Solaris and Adolmain are in agreement the chute is the way to go. “I guess we should get this rope to secure itself knot itself and begin the climb. I believe Adolmain can go first in case he falls we can heal him. “ if it’s decided that we do this my strength roll is 17 “if we go the other way I recommend the same movement formation, but I think the climb is the best bet.”
Adolmain if it is decided to go the chute route will get the rope to tie itself up and get in knots. “Since they aren’t observing that route and in have the greatest chance to fall think it wold make sense to go first so I can get healed. If we go the other route I agree that we should use the same formation.” Adolmain’s strength role 17
"Alright gentlemen, I believe we should head up the chute and surprise this bugbear and his minions. Since Autzen can fly, I'll be the last one up the rope...wish me luck, with my large frame and armor, I may need it. Once inside the chamber, with the element of surprise, I propose we use the rock formations Autzen noted as cover for our initial attacks. I also suggest we focus on the bugbear. If we can incapacitate or kill him, then I believe we have proven capable of dealing with the goblins and wolves. Maybe these weaker foes will panic and flee if they see us take out their leader.
I also have a crazy idea for how we may be able to use this fancy new rope of ours. What if we have the one amongst us who is most skillful with a bow and magical objects, tie the rope to an arrow and fire it at the bugbear, then utilize the rope to snag the bugbear's mace before he can use it on us. He'll be left with his javelin, of course, but I assume he'll get one shot to throw it or else he'll have to come engage us in close quarters at which point I'll be in range with my sword. I considered using the rope to coil around the bugbear's legs or torso, but I suspect we'll have a better chance at succeeding with snagging the mace than restraining that huge bastard, but who knows...we've never tried this rope; it does seem sturdy. What do you think gentlemen? Worth a shot? One that may cost us our lives if it fails?
Rastin waits to see what his companions think about his idea. He is proud of himself for coming up with this ingenious plan and hopes this will convince his new friends that he is smarter than he truly feels (well, knows himself to be), which is the source of some lack of confidence, which he covers with his outward showing of bravado and makes up for with his skills in battle. He also prepares to climb the rope, which he humbly insinuated might be a challenge for him, but he knows his own strength and truly fears not in his own physical capabilities. (Strength 18)
This post has potentially manipulated dice roll results.
The companions agree to use the newfound magical rope to ascend up the shaft. Autzen, in his winged glory, comes up the shaft last, flying quietly to position (STR challenge passed). The party takes position and peeks past the boulders, seeing Klarg affectionally petting his wolf, Ripper while his two goblin henchman look at them annoyed.
"What do you want us to do now Klarg? Should we kill the human?" a goblin asks.
"For now I'd like you to shut the **** up, stand there, and watch Klarg the Amazing pet Ripper. How about that?" Klarg roars.
The goblins look stunned as their "leader" dotes on his pet.
The party has not been seen by the distracted bugbear, wolf and goblins. The goblins face in the direction of Klarg and Ripper.
Initiative Order:
Goblin 1 - Dead of fleeing Ripper - DEAD Klarg - DEAD Rastin - Autzen - Adolmain - used inspiration, full health from LoH from Rastin Solaris - used inspiration - full health from heal from Adolmain Goblin 2
(OOC: Ok, here is my take on positioning based on what you guys told me. If I need to revise before the combat encounter starts let me know and I'll adjust. I assume Solaris has the rope, but if not, let me know who does (I'll assume you unwinded it). Right now all of you are hidden and will have the element of surprise once the combat round starts (which means that the bad guys will skip their first turn. Keep in mind that behind the boulder you have partial cover (2AC bonus) but it works both ways (bad guys also benefit from cover. Please roll initiative with appropriate bonuses and modifiers (Solaris and Adolmain have rolled.)
Initiative for bad guys:
Klarg: 6 Goblin 1: 22 Goblin 2: 10 Ripper: 8
Let me know if you use inspiration points for any of your rolls (which will grant you advantage on a roll).
Rastin readies himself for the battle! (Ready action). Rastin whispers to Solaris, “If you shoot the rope and snags the morningstar, the big bug bear may chase after the mace or charge to attack our party. If he comes within 10 feet of my companions on the front line, I will (react) charge forward and attack him from the side, ideally his left side. But only if that big ugly one comes forward though. I will not leave cover to engage our other foes just yet. I am still concerned about that javelin.”
