OOC: Now that I look at it, you can actually get to the hobgoblin by moving from Q12 to Q11 (5 feet), Q11 to R11 (10 feet), R11 to S11 (20 feet), attack, S11 to S12 (30 feet).
Gruxx slides by Rock and Glynquinal and jabs forward with his gaive, skewering the hobgoblin. The creature collapses dead.
OOC2: Actually, you could go to either S12 or T11 to stand over the dead hobgoblin. Which way would you like to go? Combat isn't actually quite over, so we're still taking turns.
Glynquinal, you're after Gruxx. Whether he moves to T11 or not, T11 is difficult terrain. And since it's logical to continue forward (in fact, I'll go ahead and assume Gruxx wants to step forward to stand over the dead hobgoblin), I'll describe the room:
A stone brazier full of coals glows in the middle of this small barracks. Four straw pallets are lined up along the east wall. The wall to the south has collapsed, but a barred wooden door in that direction is still clear. A curtain hangs in an archway to the north.
This post has potentially manipulated dice roll results.
Seeing that no one came out of the door, Ian and HDP will use their movement to get into the next area. Ian will ready an action to attack the hobgoblin as soon as he sees it. If the hobgoblin is not visible, he will whisper ::Herr Doktor, stand to the side, and open the door:: while he readies his rapier.
Movement V7, readying an attack for when he sees the hobgoblin, whether that is in the next corridor, or after HDP opens the door.
To hit 25
Damage 5
dagger to hit 7
dagger damage 4
Herr Doktor nods and moves to V8 and tries to open the door without getting in the way.
This post has potentially manipulated dice roll results.
ok, change of plans then. This is kind of hard to resolve by post. If we were at a table top, Ian would open the door, and ask what he sees. he has more movement, and could move to engage the creature...but its not that easy in play by post, so please bear with me.
Ian moves to V7, and using Fast Hands, can atttempt to open the door and attack. If there is something on the other side of the door, he attacks it. If not, he uses the remainder of his movement to go into the room. If the enemy is within 15 feet of the door, Ian has enough movement left and would move to attack. If Ian does not see the creature, he turns right and moves to W9, making room for the others to enter.
To hit 24
Damage 11
I will wait until Ian's turn is resolved before HDP goes.
It's OK. We can take the time to finish your turn in multiple posts. I am, however, going to use your original rolls. Just because we change what you do because we're not at a table, I'd rather go ahead and use the original rolls if they make sense. I know it's a bit of metagaming, because it could make you alter what you want to do, but please play it as if you don't know what you rolled originally.
Ian uses 20 of his 35 feet of movement to move to V7, opens the unlocked door (which is your free action; no need for fast hands since the door isn't locked) and sees ...
a hobgoblin, a dark-skinned elf, a bugbear, and a wolf.
Herr Doktor, peering around the corner, sees Ian open the door, and sees the two enemies near the door, and the wolf in the back (cant see the bugbear from his vantage point). HDP would like to cast Minor Illusion, and it will sound like a female wolf, in heat, ready for mating. He will cast the sound outside the castle walls, in an attempt to draw the wolf out of the castle.
The mating crys of the female wolf last for 1 minute.
This post has potentially manipulated dice roll results.
OOC: dj, your minor illusion isn't going to work, but I'm going to award you inspiration, which you can attribute to one of your characters, for the very creative idea.
Ian's balls drop at the sight of a room full of baddies. The ball bearings scatter as the elf moves five feet south.
Herr Doktor moves into the doorway and conjures what he can remember the sound of a female wolf in heat sounds like. He sees the wolf's ears twitch, but it doesn't seem distracted. The bard then ducks back down where he was previously (S8).
The (blue) hobgoblin carefully wades through the ball bearings and follows Ian into the triangular room. Calculating the best placement, it moves to the west of Ian and prepares an attack, knowing it will be followed.
