(OOC: No, I don't think Anita could have helped of this, because the both of you were unaware of rolling - so I think a single roll for each one of you is more appropriate)
While Anita continues chatting, distracted, Rash, like a good half-orc, doesn't lose the awareness of being in the middle of a (partially) wild territory. And it is thanks to this of him looking around from the corner of his eye every now and then, that he suddenly realizes that a band of goblins is following him and his unsuspecting assistant!
There will be about ten elements, in particular six goblins and four rats of impressive proportions (shorter than goblins because they walk on all fours, but comparable in size to theirs).
It is clear that they were trying to approach quickly without being noticed and they managed to get to a distance of 240'!
(OOC: Ten elements are a lot, for only two people... so, to begin with I would try to manage this encounter as a Chase. The Dungeon Master Guide explains it like this:
Running the Chase
Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.
Dashing
During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion.
A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest.
Spells and Attacks
A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.
Ending in Chase
A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.
If neither side gives up the chase, the quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.
If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.
Of course, if - at any time - you prefer to seek a position to fight instead, just state so… )
Well, anyway, let's roll for Initiative.
Then, when declaring your action, remember that moving on the Long Road will be faster, but you'll not have anyway to hide - therefore in that case you will have to count on having greater resistance of the pursuers. While leaving the road to run in the nearby wilderness, with bushes and forests, will make you run slower but allow you to attempt the Dexterity (Stealth) check at the end of each round.
Once Rash and Anita have left, Roxana checks on with those remaining. (Spira, and presumably Obidiah and Aidwyn, plus Gaer and Solitude.) "Does anyone need a rest? I figure we can poke around a bit while we wait. Or I can and you all rest."
She wanders over to the stair leading down. "Might as well try to see if the thing with the 'L' and 'R' is right.
So... in the wilderness, the run for life and death begins.
Goblins & rats are 240' behind Rush and Anita
4 Goblins + 3 Rats go first, running like hell to try to reach the two travelers (Dash - 60')
Anita, warned by Rash also tries to flee, muttering: "You sure it was such a bad thing, to kill a few of... those?" (Dash - 60') She, instinctively, runs following the Long Road, since it is the easiest path... but she asks for confirmation: "We try to outrun them? Or do you prefer to hide? Or to fight?" (And probably, next round, she will do as told)
2 more Goblins also run (Dash - 60'), screaming madly:
"Surrender to the raiders of Rukuz the Merciless! We'll spare your lives, if you spare us the run!"
"I think we can discuss the ethics of goblin-slaying later!" Rash exclaims. "Right now we just need to keep moving!"
Rash will take the Dash action as well to put as much distance as possible between us and the goblins. For some reason, surrendering to "Ruzuk the Merciless" doesn't sound very appealing to him.
Solitude sits down on the steps and replies to the girl from Longsaddle: "You have some courage, girl, if you want to go down there and test your theory... But I would advise against doing it alone. Probably better to go all or none".
"It is clear that we will never see the manipulated magician and the manipulative criminal again" the female tiefling affirms, with the same serenity of those who state not an opinion but a fact. "She will kill him at the first opportunity and go away with everything she can steal from him - starting with the money he took with him for purchases. So we can decide freely what we want to do... I'm willing to take the exploration".
Gaer seems more open-minded: "The ex-Zhentarim inspires little confidence in me too... and rash sometimes seems a bit naive... but he's also a smart guy. In the end he had the right inspiration to get the yellow flag. Perhaps he won't give the other a chance to betray him and he will be able to return. I would wait for the time he asked us".
"However," he winks at Roxana "if you want to take a look down there while the others wait, I'll gladly accompany you... You know, I want to stretch my legs, after my short time in captivity ..."
The last rat, without being excessively ashamed of having been the slowest of reflexes, in turn sets off in pursuit. (Dash - 60').
The situation seems to be stalemate as you run along the Long Road... until someone starts to show signs of tiredness, the pursuers seem unable to gain appreciably, nor the pursued to increase their lead.
(OOC: I assume you keep running along the Long Road for at least 3 more rounds - if you have in mind to change the strategy before that, just post, I'll fix)
The goblins seem to be the first to feel the first signs of fatigue. Some snort, others cough, while the freezing winter air, forced into their open mouths, makes the ride even more unpleasant.
At least three of the pursuing goblins seem to slow down and instead prepare to try and hit you with their Short Bows (the distance is however such that they will not be easy shots).
Rash and Anita same strategy? Keep running like hell down the Long Road?
"Look, I really am not worried about Anita causing problems. But it seems pointless to sit around," Roxana says. Having rested a bit, she gets up, giving Gaer a smile and waving for him to follow. "Anyone else coming?"