Having spent some time with Rastin, Autzen is pleasantly surprised at such a nuanced strategy, he's not struck him as much of a deep thinker to-date.
"Good plan, Rastin. I'll follow a similar approach but from the air. Besides the javelin, I've not spotted other ranged weapons which could reach me from above. I'll rain down some furious anger." (Ready)
Rollback Post to RevisionRollBack
Autzen the Arid of House Knight LVL 3 || Tiefling || Fighter "You may beat me, but you will have to bleed to do it"
Adolmain moves to E3 and enters the battle feeling a surge of strength from God himself using this INSPIRATION “Usurper of all that is pure I Adolmain sword of Valandras have come from god with these valiant fighters to slay you and all your kind sending you to their death prepare to die at our hands!!” intimidation22 on all present in the room. Adolmain utters angelic words divine and yet ominous, not heard often by others that lived.Adolmain shines like an angel descending from the heavens and a golden Halo appears over his head as his hands trace the symbols of angelic destruction casting his chromatic orb Attack: 21 Damage: Unable to parse dice roll. if I miss with my attack roll I would like to useFavored by the Gods 4
This post has potentially manipulated dice roll results.
"What the………aaaaaaaaargh!!!!!!!!" the bugbear screams as Adolmain's orb pulses a stream of lighting at Klarg.
"I didn't sign up for this!" one of the Goblins screams as it looks for a way out, "Fook this." The other goblin appears to agree. The bugbear appears to care more about its pet wolf than the goblins, and this goblin isn't about to suffer at the hands of someone shooting lightning at them.
Klarg composes himself, and looks defiantly at Adolmain. Ripper growls.
(Adolmain attack hits with lighting damage. I find that the enhanced damage rules in 5E are kinda lame so I'm open to home brew interpretations of how lighting damage applies static affects in a manner like we did with Rastin's poison attack. Send me suggestions via text and I'll consider prospective application. I typically won't apply home-brew retroactively or in the middle of the encounter for purposes of fairness so be sure to reach out to me first if you want to address how we handle enhanced damage).
(Intimidation Save Throws — DC 15 for the goblins (per campaign book they don't like Klarg very much), DC 10 for the the wolf and Klarg.
(OOC: Nick made one mistake on behalf of Adolmain I think. I believe he should have counted the intimidation check as an "action" therefore unless he has a bonus action he could NOT have gotten the orb attack off as typically one move action and one regular action per turn. He should have either intimidated and ended his turn (unless he has a bonus action) or used the Orb). I went through the trouble of resolving the turn and I'll let it slide this one time (I'll likely adjust the treasure downward if you win the encounter as an adjustment for a bad ruling) but keep this in mind going forward. I am not certain that using an ability check is an action in combat, but I suspect it is. I'll review rules. Carry on…)
(After some research it is situational. So if you want to use an ability check in combat just give me a heads up beforehand so we can determine if it takes an action:
Solaris in awe after Adolmain’s entrance into battle moves to F4 with bow in hand and magic rope tied to his arrow he fires his shortbow at the one called Klarg aiming straight and true at his eye and using his INSPIRATION lets loose the arrow “here’s mud in your eye you son of A motherless goat”. He says quitely to himself and chuckles. being raised in a Monastery has left his put downs lacking but he tries. Attack 25 Damage: 8. With his second move he grasps the rope and commands it to secure the mace and take it skyward
This post has potentially manipulated dice roll results.
Solaris' arrow with the rope attached is true. Though it did not hit Klarg's eye, it proceeds into the bugbear's neck, sticking in and out from one side to another, missing the vocal cords and essential arteries, but near fatal nonetheless. The rope end drops into the bugbear's lap and securely fastens itself to the bugbear's weapon (OOC: I added a -1 deduction to the attack roll due to rope being attached to it, but didn't matter with Solaris roll).
"Aaaaaaaaargh! Klarg in pain!!!!" the bugbear screams. Incredibly, the bugbear lives, but he's severely wounded. "What in the name of Hruggek is going on here!!?" he yells as he watches with awe and fear as the rope attached to the arrow grabs his mace and secures it. Calling his God out in vain seems appropriate as clearly these adventurers have godlike abilities with lightning flowing through their veins and magical ropes. Klarg soon realizes he's not fighting a lost merchant here.
Goblin 2 almost passes out with fear, as he's complete surprised, as his supposed leaders is on the brink of death, lighting orbs are appearing out of nowhere, and now, a silk rope has a life of its own. The goblin begins to wimper, not exactly knowing what to do. His eyes dart in the direction of the chute that companions just came through….
