How about the heavy mail folks stay back and keep an eye on the gaming goblins (good pub name) while the rest of you explore a bit. Hoid and I can take points A and B, and Kragen C. If someone alerts the GG we can wack them as they come around the corner, and Kragen can keep an eye out down the passages. If you squishes come back with nasties on your tail Hoid and I can take point on the passages to keep them from overwhelming us.
Erbert walks down to the western tunnel and takes a look down that hallway, curious if he can see or hear any movement. He uses prestidigitation to light a torch and then uses mage hand to send it up to 30 feet down the passageway if needed to see what lies down there.
Perception : 17
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
The torch illuminates a tunnel similar to the previous one with a slowly moving stream of water. There is a junction ahead without a chamber. Halls go in all four directions. There are bars with a door blocking the hall directly opposite the one you are in.
(( Torch added to the map. Yellow circle is bright light, red-orange circle is dim light. ))
Erbert brings the torch back to him, then starts walking down the western passage, wanting to investigate that intersection fully. He has the mage hand hold the torch close by as he and Gneuman go to the intersection, looking further west, north and south.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
The passage beaches in four directions here. Ahead, iron bars with a door block the way. There is a lock mechanism on the door. The passages to the left and right continue into the darkness beyond the light of the torch. The stream of foul water slowly oozes along the floor of each passage. The hall is quiet with a distant dripping the only sound. The air here remains foul.
(( Rather than crawl through the next areas, I will move us through to when something requiring reaction occurs. ))
Erbert and Gneuman continue on to the right following the map Scampus drew. They continue down the hall to another junction room.
This is a junction room that is a 15’ square similar to the room you entered the sewers through. The ceiling is about 8’ high. There are iron bars with a locked door controlling the hallway to the west. Dripping can be heard from the hallway to the east. There are iron bars controlling the hallways to the north and east as well. Doors through these bars are left ajar. Looking down the hall to the east you see the hallway dead-ends here in a 15’ diameter circular room at the edge of the torch light. A grate is in the center of the ceiling that is about 12’ high. There is a pool of water in the center of the room. Water drips from the grate into the pool.
Looking to the north you see the masonry hallway dead-ends here into a natural passage of stone with a sandy floor. Vertical iron bars are set from the floor to ceiling without a door, blocking access to the natural cavern.
Erbert leaves the torch where it is, held in place by the mage hand. He tip toes north, starting to get to the edge of the light, but he peers to the east to see if there are any more goblins he can see, east of the iron bars.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erbert looks at the bars, seeing if there is an opening or if he can squeeze any farther north to look around the corner and see how many goblins are present. He motions to Gneuman to bring the torch a little closer as he has a look. He readies the words and motions in his mind to cast sleep, readying himself.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
The bars are spaced so that Erbert is unable to squeeze through any more than he has. His visibility down the cavern is limited by the turns in the passage. No direct visual on a goblin from that direction. He is able to see that the passage seems to split into two passages further to the east.
Dwarves are in position on the map. Kragen casts his light cantrip on Chadwick’s shield and gets the goblins’ attention, pulling them into and perhaps beyond the room. After 2-3 goblins pass, dwarves smack whatever comes through next. If none, dwarves smack the 2-3 goblins from behind.
I instruct, through nonverbal means, for Chadwick to walk to me. Once he is in range, I’ll lay my hand on the front of his shield and cast light. Chadwick can then move back to the middle of the room and wait for the goblins to charge.
Chadwick
How about the heavy mail folks stay back and keep an eye on the gaming goblins (good pub name) while the rest of you explore a bit. Hoid and I can take points A and B, and Kragen C. If someone alerts the GG we can wack them as they come around the corner, and Kragen can keep an eye out down the passages. If you squishes come back with nasties on your tail Hoid and I can take point on the passages to keep them from overwhelming us.
A plan. Make it so.
Erbert walks down to the western tunnel and takes a look down that hallway, curious if he can see or hear any movement. He uses prestidigitation to light a torch and then uses mage hand to send it up to 30 feet down the passageway if needed to see what lies down there.
Perception : 17
A wizard is never late, nor is he early, he arrives precisely when he means to.
Gneuman joins Erbert.
The torch illuminates a tunnel similar to the previous one with a slowly moving stream of water. There is a junction ahead without a chamber. Halls go in all four directions. There are bars with a door blocking the hall directly opposite the one you are in.
(( Torch added to the map. Yellow circle is bright light, red-orange circle is dim light. ))
So far this appears to be matching the map that Scampus scribbled.
Sorry all, my character would not have that reference as Kragen is not with Erbert and Gneuman. Strike that thought.
Erbert brings the torch back to him, then starts walking down the western passage, wanting to investigate that intersection fully. He has the mage hand hold the torch close by as he and Gneuman go to the intersection, looking further west, north and south.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The passage beaches in four directions here. Ahead, iron bars with a door block the way. There is a lock mechanism on the door. The passages to the left and right continue into the darkness beyond the light of the torch. The stream of foul water slowly oozes along the floor of each passage. The hall is quiet with a distant dripping the only sound. The air here remains foul.
(( Rather than crawl through the next areas, I will move us through to when something requiring reaction occurs. ))
Erbert and Gneuman continue on to the right following the map Scampus drew. They continue down the hall to another junction room.
This is a junction room that is a 15’ square similar to the room you entered the sewers through. The ceiling is about 8’ high. There are iron bars with a locked door controlling the hallway to the west. Dripping can be heard from the hallway to the east. There are iron bars controlling the hallways to the north and east as well. Doors through these bars are left ajar. Looking down the hall to the east you see the hallway dead-ends here in a 15’ diameter circular room at the edge of the torch light. A grate is in the center of the ceiling that is about 12’ high. There is a pool of water in the center of the room. Water drips from the grate into the pool.
Looking to the north you see the masonry hallway dead-ends here into a natural passage of stone with a sandy floor. Vertical iron bars are set from the floor to ceiling without a door, blocking access to the natural cavern.
Erbert leaves the torch where it is, held in place by the mage hand. He tip toes north, starting to get to the edge of the light, but he peers to the east to see if there are any more goblins he can see, east of the iron bars.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The natural cavern travels in both directions. The air seems fresher here, likely from the west. You can hear goblins voices from the east.
Perception check = 18
/watching
Erbert looks at the bars, seeing if there is an opening or if he can squeeze any farther north to look around the corner and see how many goblins are present. He motions to Gneuman to bring the torch a little closer as he has a look. He readies the words and motions in his mind to cast sleep, readying himself.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The bars are spaced so that Erbert is unable to squeeze through any more than he has. His visibility down the cavern is limited by the turns in the passage. No direct visual on a goblin from that direction. He is able to see that the passage seems to split into two passages further to the east.
Gneuman watches as Erbert tries to peer around the bars. He waits for a few moments then edges back from the bars with the torch.
Dwarves are in position on the map. Kragen casts his light cantrip on Chadwick’s shield and gets the goblins’ attention, pulling them into and perhaps beyond the room. After 2-3 goblins pass, dwarves smack whatever comes through next. If none, dwarves smack the 2-3 goblins from behind.
Range for Light is touch.
I instruct, through nonverbal means, for Chadwick to walk to me. Once he is in range, I’ll lay my hand on the front of his shield and cast light. Chadwick can then move back to the middle of the room and wait for the goblins to charge.
You have surprised the goblins! When Chadwick’s shield lights up, both goblins jump. Both look with blank stares towards him, momentarily frozen.
(( Surprise round, in initiative order. Hoid is up.))
I believe the goal is to let the goblins come to us for the ambush. Throwing an axe would reveal my position, so I will wait.