She heads down the spiral stairs, anticipating Elky greeting them yet again.
Still about three miles to Longsaddle... It wouldn't be 'a short sprint' - still some time to go, probably no less than half an hour. And you can't be able to run at full speed for half an hour. Continuing on the road, your hope is to have more resistance than the pursuers (they get tired and stop before you), not to save yourself by reaching the city.
Ok, woods it is then.
The goblins who are just continuing to run are keeping their original distance from you (240'). The others, trying to shoot arrows, will remain at 300'. Being equipped with Short Bow (range 80/320), the goblins who will attack you will surely have Disadvantage; none of them are within 80', not even close.
Rash will go ahead and grab Anita's hand so he doesn't lose her... the last thing he wants to do is try to convince Solitude and Obadiah to mount a rescue mission.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Meanwhyle, in the dungeon, Gaer and Katryl go down the spiral staircase... and yes, this time the impeccable halfling butler appears as soon as you enter the room: "Hello esteemed visitors. I'm Elky and I'm here to serve you. Would you like something to drink or eat, by any chance? I could have you brought some tea, water, wine, eggs and bacon, a few bites of game, horse meat... Or would you prefer to decline the offer?"
Do you answer him? Or do you simply ignore it and start conducting the exploration you have in mind?
And while some of our heroes are confronted with Elky, two of our other acquaintances continue to face the dangers of the wilderness...
Rash invites Anita to continue their escape deep into the woods, not far from the road. The two disappear into the trees, pursued by the curses of the goblins who have drawn their bows.
The arrows do not even come close to hitting the two fugitives and two are planted uselessly in the ground, perdneodis in the snow and one against a trunk.
Meanwhile, the race is getting exhausting for almost everyone... even Anita is starting to show signs of tiredness and the most irreducible goblins, with their giant rats, even more so.
Rollback Post to RevisionRollBack
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Mysterious roll: 12
(OOC: No, I don't think Anita could have helped of this, because the both of you were unaware of rolling - so I think a single roll for each one of you is more appropriate)
While Anita continues chatting, distracted, Rash, like a good half-orc, doesn't lose the awareness of being in the middle of a (partially) wild territory. And it is thanks to this of him looking around from the corner of his eye every now and then, that he suddenly realizes that a band of goblins is following him and his unsuspecting assistant!
There will be about ten elements, in particular six goblins and four rats of impressive proportions (shorter than goblins because they walk on all fours, but comparable in size to theirs).
It is clear that they were trying to approach quickly without being noticed and they managed to get to a distance of 240'!
(OOC: Ten elements are a lot, for only two people... so, to begin with I would try to manage this encounter as a Chase. The Dungeon Master Guide explains it like this:
Running the Chase
Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.
Dashing
During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion.
A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest.
Spells and Attacks
A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.
Ending in Chase
A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.
If neither side gives up the chase, the quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.
If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.
Of course, if - at any time - you prefer to seek a position to fight instead, just state so…
)
Well, anyway, let's roll for Initiative.
Then, when declaring your action, remember that moving on the Long Road will be faster, but you'll not have anyway to hide - therefore in that case you will have to count on having greater resistance of the pursuers. While leaving the road to run in the nearby wilderness, with bushes and forests, will make you run slower but allow you to attempt the Dexterity (Stealth) check at the end of each round.
Initiatives (the ones I must roll):
Anita: 11
Goblins:
1: 9
2: 20
3: 22
4: 19
5: 13
6: 8
Rats:
1: 13
2: 16
3: 19
4: 4
Great...
Rash Initiative: 7
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Once Rash and Anita have left, Roxana checks on with those remaining. (Spira, and presumably Obidiah and Aidwyn, plus Gaer and Solitude.) "Does anyone need a rest? I figure we can poke around a bit while we wait. Or I can and you all rest."
She wanders over to the stair leading down. "Might as well try to see if the thing with the 'L' and 'R' is right.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
So... in the wilderness, the run for life and death begins.
Goblins & rats are 240' behind Rush and Anita
4 Goblins + 3 Rats go first, running like hell to try to reach the two travelers (Dash - 60')
Anita, warned by Rash also tries to flee, muttering: "You sure it was such a bad thing, to kill a few of... those?" (Dash - 60') She, instinctively, runs following the Long Road, since it is the easiest path... but she asks for confirmation: "We try to outrun them? Or do you prefer to hide? Or to fight?" (And probably, next round, she will do as told)
2 more Goblins also run (Dash - 60'), screaming madly:
"Surrender to the raiders of Rukuz the Merciless! We'll spare your lives, if you spare us the run!"
"Nobody messes with Rukuz's tribe!"
Then Rash is up!
