I'd suggest Brumdal ans Markus lead with dark vision. Followed by Amar and Zerys. Probably giving them 10 feet or so to keep from washing out their dark vision. Followed by Pagan. I would think Amar and Pagan at least have a torch each lit.
Markas sighs and takes off his backpack and secures his bow. He puts the backpack back on and unsheathes one of his swords giving Pagan the stink-eye the entire time.
The cave seems natural at first, but about 10 feet or so inside, the walls seem to be cut and carved into roughly a 10-foot wide passage with a 10-foot high ceiling. This corridor continues south, but there are side passages: one angles to the southeast and the other heads west.
I assume you are moving cautiously and quietly. Your torchlight will make moving with stealth difficult as the cave is black as pitch normally.
Markas will stop and hold up his hand. "The tunnel dead-ends up ahead. We need to go back and down one of the other passages."
Assuming the party all agrees and we move back to where the cave split in three, is there anything of particular interest in either the southeast or west tunnels? Sounds or signs of activity from either?
Assuming the party all agrees and we move back to where the cave split in three, is there anything of particular interest in either the southeast or west tunnels? Sounds or signs of activity from either?
You didn't really get too far down the south passage before you noticed it was a dead end, so I assume you're pretty much back where the cave splits in three.
Following Brumdal's lead the party moves down the southeast passage and is immediately greeted by an excited commotion up ahead. The sound of poles clanking together and wood rubbing against wood. Brumdal and Markus both see with their darkvision two goblins readying spears perhaps 30 - 40 feet down the passageway. The goblins shriek "BREE-YARK!" and take aim!
Their spears don't even come close as they clang and clatter to the stone floor in the darkness off to the party’s left. More commotion and cries of "BREE-YARK!" come from behind the two lead goblins. There are definitely more than this pair here....
Now that the goblins have had their turn, it's the party's turn.
Because this is our first combat, this might be a little rough (both for the players and the characters) as we figure things out.
First off, you do not need to wait your turn to describe what you want to, but I will adjudicate the outcome based on the initiative order above.
With that said, you just need to say what your character would like to do.
To give you some guidelines, you basically do two things per round: move and take an action. You can do those in any order you choose, and you can break up the movement (i.e. move, then attack, then move some more).
You also might have bonus actions (i.e. some spell gives you one, or something about your class gives you one). And lastly, there are reactions.
The most common reaction is the "opportunity attack." Opportunity attacks occur when one creature is in melee range (or reach) of another creature and then moves out of melee range. At this point the creature moving out of range is subject to a free attack from the creature he's moving away from. I'll assume unless you tell me otherwise that you will take attacks of opportunity if you are able (i.e. you haven't already done it.)
When improvising an action, keep in mind that the whole round represents only six seconds.
Just ask questions, if you're not sure about what you should do or your confused. We can certainly go into meta game mode if you guys want to strategize about what's best.
Also if you want to read the combat rules from the Players Handbook, here they are. They might give you some ideas or inspiration.
(As long as Brumdal doesn't do anything to change this)
Since Markas is in front and does not feel like he has time to whip out his bow, he will move to close the distance to the goblins. If able, he'll also pull out his second sword as he's closing the gap. He will then attack/defend once in melee distance.
Zerys readies "produce flame" in anticipation of hurling at goblins.
Amar will creep slowly along the wall to his left. To eventually peer down that hallway.
Zerys can still move up to 35 feet this round.
Amar still has an action.
With Amar’s movement is he trying to move closer to the goblins or sneak down that other passageway off to his left?
You can also specify triggers for what you would like to do based on a condition. For example, if a Balrog appears, Zerys will use her movement to retreat; if the goblins advance, Amar will cast Palpatine’s Fabulous Sith Lightening on them; etc.
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Pagan eyes the cave. "It looks dangerous," he turns his head toward Markus, "You should go first." (Toothy Cheshire Grin)
He draws a torch from his pack and lights it.
'I will light the way for those who don't see well in the dark. In other words- I got your back, Ranger."
