This post has potentially manipulated dice roll results.
Karl: 21; Nif: 7; goblins: 15
Round 2
Red=1, white=2: 1
As the goblins, clearly not prepared to come peacefully as Karl suggested, begin to turn their weapons on the dwarves, Nif releases a readied bolt at the (white) goblin, spearing it through the chest and dropping it in one shot.
The other creature releases an arrow from its shortbow at Karl. (Attack: 13 Damage: 5 piercing) Amazingly, the creature's aim is good (no wonder it was on guard duty). The arrow catches Karl in the upper arm.
Hold on. I missed the "Karl walks up to goblins" part. That would mean the shortbow attack would have been at disadvantage. (19) Still hits!
Karl looks down at the scratch on his arm and says "now you've made me cross" as he enters a rage and then swings Hew at the red goblin (Attack: 24 Damage: 10).
If that drops the Goblin as I suspect it does Karl turns to Nif and says "right that's that lot dealt with - let see what else we need to deal with?" as he leads Nif to door H7-8.
The goblin appears to regret its action as Karl brings his weapon to bare. With a powerful blow, the creature is smote soundly. Karl moves to the door in question and opens it, walking into the next room. Old casks of salted meat and sacks of rotting grain fill this storage area. Among the supplies, you see a bloody suit of chain mail, a heavy crossbow, and an unsheathed longsword with the emblem of Neverwinter worked into its hilt.
Karl, you open the door and find two goblins standing within who don't even notice either of you (one is immediately inside the door). You and Nif can both act. One is five feet from Karl; the other is 10 feet from Karl. Nif is five feet behind Karl and would need to move to see either of the goblins.
Karl walks up behind the nearest Goblin and swings Hew Attack: 18 Damage: 14. At the last moment he turns the axe so that the flat of blade hits the Goblin across the back of the head - hopefully knocking him unconscious.
As Karl moves towards the first Goblin Nif casts Sleep on the second goblin.
This post has potentially manipulated dice roll results.
Sleep: 24
Karl raises and lowers his axe in two swift movements, though thoughtfully shifting his normal grip for one that aims the blunt edge of the weapon. The goblin releases a very quick squeak as the weapon hits its noggin, and it slumps to the ground. At the same time, Nif kneels down, pinches some sand within his fingers, and, tossing the sand, speaks a quick incantation. The other goblin, as it is turning in response to its companion's exclamation, simply closes its eyes and slides to the floor asleep.
After giving it at least another half minute or so, the hill dwarf finally brings the crystal up and whispers to it, knowing it would cast his voice to Karl. "How goes it uncle? Are the sentries dead? Might it be time that we join you, or do we wait a bit more?" He request, tagging a reminder at the end that the message could be replied to just in case. Once given the call clear he'd motion for Adrom to follow before still yet quietly hustling forward to at least the main entryway to meet up with Karl and Nif. If not given the all clear, he'll still notify to Adrom how things are going, before then continuing to keep an eye out on things.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"How goes it uncle? Are the sentries dead? Might it be time that we join you, or do we wait a bit more?"
Karl messages back "Two lots of guards dealt with but there may be more so come forward quietly." He then quickly ties up the unconscious guards before moving back to G13 to guide Vondal and Adrom in
Once the duo have more or less reuinted with Uncle Karl and Brother Nif properly, Vondal practically beams at the duo, before letting the expression falter into a more serious one. "So, vhat is play here? Room by room search taking out guards as we go as quietly as possible? And if so, do we start from south or north side and slowly work our way in? Or other play in mind?" He whispers to the group at large.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"So, vhat is play here? Room by room search taking out guards as we go as quietly as possible? And if so, do we start from south or north side and slowly work our way in? Or other play in mind?" He whispers to the group at large.
"Yup room by room starting with next door"Karl responds. He then moves off to the door at G14/15
Karl, when you tell Nif that Vondal and Adrom are headed inside to join you, he tells you his sleep spell only works for a minute, so the two of you need to decide what to do about the goblin that he knocked out. The one you knocked out will be unconscious for a while.
Vondal will be in the farthest back of the boat, as it were, with his bow in hand but not quite at the ready. In fact, make that 10ft behind whoever would be 3rd from last at that, and trying to be quiet.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Karl checks the door for tripwires etc (Perception = 10). Finding none, or nothing that rings any warning bells metaphorically or literally, he signals to Nif to quietly open the door (Nif Stealth = 13) and Karl stealthily (19) Hew raised and ready for action against any hostile move (Attack: 22 Damage: 9). Karl will be followed by the two Johnny come latelys (Vondal and Adrom - no sure of order) and Nif having acted (i.e. opening the door) will keep watch behind but ready to step through the door if required.
Noding to Vondal, Adrom checks that the bolt on his crossbow is ready and follow him, trying not to make too much noise and ruin the good job the others are doing.
