During the first watch, the darkness is too much and Garr is unable to see anything. In the distance there is howling, though definitely far away from the camp. The rest of that watch is uneventful.
Callie's watch is also uneventful as the night slowly passes onwards, crickets chirping continuously as Callie continues to carefully observe the horizon.
Grums watch:
Was also uneventful : ^)
Nothing else is heard but the subtle rusting of the trees in the wind and the night bugs calling for mates. Eventually the sun rises and the calling of the bugs are replaced with the singing of birds as you pack up and continue on your journey.
This post has potentially manipulated dice roll results.
The next day on the road goes by slowly as you continue winding down the road northwards. The weather has been great so far, the warm sun and clear skies completing the image of a lush springtime forest.
The scene is interrupted as you round a bend and arrows fire towards your cart from the treeline!
Callie yelps in pain as an arrow strikes her left side, thankfully caught before it could penetrate by her arming doublet, but still hitting hard enough to bruise. She scrambles to ready her bow as the goblins prepare for battle.
This post has potentially manipulated dice roll results.
Brandor, who was mostly enjoying being among companions again looks lazily at the passing treeline. A glint of silvery something catches his interest causing him to raise an eyebrow. Before he could marvel at what this thing was he realized it was rapidly approaching. In what could be described only as preternatural speed, Brandor dips his head forward slightly and at just the right moment bucks upward catching the shaft of the arrow. The projectile flips upward end over end. The dwarf vaults to his feet and whips his staff around to baseball bat the arrow back where it came from!
Reaction: Deflect Missiles ((1d10+6 always reduces 4 damage to 0 so he fires it back at the goblin that shot it!))
Redirected Missile Attack: 6 Damage: 4 ((17 if the goblin is hard to see or beyond 20ft, here is the disadvantage roll potentially))
With a start, Malthaza'ar casts shield as a reaction just before the arrow strikes ((AC of 20 now, negating the damage I think - it was previously 15, because of draconic resilience)).
Initiative: 20
When appropriate, Malth attempts to cast Sleep at 2nd level for 34 hit points worth of creatures.
You all count 7 goblins, 4 on the right and 3 on the left.
<Start of Combat>
Initiative:
Malthaza'ar
Garr
Grum
Squelch
Callie
Brandor
Goblins
The Goblins have flanked the cart and are attempting an ambush identical to the one on your first trip to Phandalin. One of the Goblins yells out in their native language, Grum understanding it to mean "Shit, it's them!"
While they try to pull out arrows to fire again, Malthaza'ar releases her fine sand, the tiny particles send forth and imploding across several goblins on the right side, knocking all 4 on that side unconscious immediately. The goblins on the other side drop their weapons in shock and scramble to pick them up while Garr takes his turn.
This post has potentially manipulated dice roll results.
(OOC: Here's where we've all been looking forward to trying out our new Lv.3 toys!)
Grum leaps from the cart with a slightly manic grin on his face, the adrenaline of combat taking its familiar grip through his veins. Seeing the goblins on one side all pass out, and Garr take down another one (I think? Possibly two depending on the results of the Blood Curse!), Grum charges at any goblins that remain standing.
Mariner's Dagger- Attack: 15 Damage: 6
Extra attack with Mariner's Dagger from Dread Ambusher trait - Attack: 22 Damage: 11
Bonus Action (Shortsword)- Attack: 10 Damage: 5
Dread Ambusher (Gloomstalker trait)
You add your WIS modifier (+3) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action, you can make one additional weapon attack that deals an extra 1d8 damage of the weapon’s damage type on hit.
The first of Garr's bolts miss but the second is a clean headshot! As it falls it's arm swings wildly at it's ally, a dark force compelling the action of this dying creature.
Attack: 7 Damage: 4
The attack misses, but before they can even react, Grum quickly rushes forward and slashes the goblin's throat with a single clean cut from the mariner's dagger. Continuing forward with the momentum, Grum draws his shortsword and arcs his blade towards another goblin, gashing their neck as well. It clings to life, just barely as it clutches it's wound trying to hold in the endless spurting blood, unsuccessfully.
(Forgot to put this earlier, also it is Callie's turn)
Brandor catches the arrow skillfully and redirects it back at the assailant, the far goblin. It catches it in the leg and falls to one knee, bleeding profusely.
Brandor leaps from the cart and darts toward the nearest conscious goblinoid. "You lot! You know how many of you we've dealt with in the last week? If we ever let you live you'd maybe get the hint!" The nimble dwarf springs forward in his typical brawler fashion, waylaying the nearest enemy with staff and fist.
Peception: 17
Callie Perception: 15
Grum will take the third watch.
Perception: 11
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationDuring the first watch, the darkness is too much and Garr is unable to see anything. In the distance there is howling, though definitely far away from the camp. The rest of that watch is uneventful.
Callie's watch is also uneventful as the night slowly passes onwards, crickets chirping continuously as Callie continues to carefully observe the horizon.
Grums watch:
Was also uneventful : ^)
Nothing else is heard but the subtle rusting of the trees in the wind and the night bugs calling for mates. Eventually the sun rises and the calling of the bugs are replaced with the singing of birds as you pack up and continue on your journey.
The next day on the road goes by slowly as you continue winding down the road northwards. The weather has been great so far, the warm sun and clear skies completing the image of a lush springtime forest.