Goblin 1 decides he is not going to die here today. "Down to the kennel!" he screams to his fellow goblin, completely ignoring the enraged Klarg. He darts to the fissure on the west side of the room (c5) and is greeted by a humanoid with wings, horns and bad intentions. "They're fookin' everywhere!!!" he screams exasperated. He swing his scimitar at Autzen. (Attack: 6 Damage: 3 if hit)
(Autzen HIT and takes 4 damage)
(Nick - next time saying you are using a "bonus action" for the rope to fasten to the mace. It technically isn't a second full action per item description).
"Get 'em Ripper!" Klarg says to his wolf, who abides by his master's command and sprints towards Solaris (F5). The wolf attempts to bite Solaris, dripping slobber and blood from its teeth in anticipation of a tasty meal.
(Attack: 20 Damage if Hit: 7 )
The wolf's blackened teeth, darkened by the blood from previous meals, enters Solaris's flesh.
(OOC: Nick - your character sheet is wrong as it lists you as lvl 2 so your HP and AC aren't accurate. I'm assuming the wolf hit with its high roll, but we need to see how the damage impacted you. Text me when your character sheet is accurate. Also, nick, you need to do a STR save throw to see if the wolf knocks you down).
This post has potentially manipulated dice roll results.
Klarg instantly grabs his [item[javelin[/item]. He's a sight to behold, as he literally shrugged off an arrow to his neck. Blood begins to ooze out of his nose and mouth, but he is undeterred. He throws his javelin at Adolmain, thinking Ripper has an easy handle on Solaris. (Attack: 22 - Damage if Hit: 5 )
The javelins hits Adolmain, wounding him.
(Adolmain has +2 to AC with cover but the javelin still hits. Adolmain takes 4 damage).
Solaris and Adolmain are in agreement the chute is the way to go. “I guess we should get this rope to secure itself knot itself and begin the climb. I believe Adolmain can go first in case he falls we can heal him. “ if it’s decided that we do this my strength roll is 17 “if we go the other way I recommend the same movement formation, but I think the climb is the best bet.”
Adolmain if it is decided to go the chute route will get the rope to tie itself up and get in knots. “Since they aren’t observing that route and in have the greatest chance to fall think it wold make sense to go first so I can get healed. If we go the other route I agree that we should use the same formation.” Adolmain’s strength role 17
"Alright gentlemen, I believe we should head up the chute and surprise this bugbear and his minions. Since Autzen can fly, I'll be the last one up the rope...wish me luck, with my large frame and armor, I may need it. Once inside the chamber, with the element of surprise, I propose we use the rock formations Autzen noted as cover for our initial attacks. I also suggest we focus on the bugbear. If we can incapacitate or kill him, then I believe we have proven capable of dealing with the goblins and wolves. Maybe these weaker foes will panic and flee if they see us take out their leader.
I also have a crazy idea for how we may be able to use this fancy new rope of ours. What if we have the one amongst us who is most skillful with a bow and magical objects, tie the rope to an arrow and fire it at the bugbear, then utilize the rope to snag the bugbear's mace before he can use it on us. He'll be left with his javelin, of course, but I assume he'll get one shot to throw it or else he'll have to come engage us in close quarters at which point I'll be in range with my sword. I considered using the rope to coil around the bugbear's legs or torso, but I suspect we'll have a better chance at succeeding with snagging the mace than restraining that huge bastard, but who knows...we've never tried this rope; it does seem sturdy. What do you think gentlemen? Worth a shot? One that may cost us our lives if it fails?
Rastin waits to see what his companions think about his idea. He is proud of himself for coming up with this ingenious plan and hopes this will convince his new friends that he is smarter than he truly feels (well, knows himself to be), which is the source of some lack of confidence, which he covers with his outward showing of bravado and makes up for with his skills in battle. He also prepares to climb the rope, which he humbly insinuated might be a challenge for him, but he knows his own strength and truly fears not in his own physical capabilities. (Strength 18)
Adolmain 13
Solaris 5
The companions agree to use the newfound magical rope to ascend up the shaft. Autzen, in his winged glory, comes up the shaft last, flying quietly to position (STR challenge passed). The party takes position and peeks past the boulders, seeing Klarg affectionally petting his wolf, Ripper while his two goblin henchman look at them annoyed.
"What do you want us to do now Klarg? Should we kill the human?" a goblin asks.
