Glyntwill say: "Right now we are exposed from multiple directions so I am worried. I think we need to stop and work out if we've been heard and what's going on around us. The people with the best Perception needs to stop and have a listen at all three doors to work out what's going on behind them. Hopefully Meepo - you can provide a bit of Guidance on the efforts?"
"Once we know what dangers we are in we should then consider if we need to investigate these two rooms and see what we can find"
Glyntwill say "Ok, so the Southwest door is Locked, the Northwest and North doors aren't. Locking a door means there's either something in it they don't want to get to, they don't have a way to open it (though I figure they'd just break it down if that was the case) or that's where they keep their cool stuff. The mini walls make me think the doors behind them head deeper into their home and the walls are to slow enemies down so they can pick them off. All that said I think we should get ready, spread out and try to open the door as there is a chance that Meepo's Dragon is behind it."
( OOC - isn't it typical that after the fight we roll a 13, a 16 and 3x Nat-20s, albeit with advantage)
Between both locations, PORTIA and XANTH will find five GOBLIN scimitars. (No Dog Slicer here.)
Also, you will find five short bows and a stock of arrows. Their spiked leather armor is all but useless to the party.
You will find putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. However, one of the Goblins has a silver wine flask (50gp) filled with the putrid wine. Also, another Goblin had a key.
"Hey, I found a key. Also, anyone need an extra scimitar or short bow."(No dog slicers indeed this is a higher caliber of goblin. They are not seeking a Path.)
Xanth will take the stuff no one wants right now and puts it with the flask into his pack. With the thought we can sell it and split up the gold later. If anyone one has another plan let him know.
Xanth will try the key on the southern door unless stopped.
And with maybe a little more than a bit of wonder, RAGDOR opens the door.
Squalor reigns in this low-ceilinged room. A large iron spike is driven into the floor near the door, and a small iron cage is set farther back. Several sets of corroded manacles are connected to the walls, and some still bind a few crumbling skeletons.
Three kobolds are bound with crude rope to the iron spike. A battered gnome lies in the cage, which is almost too small for him.
This post has potentially manipulated dice roll results.
Once the door is open and Glynt sees what is inside he suggests to Meepo that he talks to his compatriots and find out what happened and what's going on and then cut them free.
He will then head over to his own Kinsman and with Guidance from Meepo and Assistance from Portia he works to free the Gnome.
MEEPO, seeing this is the stockade, rushes in and easily frees the Kobolds. He then assist GLYNT and PORTIA to free the Gnome. They were able to unlock the cage and free the diminutive fellow.
The Gnome slowly begins to stretch out of the cage. "Thank you! Thank you! May Denier provide blessings upon you! It's been months." He says. As his unused joints and muscles rediscover freedom again.
ROUND ONE (continued)
GOBLINS 12 ONE(-) TWO(D) THREE (-) PORTIA 11 XANTH 11 GLYNT 10 MEEPO 10 RAGDOR 6
The third Goblin's target practice pays off by a solid strike against XANTH's first Skeleton.
PORTIA missed her shot.
When XANTH's Skeletons move into the open both the first and second GOBLINs hit the first Skeleton. It returns to a pile of bones.
The second Skeleton gets to the wall and strikes the second GOBLIN, hitting it with its longsword.
XANTH follows and gets a hack in with his glaive. This killed the second GOBLIN.
GLYNT moves in and fires an arrow that glances of the crenellations.
MEEPO moves in next to GLYNT. He produces a flame and hurls it at the first GOBLIN over XANTH. ATT 18 DMG 2
RAGDOR moves closer to the crenellated wall.
ROUND TWO
The first and third GOBLINs drop their short bows pull out scimitars and attack the second Skeleton.
GOBLIN 1 ATT 9 DMG 5
GOBLIN 2 ATT 7 DMG 5
(I am playing it safe with Portia.)
PORTIA loads another bolt and fires it at the third GOBLIN. ATT 8 DMG 9 SNK 3
(Rest of the party's ROUND TWO actions.)
MEEPO will move for a better shot against the first GOBLIN. ATT 23 DMG 13
Glynt moves into the room and fires an arrow at Goblin #1
Attack: 11
Damage: 6
swings hammer 17+4=21 with 8+2=10 pts of damage
Skeleton 2
Attack G #1 Attack: 18 Damage: 5
Xanth
Steps up and swings at G #1
Attack 13 Damage 9
Offhand Attack 21 Damage 4
ROUND TWO
GOBLINS 12 ONE(D) TWO(D) THREE (-) PORTIA 11 XANTH 11 GLYNT 10 MEEPO 10 RAGDOR 6
The GOBLINs hack into the second Skeleton.