"I think we can discuss the ethics of goblin-slaying later!" Rash exclaims. "Right now we just need to keep moving!"
Rash will take the Dash action as well to put as much distance as possible between us and the goblins. For some reason, surrendering to "Ruzuk the Merciless" doesn't sound very appealing to him.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Meanwhile, in the dungeon...
Solitude sits down on the steps and replies to the girl from Longsaddle: "You have some courage, girl, if you want to go down there and test your theory... But I would advise against doing it alone. Probably better to go all or none".
"It is clear that we will never see the manipulated magician and the manipulative criminal again" the female tiefling affirms, with the same serenity of those who state not an opinion but a fact. "She will kill him at the first opportunity and go away with everything she can steal from him - starting with the money he took with him for purchases. So we can decide freely what we want to do... I'm willing to take the exploration".
Gaer seems more open-minded: "The ex-Zhentarim inspires little confidence in me too... and rash sometimes seems a bit naive... but he's also a smart guy. In the end he had the right inspiration to get the yellow flag. Perhaps he won't give the other a chance to betray him and he will be able to return. I would wait for the time he asked us".
"However," he winks at Roxana "if you want to take a look down there while the others wait, I'll gladly accompany you... You know, I want to stretch my legs, after my short time in captivity ..."
The last rat, without being excessively ashamed of having been the slowest of reflexes, in turn sets off in pursuit. (Dash - 60').
The situation seems to be stalemate as you run along the Long Road... until someone starts to show signs of tiredness, the pursuers seem unable to gain appreciably, nor the pursued to increase their lead.
(OOC: I assume you keep running along the Long Road for at least 3 more rounds - if you have in mind to change the strategy before that, just post, I'll fix)
The goblins seem to be the first to feel the first signs of fatigue. Some snort, others cough, while the freezing winter air, forced into their open mouths, makes the ride even more unpleasant.
Goblin CON checks (No check needed for Anita and rash, at the moment):
13, 4, 13, 19, 5, 5
At least three of the pursuing goblins seem to slow down and instead prepare to try and hit you with their Short Bows (the distance is however such that they will not be easy shots).
Rash and Anita same strategy? Keep running like hell down the Long Road?
How close are we to the city? If it's basically a short sprint we'll keep going... if not it's probably time to try and lose them in the woods.
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"Look, I really am not worried about Anita causing problems. But it seems pointless to sit around," Roxana says. Having rested a bit, she gets up, giving Gaer a smile and waving for him to follow. "Anyone else coming?"
She heads down the spiral stairs, anticipating Elky greeting them yet again.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Oh, also... are the three goblins at long range right now (that is to say, at disadvantage on attacks)?
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
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Still about three miles to Longsaddle... It wouldn't be 'a short sprint' - still some time to go, probably no less than half an hour. And you can't be able to run at full speed for half an hour. Continuing on the road, your hope is to have more resistance than the pursuers (they get tired and stop before you), not to save yourself by reaching the city.
Ok, woods it is then.
The goblins who are just continuing to run are keeping their original distance from you (240'). The others, trying to shoot arrows, will remain at 300'. Being equipped with Short Bow (range 80/320), the goblins who will attack you will surely have Disadvantage; none of them are within 80', not even close.
Rash will go ahead and grab Anita's hand so he doesn't lose her... the last thing he wants to do is try to convince Solitude and Obadiah to mount a rescue mission.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Meanwhyle, in the dungeon, Gaer and Katryl go down the spiral staircase... and yes, this time the impeccable halfling butler appears as soon as you enter the room: "Hello esteemed visitors. I'm Elky and I'm here to serve you. Would you like something to drink or eat, by any chance? I could have you brought some tea, water, wine, eggs and bacon, a few bites of game, horse meat... Or would you prefer to decline the offer?"
Do you answer him? Or do you simply ignore it and start conducting the exploration you have in mind?
And while some of our heroes are confronted with Elky, two of our other acquaintances continue to face the dangers of the wilderness...
Rash invites Anita to continue their escape deep into the woods, not far from the road. The two disappear into the trees, pursued by the curses of the goblins who have drawn their bows.
Targets: 1= Rash, 2 = Anita
First arrow (targets 2): Attack: 5 Damage: 3 (piercing)
Second arrow (targets 2): Attack: 7 Damage: 4 (piercing)
Third arrow (targets 2): Attack: 7 Damage: 7 (piercing)
The arrows do not even come close to hitting the two fugitives and two are planted uselessly in the ground, perdneodis in the snow and one against a trunk.
Meanwhile, the race is getting exhausting for almost everyone... even Anita is starting to show signs of tiredness and the most irreducible goblins, with their giant rats, even more so.