The scene is interrupted as you round a bend and arrows fire towards your cart from the treeline!
Surprise round:
Two arrows fly toward Grum!
Attack: 21 Damage: 5
Attack: 21 Damage: 3
Another at Callie!
Attack: 23 Damage: 6
And Garr!
Attack: 23 Damage: 5
The Kenku is shot at!
Attack: 15 Damage: 3
Malthaza'ar too!
Attack: 15 Damage: 3
Saving the best for last, a final arrow whizzes towards Brandor!
Attack: 9 Damage: 6
The oxen stagger and freeze as the peace is interrupted by a small congregation of goblins, who were hiding very sneakily along this bend.
Please all roll Initiative!
Grum smirks as the goblins execute their little ambush. He wipes the blood from the arrow graze and stares their ambushers down.
Initiative: 12
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationCallie yelps in pain as an arrow strikes her left side, thankfully caught before it could penetrate by her arming doublet, but still hitting hard enough to bruise. She scrambles to ready her bow as the goblins prepare for battle.
Initiative: 7
<Squelch> squawks as the arrow whizzes by.
Initiative: 10
Garr immediately whips out his hand crossbow and counts the goblins.
Initiative: 13
Brandor, who was mostly enjoying being among companions again looks lazily at the passing treeline. A glint of silvery something catches his interest causing him to raise an eyebrow. Before he could marvel at what this thing was he realized it was rapidly approaching. In what could be described only as preternatural speed, Brandor dips his head forward slightly and at just the right moment bucks upward catching the shaft of the arrow. The projectile flips upward end over end. The dwarf vaults to his feet and whips his staff around to baseball bat the arrow back where it came from!
Reaction: Deflect Missiles ((1d10+6 always reduces 4 damage to 0 so he fires it back at the goblin that shot it!))
Redirected Missile Attack: 6 Damage: 4 ((17 if the goblin is hard to see or beyond 20ft, here is the disadvantage roll potentially))
Initiative: 23
With a start, Malthaza'ar casts shield as a reaction just before the arrow strikes ((AC of 20 now, negating the damage I think - it was previously 15, because of draconic resilience)).
Initiative: 20
When appropriate, Malth attempts to cast Sleep at 2nd level for 34 hit points worth of creatures.
Goblins Initiative: 5
You all count 7 goblins, 4 on the right and 3 on the left.
<Start of Combat>
Initiative:
The Goblins have flanked the cart and are attempting an ambush identical to the one on your first trip to Phandalin. One of the Goblins yells out in their native language, Grum understanding it to mean "Shit, it's them!"
While they try to pull out arrows to fire again, Malthaza'ar releases her fine sand, the tiny particles send forth and imploding across several goblins on the right side, knocking all 4 on that side unconscious immediately. The goblins on the other side drop their weapons in shock and scramble to pick them up while Garr takes his turn.
Garr shoots at the closest left one twice (or shooting at the next one if it hits and kills it)
Attack: 16 Damage: 8
Attack: 8 Damage: 7
If he kills one he will activate his Blood Curse (Fallen Puppet) as a reaction.
(OOC: Here's where we've all been looking forward to trying out our new Lv.3 toys!)
Grum leaps from the cart with a slightly manic grin on his face, the adrenaline of combat taking its familiar grip through his veins. Seeing the goblins on one side all pass out, and Garr take down another one (I think? Possibly two depending on the results of the Blood Curse!), Grum charges at any goblins that remain standing.
Mariner's Dagger- Attack: 15 Damage: 6
Extra attack with Mariner's Dagger from Dread Ambusher trait - Attack: 22 Damage: 11
Bonus Action (Shortsword)- Attack: 10 Damage: 5
Dread Ambusher (Gloomstalker trait)
You add your WIS modifier (+3) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action, you can make one additional weapon attack that deals an extra 1d8 damage of the weapon’s damage type on hit.
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationThe first of Garr's bolts miss but the second is a clean headshot! As it falls it's arm swings wildly at it's ally, a dark force compelling the action of this dying creature.
Attack: 7 Damage: 4
The attack misses, but before they can even react, Grum quickly rushes forward and slashes the goblin's throat with a single clean cut from the mariner's dagger. Continuing forward with the momentum, Grum draws his shortsword and arcs his blade towards another goblin, gashing their neck as well. It clings to life, just barely as it clutches it's wound trying to hold in the endless spurting blood, unsuccessfully.
<Squelch> begins speaking strange in a variety of languages. His hands and eyes go dark, and reaches towards Callie's wound.
(Casting cure wounds, Callie is healed for 8.)
(Forgot to put this earlier, also it is Callie's turn)
Brandor catches the arrow skillfully and redirects it back at the assailant, the far goblin. It catches it in the leg and falls to one knee, bleeding profusely.
((Since it probably doesn't matter if I go...))
Brandor leaps from the cart and darts toward the nearest conscious goblinoid. "You lot! You know how many of you we've dealt with in the last week? If we ever let you live you'd maybe get the hint!" The nimble dwarf springs forward in his typical brawler fashion, waylaying the nearest enemy with staff and fist.
Staff Attack: 19 Damage: 9
Bash Attack: 21 Damage: 5
(I'm just gonna take her turn for now)
Callie stays in the cart and pulls out her shortbow, firing at the remaining few on the left
Attack: 12 Damage: 9