May your future be filled with delicious things, Strix
Scupper will also take the garlands off the ground. He picks them up distastefully and wraps them in a bit of cloth, then he scouts the cavern for anything that burns, straw, bedding, etc.
I'm guessing we only have one magic user with the capacity for a light cantrip? Because if we have two, I'd certainly take a spell cast on a rock or a piece of eight just in case I need to see better where I'm at. I wouldn't want to waste what's going on that javelin nor the sight of Klarg hopefully dancing about with a well lit pole stuck through his middle.
So I know if you recast light, it turns off the old one...do we have two characters with that spell or just one?
Is the booze flammable? Could the garlands burn and produce a distasteful or disorienting smell (the goblins dont like), the hole basically comes out at a dog area according to IKa and Rockseeker is held there? Is this also where Klarg is hanging out or is he not staying close to the dwarf?
"I'll take the caltrops, friend. If imI mostly guarding the dwarf, itd be nice to keep gobos away for a bit"
According to Google, beer doesn't have enough alcohol content to burn properly; I've no personal experience in the area myself.
The hole leads from the dog area (i.e. the first room after you entered the cave, and where you fought the wolves) into Klarg's cave. You don't really know much more than that.
Here ScupperVarinth takes out a copper piece and casts light on it and hands it to Scupper Mr Holier Than Thou can cast Light as well I believe. I'm afraid I don't have the strength to be Rope Man Sirs, any volunteers?
Varinth tests the beer with Produce Flame and finds it not flammable (he is somewhat relieved if he is honest with himself) And if anyone has lamp oil or the like?
Should he receive Lamp Oil he shall douse the accumulated ball of sundries in it and sling it over his back making sure to wash his hands afterwards. I think this shall make a fitting distraction.
Varinth will follow the rest of the party to the main entrance to Klargs lair. Stealth:4
When the time is right he shall roll the ball into the room and then hit it with a Fire Bolt:7
Is there something we can tie the rope to? I know Scupper shouldn't weigh too much. Perception: 4
If so, "We might need all of the help we can get, so if we can fasten Scupper to [insert object], then that would be ideal. That way we can hit Klarg with the full force of our power."
If not, Asher goes to Ika, "Can you and your team hold our goblin friend while we go off to kill Klarg?" Not so much persuading as just asking, seeing as how it was Ika and Asher that first made the deal. Then I'd like an insight to see if I believe her. Insight: 20
"suit self" Strix shrugs and promptly follows his own advice, chomping it in half. Despite appearances it's been expertly dried and is in tip top condition. Not field fresh but definitely better than the lab grown battery mice
Is there something we can tie the rope to? I know Scupper shouldn't weigh too much. Perception: 4
If so, "We might need all of the help we can get, so if we can fasten Scupper to [insert object], then that would be ideal. That way we can hit Klarg with the full force of our power."
If not, Asher goes to Ika, "Can you and your team hold our goblin friend while we go off to kill Klarg?" Not so much persuading as just asking, seeing as how it was Ika and Asher that first made the deal. Then I'd like an insight to see if I believe her. Insight: 20
Edit: OCC: well......there's that lol
Despite the terrible perception score, Asher remembers that there are chains fastened to the wall in the wolf cave where the hole is, and that a rope could easily be tied to these. Ika seems uncertain about the plan, but you get the sense that she mostly just thinks the whole group, party and goblins, should stick together because of safety in numbers. She's afraid of facing Klarg but also confident that you have the strength together to defeat him.
Is there something we can tie the rope to? I know Scupper shouldn't weigh too much. Perception: 4
If so, "We might need all of the help we can get, so if we can fasten Scupper to [insert object], then that would be ideal. That way we can hit Klarg with the full force of our power."
If not, Asher goes to Ika, "Can you and your team hold our goblin friend while we go off to kill Klarg?" Not so much persuading as just asking, seeing as how it was Ika and Asher that first made the deal. Then I'd like an insight to see if I believe her. Insight: 20
Edit: OCC: well......there's that lol
Despite the terrible perception score, Asher remembers that there are chains fastened to the wall in the wolf cave where the hole is, and that a rope could easily be tied to these. Ika seems uncertain about the plan, but you get the sense that she mostly just thinks the whole group, party and goblins, should stick together because of safety in numbers. She's afraid of facing Klarg but also confident that you have the strength together to defeat him.
