"If you didn't do it, then surrender! Tell your friends to stop attacking!" Bryony demands. She will ready the attack action if the goblin tries to attack or escape from them.
With that 22 Perception check, Quinn definitely saw the glow of smoldering coals from a stove somewhere at the north end of the kitchen. The lighting in the kitchen, as it is everywhere here, comes from the burning liquid running through the crevices in the walls. (So actual open flames? Maybe not. But plenty of fire-starters.)
Quinn recovers from the psychic attack. He looks in and everyone has scattered but he gets a faint glimpse of a goblin peeking out.
Quinn gets a wild idea to burn them out of their hiding spot. He grabs both of his bottles of lamp oil and throws them at the open flame hoping to ignite the kitchen.
He then retreats back towards the doorway to the north.
This post has potentially manipulated dice roll results.
Jorzu
He winces as the psychic wave washes over him. Luckily the pain goes as quickly as it comes. Able to maintain his concentration, he continues on, invisible, towards the end of the mess hall. He peeks around the corner at the T-junction. If he sees no foes to the E he explores the corridor whilst asking Laiti to do the same to the W. "Be careful and don't engage anything" are his final instructions.
M - 10ft south and sneak a peek left and right. If its clear he proceeds E towards the sound of the kitchen commotion. If there is a foe he will head to the kitchen but on the top side of the bulkhead looking wall.
Stealth if needed 21
BA - commands invisi-Laiti to head W down the passage until she spots someone and then return to him.
Jorzu fumbles with his firebolt as he waits to see how the goblin reacts to Bryony. (Bryony: Make that Persuasion or Intimidation check!)
Quinn hits the hot stove with his first oil flask, and it explodes into a ball of flame. A hiding goblin dives out to avoid the flaming oil. DC13 DEX Save or take 5 fire damage: 14. It is no longer hiding. The second flask goes wide (right) and sprays a nearby table. The giant badger also leaps out of hiding to escape the spreading flames. DC13 DEX Save with advantage or take 5 fire damage: 9. Smoke begins to fill the small room.
Laiti finds two doors at the west end of the hall, one ajar, the other barricaded from this side. ("Snoring from one, boss," she reports to Jorzu, telepathically. "Scary moaning and shuffling inside the other. And I see a bed, I think...")
Jorzu sees two doors on the east end of the hall, both shut and unmarked.
The kitchen door bursts open with a slam, and two goblins and a badly-singed badger bolt out of the smoke-filled room, rushing west. The barrel straight toward an invisible Jorzu (who may use his reaction to make a DC10 Dex Save to dive out of the way, or stay where he is and try to impede them.)
Not trusting Bryony, the trapped goblin chooses to go out in a blast. Its eyes go white, as it performs a Synaptic Rend centered upon itself.
Boona, Bryony, Hugo, and the goblin itself must make a DC13 Intelligence saving throw. On a failed save, take 15 psychic damage and become incapacitated until the end of the goblin’s next turn. On a successful save, take half damage only.
(Int Save: 19)
"If you didn't do it, then surrender! Tell your friends to stop attacking!" Bryony demands. She will ready the attack action if the goblin tries to attack or escape from them.
Shortsword: Nat 20 to hit, 12 piercing damage
Dagger: (Vexed) 15 to hit, 5 piercing damage
Sneak Attack: 7 damage
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
With that 22 Perception check, Quinn definitely saw the glow of smoldering coals from a stove somewhere at the north end of the kitchen. The lighting in the kitchen, as it is everywhere here, comes from the burning liquid running through the crevices in the walls. (So actual open flames? Maybe not. But plenty of fire-starters.)
Bryony demands the surrender of the goblin. It hesitates. Bryony: Make a Persuasion or Intimidation check (your choice.)
Quinn, Jurgen, and Jorzu may act.
Jurgen will hold his action to cast Firebolt. Trigger is Bonna attacks. But, since he is not used to holding his action it fizzles (NAT 1)
D&D since 1984
Quinn recovers from the psychic attack. He looks in and everyone has scattered but he gets a faint glimpse of a goblin peeking out.
Quinn gets a wild idea to burn them out of their hiding spot. He grabs both of his bottles of lamp oil and throws them at the open flame hoping to ignite the kitchen.
He then retreats back towards the doorway to the north.
Attack 1: 16
Attack 2: 7
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Jorzu
He winces as the psychic wave washes over him. Luckily the pain goes as quickly as it comes. Able to maintain his concentration, he continues on, invisible, towards the end of the mess hall. He peeks around the corner at the T-junction. If he sees no foes to the E he explores the corridor whilst asking Laiti to do the same to the W. "Be careful and don't engage anything" are his final instructions.
M - 10ft south and sneak a peek left and right. If its clear he proceeds E towards the sound of the kitchen commotion. If there is a foe he will head to the kitchen but on the top side of the bulkhead looking wall.
Stealth if needed 21
BA - commands invisi-Laiti to head W down the passage until she spots someone and then return to him.
Laiti Stealth 25
Jorzu fumbles with his firebolt as he waits to see how the goblin reacts to Bryony.
(Bryony: Make that Persuasion or Intimidation check!)
Quinn hits the hot stove with his first oil flask, and it explodes into a ball of flame. A hiding goblin dives out to avoid the flaming oil. DC13 DEX Save or take 5 fire damage: 14. It is no longer hiding. The second flask goes wide (right) and sprays a nearby table. The giant badger also leaps out of hiding to escape the spreading flames. DC13 DEX Save with advantage or take 5 fire damage: 9. Smoke begins to fill the small room.
Laiti finds two doors at the west end of the hall, one ajar, the other barricaded from this side. ("Snoring from one, boss," she reports to Jorzu, telepathically. "Scary moaning and shuffling inside the other. And I see a bed, I think...")
Jorzu sees two doors on the east end of the hall, both shut and unmarked.
>
JorzuJurgen fumbles with his firebolt as he waits to see how the goblin reacts to Bryony.The seared badger squeals in pain as it rampages around the kitchen, knocking pots and utensils everywhere.
The kitchen door bursts open with a slam, and two goblins and a badly-singed badger bolt out of the smoke-filled room, rushing west. The barrel straight toward an invisible Jorzu (who may use his reaction to make a DC10 Dex Save to dive out of the way, or stay where he is and try to impede them.)
Bryony: DC10 Persuasion / Intimidation check: 8
Not trusting Bryony, the trapped goblin chooses to go out in a blast. Its eyes go white, as it performs a Synaptic Rend centered upon itself.
Boona, Bryony, Hugo, and the goblin itself must make a DC13 Intelligence saving throw. On a failed save, take 15 psychic damage and become incapacitated until the end of the goblin’s next turn. On a successful save, take half damage only.
Goblin Save against its own psychic blast: 14
(I will pause on the rest of the goblins' actions until Jorzu declares his choice...)
Boona Intelligence Save- 5
Boona sways, holds her hand to her head in confusion and then falls forward onto the ground with a loud thud with blood trickling out of her ears.....