This post has potentially manipulated dice roll results.
Rellahne approaches, seeing that they were leaving the stinking room behind, and one of the items removed piques her interest. She approaches, asking, "Can I take a look?" She points to the liquid before looking at her owl that was still standing on Shadow's shoulder. "Oh, Ollie... Sorry for making you pass through that... Thankfully, your sense of smell isn't your strongest sense, but still." She commands the companion back into her shoulder before examining the liquid a bit closer.
Taking a deep breath, Alben steps into the room of filth and begins cleaning everything with prestidigitation, stepping back out as necessary to breathe 'fresh' air.
Alben goes into the disgusting room with Shadow and starts casting one of his earliest spells, to start cleaning the filth. One cubic foot at a time.
Alben make a Con save.
Shadow exits the room and showing the items to whoever want to see. Rellahne takes an interest in the red fluid in the fungi flask. She takes it and she is pretty sure (without actually tasting it to make sure) that it is a Potion of Greater Healing.
Shadow spends a few minutes examining the southwesernt wall for a hidden exit. He finds a tiny door shaped seam and further manipulation reveals a hidden pressure plant, that when pushed causes the 'secret' door to pop back on a spring-loaded hinge. The door almost hits Shadow as it abruptly opens, but he is able to get out of the way. A few seconds later the door starts to close again, and Shadow grabs it to prevent it closing.
Looking into the new room Shadow sees...
The ceiling in this square chamber rises to an apex thirty feet overhead. Great pairs of iron doors are set into opposite-facing walls, although only the northwest doors are sealed with a heavy iron bar. Each corner of the room holds a two-foot-tall stone brazier carved in the likeness of an ovoid creature with three stubby legs, three eyes, and three spindly arms spaced equidistantly around its pebbly body. Smoke issues from a gaping mouth atop the creature’s “head”. A dark, pungent haze fills the room. A nine-foot-tall gray stone statue of a dwarven warrior stands before the southeast set of iron doors, facing northeast. The dwarf stares blankly forward, two glistening black gems embedded in his eyes, a spiked helmet resting atop his formidable brow. His armor bears graven glyphs, and a shield is slung over his back. His stony gauntlets rest on the handle of a stone greataxe etched with fiery patterns. The head of the weapon is planted firmly on the floor. Draped over the statue is a mass of iron chains ending in nasty barbs, spikes, hooks, and blades. Some of them are coiled around the statue’s arms and legs to keep them from sliding off.
Standing in front of each door are Hobgoblin guards, as the door opens their gazes snap the Shadow.
Everyone roll initiatives (I have you approximate locations on the map. If you want to be doing something (or be in a different location) while Shadow is examining the wall, let me know with your initiative roll.
Hobgoblins initiative 19
Fario's initiative 19
Fellian's initiative 21
Anyone with an initiative higher than 19 can act. I will play Fario and Fellian before the Hobgoblins.
Because of the dark, pungent haze filling the room, the room is lightly obscured and all creature in the room has three-quarters cover from ranged attacks.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Shadow looks to the two hobgoblins to the north amd says "hello, we have been sent by or mutual superiors to collect some of the latest brought in from the city" while casting charm person at second level racial feature on both of them DC 13wisdom save or be charmed for 1 hour
Rollback Post to RevisionRollBack
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
This post has potentially manipulated dice roll results.
Since Alben didn't post yesterday I am going to roll his Con save and initiative
Con save 23
Initiative 11
Since Alben goes before the hobgoblins, I will wait until later tonight, and if he hasn't posted (or communicate with me) by around 10pm local time (AST), I will post for him.
This post has potentially manipulated dice roll results.
Alben is about three-quarters done with his cleansing of the defiled room, when he hears Shadow talking to someone outside of the party. He drops his cleaning spell and dashes out of the room. Seeing Shadow holding a secret door open, he rushes through. He sees the to sets of Hobgoblins, and stops about 10 feet into the room. (Because you had to Dash to see them, you won't be able to cast until next round.)
Fellian uses his Cunning Action to dash to the secret door, and then uses his Action to move into the room. Straight ahead until the statue is between him and the southern Hobgoblins. He has is bow out a while pointed at the ground, has it ready to fire incase the northern Hobgoblins attack.
Fario will also use his Cunning Action to Dash into the new room and at the 50 feet mark use his Action to see if some of the Hobgoblins look charmed (Perception DC 13) Perception check 10. Not knowing who if any was charmed he heads (1=North; 2=South) 2 South to intercept the Hobgoblins guarding the southern doors. He just barely made to H3 on the diagonal, but can't attack because of the skill check.
H1 replies to Shadow "Why are you addressing us? We are guarding the route to the Underdark where the buyers come from. The quickest way to the cellblocks is through the barracks over there." He says, while pointing towards the western wall opposite from Shadow.
H2 just nobs his head in agreement.
H3 attack Fario with his Longsword Attack: 11 Damage: 12, dropping the half-elf to the ground unconscious.