I say we move forward with the plan. In terms of marching order. Asher has a +3 perception for leading, but if we're moving stealthfully, he has a -1 with disadvantage. So whatever plan means that Asher does NOT have to roll for stealth, would be great lol
You are all currently standing in the chamber to the west, where Yeemik was killed. There are two other main locations: the Wolf Cave to the south, near where you entered the cave at the start, where the small hole is, and Klarg's cave to the east (both the cave itself and the area outside it). I assume from what you've said that Asher and Scupper have moved to the Wolf Cave and are discussing (quietly) the plan to lower Scupper down the hole. Where is everyone else? If you wish to scout out the area before Klarg's cave (as Dario suggested), let me know and give me a Stealth check.
We can always tie the rope to the chains where the dogs were locked but there's injured folk that I dont expect can fight and they probably have enough strength betwixt them to lower a single halfling.
I can see we are all touching similar ideas and plans. I'll be lowered down the hole by the non-combatants. Asher is better suited to lead the charge than to busy lowering me. I'll be stealthed but ready to light my bundle of garlands and cloth alight once the dwarf is safe and battle begins. I'll then assume to protect Rockseeker while using bow and arrow.
Scupper will also take the garlands off the ground. He picks them up distastefully and wraps them in a bit of cloth, then he scouts the cavern for anything that burns, straw, bedding, etc.
Scupper, there's plenty of stuff that burns: straw, bedding, rags, and so on. The goblins don't mind you taking it.
Scupper stands in the Wolf cave, and ties a rope securely around his waist. Ko and two of the injured goblins agree to remain in the Wolf cave and lower you down into Klarg's cave. They wait for the order to get started.
Scupper, please just confirm what the final instructions are to Ko and the other goblins who are holding you; what signals have you agreed with them beforehand? (e.g. one pull on the rope means what, and so on...)
If the others are headed to the main entrance of Klarg's cave, then please agree one or more people who will scout ahead (without entering Klarg's cave itself); those people should give me stealth checks.
Strix has a good rating for stealth (+5) but only rolls well when there's nothing on the line. Happy to send him scouting but decide if you're happy too before clicking the next spoiler....
I think Strix alone can scout ahead, then when he comes back, we march towards Klarg's lair and Scupper can begin his descent. Asher can be 2nd from the front. I think Dario has +5 perception?
Night Owl moves like a ghost, along the tunnel, and this time takes the fork that heads east, in the direction of Klarg's cave. He is the unseen shadow; he is the unnoticed breath of the wind, he is the unheard footsteps in the dark; he is.... Night Owl.
Night Owl comes to the end of the tunnel; it opens into a small cavern with two pools of water on the left. Up ahead, and on the right, he sees the entrance to a further cave; this must be Klarg's cave. He sees some sign of movement within the cave, but it's unclear. Strix, you are at A6, and the entrance to what you assume is Klarg's cave is at E9.
Scuppers instructions are simple. At the first sign of noise elsewhere, he signals to be quickly lowered to through the hole. Two tugs means pull him the feck back up fast. He knows the dwarf would be too big to remove the same way and he doesn't intend to leave without him. So unless he finds himself lowered directly into the belly of the beast, they'll likely be waiting or he'll untie. Any other instruction would likely just muddy the waters of understanding. He has the bundle and the caltrops and the 14 extra arrows.
Sorry if this is standard stuff but the line down the middle of the pools has me confused. It looks like there are steps up on my left, with the water coming in from there. Is that a rocky shore running east/west with a path across the pools to nowhere (or, Chekhov's gun style to somewhere I can't see yet!) or are they walls around the pool? If yes is the pool at, below or above ground level? Can you tell me which side of the room he sensed movement from or is it just a general feeling? Oh, and is it dark?
Strix pushes up against the cave wall and wait a moment to get an idea of where the movement came from, then tries to flank it using the most appropriate of the 2 boulders in front of him.
