OOC: Actually, Glynquinal, you roll twice the dice with a critical hit. That's RAW for 5e. I know Critical Role doubles the dice, but I think that's a hold over from Pathfinder, which is what they were using prior to going online. I would go ahead and roll another d4 for you, but the 1 is all you need.
Glynquinal turns from his dodge, cutting once with his scimitar, then a second hit with his dagger. The dagger, a small blade, slices across the goblin's stomach in absolute silence. The elf looks at the creature as its big eyes blink. Then, he notices the blood. All the blood. Then, the coil of intestines that tumbles out. The small body sinks to the floor with a wet plop. As the pool of blood expands, Glynquinal backs up further west.
Ian's death saving throw for round 5: 13
Round 5: Ian (unconscious; 2 saves/1 fail), Rock, Yeemik (disappeared), old man, HDP, yellow wolf, Gruxx (unconscious; 0 saves/0 fails), blue goblin (disappeared), yellow goblin (very injured), Glynquinal
Ian, I need a death saving throw for round 6. Rock, you're up!
Glynquinal had two goblins close to him and the yellow one farther away.
The closest one at K1 took 1 point of damage in post #753, post # 756 that result ended in green goblin at K1 dropping.
In post #779, the next closest goblin (black goblin, the only one in melee range) at L1 is targeted taking 5 point of damage. (I see the error in the string now. I was not specific about which one was hit that post)
In post #783 that same goblin took another 6 points of damage from the scimitar. That would be 11 points in damage total
In post #784 seeing the yellow goblin had very little left Glynquinal threw a dagger at him getting a critical hit, that hit in post #784 and #785 combined for 5 total damage after the critical hit damage was calculated.
My best in game guesses are those results should be two more dead goblins. That means next round I have to clear the area with the ball bearings and caltrops in a jump, hence the reason I back up to give 110 feet of running jump this time. Glynquinal has a plan of action. It may not work, but he has a plan. If I am wrong for the goblin being down at K2, I'll take the AoO, and work another plan. there is a back up plan. If I am not wrong and that one only had 11 HP, then he is down and I can finally go to lend aid to Ian. Please let me know which it is.
OOC I see where something went awry in my earlier post.
OOC: Before your turn, Black has 7 hp and Yellow has 1 hp. Your first attack (against Black) is for 6. So, neither goblin is down after your scimitar hit. Your dagger attack can take down either one, but one of them will still be standing with 1 hp. Perhaps you are confused because you think I'm using the suggested hp for the creatures. I don't do that; I always roll their hp to give some variety.
OOC ok, I would remove Yellow from contention then. He is closer to Gruxx, and could wreak havoc on the old man that is still not in the best of shape currently carrying a healing potion. Glynquinal will be able to deal with what is left hopefully and render aid to the fallen quickly.
This post has potentially manipulated dice roll results.
OOC, sorry guys, busy weekend - Thanks DDP for rolling my last death saving throw.
Ian, still unconscious, pictures his family, the last time he saw them, and the blaze that consumed them. He is not ready to die yet - he has so much left to accomplish...
This post has potentially manipulated dice roll results.
OOC: Glynquinal, do you still want to move, then? It will give Black an AoO if you do.
OOC2: Yes, Ian, that was your third save. Ian is stabilized at 0 hp and will naturally recover 1 hp in 3 hours as rolled.
Rock recovers from his struggle with the wolf, retrieves his greataxe, then attempts to put the creature down. The axe cut deep, but does not put the wolf out of commission. It yelps and snarls, still glaring at the dragonborn.
The old man watches Gruxx fall to the goblin's attack, not yet having taken the potion from the barbarian. Ignoring Glynquinal's instructions, the old man takes the potion and pours it down Gruxx's throat, reviving him. (Everyone's removing items as they use or throw them, right? If you've only thrown them, just make a note to remember to get them back/pick them up later. Effects of healing potion: 5.) The old man then moves northwest (M2) to stand over the goblin's corpse lying there, taking a stance that would indicate he's attempting to protect Gruxx.
Herr Doktor, you're up! You do notice it looks like Ian, while unconscious, is breathing normally.
The wolf, though it does not speak Common, is magically affected by Herr Doktor's words. It shakes its head like it is being bothered by a fly. It lunges at Rock again, its head still twitching. (Bite attack: 10; damage: 10 piercing damage — DC11 STR saving throw or be knocked prone if attack succeeds: 11) Due to the bard's attack, the wolf is sufficiently distracted and bothered to cause Rock to be able to bat away the animal's attack.
