the crate close to him but eventually an arrow hits his arm, not seriouslt but nothersome indeed.
Stonegrin launches an arrow and Meleager can hear a goblin lamenting. He is not that good in maths and there is no think for great thinking
A goblin hit all right, but they are hidden, if I remain here they will stake me like a chicken
He runs at the open, chargin with the point of his glaive down, arriving at ten feet from the goblins, he sees an arrow pierced on a goblin leg, thus he attack him with the rear of his glaive, trying to finish him
bonus action: attack with polearm rear (feat):
Attack: 18 Damage: 5
The stick of the weapon hits hard on the goblin temple, knocking out for good.
Balancing, he recompose to attack the other goblin nearby, letting out a harsh cry
attack action:
Attack: 9 Damage: Unable to parse dice roll.
ooc: apart from the goblin, if some other foe come 10 ft from me, I use reaction for attacking with the feat, you con roll dice for me: to hit+5, dmg 1d10+3 (note: for dmg if you rol 1 or 2 , the dmg must be re-rolled: great weapong fighting style)
Mitsu's stealth roll: 10
And that's all I have to say about that.
Stealth: 5 (Wish the character sheet would show disadvantage when wearing armor that causes it, just in case I can get lower than a five: 9)
stealth
8
Zuix stealth 15
As you all get yourselves situated, finding that you've happened upon the den of the leader of this hideout, the wolf slips into the shadows.
The bugbear's ears perk up as he hears the shuffling and footfalls originating from your direction. He punts a goblin to the direction of the crates and trash near you. "No pesky rats in Klarg's cavern. Go help find what Ripper smell!" Klarg moves south into the mess of crates and stalagmites.
"What you find, Ripper? You good boy, find rats? Kill rats for Klarg!"
EVERYONE ROLL INITIATIVE!
Initiative: 4 (sorry guys, my stealth roll was abysmal)
Init-8
Mitsu's initiative: 17
Is Mitsu's stealth roll high enough that he is unseen still?
And that's all I have to say about that.
Initiative 4
I already state that, having the feat polearm master, if a foe comes close to 10ft., I use my reaction to attack
Evil: 17
Mitsu
Evil
Stonegrin, Meleager
Zuix
Mitsu, standing behind the others, outstretches his hand towards the nearest of the two goblins, then clenches it into a fist.
A spectral hand appears in front of the goblin, slashing at it.
"Kōrudotatchi," he intones.
Chill Touch: Attack: 17 Damage: 2 necrotic
And that's all I have to say about that.
As the spectral hand appears, the wolf barks wildly, revealing that to is just on the other side of the set of stalagmites, but remains out of reach and behind cover.
The goblin reels from the pain, and makes a run for the crates to the South. You all hear chittering of goblinoid speech. The second goblin follows the first as they both fire arrows at Meleager before hiding in the hoard and piles of crates.
Goblin 1 to hit 24 damage [roll]1d6+2[roll]
Goblin 2 to hit 12 damage [roll]1d6+2[roll]
You hear Klarg whistle and the wolf bounds to Klarg in the stacks of stockpiled goods. He then shouts out "you come fight Klarg in Klarg own cave! You fight you die!"
A javelin flies at Meleager
Klarg to hit 5 damage [roll]1d6+2[roll]
As long as you are behind the cover of the stalagmites your AC bonus is +2.
You currently have no line of sight on any of the creatures in the junkpile.
Rerolling damage, sorry. I messed up the prompt. 3, 4, 4
ooc:
pratically only the crit (**** it) of the goblin hits me: do I put 7 total damages?
how large is this cave? or in other words: how far wawy are the goblins? this turn do we reach them? next turn does this Klarg+wolf reach the goblin? next turn does this Klarg+wolf reach us?
to sum up, I must understand if it is better to throw a javelin and stay hidden or go in melee
I'll be travelling all day, so @Madclergy, after DM answers (it may interest also you) go first
Anyone could use 25 feet of movement to reach melee for the Goblins and wolf. 30 feet of movement for Klarg, wolf and goblin 2.
Meleager would only need to move 20 and 25 feet respectively.
Meleager, you only take 4 damage total.
Only the goblins are hidden. The stalagmites are providing some cover, bit are obscuring your view. It is also difficult to see into the piles of loot, as it is also providing some cover for the creatures in that area.
Stonegrin undoes the strap of his crossbow and pulls it into his hands, he loads and bolt, steps from behind the stalagmite and fires at one of the goblins!
Attack: 14 Damage: 11
Zuix moves in range to attack the same target Stonegrin does. Raising his hands he cast eldritch blast-18,
damage- 9
Meleager
Meleager sees Mitsu launching the same spell he did before, the freezing one. He hopes it worked but all of a sudden a lot things happen:
a javelin brushes against him, an arrow hits the crate close to him but eventually an arrow hits his arm, not seriouslt but nothersome indeed.
Stonegrin launches an arrow and Meleager can hear a goblin lamenting. He is not that good in maths and there is no think for great thinking
A goblin hit all right, but they are hidden, if I remain here they will stake me like a chicken
He runs at the open, chargin with the point of his glaive down, arriving at ten feet from the goblins, he sees an arrow pierced on a goblin leg, thus he attack him with the rear of his glaive, trying to finish him
bonus action: attack with polearm rear (feat):
Attack: 18 Damage: 5
The stick of the weapon hits hard on the goblin temple, knocking out for good.
Balancing, he recompose to attack the other goblin nearby, letting out a harsh cry
attack action:
Attack: 9 Damage: Unable to parse dice roll.
ooc: apart from the goblin, if some other foe come 10 ft from me, I use reaction for attacking with the feat, you con roll dice for me: to hit+5, dmg 1d10+3 (note: for dmg if you rol 1 or 2 , the dmg must be re-rolled: great weapong fighting style)
I need Disadvantage checks for the attacks against the goblins, they used a bonus action to hide.
one from Stonegrin and two from Meleager