You enter the cave proper as you move to the back of the cave where the opening is. Peering around the corner you see a rough tunnel that is naturally formed with no tool marks on it. The width varies from 20 feet at the narrowest to almost 25 feet at the widest. This passageway curves gently to the right as it disappears before beyond your eyesight due to the curvature. I will need investigation /perception checks as you enter the passageway. The ceiling is about 30 feet above you. What is your next move
You move into the passageway and follow it as it curves gently around. You are moving at a slower pace as you watch for traps and anyone appearing around the corner. You have gone about 100 feet when the passageway come to a four way intersection with you facing what you believe is east coming from the west. The passageway narrows as it comes to this intersection to about 15 feet wide. All the passages in front of you are likewise 15 feet wide. The ceiling has dropped to about 20 feet. The passageways are still rough stone and look naturally made. I will need investigation and perception checks as you get to the intersection.
Adjusting the illusion as they move down the corridor, Mouser debates if he should continue the fake image when the time on the spell expires, since they've met with no opposition so far. Whispering to his compatriots, he asks for opinions on renewing the spell, or if they should just sneak in the traditional way.
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Sorrow is able to understand the Worg pens are to the right as well as possibly Goblins. According to the tracks the other creatures seem to go straight or to the left. What really gets her attention are the fresh looking small foot steps of a possible female creature heading to the right.
Millwater looks to Sorrow, not making sense of the spoor. "I don't smell like popcorn anymore, and I feel a bit more confident wrangling the worgs." He whispers while shaking a hobb stick. "I can get their attention, so you can get their backside?" Whispering the question.
Raising a hand to horn height, she halts the party. Kneeling down she points to the tracks. She whispers ‘Jokers to the left of me Worgs to the right-and we’re stuck in the middle with’…she trails off then looks around sheepishly. ‘Sorry-song from another lifetime ago. But the truth is we have worgs to the right as well as gobs-most likely the riders. There's also a few tracks of what could be a small female heading towards those worg pens.’ She stands and slowly unclips her axe. ‘Be on the lookout for children-we could be approaching the original reason we started this mission. No quarter.’ She’s pulls the balaclava up to cover her face. ‘Alright-quietly like being in church. Vee-cover the six.’
As you move down the corridor towards the Worg pens you start to hear some movement ahead. With Millwaters in the lead he soon sees a couple pens that have six Worgs in each one. They can smell him and and are wanting out of the pen to get to him. Hearing this disturbance a group of four of the Worg rider Goblins come up the corridor towards your group. They seem to have come from a doorway ahead on the right hand side past the Worg pens. There are four Worg pens that can hold up to ten Worgs two on each side of the as the corridor opens up to a wider room. The pens are build tough enough the Worgs can not get out. What are your actions?
Nodding to Sorrow, J'nah anticipated the route for us to attempt ambushing the Worgs and riders. Moving up and using his cloak to shield some of himself against the wall scrunched down to the size of a rock, both short swords drawn. Thinking for a second, he grabbed a little dust from off the rocks and threw it in the air to interfere with the Worg sense of smell.
This post has potentially manipulated dice roll results.
Festoon slinks into a handy nook, casting a quiet spell to enhance his speed and hiding until opportunity presents itself. When he's not be observed, he moves up slowly, getting cover when he can and closing the distance to the enemy.
Stealth: 27 ADV if needed: 20
Casting Longstrider on self, then moving up to within 35', if possible.
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Sighing, Tail Feather looks at the distance to the furthest party member and cast Pass without a Trace. Feeling good about it, she walks softly, keeping the party within 30 feet of her.
As you make it past the first pen you can see the goblins looking around as if something was not quite right (They heard Millwaters yell) The Worgs seem confused as they knew they had a scent but not it seems to have gone. I will need another dexterity check still +10 This +10 is additional to your normal dexterity + if you have one.
Millwater cringes from the noise he made, silently thanking Tail Feather for her brilliant save. Biting big pieces of sausage(already in hand) to store in his cheeks to spit at the worgs should they get out. (How you make dogs pay attention to your face by randomly spitting out meat and cheese)
He tactically zoomies around as a golden furball to the adversaries in the back of the group. Hissing and making menacing eye contact with each of the goblins, with each planting of a foot ready to reverse spring a dodge. Keeping in motion, not letting his guard down, he steels himself for the expected strikes to follow.