"For now I'd like you to shut the **** up, stand there, and watch Klarg the Amazing pet Ripper. How about that?" Klarg roars.
The goblins look stunned as their "leader" dotes on his pet.
The party has not been seen by the distracted bugbear, wolf and goblins. The goblins face in the direction of Klarg and Ripper.
Initiative Order:
Goblin 1 - Dead of fleeing
Ripper - DEAD
Klarg - DEAD
Rastin -
Autzen -
Adolmain - used inspiration, full health from LoH from Rastin
Solaris - used inspiration - full health from heal from Adolmain
Goblin 2
(OOC: Ok, here is my take on positioning based on what you guys told me. If I need to revise before the combat encounter starts let me know and I'll adjust. I assume Solaris has the rope, but if not, let me know who does (I'll assume you unwinded it). Right now all of you are hidden and will have the element of surprise once the combat round starts (which means that the bad guys will skip their first turn. Keep in mind that behind the boulder you have partial cover (2AC bonus) but it works both ways (bad guys also benefit from cover. Please roll initiative with appropriate bonuses and modifiers (Solaris and Adolmain have rolled.)
Initiative for bad guys:
Klarg: 6
Goblin 1: 22
Goblin 2: 10
Ripper: 8
Let me know if you use inspiration points for any of your rolls (which will grant you advantage on a roll).
Dungeon Master Private Game - Lost Mines of Phandelver.
(Initiative 14)
Initiative 22
Autzen the Arid of House Knight
LVL 3 || Tiefling || Fighter
"You may beat me, but you will have to bleed to do it"
Rastin readies himself for the battle! (Ready action). Rastin whispers to Solaris, “If you shoot the rope and snags the morningstar, the big bug bear may chase after the mace or charge to attack our party. If he comes within 10 feet of my companions on the front line, I will (react) charge forward and attack him from the side, ideally his left side. But only if that big ugly one comes forward though. I will not leave cover to engage our other foes just yet. I am still concerned about that javelin.”
Having spent some time with Rastin, Autzen is pleasantly surprised at such a nuanced strategy, he's not struck him as much of a deep thinker to-date.
"Good plan, Rastin. I'll follow a similar approach but from the air. Besides the javelin, I've not spotted other ranged weapons which could reach me from above. I'll rain down some furious anger." (Ready)
Autzen the Arid of House Knight
LVL 3 || Tiefling || Fighter
"You may beat me, but you will have to bleed to do it"
Adolmain moves to E3 and enters the battle feeling a surge of strength from God himself using this INSPIRATION “Usurper of all that is pure I Adolmain sword of Valandras have come from god with these valiant fighters to slay you and all your kind sending you to their death prepare to die at our hands!!” intimidation 22 on all present in the room. Adolmain utters angelic words divine and yet ominous, not heard often by others that lived. Adolmain shines like an angel descending from the heavens and a golden Halo appears over his head as his hands trace the symbols of angelic destruction casting his chromatic orb Attack: 21 Damage: Unable to parse dice roll. if I miss with my attack roll I would like to use Favored by the Gods 4
12
"What the………aaaaaaaaargh!!!!!!!!" the bugbear screams as Adolmain's orb pulses a stream of lighting at Klarg.
"I didn't sign up for this!" one of the Goblins screams as it looks for a way out, "Fook this." The other goblin appears to agree. The bugbear appears to care more about its pet wolf than the goblins, and this goblin isn't about to suffer at the hands of someone shooting lightning at them.
Klarg composes himself, and looks defiantly at Adolmain. Ripper growls.
(Adolmain attack hits with lighting damage. I find that the enhanced damage rules in 5E are kinda lame so I'm open to home brew interpretations of how lighting damage applies static affects in a manner like we did with Rastin's poison attack. Send me suggestions via text and I'll consider prospective application. I typically won't apply home-brew retroactively or in the middle of the encounter for purposes of fairness so be sure to reach out to me first if you want to address how we handle enhanced damage).
(Intimidation Save Throws — DC 15 for the goblins (per campaign book they don't like Klarg very much), DC 10 for the the wolf and Klarg.
Klarg: 15 - pass
Goblin 1: 5 - fail
Goblin 2: 7 - fail
Ripper: 10 ) - pass
Dungeon Master Private Game - Lost Mines of Phandelver.