The dark-skinned female elf with red hair follows the hobgoblin out, also being careful where the ball bearings cover the floor, and stops northwest of Ian. She swings both arms at Ian. (slam attack #1: 21, damage: 5 bludgeoning damage — slam attack #2: 17, damage: 9 bludgeoning damage) The elf is able to dodge both attacks.
As if the dark-skinned elf's attacks were its cue, the hobgoblin then attacks Ian with its longsword. (longsword attack: 6, damage: 8 + 9 slashing damage) The combined attacks by the two creatures gives the hobgoblin an upper hand, and its attacks hurt Ian quite a lot.
Wolf DEX save: 11
Leaping over the scattered ball bearings, the wolf ends up north of Ian. It bites at him even as he's still reeling from the hobgoblin's attack. (bite attack: 17, damage: 5 piercing damage) Luckily, the creature bites down on Ian's armor, and the leather protects him.
This post has potentially manipulated dice roll results.
Glynquinal realizing his friend Ian is in bad trouble and badly wounded moves from U10 to W10 taking a look into the room, before moving back to U10 putting Talon back in the scabbard
Drawing from his component pouch he pulls out a pinch of sand, and casts Sleep on X5 hoping to catch enough of the enemy in the area of effect to give Ian a chance.
Sleep 21
With the casting done Glynquinal will move to U12.
OOC: Now that I look at it, you can actually get to the hobgoblin by moving from Q12 to Q11 (5 feet), Q11 to R11 (10 feet), R11 to S11 (20 feet), attack, S11 to S12 (30 feet).
Gruxx slides by Rock and Glynquinal and jabs forward with his gaive, skewering the hobgoblin. The creature collapses dead.
OOC2: Actually, you could go to either S12 or T11 to stand over the dead hobgoblin. Which way would you like to go? Combat isn't actually quite over, so we're still taking turns.
Glynquinal, you're after Gruxx. Whether he moves to T11 or not, T11 is difficult terrain. And since it's logical to continue forward (in fact, I'll go ahead and assume Gruxx wants to step forward to stand over the dead hobgoblin), I'll describe the room:
A stone brazier full of coals glows in the middle of this small barracks. Four straw pallets are lined up along the east wall. The wall to the south has collapsed, but a barred wooden door in that direction is still clear. A curtain hangs in an archway to the north.
Glynquinal will cross the Hobgoblin body to occupy U10 and wait by the curtain to ready an attack for the other Hobgoblin when he appears.
Talon to hit 5
Talon damage two handed 5
Glyn moves to U10.
Rock, you're up!
OOC: Sorry! T11 is nice
Rock will move to V9 and attack
Attack Great Axe 24
Damage Great Axe 4
Rock moves to V9. There's nothing to attack. The triangular corridor is empty. Do you mean you want to ready an attack?
Round 3: HDP & Ian, baddies, Gruxx, Glyn, Rock
HDP & Ian, you're up!
Yes, sorry
Seeing that no one came out of the door, Ian and HDP will use their movement to get into the next area. Ian will ready an action to attack the hobgoblin as soon as he sees it. If the hobgoblin is not visible, he will whisper ::Herr Doktor, stand to the side, and open the door:: while he readies his rapier.
Movement V7, readying an attack for when he sees the hobgoblin, whether that is in the next corridor, or after HDP opens the door.
To hit 25
Damage 5
dagger to hit 7
dagger damage 4
Herr Doktor nods and moves to V8 and tries to open the door without getting in the way.
If Ian moves to V7, he's the only player who will be able to interact with the door.
ok, change of plans then. This is kind of hard to resolve by post. If we were at a table top, Ian would open the door, and ask what he sees. he has more movement, and could move to engage the creature...but its not that easy in play by post, so please bear with me.
Ian moves to V7, and using Fast Hands, can atttempt to open the door and attack. If there is something on the other side of the door, he attacks it. If not, he uses the remainder of his movement to go into the room. If the enemy is within 15 feet of the door, Ian has enough movement left and would move to attack. If Ian does not see the creature, he turns right and moves to W9, making room for the others to enter.
