This post has potentially manipulated dice roll results.
Attack: 20 Damage: Unable to parse dice roll.
As soon as i hear any comotion (crossbow ‘twangs’ or goblin groans or growls) i cast magic stone ‘azure meloc’ i whisper on the 3 pebbles in my shield hand, and then cock my arm ready to launch it at the first goblin i see
should i see a goblin attack roll with the first magic stone 6
Titus reloads and fires again, the second goblin drops as quiet as the first an arrow in it throat.
What ever lurks in the cave seems not to have noticed the brief and deadly fight outside.
The two bodies lie in the middle of the blind, a simple cold campsite fills the space. Boards have been pressed against the hedge to form rudimentary ramparts.
Each of the goblins has a rough but serviceable short sword, and a short bow with 20 arrows in a quiver. They wear small filthy leather armour and have shield with a broken tooth filled mouth emblazoned on the front. What passes for goblin drink and food sit on an upturned box near some blankets.
They don't seem to have any money or other valuables on them.
Eedim and Titus hide the bodies of the goblin sentries and take what things of value they have on them.
Kargan and Kriynor move past the cave mouth in to the dim caves beyond. Kargan's enthusiastic presence is muffled by the running water running down the middle of the cave in a small rapidly flowing two foot deep stream. The Dwarves heavy booted feet splash through the shallow water with ancient determination. The caves are dark and little light from outside makes it past the rough entrance. Your dark vision allows you to see reasonably well in shades of grey with out further aid.
Ten feet inside the caves stairs lead up to the East, a further ten or fifteen feet past the stairs a rubble strewn passage slopes steeply upwards to the West. The tunnel following the streams path curves around to the east up to the limit of your dark vision. The caves are full of the sound of the water running over its rock strewn bed, it is quite hard to hear over it. A slight breeze carries a strong musty animal odor from the stair way to the east.
OOC: For Kriynor.
You think you can hear some low growls to the east up the stairs over the sound of the stream. This is where the strong musty animal odors are coming from.
Kargan and Eedim move up toward the bottom of the stairs and inspect them trying to learn more about what lies beyond. The tracks are hard to see properly without real light and they blend into the other mottled grey tones of the background in the darkness.
Eedim takes a good whiff of the breeze coming from the room up the stairs to the east, it smells strongly of Dog, a particular big kind of dog you have dealt with in the past...Warg.
OOC: Could Kargan and Eedim please roll d20 again for the sight based part of the perception checks. When you're in the dark, as you all are now, dark vision lets you see as if in dim light up to sixty feet. Dim light means all sight based perception checks are made with disadvantage. Smell and hearing are different. The streams noisy flow also makes hearing based perception checks at a disadvantage. I take note of both rolls as not all of the means of perception are disadvantaged here so high and low results are important, like the smell part of Eedim's perception roll just now :)
For future reference you can make a ability/skill check with advantage or disadvantage using the dice roller and the drop down on the forth row of the tool. where it says "Advantage or drop dice" There is also a disadvantage option in the drop down.
Kargan and Eedim can both see and identify the partial wolf tracks amongst the goblin boot prints in the mud at the base of the stone steps leading up to the east.
Kargan hears the low throaty growls of several Wargs in the room beyond the stairs.
Can't stand Wargs - they're Goblin pets. There is nothing redeemable that's been blighted by Goblin kind. Wargs are tough though I'll give them that. I suggest that if they haven't got our scent yet, we stay quiet and follow the west tunnel. That east tunnel is probably no more than Warg kennels. We can burn them out if we come back this way. Too much noise to go killing 'em now though.
Perhaps the Gnome can take point. My short friend and I will go next and our wise friend can be tail end Tim (the enchanter) did someone say holy hand grenade?
Wolves, i will happily see back in the forest.... wargs on the other hand and foul unnatural beasts that should be destroyed, but i concur that we can deal with them later but before we leave the cave.
You leave the stairs to the east and the Wargs behind. Moving up the passage you see that it continues around towards the east gently sloping upwards. As you draw level with the western passage, you see that the rubble strewn slope rises steeply up for about fifteen feet to a small level area about five feet in width. After which another ten foot steep slope of loose rubble ascends to the next level of the caves.
To the North along the stream about fifteen feet away you can make out a rough wooden bridge about twenty feet up. It runs east west spanning the stream between two entrances in the east and west cave wall.
For Kriynor:
Hunched on the east side of the bridge you can see a goblin sentry, he looks bored and is not paying a great deal of attention. The loud nose the stream is making seems to be covering the sounds of you activity for now.
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When my turn comes around again I'll stick an arrow (hopefully) into the goblin if its still up. 13 : Att 7 : Dam
Attack: 20 Damage: Unable to parse dice roll.
As soon as i hear any comotion (crossbow ‘twangs’ or goblin groans or growls) i cast magic stone ‘azure meloc’ i whisper on the 3 pebbles in my shield hand, and then cock my arm ready to launch it at the first goblin i see
should i see a goblin attack roll with the first magic stone 6
Titus reloads and fires again, the second goblin drops as quiet as the first an arrow in it throat.
