Glynt will move into position ready for when the door is opened and whisper "When everyone is in position, let me create a bit of light on you Xanth so you and Portia can see" and then when everyone is ready I cast the Cantrip Light.
OK, before we head in - Is there anything we can do to the Skeleton that stood on the Caltrop to get it back up to normal speed? Cures don't seem right for a Skeleton so will just pulling it out be enough?
The Lady grant me nothing to help with the care and feeding of the undead, but mayhaps I could mend the damaged bone - cast Mending cantrip on the injured skeleton foot.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
It doesn't say anything about bone but it does mention construct, seems like it'd be worth a try.
This post has potentially manipulated dice roll results.
RAGDOR tries using a Mending cantrip to repair the skeleton's boney foot injured by the Caltrop.
(I like it. That is an inventive idea. So much so, it works. One point of Inspiration to RAGDOR.)
The skeleton seems to be walking normally again. (Go ahead and restore the 1 point of damage.)
RAGDOR then opens the door.
GLYNT cast a Light cantrip.
The Skeletons go in followed by XANTH and then the rest of the party.
The GOBLINS notice the light. That alone is suspicious. And when the front Goblin sees the first Skeleton, it shrieks almost like a small female human child.
(Map Updated with starting positions. Go ahead with Round One actions.)
(Kudos too to GLYNT for thinking about the injured Skeleton.)
Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.
Skeletons move in and attack closest goblin. Of course, the goblins go first so if they cannot reach a target in one move action, they will use their action to dash and engage.
Xanth hops the wall and positions himself next the door and listens.
Perception = 9 if guided + 4 = 13
XANTH hears Goblins behind the door. They sound like they are having a grand ole time.
MEEPO with perhaps a little assistance from RAGDOR and his own Guidance checks out the door. Perception with Advantage 23 Guidance 4
MEEPO will say, "Noze trapz onz doorz, me thinkz."
Glynt will move into position ready for when the door is opened and whisper "When everyone is in position, let me create a bit of light on you Xanth so you and Portia can see" and then when everyone is ready I cast the Cantrip Light.
percep roll 5+4=9
when ready I'll use Thaumaturgy to throw the door open and and follow whoever is going in first, hammer and shield ready...
Xanth node to Glynt and tell the skeletons to go kill the goblins once the door opens then readies himself to charge in.
(Ready)
OK, before we head in - Is there anything we can do to the Skeleton that stood on the Caltrop to get it back up to normal speed? Cures don't seem right for a Skeleton so will just pulling it out be enough?
If it's like pathfinder it would need an inflict wounds.
The Lady grant me nothing to help with the care and feeding of the undead, but mayhaps I could mend the damaged bone - cast Mending cantrip on the injured skeleton foot.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
It doesn't say anything about bone but it does mention construct, seems like it'd be worth a try.
When everyone is ready I'll cast Thaumaturgy to open the door...
RAGDOR tries using a Mending cantrip to repair the skeleton's boney foot injured by the Caltrop.
(I like it. That is an inventive idea. So much so, it works. One point of Inspiration to RAGDOR.)
The skeleton seems to be walking normally again. (Go ahead and restore the 1 point of damage.)
RAGDOR then opens the door.
GLYNT cast a Light cantrip.
The Skeletons go in followed by XANTH and then the rest of the party.
The GOBLINS notice the light. That alone is suspicious. And when the front Goblin sees the first Skeleton, it shrieks almost like a small female human child.
ROLL FOR INITIATIVE
GOBLINS Initiative 9
MEEPO Initiative 12
(Map Updated with starting positions. Go ahead with Round One actions.)
(Kudos too to GLYNT for thinking about the injured Skeleton.)
Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.
INITIATIVE 11
Skeletons move in and attack closest goblin. Of course, the goblins go first so if they cannot reach a target in one move action, they will use their action to dash and engage.
Skeleton #1 Attack: 8 Damage: 3
Skeleton # 2 Attack: 17 Damage: 3
Xanth
Moves in and attacks if he can.
Attack = 21 Damage = 5
Off Hand Attack = 9 Damage = 6
Skeleton #1 Attack: 18 Damage: 10
Skeleton # 2 Attack: 13 Damage: 8
Glynt moves to beside the targets and Fires an arrow at Goblin 3
Attack: 9
Damage: 4
That was a bust ...
Forgot Initiative: 23
Int - 7-1=6
swing with hammer 5+4=9
damage 2+2=4
PORTIA Init 6
ROUND ONE
GOBLINS 12 ONE(-) TWO(-) THREE (-) PORTIA 11 XANTH 11 GLYNT 10 MEEPO 10 RAGDOR 6
(I wasn’t expecting the Goblins to go first. This will require a bit of winging it.)
The third GOBLIN shrieks, then with bow in hand fires at the first Skeleton. ATT 17 DMG 5
It then turns and runs to its position behind the crudely mortared and crenellated half-wall.
PORTIA moves up with crossbow in hand and fires at the first GOBLIN. ATT 25 DMG 7
XANTH’s Skeletons move into the room and attack the GOBLINs at the wall.
GOBLIN one when he gets a clear shot fire at the first Skeleton fires its bow. ATT 23 DMG 5
GOBLIN two fires at the first Skeleton as well. ATT 16 DMG 5
(Let’s see what all that does. I have modified the placement of everyone on the map.)