Karl and Nif, while you can't make it as far as S12 and T12, I did short change you a little. Here's the run down because of difficult terrain. Nif: K7 to L7 (10 feet because of difficult terrain), L7 to L8 or M8 (5 feet, 15 total), L8 or M8 to L9 or M9 (5 feet, 20 total), L9 or M9 to M10 (can't go diagonally to N10 from M9 because of the little bit of rock wall in M10, 5 feet, 25 total), M10 to N10 (5 feet, 30 total), and N10 to O10 (10 feet difficult terrain, 40 feet total). And that's where I short changed you unintentionally. I've now moved him two more squares to Q11, moving him into difficult terrain. Similarly, Karl should have moved another 10 feet, so he's now at R12. Sorry about that. While I can't move them as far as you anticipated, I'm glad you questioned it so I could realize I was thinking 20 doubled instead of 25 doubled.
Also, Karl, you are no longer raging. There have been rounds since you last entered rage where you didn't attack a hostile creature or take damage, which ended your rage early. I don't remember the first round where this was true. I believe it was the round after the two wolves were put down. Your first roll for this climb was a good roll anyway.
Also, Nif and Karl, you'll need to roll athletics checks for each round where you're climbing in this particular area. So, the rolls you rolled for the end of round 7 (Nif) and beginning of round 8 (Karl) are only good for those turns.
Nif continues forward toward the opening. As he enters the space, he looks up and sees it is definitely some kind of chute — kind of like a chimney. He finds enough purchase to climb 10 feet up and feels like he's about a third of the way to the top (T12, 10 feet up).
Einar moves horizontally along the wall and ends up on the west side of the bridge. Seeing the larger (black) goblin ready to charge Vondal, Einar maneuvers east to get in front of Vondal (Q6 uses 25 feet accounting for difficult terrain) and takes a defensive stance (dodge action).
Round 8: Karl (5/16), Vondal (1/12), Bron (6/12), Black, Yellow Wolf (unconscious), Red, Nif (10/10), Einar (11/16)
Karl follows behind Nif. Unfortunately, even though he is also able to find good holds for climbing, because he started after Nif, he can only ascend 5 feet up the shaft before being hindered by the other dwarf (T12, five feet up).
Congrats! You used 40 feet to get up onto the bridge level of P6. You have 10 feet left, but because of where Vondal and Einar are, you can't move anymore (would need 15 to get around one of them). If Vondal moves further west, you could move that way as well up to 10 feet if you want. From where you are, you can clearly see the (black) goblin, but you can't act this round because you are dashing.
Well since you put it like that. Time to get knocked out!
Vondal bites back a curse seeing the goblin, and instead says, "Brother! Duck!" A second later, Chaff Cutter is hurled at the Goblin(black) aimed straight for its forehead. Whether he hits or miss, he helps he tries to maneuver his way onto the other side of the bridge, and hopefully out of reach of anymore tunnel flushing shenanigans.
Just kidding.
Chaff Cutter:18 Damage: 6.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Vondal bites back a curse seeing the goblin, and instead says, "Brother! Duck!" A second later, Chaff Cutter is hurled at the (black) goblin, aimed straight for its forehead. It doesn't catch it in the forehead, but he does land in its shoulder, doing considerable damage. Vondal then backs up five feet to the west side of the bridge (O4). Bron is finally able to pull himself up the wall and securely onto the bridge (P5). The (black) goblin steps forward, the axe protruding from one shoulder, and swings at Einar with its scimitar. (Attack: 11 - forgot to roll with disadvantage due to dodge, but it doesn't matter.) Einar is able to dodge the attack, deflecting the scimitar with his shield. The (black) goblin continues move around to Einar's side (Q7) as another (red) goblin — as big as the first — enters the tunnel, also wielding a scimitar. It lunges at Einar (Attack: 20, Damage: 3 slashing), and is able to get in under the dwarf's defenses.