There are steps up to your left, but they only lead to a platform overlooking the pools, not another tunnel. The water is flowing slowly out of the pools to the left and away into the tunnel; it's not clear how the water enters the chamber. The dots on the map are walls around the pools; it looks as if the walls would allow much more water to be held in the pools, but at the moment the water level is low, about ground level. You saw, for a moment only, movement in what you believe to be Klarg's cave, so down below E9. It is dark; Strix has night vision and is able to see without problem, but others in the party might not fare so well.
I'm about to leave work. I'm not normally super active on the weekends, but here are 3 potential combat rolls, because I don't want to slow the campaign down, seeing as how I feel like an encounter with Klarg is coming soon:
1st Set of Attacks
Action: Glaive Attack: Attack: 18 Damage: 6
Great Weapon Fighting: If the damage is 1 or 2 use the following roll, otherwise ignore: 10
BonusAction: Glaive Pommel: Attack: 6 Damage: 6
Great Weapon Fighting: If the damage is 1 or 2 use the following roll, otherwise ignore: 5
Scupper takes the arrows and the caltrops.
May your future be filled with delicious things, Strix
Scupper will also take the garlands off the ground. He picks them up distastefully and wraps them in a bit of cloth, then he scouts the cavern for anything that burns, straw, bedding, etc.
I'm guessing we only have one magic user with the capacity for a light cantrip? Because if we have two, I'd certainly take a spell cast on a rock or a piece of eight just in case I need to see better where I'm at. I wouldn't want to waste what's going on that javelin nor the sight of Klarg hopefully dancing about with a well lit pole stuck through his middle.
So I know if you recast light, it turns off the old one...do we have two characters with that spell or just one?
Wolfie sniffs the rotting dead mouse corpse and growls at you.
According to Google, beer doesn't have enough alcohol content to burn properly; I've no personal experience in the area myself.
The hole leads from the dog area (i.e. the first room after you entered the cave, and where you fought the wolves) into Klarg's cave. You don't really know much more than that.
Here Scupper Varinth takes out a copper piece and casts light on it and hands it to Scupper Mr Holier Than Thou can cast Light as well I believe. I'm afraid I don't have the strength to be Rope Man Sirs, any volunteers?
Varinth tests the beer with Produce Flame and finds it not flammable (he is somewhat relieved if he is honest with himself) And if anyone has lamp oil or the like?
Should he receive Lamp Oil he shall douse the accumulated ball of sundries in it and sling it over his back making sure to wash his hands afterwards. I think this shall make a fitting distraction.
Varinth will follow the rest of the party to the main entrance to Klargs lair. Stealth: 4
When the time is right he shall roll the ball into the room and then hit it with a Fire Bolt: 7
Is there something we can tie the rope to? I know Scupper shouldn't weigh too much. Perception: 4
If so, "We might need all of the help we can get, so if we can fasten Scupper to [insert object], then that would be ideal. That way we can hit Klarg with the full force of our power."
If not, Asher goes to Ika, "Can you and your team hold our goblin friend while we go off to kill Klarg?" Not so much persuading as just asking, seeing as how it was Ika and Asher that first made the deal. Then I'd like an insight to see if I believe her. Insight: 20
Edit: OCC: well......there's that lol
Published Subclasses
"suit self" Strix shrugs and promptly follows his own advice, chomping it in half. Despite appearances it's been expertly dried and is in tip top condition. Not field fresh but definitely better than the lab grown battery mice
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Despite the terrible perception score, Asher remembers that there are chains fastened to the wall in the wolf cave where the hole is, and that a rope could easily be tied to these. Ika seems uncertain about the plan, but you get the sense that she mostly just thinks the whole group, party and goblins, should stick together because of safety in numbers. She's afraid of facing Klarg but also confident that you have the strength together to defeat him.
I say we move forward with the plan. In terms of marching order. Asher has a +3 perception for leading, but if we're moving stealthfully, he has a -1 with disadvantage. So whatever plan means that Asher does NOT have to roll for stealth, would be great lol
Published Subclasses
You are all currently standing in the chamber to the west, where Yeemik was killed. There are two other main locations: the Wolf Cave to the south, near where you entered the cave at the start, where the small hole is, and Klarg's cave to the east (both the cave itself and the area outside it). I assume from what you've said that Asher and Scupper have moved to the Wolf Cave and are discussing (quietly) the plan to lower Scupper down the hole. Where is everyone else? If you wish to scout out the area before Klarg's cave (as Dario suggested), let me know and give me a Stealth check.
