(The Herr Doktor Professor will assign one Inspiration die each to Ian and Glynquinal. You can each add 1d6 to your Stealth roll if you so choose, or maybe save it in case battle erupts.)
OOC: You all are excellent at planning. Much better than a lot of campaigns I've been in. You actually talk to each other and make suggestions. It's really quite wonderful.
OOC2: Something I haven't talked about yet is inspiration. A DM can hand out inspiration to a player or players at their whim. It could be because they did something that was incredibly in character. Or maybe the player made the DM laugh. Or maybe the player looked at a situation completely different than the DM had intended, and he is impressed. A DM-given inspiration is an extra d20. What a player can do is use that d20 to reroll a roll they don't like. It's like a one-time do-over. I'm going to award all four of you inspiration because you're all doing a superb job. (I have to say, HDP, your idea about using multiple unseen servants dressed in your clothes made me laugh out loud. That is a riot!) On your character sheet, there is a box with "Inspiration" underneath. Click in that empty space, and a sunrise (or sunset if you prefer) icon will appear. That's a reminder that you have an inspiration d20 at your disposal. When you want to use it (you have to declare that you're going to use it BEFORE I tell you whether your action succeeded with your first roll), just say so, roll again, and click the sun to make it go away. Unfortunately, if you use your inspiration d20 and roll even lower, you have to keep the second roll.
OOC3: My work and family schedule has been really swamped lately, and I hope you'll be patient with me on days when I can only post once.
Now, let's compile everything you want to do:
Glynquinal takes note of where the traps, and pitfalls are along the way doing his best to commit such things to memory. Doing his best to take in his surroundings, as well as observe the yellow goblin in the lead he settles in for the hike.The goblin is the orange one, but it is noted that you're attempting to remember where the traps are.
Gruxx got his glaive back off cart before heading out. Excellent remembering.
Gruxx squats down to be level with the goblin and says, "You will now lead us to your clan. You will be reunited and we will get out friends. It's the best for both of us." Gruxx stands with both hands on his glaive with it resting on his shoulder. If the goblin attempts to run or do anything harmful he will bring the glaive down on it. The (orange) goblin doesn't respond, but Gruxx gets the idea that it's still intimidated by him.
When the orange goblin indicates we are close, Ian will suggest taking the goblins off into the woods, undoing their binding, then having them hug a tree, and rebind their hands (and keep them gagged). Ian will approach the Orange Goblin after all that, and say to the orange goblin (with Gruxx behind him looking menacing) Tell me Goblin, what do I need to know about traps inside your hideout? tell me honestly. You are going to live because of my friends' kindness. I am not bound by such encumbrance. Thank whoever it is you worship that they were in control of your fate, and not I. Ian will also suggest (quietly) to Gruxx that perhaps he could non-lethally render the goblin unconscious (and the blue one is already unconscious) to buy us some quiet time to get in, get our friends, and get out."No traps," the goblin responds curtly.
Secret DM roll: 8
Every one of you know he's lying.
If Gruxx thinks knocking the goblin out is a good idea, I need him to roll an attack made with advantage with the blunt end of something.
Herr Doktor has awarded Glynquinal and Ian 1d6 inspiration dice. For 10 minutes, they can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome (like DM-given inspiration). So, you can use it now while rolling your stealth (which you both need to do), or save it as HDP pointed out for possible use later.
OK, so Blue is still unconscious for another approximately 2.5 hours. Orange is tied in a hug position to a tree. Does Gruxx attempt to knock it out? Ian and Glynquinal are about to stealth the last little bit of trail to where Orange indicated the hideout to be. Herr Doktor has suggested he could ritually create several unseen servants to dress as the group and perhaps spring any waiting ambushes. If you're going to do that, you should start right away since each takes 10 minutes. (I will also pass on this: According to the spell, it's an action to tell an unseen servant to do something. So, if you end up in combat, you can only command one unseen servant per round. And they have to be within 60 feet of you or they poof out of existence.) Gruxx has suggested attempting to get Yeemik on the group's side. Did I get everything?
This post has potentially manipulated dice roll results.
OOC: nice recap DDP . I live that we all know the orange goblin is lying. I can totally picture that exchange in my head. Oh, and we will definitely be patient while life is crazy. I'm sure we have all been there (I know I have).
