Renny looks around at everyone, "I'm ok. I haven't been hit and have yet to use any of my big stuff. I'm just concerned about you guys who have to be up front taking the hits. There's a good chance the goblins will be a bigger fight than these rats."
Rollback Post to RevisionRollBack
"No boom today. Boom tomorrow. There's always a boom tomorrow" "No power in the 'verse can stop me"
Gwenant snickers, winces, and says, "For all we know, maybe the goblins are weaker than the rats down here. After all, I've yet to hear of a goblin disemboweling a half-orc with one swing!"
Renny moves up to the entry to the room and watches from there, assuming most others go inside. (Are there sconces in here or other source of light? just curious so Renny knows to keep her light spell going or not)
Rollback Post to RevisionRollBack
"No boom today. Boom tomorrow. There's always a boom tomorrow" "No power in the 'verse can stop me"
Spotty: you can hear some voices coming from behind the door, though you can tell they must be 20-30 feet away. The voices are Goblinoid and are speaking a language you cannot understand.
Renny: there is no light here, and it doesn’t seem that there is in the next area either, at least nothing is visible under/around the next door.
As the party makes it’s way back down the hallway, they pass by the cell where Meepo is hiding. Meepo looks up as they walk by and puts hands in front of his face in defense.
No, don’t.... <— oh! It’s you! What is going on? We heard weird sounds, we thought we was going to die!! —>
Zak looks expressionlessly at Meepo, shakes his head a bit and then heads back into the other room with the goblin noises coming from the door. He gives a nod to Spotty and Renny and waits at the door for the others.
Zak looks over at Hef and whispers in Orc: "Hef.... you want to open this one?"
Hef nods and gestures for folks to get into position. "I sure do." Hef response in Orcish. When everyone signals they are ready, he will push the door open with his glaive.
Gwenant steps into position behind Zak, ready to surge forward if Hef leads the charge. She nods to Hef to signal that she's prepared, and whispers, "Remember, no one escapes."
Martin follows with crossbow ready to support however possible. "This place has a strange combination of signs that don't seem to go together. I find it odd."
Rollback Post to RevisionRollBack
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
"The writing about the dead, the gibberish above, and the writings about dragons, the carvings and statues as well. I think this has been the home of many strange and evil beings over the centuries. The question is, is there something that connects them or is it random?" Martin says as he thinks over all they had seen so far.
Rollback Post to RevisionRollBack
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Hef pushes the door open with his Glaive. As you do, you realize, too late, that there is a bell on the other side of the door, and it rings as you are pushing. The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot- high wall, complete with crenelations. Behind the makeshift wall, are two Goblins, that seemed to be mid-conversation.. and you have interrupted them! They jump behind the wall.
You are facing 2 Goblins in the room ahead, they have half cover.
Goblins' Initiative: 5
ROLL FOR INITIATIVE ! (Anybody with an initiative equal or higher than the goblins can take their first turn already)
Caltrops: Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Renny looks around at everyone, "I'm ok. I haven't been hit and have yet to use any of my big stuff. I'm just concerned about you guys who have to be up front taking the hits. There's a good chance the goblins will be a bigger fight than these rats."
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
"blasted rats...." Zak mutters to himself.
Gwenant snickers, winces, and says, "For all we know, maybe the goblins are weaker than the rats down here. After all, I've yet to hear of a goblin disemboweling a half-orc with one swing!"
(So, if I'm not mistaken, we are doubling back and going here:
(Someone else can feel free to correct me if I'm wrong)
((That's my understanding))
((yeah))
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
(If you are, make sure to let me know who is doing what at that door; anybody that wants to listen at the door again can make a Perception check)
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
Perception: 17
Also searching for traps, if we haven't done that already
Investigation: 23
Renny moves up to the entry to the room and watches from there, assuming most others go inside. (Are there sconces in here or other source of light? just curious so Renny knows to keep her light spell going or not)
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
Spotty: you can hear some voices coming from behind the door, though you can tell they must be 20-30 feet away. The voices are Goblinoid and are speaking a language you cannot understand.
Renny: there is no light here, and it doesn’t seem that there is in the next area either, at least nothing is visible under/around the next door.
As the party makes it’s way back down the hallway, they pass by the cell where Meepo is hiding. Meepo looks up as they walk by and puts hands in front of his face in defense.
No, don’t.... <— oh! It’s you! What is going on? We heard weird sounds, we thought we was going to die!! —>
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
Zak looks expressionlessly at Meepo, shakes his head a bit and then heads back into the other room with the goblin noises coming from the door. He gives a nod to Spotty and Renny and waits at the door for the others.
Zak looks over at Hef and whispers in Orc: "Hef.... you want to open this one?"
Hef nods and gestures for folks to get into position. "I sure do." Hef response in Orcish. When everyone signals they are ready, he will push the door open with his glaive.
Gwenant steps into position behind Zak, ready to surge forward if Hef leads the charge. She nods to Hef to signal that she's prepared, and whispers, "Remember, no one escapes."
Martin follows with crossbow ready to support however possible. "This place has a strange combination of signs that don't seem to go together. I find it odd."
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
"What do you mean?" asks Spotty.
"The writing about the dead, the gibberish above, and the writings about dragons, the carvings and statues as well. I think this has been the home of many strange and evil beings over the centuries. The question is, is there something that connects them or is it random?" Martin says as he thinks over all they had seen so far.
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Hef pushes the door open with his Glaive. As you do, you realize, too late, that there is a bell on the other side of the door, and it rings as you are pushing. The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot- high wall, complete with crenelations. Behind the makeshift wall, are two Goblins, that seemed to be mid-conversation.. and you have interrupted them! They jump behind the wall.
You are facing 2 Goblins in the room ahead, they have half cover.
Goblins' Initiative: 5
ROLL FOR INITIATIVE !
(Anybody with an initiative equal or higher than the goblins can take their first turn already)
Caltrops: Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Encounter Map:
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
Spotty's initiative: 20
Initiative 15
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
Martin's Initiative: 9
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane