((If no one else has entered the shrubbery before this..but, he is an evocation wizard and can bend the flames around any friendlies in the area))
Erbert steps forward and wades into the stream (if not too deep, not moving too fast), stepping on just the other side and he points his hands outward, thumbs linked together and pinkies pointed into the bush, in the direction the arrows came from. He casts burning hands, pointing into the bush to burn up the goblins inside.
Burning hands : In a 15 foot cone extending into the bush, 13 points of flame damage, DC 13 Dex save to take half the damage.
With any remaining movement, he steps back across the stream to near where he started.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erbert wades across the shallow stream. “WOW! That is cold!,” escapes as he deploys his flame thrower. There are two goblins revealed after the flames burn off the briars. The goblins successfully dodge the brunt of the flames. But, Erbert’s evocation is too strong. Both collapse, burned to death.
All is quiet outside the cave. The sound of rushing water can be heard coming from inside the cave.
You search the area and find no other goblins. There are two ruined bows, two scimitars (poor quality), two daggers (poor quality), 18cp and 9sp. These goblins have their teeth filed into points.
Just the sound of rushing water from the cave. No activity otherwise.
The cave travels back into the depths of the hillside. The cave entrance is only 10' high or so. Soon after the entrance the ceiling slopes upwards to a vaulted ceiling 20-30' high with many stalactites. There are stalagmites on the floor as well. The stream is only 6-10" deep here. It is flowing quickly, but no trouble to walk in. The creek bed is loose stones smaller than fist-sized, so easily walked on with your boots. The water is cold. Ahead of you the cave follows the stream. A short flight of steps leads to a branch in the caves to the right. The sound of rushing water is coming from ahead and is loud enough to make talking to one another difficulty. You will have to yell to be heard.
You search the area and find no other goblins. There are two ruined bows, two scimitars (poor quality), two daggers (poor quality), 18cp and 9sp. These goblins have their teeth filed into points.
Just the sound of rushing water from the cave. No activity otherwise.
Kragen grabs the coin from the goblins to hold for future distribution to the group.
Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where two wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
It is a natural fissure in the rock of the mountain. The split travels upwards from the back of the cave. There is rocky debris seen in the back of the cave. No apparent footy prints.
The wolves are growling and snarling menacingly at Hoid.
We can either dispatch the wolves at range, cast sleep, or leave them be. Leaving them runs the risk of someone coming in behind us and letting them loose. I feel them being let loose is probably low risk, but a risk nonetheless.
Chadwick will attempt to clam the wolves using animal handling while we figure out what to do.
Killing chained up animals doesn't sit well with Chadwick. Turning them loose runs the risk of them attacking the tied up horses, or later attacking us.
Roll: 17
If the animal handling doesn't calm them Chadwick votes for the sleep spell.
Gneuman to act
Is the brush from which we are being assailed by unknown archers thick enough to affect movement rate?
Looks prohibitive to moving through it. Thick briars and brush.
Gneuman to act.
((If no one else has entered the shrubbery before this..but, he is an evocation wizard and can bend the flames around any friendlies in the area))
Erbert steps forward and wades into the stream (if not too deep, not moving too fast), stepping on just the other side and he points his hands outward, thumbs linked together and pinkies pointed into the bush, in the direction the arrows came from. He casts burning hands, pointing into the bush to burn up the goblins inside.
Burning hands : In a 15 foot cone extending into the bush, 13 points of flame damage, DC 13 Dex save to take half the damage.
With any remaining movement, he steps back across the stream to near where he started.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erbert wades across the shallow stream. “WOW! That is cold!,” escapes as he deploys his flame thrower. There are two goblins revealed after the flames burn off the briars. The goblins successfully dodge the brunt of the flames. But, Erbert’s evocation is too strong. Both collapse, burned to death.
All is quiet outside the cave. The sound of rushing water can be heard coming from inside the cave.
The stream is shallow and bracingly cold.
Let’s wait for a couple of minutes to see if the commotion summons anything from the tunnel. If not, proceed with the infiltration.
“Well done, Erbert!”, “shall we investigate the area the goblins were hiding in and their chard corpses?”.
moving across the stream to investigate.
You search the area and find no other goblins. There are two ruined bows, two scimitars (poor quality), two daggers (poor quality), 18cp and 9sp. These goblins have their teeth filed into points.
Just the sound of rushing water from the cave. No activity otherwise.
Erbert blows the imagined smoke off the end of his fingertips and looks toward the cave entrance. “Should we head inside?”
A wizard is never late, nor is he early, he arrives precisely when he means to.
I second.
The cave travels back into the depths of the hillside. The cave entrance is only 10' high or so. Soon after the entrance the ceiling slopes upwards to a vaulted ceiling 20-30' high with many stalactites. There are stalagmites on the floor as well. The stream is only 6-10" deep here. It is flowing quickly, but no trouble to walk in. The creek bed is loose stones smaller than fist-sized, so easily walked on with your boots. The water is cold. Ahead of you the cave follows the stream. A short flight of steps leads to a branch in the caves to the right. The sound of rushing water is coming from ahead and is loud enough to make talking to one another difficulty. You will have to yell to be heard.
Chadwick seems a bit nervous entering the cave, and is frequently glancing upwards.
'We were on a patrol once and were checking out a carven kind of like this, and I swear one of those things jumped down and almost speared me."
"Shall we head up the stairs"?
Hoid will look around the corner up the stairs carefully.
Kragen grabs the coin from the goblins to hold for future distribution to the group.
Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where two wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Does the fissure look to be passable or show any signs of humanoid passage (i.e., footy prints)?
It is a natural fissure in the rock of the mountain. The split travels upwards from the back of the cave. There is rocky debris seen in the back of the cave. No apparent footy prints.
The wolves are growling and snarling menacingly at Hoid.
We can either dispatch the wolves at range, cast sleep, or leave them be. Leaving them runs the risk of someone coming in behind us and letting them loose. I feel them being let loose is probably low risk, but a risk nonetheless.
What is the consensus?
Chadwick will attempt to clam the wolves using animal handling while we figure out what to do.
Killing chained up animals doesn't sit well with Chadwick. Turning them loose runs the risk of them attacking the tied up horses, or later attacking us.
Roll: 17
If the animal handling doesn't calm them Chadwick votes for the sleep spell.
Erbert says quietly to the others, “I vote to leave ‘em be. Let’s keep looking around, I don’t think we should tangle with them.”
A wizard is never late, nor is he early, he arrives precisely when he means to.