What ever lurks in the cave seems not to have noticed the brief and deadly fight outside.
The two bodies lie in the middle of the blind, a simple cold campsite fills the space. Boards have been pressed against the hedge to form rudimentary ramparts.
Each of the goblins has a rough but serviceable short sword, and a short bow with 20 arrows in a quiver. They wear small filthy leather armour and have shield with a broken tooth filled mouth emblazoned on the front. What passes for goblin drink and food sit on an upturned box near some blankets.
They don't seem to have any money or other valuables on them.
I'll inspect the arrows and give whatever is serviceable.
"Righto I guess we will have to go in. Who's first?"
By Clangeddin's hairy arse i'm first into t' cave, this is Dwarf work now!
I move into the cave mouth, with my shield and axe at the ready, looking for traps
I will drag dead bodies away and deposit them in bushes. Somone help!
Im right behind you friend, lets rid this forest of the gooblin scum for good!
Eedim and Titus hide the bodies of the goblin sentries and take what things of value they have on them.
Kargan and Kriynor move past the cave mouth in to the dim caves beyond. Kargan's enthusiastic presence is muffled by the running water running down the middle of the cave in a small rapidly flowing two foot deep stream. The Dwarves heavy booted feet splash through the shallow water with ancient determination. The caves are dark and little light from outside makes it past the rough entrance. Your dark vision allows you to see reasonably well in shades of grey with out further aid.
Ten feet inside the caves stairs lead up to the East, a further ten or fifteen feet past the stairs a rubble strewn passage slopes steeply upwards to the West. The tunnel following the streams path curves around to the east up to the limit of your dark vision. The caves are full of the sound of the water running over its rock strewn bed, it is quite hard to hear over it. A slight breeze carries a strong musty animal odor from the stair way to the east.
OOC: For Kriynor.
You think you can hear some low growls to the east up the stairs over the sound of the stream. This is where the strong musty animal odors are coming from.
I will check the steps leading to the east, do they look frequently used, e.g. polished smooth and free of dust? Do I recognize the animal smell?
Perception 6
I will get down low closely examine the textures on the ground surface sniff and check for tracks20
Kargan and Eedim move up toward the bottom of the stairs and inspect them trying to learn more about what lies beyond. The tracks are hard to see properly without real light and they blend into the other mottled grey tones of the background in the darkness.
Eedim takes a good whiff of the breeze coming from the room up the stairs to the east, it smells strongly of Dog, a particular big kind of dog you have dealt with in the past...Warg.
OOC: Could Kargan and Eedim please roll d20 again for the sight based part of the perception checks. When you're in the dark, as you all are now, dark vision lets you see as if in dim light up to sixty feet. Dim light means all sight based perception checks are made with disadvantage. Smell and hearing are different. The streams noisy flow also makes hearing based perception checks at a disadvantage. I take note of both rolls as not all of the means of perception are disadvantaged here so high and low results are important, like the smell part of Eedim's perception roll just now :)
For future reference you can make a ability/skill check with advantage or disadvantage using the dice roller and the drop down on the forth row of the tool. where it says "Advantage or drop dice" There is also a disadvantage option in the drop down.
Percepetion 15
14
Kargan and Eedim can both see and identify the partial wolf tracks amongst the goblin boot prints in the mud at the base of the stone steps leading up to the east.
Kargan hears the low throaty growls of several Wargs in the room beyond the stairs.
'ere Willowbark, you're good with pooches, what ye think o' Wargs?
Can't stand Wargs - they're Goblin pets. There is nothing redeemable that's been blighted by Goblin kind. Wargs are tough though I'll give them that. I suggest that if they haven't got our scent yet, we stay quiet and follow the west tunnel. That east tunnel is probably no more than Warg kennels. We can burn them out if we come back this way. Too much noise to go killing 'em now though.
agreed, I need to chop some Grobbi necks, lets go check the west passage
Perhaps the Gnome can take point. My short friend and I will go next and our wise friend can be tail end Tim (the enchanter) did someone say holy hand grenade?
Wolves, i will happily see back in the forest.... wargs on the other hand and foul unnatural beasts that should be destroyed, but i concur that we can deal with them later but before we leave the cave.
You leave the stairs to the east and the Wargs behind. Moving up the passage you see that it continues around towards the east gently sloping upwards. As you draw level with the western passage, you see that the rubble strewn slope rises steeply up for about fifteen feet to a small level area about five feet in width. After which another ten foot steep slope of loose rubble ascends to the next level of the caves.
To the North along the stream about fifteen feet away you can make out a rough wooden bridge about twenty feet up. It runs east west spanning the stream between two entrances in the east and west cave wall.
For Kriynor:
Hunched on the east side of the bridge you can see a goblin sentry, he looks bored and is not paying a great deal of attention. The loud nose the stream is making seems to be covering the sounds of you activity for now.