Ian says Hey doc, I like the unseen servant idea. Can you control their size? What if we dressed them up in the goblins' clothes? Just a thought ...oh, and Gruxx, I like the idea of trying to befriend Yeemik, maybe trade services or something. But he is a goblin, and we know Goblins can't be trusted. We may just have to play this whole thing by ear once we get inside.
Ian, with Glynquenal, will slowly make his way forward, keeping an eye open for any traps.
Stealth 14
Perception for traps (unless it's supposed to be investigation??) 18
OOC: Looking for traps would be investigation. Changing the modifier makes it 18 instead of 19 (you don't need to reroll). And a crit fail is a crit fail. Rolling the bardic inspiration won't fix that. It would if you were playing an Adventurer's League campaign, because they don't observe crit fails and crit successes, but in this campaign, I would suggest you use your DM inspiration unless your curious how your crit fail affects the campaign. :) Just let me know.
OOC2: Gruxx, I'd normally also need a damage roll since just because you hit somebody on the head doesn't mean you knock them out, but with a nat 20, we'll go ahead and say you're successful. The (orange) goblin's knees buckle, and the creature now hangs from the tree, supported by its arms, which are tied together in a hug.
This post has potentially manipulated dice roll results.
Glynquinal, while going forward stealthily with Ian will look for traps knowing the goblin liked to the party. If any traps are discovered that he will mark them, and go around. If any can't be bypassed, he will attempt to disarm them.
Not used to wilderness trails, the Herr Doktor Professor will hang back, allowing those skilled in woodcraft to lead the way. However, he will provide any assistance he can to the rogues in finding and marking traps along the trail, since he also realized the goblin was lying to the party.
(If possible, HDP will take the Help action to give Ian or Glynquinal advantage on their Investigation checks. Maybe this can be represented in-game by the Herr Doktor Professor ritually summoning an Unseen Servant, then sending it to walk into spots where the rogues suspect there might be a trap.)
The two elves are moving forward. Is Herr Doktor following? Is Gruxx following? If Herr Doktor uses 10 minutes to summon an unseen servant, both bardic inspirations go kaput, so I'm going make a DM decision and say the elves go sneak, sneaking off, leaving Herr Doktor and Gruxx behind, waiting to hear what they find.
IC:
Following the last of the goblins' trail, Ian and Glynquinal come across a large cave in a hillside five miles from the scene of the ambush. They discovered no new traps along the way. A shallow stream flows out of the cave mouth, which is screened by dense brier thickets. A narrow dry path leads into the cave on the right-hand side of the stream. You're still being stealthy. You're about 40 feet from the mouth of the cave. What would you like to do?
Ian signs back an affirmative in thieves cant, and also tells him to wait by the mouth of the cave. Ian will go back for Gruxx and HDP, and bring them to the same place we are now. When Glenquenal gives the sign for “all clear”,Ian will make his way to the mouth of the cave with HDP and Gruxx through the cover of the brush.
When Glynquinal gets to about I16, he hears something to his right. He halts and looks and can see movement through the hedge on the east side of the stream.
From where he is, and because of the fairly dense hedge, it's not possible to make out what, exactly is moving. Whatever it is, it isn't necessarily pacing or walking much, but seems to be in a localized spot. But then he hears ... a voice. Listening hard, Glynquinal thinks he hears snatches of the goblin tongue. From the tone of voice, he would suspect that they're trying to be relatively quiet, but not necessarily because they've noticed him.
Holding his position, Glynquinal will wait where he is, and if the voices move off toward the cave entrance he was working toward, he will follow them, stopping at the mouth out of sight.
Ian replies "Born Ready"
(The Herr Doktor Professor will assign one Inspiration die each to Ian and Glynquinal. You can each add 1d6 to your Stealth roll if you so choose, or maybe save it in case battle erupts.)
OOC: You all are excellent at planning. Much better than a lot of campaigns I've been in. You actually talk to each other and make suggestions. It's really quite wonderful.