(Another Stupid Toothy Cheshire Grin)
Sounds like Pagan is down.
Markus and Brumdal? Any thoughts?
Markas sighs and takes off his backpack and secures his bow. He puts the backpack back on and unsheathes one of his swords giving Pagan the stink-eye the entire time.
He looks to Brumdal: "Shall we?"
Brumdal arms himself. "Indeed, we shall! Be wary. I have a feeling that danger is nearby. Time for bold moves!"
I assume you are moving cautiously and quietly. Your torchlight will make moving with stealth difficult as the cave is black as pitch normally.
Unless someone stops him, Markas will continue along the main tunnel south.
Without moving too much further, Markus can tell with his darkvision, the south passage will dead end 50 to 60 feet from the cave entrance.
Markas will stop and hold up his hand. "The tunnel dead-ends up ahead. We need to go back and down one of the other passages."
Assuming the party all agrees and we move back to where the cave split in three, is there anything of particular interest in either the southeast or west tunnels? Sounds or signs of activity from either?
You didn't really get too far down the south passage before you noticed it was a dead end, so I assume you're pretty much back where the cave splits in three.
Perception checks:
Amar: 4
Brumdal: 5
Markus: 14
Pagan: 15
Zerys: 5
You don't really notice anything tangible, but you feel like you are not alone. Maybe you heard something, maybe you didn't.
Amar raises a torch to closely examine the ceiling .. these is a three dimensional problem...
I say we go southeast then. See what that passage holds.
Rolling for initiative ...
Amar: 13
Brumdal: 7
Markus: 19
Pagan: 22
Zerys: 21
Goblins: 14
Initiative Order
18 Goblins
15 Brumdal
12 Pagan
11 Markus
9 Zerys
5 Amar
Round 1
Attack Rolls
Goblin 1: 9
Goblin 2: 11
Now that the goblins have had their turn, it's the party's turn.
Because this is our first combat, this might be a little rough (both for the players and the characters) as we figure things out.
First off, you do not need to wait your turn to describe what you want to, but I will adjudicate the outcome based on the initiative order above.
With that said, you just need to say what your character would like to do.
To give you some guidelines, you basically do two things per round: move and take an action. You can do those in any order you choose, and you can break up the movement (i.e. move, then attack, then move some more).
Typical actions are these, but you can improvise:
You also might have bonus actions (i.e. some spell gives you one, or something about your class gives you one). And lastly, there are reactions.
The most common reaction is the "opportunity attack." Opportunity attacks occur when one creature is in melee range (or reach) of another creature and then moves out of melee range. At this point the creature moving out of range is subject to a free attack from the creature he's moving away from. I'll assume unless you tell me otherwise that you will take attacks of opportunity if you are able (i.e. you haven't already done it.)
When improvising an action, keep in mind that the whole round represents only six seconds.
Just ask questions, if you're not sure about what you should do or your confused. We can certainly go into meta game mode if you guys want to strategize about what's best.
Also if you want to read the combat rules from the Players Handbook, here they are. They might give you some ideas or inspiration.
(As long as Brumdal doesn't do anything to change this)
Since Markas is in front and does not feel like he has time to whip out his bow, he will move to close the distance to the goblins. If able, he'll also pull out his second sword as he's closing the gap. He will then attack/defend once in melee distance.
You can switch weapons as a free action in this case, so if you’d rather use your bow, go for it.
Since I'm covering Zerys too...
Zerys readies "produce flame" in anticipation of hurling at goblins.
Amar will creep slowly along the wall to his left. To eventually peer down that hallway.
He took in the situation and decided what he thought best. Swords it is.
Zerys can still move up to 35 feet this round.
Amar still has an action.
With Amar’s movement is he trying to move closer to the goblins or sneak down that other passageway off to his left?
You can also specify triggers for what you would like to do based on a condition. For example, if a Balrog appears, Zerys will use her movement to retreat; if the goblins advance, Amar will cast Palpatine’s Fabulous Sith Lightening on them; etc.