(Should use one of the two for Deekin since he's the only person this round to not attack yet. Only remaining enemies are the 2 kobolds in the back with slings)
(Doh. Typed up their turn last night, then must have failed to hit the post button. My bad)
The two remaining kobolds, seeing the carnage and remains of their allies, launch one final volley of bullets at Rock and Maythus, then retreat back into the tunnel.
At rock: Attack: 5 Damage: 6
At maythus: Attack: 5 Damage: 4
(Back to you guys. You can chase them if you want to finish them off, or let them run and you'll be out of initiative)
Seeing Dawn hit one of the kobolds, Deekin loads up another bullet in his sling and launches it at the remaining one, but just barely missing the shot.
Upon inspection, Rock sees that the gate that blocked the tunnel has been broken, both the lock and one hinge, and not especially effective for stopping further entries, but there are plenty of shelves, boxes and barrels that could barricade the entryway. Escobert notices Rock looking around and says, "We have a minor spell caster in the keep that can mend the door, I'll go retrieve him. Make sure no one else gets in until the gate is fixed."
A short time later Escobert arrives with another man. The man inspects the door and tells the group, "It'll take me about 5 minutes to mend the gate fully." He immediately moves over and starts moving his hands across the gate, muttering under his breath.
About 2 minutes into the spell, you hear further movement from down the tunnel, and shortly thereafter a kobold appears. He sees the pit of spikes in front of the gate and Rockcrusher standing besides the wizard and instead of approaching further, simply stays where he is about 60 feet up the tunnel and watches.
This post has potentially manipulated dice roll results.
"What do you want? Dawn asks in Draconic and repeats it in common if he doesn't answer. If he doesn't respond to either language dawn will shoot him Attack: 8 Damage: 11
"What do you want? Dawn asks in Draconic and repeats it in common if he doesn't answer. If he doesn't respond to either language dawn will shoot him Attack: 22 Damage: 4
The kobold continues to watch, ignoring Dawns question.
(The gate is shut while the wizard mends it. You can try to shoot through it, but I’m gonna say it’s be with disadvantage, so you’d need another roll)
Dawn manages to fire an arrow through the the gap between bars and strikes the kobold in the leg, but it isn't quite enough to drop the creature. It shrieks in pain, then backs up again out of site. A few minutes later, the wizard finishes mending the gate. In the meantime, a squad of guards has arrived and informs Escobert that the invaders inside the castle have been dealt with.
Escobert thanks you for the assistance with the gate. "Now that it's fixed, we have the gate locked again and will leave a squad of guards to protect it and make sure there are no more incursions through that path. Everything seems quiet for the moment, you should seek out the healers and take a chance to rest."
(Have a short rest and a chance to use a healer for some extra healing if you haven't used it yet. Everyone gets 25 xp for the prisoner, 50 for the dragon attack, and 50 for the fight, for 125 total per person)
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
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(Should use one of the two for Deekin since he's the only person this round to not attack yet. Only remaining enemies are the 2 kobolds in the back with slings)
(Quick update that deekin doesn't have time to keep up right now so will be dropping out, I'll update when I have some time later)
Deekin launches a bullet at one of the remaining 2 kobolds.
Attack: 17 Damage: 4
(I'll just NPC Deekin for the short bit remaining o hte fight, then have him just remain at the keep after)
(So it's the kobold's turn?)
(Doh. Typed up their turn last night, then must have failed to hit the post button. My bad)
The two remaining kobolds, seeing the carnage and remains of their allies, launch one final volley of bullets at Rock and Maythus, then retreat back into the tunnel.
At rock: Attack: 5 Damage: 6
At maythus: Attack: 5 Damage: 4
(Back to you guys. You can chase them if you want to finish them off, or let them run and you'll be out of initiative)
Dawn will take a shot at the leading kobold, if it's still in sight Attack: 23 Damage: 5
(Yah, it's still in sight. And man, what are the odds of 2 natural 1s from the kobolds...)
Dawn fires an arrow and strikes down one of the two fleeing kobolds, the other lets out a little shriek as he sees his ally fall.
Seeing Dawn hit one of the kobolds, Deekin loads up another bullet in his sling and launches it at the remaining one, but just barely missing the shot.
Attack: 11 Damage: 6
Rockcrusher will look for a way to secure the gate to prevent anyone else from entering that way.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Upon inspection, Rock sees that the gate that blocked the tunnel has been broken, both the lock and one hinge, and not especially effective for stopping further entries, but there are plenty of shelves, boxes and barrels that could barricade the entryway. Escobert notices Rock looking around and says, "We have a minor spell caster in the keep that can mend the door, I'll go retrieve him. Make sure no one else gets in until the gate is fixed."
Dawn readies his bow prepared to shoot any enemy in sight.
Pops will cast Minor Illusion to make it look like we dug a put full of spikes where the gate is broken.
I got alot a doods
(Rock or Maythus doing anything while you wait?)
Maythus looks pretty
Rockcrusher is just going to guard the door until the mage comes to fix it.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
A short time later Escobert arrives with another man. The man inspects the door and tells the group, "It'll take me about 5 minutes to mend the gate fully." He immediately moves over and starts moving his hands across the gate, muttering under his breath.
About 2 minutes into the spell, you hear further movement from down the tunnel, and shortly thereafter a kobold appears. He sees the pit of spikes in front of the gate and Rockcrusher standing besides the wizard and instead of approaching further, simply stays where he is about 60 feet up the tunnel and watches.
"What do you want? Dawn asks in Draconic and repeats it in common if he doesn't answer. If he doesn't respond to either language dawn will shoot him Attack: 8 Damage: 11
Disadvantage roll 19
Dawn manages to fire an arrow through the the gap between bars and strikes the kobold in the leg, but it isn't quite enough to drop the creature. It shrieks in pain, then backs up again out of site. A few minutes later, the wizard finishes mending the gate. In the meantime, a squad of guards has arrived and informs Escobert that the invaders inside the castle have been dealt with.
Escobert thanks you for the assistance with the gate. "Now that it's fixed, we have the gate locked again and will leave a squad of guards to protect it and make sure there are no more incursions through that path. Everything seems quiet for the moment, you should seek out the healers and take a chance to rest."
(Have a short rest and a chance to use a healer for some extra healing if you haven't used it yet. Everyone gets 25 xp for the prisoner, 50 for the dragon attack, and 50 for the fight, for 125 total per person)
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.