Action: Attempting to position myself for higher initiative by forsaking attack
As you move further along Millwater forgoes the spell and springs into action behind the goblins. This causes Tail-feathers to trip over her own feet and fall to the ground but thankfully she retains her concentration on the spell so it does not drop. The Goblins are surprised at the sudden appearance of Millwater who for some reason does not attack them forgoing the surprise he had on them. What does the rest of the party do? Millwater needs to roll for initiative now. If the rest stay withing the 30 feet of Tailfeathers they will need to make their dexterity checks again still with the additional +10 If you forgo the spell you will have surprise and advantage on any attacks.
This post has potentially manipulated dice roll results.
Festoon sighs quietly as Millwater becomes a visible ball of chaos among the enemy, and he resigns himself to having to participate in getting rid of these guards. Under the cover of the concealing magic he slips behind the far guard (the one outside of the visual sight of any other goblin) and strikes with his rapier. He then slips back under cover of the spell, ducking into the magic's provided deep shadows.
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Vee, standing at the rear of the party with his Xbow raised, finds there is something in the air causing a tickle in his throat and his eyes to water. Attempting to smother the sneeze his foot finds a loose stone, causing a brief stutter step just enough to drop him out of the magic of the spell. Blinking he fires off a shot at the goblins.
att: 12
dam: 2
INIT: 2
Rollback Post to RevisionRollBack
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You enter the cave proper as you move to the back of the cave where the opening is. Peering around the corner you see a rough tunnel that is naturally formed with no tool marks on it. The width varies from 20 feet at the narrowest to almost 25 feet at the widest. This passageway curves gently to the right as it disappears before beyond your eyesight due to the curvature. I will need investigation /perception checks as you enter the passageway. The ceiling is about 30 feet above you. What is your next move
You move into the passageway and follow it as it curves gently around. You are moving at a slower pace as you watch for traps and anyone appearing around the corner. You have gone about 100 feet when the passageway come to a four way intersection with you facing what you believe is east coming from the west. The passageway narrows as it comes to this intersection to about 15 feet wide. All the passages in front of you are likewise 15 feet wide. The ceiling has dropped to about 20 feet. The passageways are still rough stone and look naturally made. I will need investigation and perception checks as you get to the intersection.
Adjusting the illusion as they move down the corridor, Mouser debates if he should continue the fake image when the time on the spell expires, since they've met with no opposition so far. Whispering to his compatriots, he asks for opinions on renewing the spell, or if they should just sneak in the traditional way.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Sorrow is able to understand the Worg pens are to the right as well as possibly Goblins. According to the tracks the other creatures seem to go straight or to the left. What really gets her attention are the fresh looking small foot steps of a possible female creature heading to the right.
Millwater looks to Sorrow, not making sense of the spoor. "I don't smell like popcorn anymore, and I feel a bit more confident wrangling the worgs." He whispers while shaking a hobb stick. "I can get their attention, so you can get their backside?" Whispering the question.
Millwater Male Tabaxi Monk WoM 4 I 38/23HP
Raising a hand to horn height, she halts the party. Kneeling down she points to the tracks. She whispers ‘Jokers to the left of me Worgs to the right-and we’re stuck in the middle with’…she trails off then looks around sheepishly. ‘Sorry-song from another lifetime ago. But the truth is we have worgs to the right as well as gobs-most likely the riders. There's also a few tracks of what could be a small female heading towards those worg pens.’ She stands and slowly unclips her axe. ‘Be on the lookout for children-we could be approaching the original reason we started this mission. No quarter.’ She’s pulls the balaclava up to cover her face. ‘Alright-quietly like being in church. Vee-cover the six.’
As you move down the corridor towards the Worg pens you start to hear some movement ahead. With Millwaters in the lead he soon sees a couple pens that have six Worgs in each one. They can smell him and and are wanting out of the pen to get to him. Hearing this disturbance a group of four of the Worg rider Goblins come up the corridor towards your group. They seem to have come from a doorway ahead on the right hand side past the Worg pens. There are four Worg pens that can hold up to ten Worgs two on each side of the as the corridor opens up to a wider room. The pens are build tough enough the Worgs can not get out. What are your actions?