Gruxx's javelin practically parts the old man's hair as it is flung past him. It catches the very injured (black) goblin in the side of the neck, and the creatures collapses to die.
OOC: Gruxx, you still have half your movement. The yellow wolf is the only remaining enemy ... that you know of.
To Gruxx, Glynquinal says, "There are two more healing potions in the chest we took. I need to take a quick look around."
Athletics 11
Glynquinal then moves quietly to G5 listening for the sounds of any more goblin reinforcements coming toward the party scimitar in one hand, drawing his second dagger with the other.
Glynquinal's movement put him equal to a passage on his left which is choked with rubble and has steep escarpments. It doesn't look safe to go down, but he suspects it could be used as an escape route for the nimble. Ahead, he can see into another chamber. This large cave is divided in half by a 10-foot-high escarpment on the south side. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins. There are several bedrolls strewn about. Glynquinal does not hear anything of note.
Round 7: Ian (stable at 0 hp), Rock, Yeemik (disappeared), old man, HDP, yellow wolf (injured), Gruxx, blue goblin (disappeared), Glynquinal
Ian, there's nothing for you to do at the moment. Rock, you're up!
Glynquinal hoping his last attack was enough to drop the black goblin turns to the yellow goblin and lets fly with a dagger.
Dagger 1 to hit 25
Damage for dagger 1 1
OOC: Critical hit so the damage goes from 1 to a powerful 2 for the yellow goblin.
Glynquinal will back off to I2 for his movement.
My turn is done.
OOC: Actually, Glynquinal, you roll twice the dice with a critical hit. That's RAW for 5e. I know Critical Role doubles the dice, but I think that's a hold over from Pathfinder, which is what they were using prior to going online. I would go ahead and roll another d4 for you, but the 1 is all you need.
Glynquinal turns from his dodge, cutting once with his scimitar, then a second hit with his dagger. The dagger, a small blade, slices across the goblin's stomach in absolute silence. The elf looks at the creature as its big eyes blink. Then, he notices the blood. All the blood. Then, the coil of intestines that tumbles out. The small body sinks to the floor with a wet plop. As the pool of blood expands, Glynquinal backs up further west.
Ian's death saving throw for round 5: 13
Round 5: Ian (unconscious; 2 saves/1 fail), Rock, Yeemik (disappeared), old man, HDP, yellow wolf, Gruxx (unconscious; 0 saves/0 fails), blue goblin (disappeared), yellow goblin (very injured), Glynquinal
Ian, I need a death saving throw for round 6. Rock, you're up!
OOC The off hand attack was a thrown attack at the Yellow goblin at M2.
Second D4 from the critical dagger hit on yellow goblin at M2
Damage for dagger 1 4
So you'd rather leave the black goblin standing? You're going to finish one and leave one.
Glynquinal had two goblins close to him and the yellow one farther away.
The closest one at K1 took 1 point of damage in post #753, post # 756 that result ended in green goblin at K1 dropping.
In post #779, the next closest goblin (black goblin, the only one in melee range) at L1 is targeted taking 5 point of damage. (I see the error in the string now. I was not specific about which one was hit that post)
In post #783 that same goblin took another 6 points of damage from the scimitar. That would be 11 points in damage total
In post #784 seeing the yellow goblin had very little left Glynquinal threw a dagger at him getting a critical hit, that hit in post #784 and #785 combined for 5 total damage after the critical hit damage was calculated.
My best in game guesses are those results should be two more dead goblins. That means next round I have to clear the area with the ball bearings and caltrops in a jump, hence the reason I back up to give 110 feet of running jump this time. Glynquinal has a plan of action. It may not work, but he has a plan. If I am wrong for the goblin being down at K2, I'll take the AoO, and work another plan. there is a back up plan. If I am not wrong and that one only had 11 HP, then he is down and I can finally go to lend aid to Ian. Please let me know which it is.
OOC I see where something went awry in my earlier post.
OOC: Before your turn, Black has 7 hp and Yellow has 1 hp. Your first attack (against Black) is for 6. So, neither goblin is down after your scimitar hit. Your dagger attack can take down either one, but one of them will still be standing with 1 hp. Perhaps you are confused because you think I'm using the suggested hp for the creatures. I don't do that; I always roll their hp to give some variety.
OOC ok, I would remove Yellow from contention then. He is closer to Gruxx, and could wreak havoc on the old man that is still not in the best of shape currently carrying a healing potion. Glynquinal will be able to deal with what is left hopefully and render aid to the fallen quickly.