OOC: One thing to note about the map. The piles of rubble are not low piles; they are like walls. You cannot see through them or move through them. If rubble doesn't fill an entire square, you can be in that square, but just because you can be in squares essentially side-by-side, if the rubble is "between" those squares, it acts just like a regular wall.
Karl determines the door is not trapped, silently signals to Nif to act as doorman, and prepares his weapon. Adrom steps up behind the barbarian, readying his crossbow. Vondal hangs back 10 feet. Once everyone is ready, Nif snuggles up against a crumbling wall and silently opens the door, allowing the others to enter pass by.
The southwest tower of the castle is little more than a heap of rubble. Several ragged bedrolls are scattered across the remaining floor space, and a small, twisting passage leads east through the ruins. Karl sees a goblin half dozing on its feet and steps word, cutting the creature down before it knows he's even nearby. The dwarf sees out of the corner of his right eye two more goblins. To his left, he can hear the sounds of several creatures making a racket.
OOC2: Since you caught them all by surprise, I will allow the rest of the party to act before any of the gobbos get to act.
This post has potentially manipulated dice roll results.
(@all: Well, I was hoping/waiting for others to move out of the way, as I think its difficult terrain moving through allies. But, ah well!)
Following in the wake of Karl's axeing a very important question of a goblin, Vondal muster both haste and courage to rush in, slipping past Adrom with some difficult and into the next room. After a quick sizing up of foes, he fires into the throng as he carried forth, and well into range of trying to catch two goblins in a leaping split kick to the noggin.
Movement: To 15-H.
Action: Attack Using Zindral. (Lethal) Longbow - Attack: 14 Damage: 6 of Piercing at Goblin(Green/Black) at 13-L.
Movement(Remaining): To 14-J (or K, if able to reach with 35ft of movement.
Bonus Action: Fury of the Storm. (1 Ki) (Lethal) Unarmed Strike - Attack: 19 Damage: 4 of bludgeoning at Goblin (Black/Yellow) on 13-J. (Lethal) Unarmed Strike - Attack: 5 Damage: 6 of bludgeoning at Goblin(Blue) on 15-K.
Karl: 21; Nif: 7; goblins: 15
Round 2
Red=1, white=2: 1
As the goblins, clearly not prepared to come peacefully as Karl suggested, begin to turn their weapons on the dwarves, Nif releases a readied bolt at the (white) goblin, spearing it through the chest and dropping it in one shot.
The other creature releases an arrow from its shortbow at Karl. (Attack: 13 Damage: 5 piercing) Amazingly, the creature's aim is good (no wonder it was on guard duty). The arrow catches Karl in the upper arm.
Hold on. I missed the "Karl walks up to goblins" part. That would mean the shortbow attack would have been at disadvantage. (19) Still hits!
Karl, you're up!
Karl looks down at the scratch on his arm and says "now you've made me cross" as he enters a rage and then swings Hew at the red goblin (Attack: 24 Damage: 10).
If that drops the Goblin as I suspect it does Karl turns to Nif and says "right that's that lot dealt with - let see what else we need to deal with?" as he leads Nif to door H7-8.
DM - Stopping a god in his tracks
The goblin appears to regret its action as Karl brings his weapon to bare. With a powerful blow, the creature is smote soundly. Karl moves to the door in question and opens it, walking into the next room. Old casks of salted meat and sacks of rotting grain fill this storage area. Among the supplies, you see a bloody suit of chain mail, a heavy crossbow, and an unsheathed longsword with the emblem of Neverwinter worked into its hilt.
Karl turn to Nif "c'mon lets go clear out the other guard post" as they both head stealthily (Karl = 20 & Nif = 15) toward the door in F-G14.
DM - Stopping a god in his tracks
DM rollz: 6 1
Karl, you open the door and find two goblins standing within who don't even notice either of you (one is immediately inside the door). You and Nif can both act. One is five feet from Karl; the other is 10 feet from Karl. Nif is five feet behind Karl and would need to move to see either of the goblins.
Karl walks up behind the nearest Goblin and swings Hew Attack: 18 Damage: 14. At the last moment he turns the axe so that the flat of blade hits the Goblin across the back of the head - hopefully knocking him unconscious.
As Karl moves towards the first Goblin Nif casts Sleep on the second goblin.
DM - Stopping a god in his tracks
Sleep: 24
Karl raises and lowers his axe in two swift movements, though thoughtfully shifting his normal grip for one that aims the blunt edge of the weapon. The goblin releases a very quick squeak as the weapon hits its noggin, and it slumps to the ground. At the same time, Nif kneels down, pinches some sand within his fingers, and, tossing the sand, speaks a quick incantation. The other goblin, as it is turning in response to its companion's exclamation, simply closes its eyes and slides to the floor asleep.