Nif and Einar, your turns will end this round. Karl, you can go ahead and make your next athletics check, too.
This post has potentially manipulated dice roll results.
(OOC: I can't tell from my phone, but was Red's attack also made at disadvantage?)
Finding himself outnumbered in melee, Einar switches focus, aiming to cut their number in half before than overwhelm him.
Bonus Action: Rage
Action: Attack: 10 with hatchet for, Damage: 11, targeting Black Goblin.
Rollback Post to RevisionRollBack
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
Nif, 40 feet of your 50 gets you up to the top of the chute. You have 10 feet left. See map below to finish your turn for round 8, if you'd like to move more. Remember that you're blocking the top of the chute, though, so if you don't move at least five feet, Karl won't be able to get all the way up. Also, roll stealth for me, please.
Einar, nope, I forgot on the second attack to roll at disadvantage again. Here's the second roll by red: 20. Still hits.
Nif hoists himself out of the top of the chute, completing the 30-foot climb. He looks up the sloping floor at the largish cave. Sacks and crates of looted provisions are piled up in the south end of this large cave. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder. Around the fire are gathered two more goblins, a wolf, and a bugbear.
Finding himself outnumbered in melee, Einar switches focus, his blood beginning to boil with rage, aiming to cut their number in half before they can overwhelm him. He bares his teeth swings his hatchet at the (black) goblin, catching it in the side of the neck. While the blade does not sever the head, a gush of blood proceeds the goblin sinking to the floor in a lifeless heap.
Karl, you will be able to reach the top on your turn as long as Nif gets out of the way. You should roll stealth for me as well.
After climbing out of the chute, Nif moves to duck in behind one of the stalagmites and a rock outcropping (U11). As he peers between the barriers, he notices that the wolf does not appear to be chained, but is curled up on the floor near the bugbear's feet, seemingly dozing.
Round 9: Karl (5/16), Wolf (prone), Vondal (1/12), Bugbear, Bron (6/12), Yellow Wolf (unconscious), Blue, Red, Nif (10/10), Green, Einar (raging, 8/16)
Karl climbs out of the chute and slips over to Nif (he is now in U12 behind the stalagmite). He whispers "I'm gunna rush the big guy and try and get my back to the wall (Y12), you should focus on the blue goblin and get your back to the opening (X11) that way we can protect each other."
Stealth roll 23
When it is Karl's turn he rages and rushes to Y12. He swings his club at the bugbear on the way through Attack: 19 Damage: Unable to parse dice roll. Damage 10
After black falls if Vondal can slip his way forward into the action, he'll does so, eventually standing loosely over its corpse, take up Chaff Cutter and lay into the next Goblin(red). As soon as the blade bites deep, he yanks hard, drawing the goblin into a headbutt meant to cave in its skull. Pain or no pain, he wanted to -- needed to end things quickly so the group can catch a breathier!
Action: Chaff Cutter: 10 Damage: 8.
Bonus Action: Unarmed Strike: 19 Damage: 4.
However, if he cannot, he once more barks out a "To the side" to Bron and Einar before taking up his hardly dried bow and arrow, and letting loose. After and possibly against his better judgement, he steps back to 4-N and off the bridge just incase of another deluge.
Action: Chaff Cutter: 21 Damage: 4.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Karl, your 50 feet (using dash) gets you up the remaining 25 feet you needed to climb. You're still in T12, but standing on the floor of the new cave, no longer climbing. Your stealth successfully keeps you from being noticed this round. And you cannot rage next round because you only get to rage twice per long rest and you've already done that; you can't rage again until after you long rest.
Karl, as quiet as a mouse, exits the chute and stands on the lip, also taking in the sight of the four creatures surrounding the smoldering campfire. He whispers, "I'm gonna rush the big guy and try and get my back to the wall (Y12), you should focus on the blue goblin and get your back to the opening (X11) that way we can protect each other."
The wolf's ears twitch, but it does not move.