PORTIA moves in and fires another bolt. The bolt sails overhead and snaps in two against the back wall.
The Skeleton returns the favor on the first GOBLIN.
XANTH misses with the business end of the Glaive but crushes the skull of the first GOBLIN with its back end. It dies.
GLYNT lets fly an arrow against the last GOBLIN on the right. It sticks into the the GOBLIN's spiked leather armor at the right shoulder.
MEEPO produces another little ball of flame and hurls it at the third one, but it harmlessly impacts against the crenellated wall.
RAGDOR moves up to the wall and pounds the third one solidly on its skull, fracturing it. It too dies.
VICTORY!
(What do you do next?)
cast Thaumaturgy to close the door behind us, just in case visitors walk by... Good deal mates, anyone injured?
Glynt will say: "Right now we are exposed from multiple directions so I am worried. I think we need to stop and work out if we've been heard and what's going on around us. The people with the best Perception needs to stop and have a listen at all three doors to work out what's going on behind them. Hopefully Meepo - you can provide a bit of Guidance on the efforts?"
"Once we know what dangers we are in we should then consider if we need to investigate these two rooms and see what we can find"
Sound idea, listens at one of the doors, precep 16+4=20
RAGDOR will not hear anything through any of the doors. He will notice that the southwest door is locked.
MEEPO with RAGDOR's assistance checks the doors for traps. (With Meepo you have Advantage and a + 1d4 with Guidance on Perception checks.)
Southwest Door Perception 23 Guidance 4
Northwest Door Perception 17 Guidance 3
North door Perception 24 Guidance 4
You do not detect traps on any of the doors.
(So Door #1, Door #2, or Door #3)
While they check the doors Xanth will ask Portia to help him police the bodies and take a quick look about the room.
Investigation Nat 20
Glynt will say "Ok, so the Southwest door is Locked, the Northwest and North doors aren't. Locking a door means there's either something in it they don't want to get to, they don't have a way to open it (though I figure they'd just break it down if that was the case) or that's where they keep their cool stuff. The mini walls make me think the doors behind them head deeper into their home and the walls are to slow enemies down so they can pick them off. All that said I think we should get ready, spread out and try to open the door as there is a chance that Meepo's Dragon is behind it."
( OOC - isn't it typical that after the fight we roll a 13, a 16 and 3x Nat-20s, albeit with advantage)
Between both locations, PORTIA and XANTH will find five GOBLIN scimitars. (No Dog Slicer here.)
Also, you will find five short bows and a stock of arrows. Their spiked leather armor is all but useless to the party.
You will find putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. However, one of the Goblins has a silver wine flask (50gp) filled with the putrid wine. Also, another Goblin had a key.
"Hey, I found a key. Also, anyone need an extra scimitar or short bow."(No dog slicers indeed this is a higher caliber of goblin. They are not seeking a Path.)
Xanth will take the stuff no one wants right now and puts it with the flask into his pack. With the thought we can sell it and split up the gold later. If anyone one has another plan let him know.
Xanth will try the key on the southern door unless stopped.
Stand just to the side of the door in hopes of covering master Xanth if something should happen to rush out of the room...
Portia will stand the other side of the door. She doesn't take any of the goblin weapons, liking the balance of her current ones better.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
XANTH unlocks the door.
And with maybe a little more than a bit of wonder, RAGDOR opens the door.
Squalor reigns in this low-ceilinged room. A large iron spike is driven into the floor near the door, and a small iron cage is set farther back. Several sets of corroded manacles are connected to the walls, and some still bind a few crumbling skeletons.
Three kobolds are bound with crude rope to the iron spike. A battered gnome lies in the cage, which is almost too small for him.
Glynt stands ready once again with the Bow (location updated on both maps)
Once the door is open and Glynt sees what is inside he suggests to Meepo that he talks to his compatriots and find out what happened and what's going on and then cut them free.
He will then head over to his own Kinsman and with Guidance from Meepo and Assistance from Portia he works to free the Gnome.
Thieves tools to unlock cage: 21
MEEPO, seeing this is the stockade, rushes in and easily frees the Kobolds. He then assist GLYNT and PORTIA to free the Gnome. They were able to unlock the cage and free the diminutive fellow.
The Gnome slowly begins to stretch out of the cage. "Thank you! Thank you! May Denier provide blessings upon you! It's been months." He says. As his unused joints and muscles rediscover freedom again.