To hit 24
Damage 11
I will wait until Ian's turn is resolved before HDP goes.
not sure why it couldnt parse those rolls.
To Hit 21
Damage 10
It's OK. We can take the time to finish your turn in multiple posts. I am, however, going to use your original rolls. Just because we change what you do because we're not at a table, I'd rather go ahead and use the original rolls if they make sense. I know it's a bit of metagaming, because it could make you alter what you want to do, but please play it as if you don't know what you rolled originally.
Ian uses 20 of his 35 feet of movement to move to V7, opens the unlocked door (which is your free action; no need for fast hands since the door isn't locked) and sees ...
a hobgoblin, a dark-skinned elf, a bugbear, and a wolf.
Oh dang.
Opening the door definitely changes my plans...
Ian, upon opening the door and seeing the foes therein does the following:
Action: spills his bag of 1000 ball bearings into the room
rest of movement: sidestep to V8
(Bonus action to disengage if I need to avoid AoO)
Ball Bearings are now roughly at W6, W7, X6, X7 (10 square feet). Any body moving across that area - DC 10 Dex saving throw or fall Prone
Herr Doktor, peering around the corner, sees Ian open the door, and sees the two enemies near the door, and the wolf in the back (cant see the bugbear from his vantage point). HDP would like to cast Minor Illusion, and it will sound like a female wolf, in heat, ready for mating. He will cast the sound outside the castle walls, in an attempt to draw the wolf out of the castle.
The mating crys of the female wolf last for 1 minute.
OOC: dj, your minor illusion isn't going to work, but I'm going to award you inspiration, which you can attribute to one of your characters, for the very creative idea.
Ian's balls drop at the sight of a room full of baddies. The ball bearings scatter as the elf moves five feet south.
Herr Doktor moves into the doorway and conjures what he can remember the sound of a female wolf in heat sounds like. He sees the wolf's ears twitch, but it doesn't seem distracted. The bard then ducks back down where he was previously (S8).
The (blue) hobgoblin carefully wades through the ball bearings and follows Ian into the triangular room. Calculating the best placement, it moves to the west of Ian and prepares an attack, knowing it will be followed.
The dark-skinned female elf with red hair follows the hobgoblin out, also being careful where the ball bearings cover the floor, and stops northwest of Ian. She swings both arms at Ian. (slam attack #1: 21, damage: 5 bludgeoning damage — slam attack #2: 17, damage: 9 bludgeoning damage) The elf is able to dodge both attacks.
As if the dark-skinned elf's attacks were its cue, the hobgoblin then attacks Ian with its longsword. (longsword attack: 6, damage: 8 + 9 slashing damage) The combined attacks by the two creatures gives the hobgoblin an upper hand, and its attacks hurt Ian quite a lot.
Wolf DEX save: 11
Leaping over the scattered ball bearings, the wolf ends up north of Ian. It bites at him even as he's still reeling from the hobgoblin's attack. (bite attack: 17, damage: 5 piercing damage) Luckily, the creature bites down on Ian's armor, and the leather protects him.
You don't see what the bugbear does, if anything.
Ian and Glynquinal are both 5/21 hp.
Gruxx, you're up!
OOC: This is a tough interesting puzzle to crack. What will our intrepid heroes come up with to win the day?
OOC Ian sure wishes he could Misty Step out of danger right about now!
Gruxx will charge to V,10 seeing his way is once again blocked.
"ARGH! I HATE THIS PLACE!" Gruxx yells!
Gruxx will dash around the room trying to find another way to S,7.
Glynquinal realizing his friend Ian is in bad trouble and badly wounded moves from U10 to W10 taking a look into the room, before moving back to U10 putting Talon back in the scabbard
Drawing from his component pouch he pulls out a pinch of sand, and casts Sleep on X5 hoping to catch enough of the enemy in the area of effect to give Ian a chance.
Sleep 21
With the casting done Glynquinal will move to U12.
To Rock Glynquinal calls "Hold that position!"
Rock will hold