H4 is ready to attack anyone who approaches him, with his Longsword.
Oreus, Tyris, Rellahne and Ollie are up
(It should be oobvious that at least one of the southern Hobgoblins are not charmed. If you want to make a perception check to see which ones are charmed (because no one would have been able to see who Shadow was talking to) it is a DC 13 perception check with disadvantage due to the light obscurement.)
Rellahne moves into the room and sees the entire group of hobgoblins, the haze making she move her arm to block her eyes and help she see. Not knowing who exactly was charmed and who wasn't, she's quick to assume whoever attacked Fario, who's now unconscious, isn't friendly, so she makes some gestures while spelling some arcane words and casts Magic Missile with all three darts heading towards the direction of the hobgoblin closest to Fario's unconscious body.
Damage:4 + 2 + 2= 8
For Ollie's turn, Rellahne gives a small nod to her pet, and the owl picks the Healing Potion that was still in Rellahne's hand and starts heading towards Fario. She keeps herself high in the air, close to the ceiling while holding the potion and waiting for the next command.
This post has potentially manipulated dice roll results.
Tyris follows the others towards the room to south.
(It looks like I should be able to get LoS on the southern hobgoblins with my 30 foot move? Just gives them the 3/4 cover you mentioned? Assuming so...)
Seeing his allies engaged with hobgoblins in the room, Tyris marks the closest one (H3 I think?) as his Prey (Bonus action Slayer's Prey class feature), then raises his bow and launches an arrow
(Due to Sharpshooter feat, my ranged weapon attacks ignore half and three-quarter cover)
Tyris follows the others towards the room to south.
(It looks like I should be able to get LoS on the southern hobgoblins with my 30 foot move? Just gives them the 3/4 cover you mentioned? Assuming so...)
No these are 10 foot squares again like Jzadirune, you are in the back of the room (unless you were doing something else while Shadow was investigating the southern wall). So even at a dash, you won't be quite able to get LoS on them.
Shadow smells the liquid in the flash but doesn't recognize the liquid by smell.
He then leaves the filthy room.
Leaving the party with no discernable means to move forward.
The north east had the door to the elevator so shadow will investigate the south west wall for a hidden exit
12
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
Rellahne approaches, seeing that they were leaving the stinking room behind, and one of the items removed piques her interest. She approaches, asking, "Can I take a look?" She points to the liquid before looking at her owl that was still standing on Shadow's shoulder. "Oh, Ollie... Sorry for making you pass through that... Thankfully, your sense of smell isn't your strongest sense, but still." She commands the companion back into her shoulder before examining the liquid a bit closer.
Investigation 21
(Decided a name for the owl, by the way, as you could tell. Will refer to her that way more frequently from now on.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Taking a deep breath, Alben steps into the room of filth and begins cleaning everything with prestidigitation, stepping back out as necessary to breathe 'fresh' air.
Alben goes into the disgusting room with Shadow and starts casting one of his earliest spells, to start cleaning the filth. One cubic foot at a time.
Alben make a Con save.
Shadow exits the room and showing the items to whoever want to see. Rellahne takes an interest in the red fluid in the fungi flask. She takes it and she is pretty sure (without actually tasting it to make sure) that it is a Potion of Greater Healing.
Shadow spends a few minutes examining the southwesernt wall for a hidden exit. He finds a tiny door shaped seam and further manipulation reveals a hidden pressure plant, that when pushed causes the 'secret' door to pop back on a spring-loaded hinge. The door almost hits Shadow as it abruptly opens, but he is able to get out of the way. A few seconds later the door starts to close again, and Shadow grabs it to prevent it closing.
Looking into the new room Shadow sees...
The ceiling in this square chamber rises to an apex thirty feet overhead. Great pairs of iron doors are set into opposite-facing walls, although only the northwest doors are sealed with a heavy iron bar. Each corner of the room holds a two-foot-tall stone brazier carved in the likeness of an ovoid creature with three stubby legs, three eyes, and three spindly arms spaced equidistantly around its pebbly body. Smoke issues from a gaping mouth atop the creature’s “head”. A dark, pungent haze fills the room. A nine-foot-tall gray stone statue of a dwarven warrior stands before the southeast set of iron doors, facing northeast. The dwarf stares blankly forward, two glistening black gems embedded in his eyes, a spiked helmet resting atop his formidable brow. His armor bears graven glyphs, and a shield is slung over his back. His stony gauntlets rest on the handle of a stone greataxe etched with fiery patterns. The head of the weapon is planted firmly on the floor. Draped over the statue is a mass of iron chains ending in nasty barbs, spikes, hooks, and blades. Some of them are coiled around the statue’s arms and legs to keep them from sliding off.
Standing in front of each door are Hobgoblin guards, as the door opens their gazes snap the Shadow.
Everyone roll initiatives (I have you approximate locations on the map. If you want to be doing something (or be in a different location) while Shadow is examining the wall, let me know with your initiative roll.