Nodding to Sorrow, J'nah anticipated the route for us to attempt ambushing the Worgs and riders. Moving up and using his cloak to shield some of himself against the wall scrunched down to the size of a rock, both short swords drawn. Thinking for a second, he grabbed a little dust from off the rocks and threw it in the air to interfere with the Worg sense of smell.
Stealth 23 (20+5)
A rare Nat 20 from me XD
Festoon slinks into a handy nook, casting a quiet spell to enhance his speed and hiding until opportunity presents itself. When he's not be observed, he moves up slowly, getting cover when he can and closing the distance to the enemy.
Stealth: 27 ADV if needed: 20
Casting Longstrider on self, then moving up to within 35', if possible.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Millwater hunkers down ready to jump attack from the shadows.
Action: Stealth 8
Millwater Male Tabaxi Monk WoM 4 I 38/23HP
Sighing, Tail Feather looks at the distance to the furthest party member and cast Pass without a Trace. Feeling good about it, she walks softly, keeping the party within 30 feet of her.
Due to Tail-feathers spell I need everyone to make a dexterity check +10 to be able to pass by the Worgs and Goblins
As you make it past the first pen you can see the goblins looking around as if something was not quite right (They heard Millwaters yell) The Worgs seem confused as they knew they had a scent but not it seems to have gone. I will need another dexterity check still +10 This +10 is additional to your normal dexterity + if you have one.
Millwater cringes from the noise he made, silently thanking Tail Feather for her brilliant save. Biting big pieces of sausage(already in hand) to store in his cheeks to spit at the worgs should they get out. (How you make dogs pay attention to your face by randomly spitting out meat and cheese)
He tactically zoomies around as a golden furball to the adversaries in the back of the group. Hissing and making menacing eye contact with each of the goblins, with each planting of a foot ready to reverse spring a dodge. Keeping in motion, not letting his guard down, he steels himself for the expected strikes to follow.
Action: Attempting to position myself for higher initiative by forsaking attack
Millwater Male Tabaxi Monk WoM 4 I 38/23HP
As you move further along Millwater forgoes the spell and springs into action behind the goblins. This causes Tail-feathers to trip over her own feet and fall to the ground but thankfully she retains her concentration on the spell so it does not drop. The Goblins are surprised at the sudden appearance of Millwater who for some reason does not attack them forgoing the surprise he had on them. What does the rest of the party do? Millwater needs to roll for initiative now. If the rest stay withing the 30 feet of Tailfeathers they will need to make their dexterity checks again still with the additional +10 If you forgo the spell you will have surprise and advantage on any attacks.
Festoon sighs quietly as Millwater becomes a visible ball of chaos among the enemy, and he resigns himself to having to participate in getting rid of these guards. Under the cover of the concealing magic he slips behind the far guard (the one outside of the visual sight of any other goblin) and strikes with his rapier. He then slips back under cover of the spell, ducking into the magic's provided deep shadows.
HP 41/21, Move: 35 (Longstrider)
Attack: 19 Damage: 15
Stealth: 30
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Initiative: 29
Millwater moves among the Goblins antagonizing with hisses and slaps, as they invade his defenses looking for an easy opening.
Action: Dodge
Millwater Male Tabaxi Monk WoM 4 I 38/23HP
While everyone is still mesmerized by the appearance of Millwater, J'nah will flip around and double stick a Goblin.
Bonus Action: Off-hand swing.
Short sword Attack: 21 (16+5)
Short sword Dmg: 8
Short Sword Attack Off-Hand: 16 (11+5)
Short sword Dmg Off-Hand: 2
Concentration: none
Equipped: 2 x Short Sword
HP: 41/41 AC: 16
Sorrow steps from the safety of the spell, her axe whistling with the potential of upcoming death as she swings at a goblin.
att: 26
dam: 16
INIT: 9
Vee, standing at the rear of the party with his Xbow raised, finds there is something in the air causing a tickle in his throat and his eyes to water. Attempting to smother the sneeze his foot finds a loose stone, causing a brief stutter step just enough to drop him out of the magic of the spell. Blinking he fires off a shot at the goblins.
att: 12
dam: 2
INIT: 2