After giving it at least another half minute or so, the hill dwarf finally brings the crystal up and whispers to it, knowing it would cast his voice to Karl. "How goes it uncle? Are the sentries dead? Might it be time that we join you, or do we wait a bit more?" He request, tagging a reminder at the end that the message could be replied to just in case. Once given the call clear he'd motion for Adrom to follow before still yet quietly hustling forward to at least the main entryway to meet up with Karl and Nif. If not given the all clear, he'll still notify to Adrom how things are going, before then continuing to keep an eye out on things.
When you realize you're doing too much: Signature.
Karl messages back "Two lots of guards dealt with but there may be more so come forward quietly." He then quickly ties up the unconscious guards before moving back to G13 to guide Vondal and Adrom in
DM - Stopping a god in his tracks
(I'll throw in a Stealth check while I'm at it case it matters for the approach)
Stealth: 11.
Once the duo have more or less reuinted with Uncle Karl and Brother Nif properly, Vondal practically beams at the duo, before letting the expression falter into a more serious one. "So, vhat is play here? Room by room search taking out guards as we go as quietly as possible? And if so, do we start from south or north side and slowly work our way in? Or other play in mind?" He whispers to the group at large.
When you realize you're doing too much: Signature.
"Yup room by room starting with next door" Karl responds. He then moves off to the door at G14/15
DM - Stopping a god in his tracks
DM rollz: 3
Karl, when you tell Nif that Vondal and Adrom are headed inside to join you, he tells you his sleep spell only works for a minute, so the two of you need to decide what to do about the goblin that he knocked out. The one you knocked out will be unconscious for a while.
Karl tied them both up - see Post #2976. They were also gagged with their shoes.
DM - Stopping a god in his tracks
Well, blimey. I completely skipped that sentence.
OK, so the door at G14/15 is one of the ones you heard scraping sounds behind. How do you proceed? And what is the order?
Vondal will be in the farthest back of the boat, as it were, with his bow in hand but not quite at the ready. In fact, make that 10ft behind whoever would be 3rd from last at that, and trying to be quiet.
When you realize you're doing too much: Signature.
Karl checks the door for tripwires etc (Perception = 10). Finding none, or nothing that rings any warning bells metaphorically or literally, he signals to Nif to quietly open the door (Nif Stealth = 13) and Karl stealthily (19) Hew raised and ready for action against any hostile move (Attack: 22 Damage: 9). Karl will be followed by the two Johnny come latelys (Vondal and Adrom - no sure of order) and Nif having acted (i.e. opening the door) will keep watch behind but ready to step through the door if required.
DM - Stopping a god in his tracks
Noding to Vondal, Adrom checks that the bolt on his crossbow is ready and follow him, trying not to make too much noise and ruin the good job the others are doing.
PbP Character: A few ;)
OOC: One thing to note about the map. The piles of rubble are not low piles; they are like walls. You cannot see through them or move through them. If rubble doesn't fill an entire square, you can be in that square, but just because you can be in squares essentially side-by-side, if the rubble is "between" those squares, it acts just like a regular wall.
Karl determines the door is not trapped, silently signals to Nif to act as doorman, and prepares his weapon. Adrom steps up behind the barbarian, readying his crossbow. Vondal hangs back 10 feet. Once everyone is ready, Nif snuggles up against a crumbling wall and silently opens the door, allowing the others to enter pass by.
The southwest tower of the castle is little more than a heap of rubble. Several ragged bedrolls are scattered across the remaining floor space, and a small, twisting passage leads east through the ruins. Karl sees a goblin half dozing on its feet and steps word, cutting the creature down before it knows he's even nearby. The dwarf sees out of the corner of his right eye two more goblins. To his left, he can hear the sounds of several creatures making a racket.
OOC2: Since you caught them all by surprise, I will allow the rest of the party to act before any of the gobbos get to act.
Vondal, Adrom and Nif (Grant, you can play for Jono), I need some instructions.
(@all: Well, I was hoping/waiting for others to move out of the way, as I think its difficult terrain moving through allies. But, ah well!)
Following in the wake of Karl's axeing a very important question of a goblin, Vondal muster both haste and courage to rush in, slipping past Adrom with some difficult and into the next room. After a quick sizing up of foes, he fires into the throng as he carried forth, and well into range of trying to catch two goblins in a leaping split kick to the noggin.
Movement: To 15-H.
Action: Attack Using Zindral.
(Lethal) Longbow - Attack: 14 Damage: 6 of Piercing at Goblin(Green/Black) at 13-L.
Movement(Remaining): To 14-J (or K, if able to reach with 35ft of movement.
Bonus Action: Fury of the Storm. (1 Ki)
(Lethal) Unarmed Strike - Attack: 19 Damage: 4 of bludgeoning at Goblin (Black/Yellow) on 13-J.
(Lethal) Unarmed Strike - Attack: 5 Damage: 6 of bludgeoning at Goblin(Blue) on 15-K.
When you realize you're doing too much: Signature.