We can always tie the rope to the chains where the dogs were locked but there's injured folk that I dont expect can fight and they probably have enough strength betwixt them to lower a single halfling.
I can see we are all touching similar ideas and plans. I'll be lowered down the hole by the non-combatants. Asher is better suited to lead the charge than to busy lowering me. I'll be stealthed but ready to light my bundle of garlands and cloth alight once the dwarf is safe and battle begins. I'll then assume to protect Rockseeker while using bow and arrow.
Stealth roll 12
Scupper, there's plenty of stuff that burns: straw, bedding, rags, and so on. The goblins don't mind you taking it.
Scupper stands in the Wolf cave, and ties a rope securely around his waist. Ko and two of the injured goblins agree to remain in the Wolf cave and lower you down into Klarg's cave. They wait for the order to get started.
Scupper, please just confirm what the final instructions are to Ko and the other goblins who are holding you; what signals have you agreed with them beforehand? (e.g. one pull on the rope means what, and so on...)
If the others are headed to the main entrance of Klarg's cave, then please agree one or more people who will scout ahead (without entering Klarg's cave itself); those people should give me stealth checks.
Strix has a good rating for stealth (+5) but only rolls well when there's nothing on the line. Happy to send him scouting but decide if you're happy too before clicking the next spoiler....
23 Stealth check.
Wooohooo! I am the night! I am.... Night Owl!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
I think Strix alone can scout ahead, then when he comes back, we march towards Klarg's lair and Scupper can begin his descent. Asher can be 2nd from the front. I think Dario has +5 perception?
Published Subclasses
Night Owl moves like a ghost, along the tunnel, and this time takes the fork that heads east, in the direction of Klarg's cave. He is the unseen shadow; he is the unnoticed breath of the wind, he is the unheard footsteps in the dark; he is.... Night Owl.
Night Owl comes to the end of the tunnel; it opens into a small cavern with two pools of water on the left. Up ahead, and on the right, he sees the entrance to a further cave; this must be Klarg's cave. He sees some sign of movement within the cave, but it's unclear. Strix, you are at A6, and the entrance to what you assume is Klarg's cave is at E9.
Scuppers instructions are simple. At the first sign of noise elsewhere, he signals to be quickly lowered to through the hole. Two tugs means pull him the feck back up fast. He knows the dwarf would be too big to remove the same way and he doesn't intend to leave without him. So unless he finds himself lowered directly into the belly of the beast, they'll likely be waiting or he'll untie. Any other instruction would likely just muddy the waters of understanding. He has the bundle and the caltrops and the 14 extra arrows.
Sorry if this is standard stuff but the line down the middle of the pools has me confused. It looks like there are steps up on my left, with the water coming in from there. Is that a rocky shore running east/west with a path across the pools to nowhere (or, Chekhov's gun style to somewhere I can't see yet!) or are they walls around the pool? If yes is the pool at, below or above ground level? Can you tell me which side of the room he sensed movement from or is it just a general feeling? Oh, and is it dark?
Strix pushes up against the cave wall and wait a moment to get an idea of where the movement came from, then tries to flank it using the most appropriate of the 2 boulders in front of him.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
There are steps up to your left, but they only lead to a platform overlooking the pools, not another tunnel. The water is flowing slowly out of the pools to the left and away into the tunnel; it's not clear how the water enters the chamber. The dots on the map are walls around the pools; it looks as if the walls would allow much more water to be held in the pools, but at the moment the water level is low, about ground level. You saw, for a moment only, movement in what you believe to be Klarg's cave, so down below E9. It is dark; Strix has night vision and is able to see without problem, but others in the party might not fare so well.
I'm about to leave work. I'm not normally super active on the weekends, but here are 3 potential combat rolls, because I don't want to slow the campaign down, seeing as how I feel like an encounter with Klarg is coming soon:
1st Set of Attacks
2nd Set of Attacks
Set of Attack for if Asher goes to 5hp or below:
Published Subclasses