Vondal slips past Bron and Einar to stand with a leg on either side of the fallen (blue) goblin. He swings with his blade, but his strange stance keeps him from being as swift as usual, and the goblin is able to dodge the attack. But Vondal watches his foe's movements and has an elbow ready, smashing the goblin in the side of the head with it, causing it to hiss and glare at the monk.
The bugbear growls at the (blue) goblin and grunts at it in the goblin tongue. Karl and Nif get the impression that it is speaking a little more slowly and deliberately than how they've heard goblins speak before. Either hobgoblins have a harder time talking ... or this one does. The hobgoblin generally looks into the glowing coals of the fire, looking smug.
The (blue) goblin glares back at the bugbear, seems a little fidgety, and glances quickly over its shoulder at the north entrance, but it doesn't move.
The (red) goblin turns its attention to its latest attacker, Vondal. (Attack: 7) It swings with its scimitar, but the monk moves at the last minute, and the weapon clangs against the stone wall at his back. A small shower of pebbles rains down harmlessly upon Vondal.
Nif, your turn. I'll go ahead and post for Green, since it's not going to do anything, either, and that means Einar and Karl won't have to wait for it.
The (green) goblin stands, not moving, only staring into the hot coals.
Nif will dash attempting to climb the shute.
Athletics: 12
If Nif can use acrobatics, add 4 to role.
Karl and Nif, while you can't make it as far as S12 and T12, I did short change you a little. Here's the run down because of difficult terrain. Nif: K7 to L7 (10 feet because of difficult terrain), L7 to L8 or M8 (5 feet, 15 total), L8 or M8 to L9 or M9 (5 feet, 20 total), L9 or M9 to M10 (can't go diagonally to N10 from M9 because of the little bit of rock wall in M10, 5 feet, 25 total), M10 to N10 (5 feet, 30 total), and N10 to O10 (10 feet difficult terrain, 40 feet total). And that's where I short changed you unintentionally. I've now moved him two more squares to Q11, moving him into difficult terrain. Similarly, Karl should have moved another 10 feet, so he's now at R12. Sorry about that. While I can't move them as far as you anticipated, I'm glad you questioned it so I could realize I was thinking 20 doubled instead of 25 doubled.
Also, Karl, you are no longer raging. There have been rounds since you last entered rage where you didn't attack a hostile creature or take damage, which ended your rage early. I don't remember the first round where this was true. I believe it was the round after the two wolves were put down. Your first roll for this climb was a good roll anyway.
Also, Nif and Karl, you'll need to roll athletics checks for each round where you're climbing in this particular area. So, the rolls you rolled for the end of round 7 (Nif) and beginning of round 8 (Karl) are only good for those turns.
Nif continues forward toward the opening. As he enters the space, he looks up and sees it is definitely some kind of chute — kind of like a chimney. He finds enough purchase to climb 10 feet up and feels like he's about a third of the way to the top (T12, 10 feet up).
Einar moves horizontally along the wall and ends up on the west side of the bridge. Seeing the larger (black) goblin ready to charge Vondal, Einar maneuvers east to get in front of Vondal (Q6 uses 25 feet accounting for difficult terrain) and takes a defensive stance (dodge action).
Round 8: Karl (5/16), Vondal (1/12), Bron (6/12), Black, Yellow Wolf (unconscious), Red, Nif (10/10), Einar (11/16)
Karl follows behind Nif. Unfortunately, even though he is also able to find good holds for climbing, because he started after Nif, he can only ascend 5 feet up the shaft before being hindered by the other dwarf (T12, five feet up).
Vondal and Bron, you're up!
Bron attempts to scramble up once more, only to most likely fail due to his weak noodle-arms.
Athletics: 16
(Heeeeey!)
"Ignorance is bliss, and you look absolutely miserable."
