Trolkarl protects Bronk with his Sanctuary spell. He then removes the javelin from his shoulder and does his best to stop the bleeding. It seems to have some positive effect.
Erbert looks beside him to Bronk, “I don’t think he’s dead yet, we need to help him, if we can… let’s kill Klarg then tend to him!” Erbert throws another mote of fire at the bugbear, but it only singes his skin.
Fire bolt : 18 to hit, for 1 point of fire damage.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Klarg winces at the fire hitting his wounds. The continued assault on him is taking a toll.
He redoubles his efforts to smash Hoid, connecting with a powerful blow from the morning star. To hit = 18, Damage = 14. Hoid is badly injured with this blow,
Chadwick will use his bonus action to give disadvantage to Klarg's roll against Hoid using his protection ability.
Frustrated with his last attempt Chadwick focuses back on his training and delivers a master class strike to Klarg.
Nat 20 Dam: 11
Free action Divine Smite, 11 damage.
Can a player decide to use divine strike after seeing if opponent drops from regular damage, or is it just declared without knowing if it'll already drop? If I can wait I will, otherwise I'll just give him the full smack divine smack down.
If Klarg drops from the attack, Chadwick will move into his spot to secure the choke point. If he doesn't he'll remain where he is.
Klarg is reeling from the constant pressure and many wounds delivered to him. Chadwick sees an opening in his defenses and lodges his axe deep in Klarg’s skull. He freezes momentarily and collapses in a smelly heap,
Chadwick steps forward and sees into the cave beyond. A low fire burns giving off dim light. Crates, casks and sacks line the walls of the cave. There is a fissure in the wall to the right leading downwards. Two large stalagmites are to the right as well.
Bronk seems to have stabilized, but, remains unconscious.
Any significant benefits from short rest? We may want to refuel, tend wounds and move on to the other Goblins. I can provide healing for those in need.
Many skills or abilities reset after a short rest (everything resets for Hoid). Official rule:
ShortRest
A shortrest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a shortrest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
Erbert says “Whew, glad that’s over! The scent from his armpits was wafting down here, whooo weee. Let me get upwind here a minute…”. He walks up the stairs and looks into what he imagines is Klarg’s “lair.”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Chadwick will continue to keep a look out in case anyone tries to jump them from the lair.
"Let's get healed up first, then let's search the lair in case anyone is hiding out. It's more defensible than the pool room, so if we decide to take a (short) rest we'll be better off. If we're ok for spells then we can go and take out the five by the waterfall, assuming they're still there."
Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.
Curiosity piqued, Erbert goes over to the sacks and crates, starting to root through them. “Wonder what these knuckleheads were collecting in here. Hey, come over and have a look. Perhaps we could take a brief rest here, yes?”
Investigation : 11
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erbert searches through the piles of sacks and crates. Many of them bear the symbol of a rampant gold lion on a light blue background. He remembers seeing this on one of the trading houses in Shalecliff. Lion, or something in the name. He also finds a small wooden chest with iron bands.
Trolkarl protects Bronk with his Sanctuary spell. He then removes the javelin from his shoulder and does his best to stop the bleeding. It seems to have some positive effect.
Erbert is up
I see one of Hoid’s damage dice was a 1. I re-rolled (Great Weapon Fighting) and got a 4. Damage should be 3 higher (12 total).
(( Adjusted. Sorry I missed that. ))
Erbert to act,
Erbert looks beside him to Bronk, “I don’t think he’s dead yet, we need to help him, if we can… let’s kill Klarg then tend to him!” Erbert throws another mote of fire at the bugbear, but it only singes his skin.
Fire bolt : 18 to hit, for 1 point of fire damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Klarg winces at the fire hitting his wounds. The continued assault on him is taking a toll.
He redoubles his efforts to smash Hoid, connecting with a powerful blow from the morning star. To hit = 18, Damage = 14. Hoid is badly injured with this blow,
Chadwick is up
Chadwick will use his bonus action to give disadvantage to Klarg's roll against Hoid using his protection ability.
Frustrated with his last attempt Chadwick focuses back on his training and delivers a master class strike to Klarg.
Nat 20 Dam: 11
Free action Divine Smite, 11 damage.
Can a player decide to use divine strike after seeing if opponent drops from regular damage, or is it just declared without knowing if it'll already drop? If I can wait I will, otherwise I'll just give him the full smack divine smack down.
If Klarg drops from the attack, Chadwick will move into his spot to secure the choke point. If he doesn't he'll remain where he is.
Klarg is reeling from the constant pressure and many wounds delivered to him. Chadwick sees an opening in his defenses and lodges his axe deep in Klarg’s skull. He freezes momentarily and collapses in a smelly heap,
Chadwick steps forward and sees into the cave beyond. A low fire burns giving off dim light. Crates, casks and sacks line the walls of the cave. There is a fissure in the wall to the right leading downwards. Two large stalagmites are to the right as well.
Bronk seems to have stabilized, but, remains unconscious.
Short rest? Or deal with the other goblins?
(It is 3:23 am, but I’ll not be sleeping.)
Was Chadwick able to use his bonus action to help Hoid possibly avoid getting hit, or had that already been accounted for?
Did I need to use Divine Smite (I already marked off the spell slot).
Any significant benefits from short rest? We may want to refuel, tend wounds and move on to the other Goblins. I can provide healing for those in need.
Run it back...
Many skills or abilities reset after a short rest (everything resets for Hoid). Official rule:
ShortRest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
(( Hoid was missed. See discussion in OOC thread. So, much of the actions taken after combat are not needed. Let’s reset to the bugbear just dying. ))
Erbert says “Whew, glad that’s over! The scent from his armpits was wafting down here, whooo weee. Let me get upwind here a minute…”. He walks up the stairs and looks into what he imagines is Klarg’s “lair.”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Chadwick will continue to keep a look out in case anyone tries to jump them from the lair.
"Let's get healed up first, then let's search the lair in case anyone is hiding out. It's more defensible than the pool room, so if we decide to take a (short) rest we'll be better off. If we're ok for spells then we can go and take out the five by the waterfall, assuming they're still there."
Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.
Curiosity piqued, Erbert goes over to the sacks and crates, starting to root through them. “Wonder what these knuckleheads were collecting in here. Hey, come over and have a look. Perhaps we could take a brief rest here, yes?”
Investigation : 11
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erbert searches through the piles of sacks and crates. Many of them bear the symbol of a rampant gold lion on a light blue background. He remembers seeing this on one of the trading houses in Shalecliff. Lion, or something in the name. He also finds a small wooden chest with iron bands.
Does said chest appear locked? If not, he opens the
mimicchest.A wizard is never late, nor is he early, he arrives precisely when he means to.
Bronk seems to be coming back to consciousness in the pools of water room.