OOC2: Something I haven't talked about yet is inspiration. A DM can hand out inspiration to a player or players at their whim. It could be because they did something that was incredibly in character. Or maybe the player made the DM laugh. Or maybe the player looked at a situation completely different than the DM had intended, and he is impressed. A DM-given inspiration is an extra d20. What a player can do is use that d20 to reroll a roll they don't like. It's like a one-time do-over. I'm going to award all four of you inspiration because you're all doing a superb job. (I have to say, HDP, your idea about using multiple unseen servants dressed in your clothes made me laugh out loud. That is a riot!) On your character sheet, there is a box with "Inspiration" underneath. Click in that empty space, and a sunrise (or sunset if you prefer) icon will appear. That's a reminder that you have an inspiration d20 at your disposal. When you want to use it (you have to declare that you're going to use it BEFORE I tell you whether your action succeeded with your first roll), just say so, roll again, and click the sun to make it go away. Unfortunately, if you use your inspiration d20 and roll even lower, you have to keep the second roll.
OOC3: My work and family schedule has been really swamped lately, and I hope you'll be patient with me on days when I can only post once.
Now, let's compile everything you want to do:
Glynquinal takes note of where the traps, and pitfalls are along the way doing his best to commit such things to memory. Doing his best to take in his surroundings, as well as observe the yellow goblin in the lead he settles in for the hike. The goblin is the orange one, but it is noted that you're attempting to remember where the traps are.
Gruxx got his glaive back off cart before heading out. Excellent remembering.
Gruxx squats down to be level with the goblin and says, "You will now lead us to your clan. You will be reunited and we will get out friends. It's the best for both of us." Gruxx stands with both hands on his glaive with it resting on his shoulder. If the goblin attempts to run or do anything harmful he will bring the glaive down on it. The (orange) goblin doesn't respond, but Gruxx gets the idea that it's still intimidated by him.
When the orange goblin indicates we are close, Ian will suggest taking the goblins off into the woods, undoing their binding, then having them hug a tree, and rebind their hands (and keep them gagged). Ian will approach the Orange Goblin after all that, and say to the orange goblin (with Gruxx behind him looking menacing) Tell me Goblin, what do I need to know about traps inside your hideout? tell me honestly. You are going to live because of my friends' kindness. I am not bound by such encumbrance. Thank whoever it is you worship that they were in control of your fate, and not I. Ian will also suggest (quietly) to Gruxx that perhaps he could non-lethally render the goblin unconscious (and the blue one is already unconscious) to buy us some quiet time to get in, get our friends, and get out. "No traps," the goblin responds curtly.
Secret DM roll: 8
Every one of you know he's lying.
If Gruxx thinks knocking the goblin out is a good idea, I need him to roll an attack made with advantage with the blunt end of something.
Herr Doktor has awarded Glynquinal and Ian 1d6 inspiration dice. For 10 minutes, they can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome (like DM-given inspiration). So, you can use it now while rolling your stealth (which you both need to do), or save it as HDP pointed out for possible use later.
OK, so Blue is still unconscious for another approximately 2.5 hours. Orange is tied in a hug position to a tree. Does Gruxx attempt to knock it out? Ian and Glynquinal are about to stealth the last little bit of trail to where Orange indicated the hideout to be. Herr Doktor has suggested he could ritually create several unseen servants to dress as the group and perhaps spring any waiting ambushes. If you're going to do that, you should start right away since each takes 10 minutes. (I will also pass on this: According to the spell, it's an action to tell an unseen servant to do something. So, if you end up in combat, you can only command one unseen servant per round. And they have to be within 60 feet of you or they poof out of existence.) Gruxx has suggested attempting to get Yeemik on the group's side. Did I get everything?
Glynquinal being stealthy tries to remain unnoticed as he moves forward with Ian scouting ahead.
Stealth 14
OOC: nice recap DDP . I live that we all know the orange goblin is lying. I can totally picture that exchange in my head. Oh, and we will definitely be patient while life is crazy. I'm sure we have all been there (I know I have).
Ian says Hey doc, I like the unseen servant idea. Can you control their size? What if we dressed them up in the goblins' clothes? Just a thought ...oh, and Gruxx, I like the idea of trying to befriend Yeemik, maybe trade services or something. But he is a goblin, and we know Goblins can't be trusted. We may just have to play this whole thing by ear once we get inside.
Ian, with Glynquenal, will slowly make his way forward, keeping an eye open for any traps.
Stealth 14
Perception for traps (unless it's supposed to be investigation??) 18
Gruxx will sigh and say to the goblin in common, "See now there you go lyin' to us."