Bron:
Congrats! You used 40 feet to get up onto the bridge level of P6. You have 10 feet left, but because of where Vondal and Einar are, you can't move anymore (would need 15 to get around one of them). If Vondal moves further west, you could move that way as well up to 10 feet if you want. From where you are, you can clearly see the (black) goblin, but you can't act this round because you are dashing.
If Vondal moves, I will follow. Otherwise I'll stay put.
"Ignorance is bliss, and you look absolutely miserable."
Well since you put it like that. Time to get knocked out!
Vondal bites back a curse seeing the goblin, and instead says, "Brother! Duck!" A second later, Chaff Cutter is hurled at the Goblin(black) aimed straight for its forehead. Whether he hits or miss, he helps he tries to maneuver his way onto the other side of the bridge, and hopefully out of reach of anymore tunnel flushing shenanigans.
Just kidding.
Chaff Cutter: 18 Damage: 6.
When you realize you're doing too much: Signature.
Vondal bites back a curse seeing the goblin, and instead says, "Brother! Duck!" A second later, Chaff Cutter is hurled at the (black) goblin, aimed straight for its forehead. It doesn't catch it in the forehead, but he does land in its shoulder, doing considerable damage. Vondal then backs up five feet to the west side of the bridge (O4). Bron is finally able to pull himself up the wall and securely onto the bridge (P5). The (black) goblin steps forward, the axe protruding from one shoulder, and swings at Einar with its scimitar. (Attack: 11 - forgot to roll with disadvantage due to dodge, but it doesn't matter.) Einar is able to dodge the attack, deflecting the scimitar with his shield. The (black) goblin continues move around to Einar's side (Q7) as another (red) goblin — as big as the first — enters the tunnel, also wielding a scimitar. It lunges at Einar (Attack: 20, Damage: 3 slashing), and is able to get in under the dwarf's defenses.
Nif and Einar, your turns will end this round. Karl, you can go ahead and make your next athletics check, too.
Karl's Athletics Check 16
DM - Stopping a god in his tracks
*Pre-Post
Nif will continue dashing up the shute
13
Something drastic will have to happen for my post to be anything else
Once again, if acrobatics can be consider, add 4 to roll
(OOC: I can't tell from my phone, but was Red's attack also made at disadvantage?)
Finding himself outnumbered in melee, Einar switches focus, aiming to cut their number in half before than overwhelm him.
Bonus Action: Rage
Action: Attack: 10 with hatchet for, Damage: 11, targeting Black Goblin.
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
Nif, 40 feet of your 50 gets you up to the top of the chute. You have 10 feet left. See map below to finish your turn for round 8, if you'd like to move more. Remember that you're blocking the top of the chute, though, so if you don't move at least five feet, Karl won't be able to get all the way up. Also, roll stealth for me, please.
Einar, nope, I forgot on the second attack to roll at disadvantage again. Here's the second roll by red: 20. Still hits.
Nif hoists himself out of the top of the chute, completing the 30-foot climb. He looks up the sloping floor at the largish cave. Sacks and crates of looted provisions are piled up in the south end of this large cave. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder. Around the fire are gathered two more goblins, a wolf, and a bugbear.
Finding himself outnumbered in melee, Einar switches focus, his blood beginning to boil with rage, aiming to cut their number in half before they can overwhelm him. He bares his teeth swings his hatchet at the (black) goblin, catching it in the side of the neck. While the blade does not sever the head, a gush of blood proceeds the goblin sinking to the floor in a lifeless heap.
Karl, you will be able to reach the top on your turn as long as Nif gets out of the way. You should roll stealth for me as well.
DM secret rolls:
55 18 34
Nif will move to U11
Stealth: 15
Is the wolf chained like the others?
After climbing out of the chute, Nif moves to duck in behind one of the stalagmites and a rock outcropping (U11). As he peers between the barriers, he notices that the wolf does not appear to be chained, but is curled up on the floor near the bugbear's feet, seemingly dozing.