OOC, sorry guys, busy weekend - Thanks DDP for rolling my last death saving throw.
Ian, still unconscious, pictures his family, the last time he saw them, and the blaze that consumed them. He is not ready to die yet - he has so much left to accomplish...
Death Saving Throw: 20
OOC - I believe that is Ian's third successful death saving throw. That makes him stable but still unconcious for 3 hours, and stays at 0 hit points.
Rock swaps at the yellow wolf with the great axe.
to hit Great Axe 20
Damage Great Axe 9
"DIE FLUFFY DIE"
OOC: Glynquinal, do you still want to move, then? It will give Black an AoO if you do.
OOC2: Yes, Ian, that was your third save. Ian is stabilized at 0 hp and will naturally recover 1 hp in 3 hours as rolled.
Rock recovers from his struggle with the wolf, retrieves his greataxe, then attempts to put the creature down. The axe cut deep, but does not put the wolf out of commission. It yelps and snarls, still glaring at the dragonborn.
The old man watches Gruxx fall to the goblin's attack, not yet having taken the potion from the barbarian. Ignoring Glynquinal's instructions, the old man takes the potion and pours it down Gruxx's throat, reviving him. (Everyone's removing items as they use or throw them, right? If you've only thrown them, just make a note to remember to get them back/pick them up later. Effects of healing potion: 5.) The old man then moves northwest (M2) to stand over the goblin's corpse lying there, taking a stance that would indicate he's attempting to protect Gruxx.
Herr Doktor, you're up! You do notice it looks like Ian, while unconscious, is breathing normally.
Glynquinal will hold to prevent an AoA for the moment.
Noticing that Ian seems to have stabilized, the Herr Doktor Professor casts Vicious Mockery at the wolf Rock is fighting:
"Snap away, you miserable cur!
A dragon is about to singe your fur!"
If the wolf fails its save, it will take 3 points of damage.
The Herr Doktor Professor then stays where he is, until someone might show up with a healing potion for Ian.
That's the end of his turn.
WIS save: 4
The wolf, though it does not speak Common, is magically affected by Herr Doktor's words. It shakes its head like it is being bothered by a fly. It lunges at Rock again, its head still twitching. (Bite attack: 10; damage: 10 piercing damage — DC11 STR saving throw or be knocked prone if attack succeeds: 11) Due to the bard's attack, the wolf is sufficiently distracted and bothered to cause Rock to be able to bat away the animal's attack.
Gruxx, you're up! You are prone at the moment.
OOC: My apologies folks! I guess I missed the notification as well.
Gruxx coughs and rises. He nods the old man. Gruxx will then stand(15 ft of movement).
Gruxx will then throw one javelin at the (Black) Goblin.
Attack: 24 Damage: 8
Gruxx's javelin practically parts the old man's hair as it is flung past him. It catches the very injured (black) goblin in the side of the neck, and the creatures collapses to die.
OOC: Gruxx, you still have half your movement. The yellow wolf is the only remaining enemy ... that you know of.
Glynquinal, you're up!
Glynquinal will throw his pack to Gruxx.
To Gruxx, Glynquinal says, "There are two more healing potions in the chest we took. I need to take a quick look around."
Athletics 11
Glynquinal then moves quietly to G5 listening for the sounds of any more goblin reinforcements coming toward the party scimitar in one hand, drawing his second dagger with the other.
Stealth 11
Glynquinal:
Glynquinal's movement put him equal to a passage on his left which is choked with rubble and has steep escarpments. It doesn't look safe to go down, but he suspects it could be used as an escape route for the nimble. Ahead, he can see into another chamber. This large cave is divided in half by a 10-foot-high escarpment on the south side. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins. There are several bedrolls strewn about. Glynquinal does not hear anything of note.
Round 7: Ian (stable at 0 hp), Rock, Yeemik (disappeared), old man, HDP, yellow wolf (injured), Gruxx, blue goblin (disappeared), Glynquinal
Ian, there's nothing for you to do at the moment. Rock, you're up!
Rock circles the yellow wolf to Q3 to keep Ian out of the line of fire.
"FLUFFY SHOULD PAY ATTENTION TO THE DOCTOR, NOW ABOUT THAT TRIM YOU WANTED"
Breath weapon attack Breath Weapon Gold 18
Breath weapon damage Breath Weapon Gold Fire 8
"BURN PUPPY, BURN"