Hobgoblins initiative 19
Fario's initiative 19
Fellian's initiative 21
Anyone with an initiative higher than 19 can act. I will play Fario and Fellian before the Hobgoblins.
Because of the dark, pungent haze filling the room, the room is lightly obscured and all creature in the room has three-quarters cover from ranged attacks.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Initiative 24
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
Shadow looks to the two hobgoblins to the north amd says "hello, we have been sent by or mutual superiors to collect some of the latest brought in from the city" while casting charm person at second level racial feature on both of them DC 13wisdom save or be charmed for 1 hour
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
H1 Wisdom save 5
H2 Wisdom save 6
The northern pair of Hobgoblins are charmed
Initiative 11
Rellahne Initiative: 4
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Tyris initiaitve: 9
Since Alben didn't post yesterday I am going to roll his Con save and initiative
Con save 23
Initiative 11
Since Alben goes before the hobgoblins, I will wait until later tonight, and if he hasn't posted (or communicate with me) by around 10pm local time (AST), I will post for him.
(assuming Alben can hear the commotion) Alben runs into the closest spot he can see h3 and h4 and throws a firebolt
Attack: 20 Damage: 3
Alben is about three-quarters done with his cleansing of the defiled room, when he hears Shadow talking to someone outside of the party. He drops his cleaning spell and dashes out of the room. Seeing Shadow holding a secret door open, he rushes through. He sees the to sets of Hobgoblins, and stops about 10 feet into the room. (Because you had to Dash to see them, you won't be able to cast until next round.)
Fellian uses his Cunning Action to dash to the secret door, and then uses his Action to move into the room. Straight ahead until the statue is between him and the southern Hobgoblins. He has is bow out a while pointed at the ground, has it ready to fire incase the northern Hobgoblins attack.
Fario will also use his Cunning Action to Dash into the new room and at the 50 feet mark use his Action to see if some of the Hobgoblins look charmed (Perception DC 13) Perception check 10. Not knowing who if any was charmed he heads (1=North; 2=South) 2 South to intercept the Hobgoblins guarding the southern doors. He just barely made to H3 on the diagonal, but can't attack because of the skill check.
H1 replies to Shadow "Why are you addressing us? We are guarding the route to the Underdark where the buyers come from. The quickest way to the cellblocks is through the barracks over there." He says, while pointing towards the western wall opposite from Shadow.
H2 just nobs his head in agreement.
H3 attack Fario with his Longsword Attack: 11 Damage: 12, dropping the half-elf to the ground unconscious.
H4 is ready to attack anyone who approaches him, with his Longsword.
Oreus, Tyris, Rellahne and Ollie are up
(It should be oobvious that at least one of the southern Hobgoblins are not charmed. If you want to make a perception check to see which ones are charmed (because no one would have been able to see who Shadow was talking to) it is a DC 13 perception check with disadvantage due to the light obscurement.)
Rellahne moves into the room and sees the entire group of hobgoblins, the haze making she move her arm to block her eyes and help she see. Not knowing who exactly was charmed and who wasn't, she's quick to assume whoever attacked Fario, who's now unconscious, isn't friendly, so she makes some gestures while spelling some arcane words and casts Magic Missile with all three darts heading towards the direction of the hobgoblin closest to Fario's unconscious body.
Damage: 4 + 2 + 2 = 8
For Ollie's turn, Rellahne gives a small nod to her pet, and the owl picks the Healing Potion that was still in Rellahne's hand and starts heading towards Fario. She keeps herself high in the air, close to the ceiling while holding the potion and waiting for the next command.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Oreus runs into the room, ovetakes Rillhane aand follows hermissiles, stepping over the poor Fario, and from 15 feet distance
lets finally see if this works
so he takes his wand from his belt and points it toward the foes
MOVE 15 feet vs hobgobpins
ACTION wand of burning hand 7 , half if save roll is passed
REACTION, if a foe gets close polearm attack Attack: 20 Damage: 7
Rellahne moves into the new room, stopping just inside the door and fires off a magic missile at H3? The hobgoblin is still standing.
Oreus has to dash to get into the room so he can't make any actions. He stops about 15 feet away from the hobgoblin to the south.
Tyris is up
Tyris follows the others towards the room to south.
(It looks like I should be able to get LoS on the southern hobgoblins with my 30 foot move? Just gives them the 3/4 cover you mentioned? Assuming so...)
Seeing his allies engaged with hobgoblins in the room, Tyris marks the closest one (H3 I think?) as his Prey (Bonus action Slayer's Prey class feature), then raises his bow and launches an arrow
(Due to Sharpshooter feat, my ranged weapon attacks ignore half and three-quarter cover)
Attack: 27 Damage: 19
No these are 10 foot squares again like Jzadirune, you are in the back of the room (unless you were doing something else while Shadow was investigating the southern wall). So even at a dash, you won't be quite able to get LoS on them.
I will wait for your response
my thought on how I can get range