Round 9: Karl (5/16), Wolf (prone), Vondal (1/12), Bugbear, Bron (6/12), Yellow Wolf (unconscious), Blue, Red, Nif (10/10), Green, Einar (raging, 8/16)
I need Karl's stealth.
Karl climbs out of the chute and slips over to Nif (he is now in U12 behind the stalagmite). He whispers "I'm gunna rush the big guy and try and get my back to the wall (Y12), you should focus on the blue goblin and get your back to the opening (X11) that way we can protect each other."
Stealth roll 23
When it is Karl's turn he rages and rushes to Y12. He swings his club at the bugbear on the way through Attack: 19 Damage: Unable to parse dice roll. Damage 10
DM - Stopping a god in his tracks
After black falls if Vondal can slip his way forward into the action, he'll does so, eventually standing loosely over its corpse, take up Chaff Cutter and lay into the next Goblin(red). As soon as the blade bites deep, he yanks hard, drawing the goblin into a headbutt meant to cave in its skull. Pain or no pain, he wanted to -- needed to end things quickly so the group can catch a breathier!
Action: Chaff Cutter: 10 Damage: 8.
Bonus Action: Unarmed Strike: 19 Damage: 4.
However, if he cannot, he once more barks out a "To the side" to Bron and Einar before taking up his hardly dried bow and arrow, and letting loose. After and possibly against his better judgement, he steps back to 4-N and off the bridge just incase of another deluge.
Action: Chaff Cutter: 21 Damage: 4.
When you realize you're doing too much: Signature.
Karl, your 50 feet (using dash) gets you up the remaining 25 feet you needed to climb. You're still in T12, but standing on the floor of the new cave, no longer climbing. Your stealth successfully keeps you from being noticed this round. And you cannot rage next round because you only get to rage twice per long rest and you've already done that; you can't rage again until after you long rest.
Karl, as quiet as a mouse, exits the chute and stands on the lip, also taking in the sight of the four creatures surrounding the smoldering campfire. He whispers, "I'm gonna rush the big guy and try and get my back to the wall (Y12), you should focus on the blue goblin and get your back to the opening (X11) that way we can protect each other."
The wolf's ears twitch, but it does not move.
Vondal slips past Bron and Einar to stand with a leg on either side of the fallen (blue) goblin. He swings with his blade, but his strange stance keeps him from being as swift as usual, and the goblin is able to dodge the attack. But Vondal watches his foe's movements and has an elbow ready, smashing the goblin in the side of the head with it, causing it to hiss and glare at the monk.
The bugbear growls at the (blue) goblin and grunts at it in the goblin tongue. Karl and Nif get the impression that it is speaking a little more slowly and deliberately than how they've heard goblins speak before. Either hobgoblins have a harder time talking ... or this one does. The hobgoblin generally looks into the glowing coals of the fire, looking smug.
Bron, your turn.
Bron seems stunned at the moment and doesn't act.
The (blue) goblin glares back at the bugbear, seems a little fidgety, and glances quickly over its shoulder at the north entrance, but it doesn't move.
The (red) goblin turns its attention to its latest attacker, Vondal. (Attack: 7) It swings with its scimitar, but the monk moves at the last minute, and the weapon clangs against the stone wall at his back. A small shower of pebbles rains down harmlessly upon Vondal.
Nif, your turn. I'll go ahead and post for Green, since it's not going to do anything, either, and that means Einar and Karl won't have to wait for it.
The (green) goblin stands, not moving, only staring into the hot coals.
(Sorry, I had some stuff going on irl)
"Ignorance is bliss, and you look absolutely miserable."
(Yay apparently I can still take my turn!)
Bron forms a ball of energy in his hand and lobs it up, then swings his sword at it, connecting and sending it flying towards the nearest goblin.
Attack: 18 Damage: 1
(I would like to know why autocorrect changes 'his' into 'hi sunshine')
"Ignorance is bliss, and you look absolutely miserable."