Gruxx will take the pole end of his glaive to try to knock the goblin unconscious.
Attack: 25
I would like to use the bardic inspiration to add 1d6 to that stealth roll 4
or is that pointless, since it was a crit fail? would I be better off with rerolling with the DM inspiration?
OOC: Looking for traps would be investigation. Changing the modifier makes it 18 instead of 19 (you don't need to reroll). And a crit fail is a crit fail. Rolling the bardic inspiration won't fix that. It would if you were playing an Adventurer's League campaign, because they don't observe crit fails and crit successes, but in this campaign, I would suggest you use your DM inspiration unless your curious how your crit fail affects the campaign. :) Just let me know.
OOC2: Gruxx, I'd normally also need a damage roll since just because you hit somebody on the head doesn't mean you knock them out, but with a nat 20, we'll go ahead and say you're successful. The (orange) goblin's knees buckle, and the creature now hangs from the tree, supported by its arms, which are tied together in a hug.
DM roll: 1
I will save my 1d6, and reroll with DM inspiration 5 (+7 if I get to add stealth)
Glynquinal, while going forward stealthily with Ian will look for traps knowing the goblin liked to the party. If any traps are discovered that he will mark them, and go around. If any can't be bypassed, he will attempt to disarm them.
Investigation 8
Not used to wilderness trails, the Herr Doktor Professor will hang back, allowing those skilled in woodcraft to lead the way. However, he will provide any assistance he can to the rogues in finding and marking traps along the trail, since he also realized the goblin was lying to the party.
(If possible, HDP will take the Help action to give Ian or Glynquinal advantage on their Investigation checks. Maybe this can be represented in-game by the Herr Doktor Professor ritually summoning an Unseen Servant, then sending it to walk into spots where the rogues suspect there might be a trap.)
OOC:
Glyquinal stealth: 14
Glyquinal investigation : 9
Ian stealth: 12
Ian investigation: 18
The two elves are moving forward. Is Herr Doktor following? Is Gruxx following? If Herr Doktor uses 10 minutes to summon an unseen servant, both bardic inspirations go kaput, so I'm going make a DM decision and say the elves go sneak, sneaking off, leaving Herr Doktor and Gruxx behind, waiting to hear what they find.
IC:
Following the last of the goblins' trail, Ian and Glynquinal come across a large cave in a hillside five miles from the scene of the ambush. They discovered no new traps along the way. A shallow stream flows out of the cave mouth, which is screened by dense brier thickets. A narrow dry path leads into the cave on the right-hand side of the stream. You're still being stealthy. You're about 40 feet from the mouth of the cave. What would you like to do?
You're on the edge of the map:
Glynquinal sign to Ian in Thieves Cant:
"Let's stick to slow quiet movement, and make our way through the briars toward the entrance to that cave on the right side."
Glynquinal, moving as quietly as he can will work his way through the tree covered area toward the cave mouth to M17.
Stealth 14
Ian signs back an affirmative in thieves cant, and also tells him to wait by the mouth of the cave. Ian will go back for Gruxx and HDP, and bring them to the same place we are now. When Glenquenal gives the sign for “all clear”,Ian will make his way to the mouth of the cave with HDP and Gruxx through the cover of the brush.
Glynquinal nods to Ian, and slowly makes his way toward the dry path toward the right side of the cave mouth as stealthy as he is able to.
When Glynquinal gets to about I16, he hears something to his right. He halts and looks and can see movement through the hedge on the east side of the stream.
Seeing movement as he makes his way through the hedge Glynquinal stops moving to investigate the source of the sound.
Investigation 4
From where he is, and because of the fairly dense hedge, it's not possible to make out what, exactly is moving. Whatever it is, it isn't necessarily pacing or walking much, but seems to be in a localized spot. But then he hears ... a voice. Listening hard, Glynquinal thinks he hears snatches of the goblin tongue. From the tone of voice, he would suspect that they're trying to be relatively quiet, but not necessarily because they've noticed him.
Holding his position, Glynquinal will wait where he is, and if the voices move off toward the cave entrance he was working toward, he will follow them, stopping at the mouth out of sight.
I assume Ian would be back at this point, with HDP and Gruxx in tow. We will wait for Glenquenal's all clear sign