(OOC: Nick made one mistake on behalf of Adolmain I think. I believe he should have counted the intimidation check as an "action" therefore unless he has a bonus action he could NOT have gotten the orb attack off as typically one move action and one regular action per turn. He should have either intimidated and ended his turn (unless he has a bonus action) or used the Orb). I went through the trouble of resolving the turn and I'll let it slide this one time (I'll likely adjust the treasure downward if you win the encounter as an adjustment for a bad ruling) but keep this in mind going forward. I am not certain that using an ability check is an action in combat, but I suspect it is. I'll review rules. Carry on…)
(After some research it is situational. So if you want to use an ability check in combat just give me a heads up beforehand so we can determine if it takes an action:
Dungeon Master Private Game - Lost Mines of Phandelver.
Solaris in awe after Adolmain’s entrance into battle moves to F4 with bow in hand and magic rope tied to his arrow he fires his shortbow at the one called Klarg aiming straight and true at his eye and using his INSPIRATION lets loose the arrow “here’s mud in your eye you son of A motherless goat”. He says quitely to himself and chuckles. being raised in a Monastery has left his put downs lacking but he tries. Attack 25 Damage: 8. With his second move he grasps the rope and commands it to secure the mace and take it skyward
Solaris' arrow with the rope attached is true. Though it did not hit Klarg's eye, it proceeds into the bugbear's neck, sticking in and out from one side to another, missing the vocal cords and essential arteries, but near fatal nonetheless. The rope end drops into the bugbear's lap and securely fastens itself to the bugbear's weapon (OOC: I added a -1 deduction to the attack roll due to rope being attached to it, but didn't matter with Solaris roll).
"Aaaaaaaaargh! Klarg in pain!!!!" the bugbear screams. Incredibly, the bugbear lives, but he's severely wounded. "What in the name of Hruggek is going on here!!?" he yells as he watches with awe and fear as the rope attached to the arrow grabs his mace and secures it. Calling his God out in vain seems appropriate as clearly these adventurers have godlike abilities with lightning flowing through their veins and magical ropes. Klarg soon realizes he's not fighting a lost merchant here.
Goblin 2 almost passes out with fear, as he's complete surprised, as his supposed leaders is on the brink of death, lighting orbs are appearing out of nowhere, and now, a silk rope has a life of its own. The goblin begins to wimper, not exactly knowing what to do. His eyes dart in the direction of the chute that companions just came through….
Goblin 1 decides he is not going to die here today. "Down to the kennel!" he screams to his fellow goblin, completely ignoring the enraged Klarg. He darts to the fissure on the west side of the room (c5) and is greeted by a humanoid with wings, horns and bad intentions. "They're fookin' everywhere!!!" he screams exasperated. He swing his scimitar at Autzen. (Attack: 6 Damage: 3 if hit)
(Autzen HIT and takes 4 damage)
(Nick - next time saying you are using a "bonus action" for the rope to fasten to the mace. It technically isn't a second full action per item description).
Dungeon Master Private Game - Lost Mines of Phandelver.
"Get 'em Ripper!" Klarg says to his wolf, who abides by his master's command and sprints towards Solaris (F5). The wolf attempts to bite Solaris, dripping slobber and blood from its teeth in anticipation of a tasty meal.
(Attack: 20 Damage if Hit: 7 )
The wolf's blackened teeth, darkened by the blood from previous meals, enters Solaris's flesh.
(OOC: Nick - your character sheet is wrong as it lists you as lvl 2 so your HP and AC aren't accurate. I'm assuming the wolf hit with its high roll, but we need to see how the damage impacted you. Text me when your character sheet is accurate. Also, nick, you need to do a STR save throw to see if the wolf knocks you down).
Dungeon Master Private Game - Lost Mines of Phandelver.
Klarg instantly grabs his [item[javelin[/item]. He's a sight to behold, as he literally shrugged off an arrow to his neck. Blood begins to ooze out of his nose and mouth, but he is undeterred. He throws his javelin at Adolmain, thinking Ripper has an easy handle on Solaris. (Attack: 22 - Damage if Hit: 5 )
The javelins hits Adolmain, wounding him.
(Adolmain has +2 to AC with cover but the javelin still hits. Adolmain takes 4 damage).
Dungeon Master Private Game - Lost Mines of Phandelver.
Solaris Strength Roll: 8
Ripper's attack knocks over Solaris, who is now prone.
(DC 11 STR saving throw failed).
Dungeon Master Private Game - Lost Mines of Phandelver.