Sildar waves you all off, and sits up against the crates.
Moving along the cave back to the bridge you see nothing new, however after crossing the bridge it leads to a path that slopes downwards, and the wall opens up to a chamber on the left side.The cavern is half filled with the two large pools of water. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in. On the far east side of the room there is an entrance to another room behind a stalagmite. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Three goblins stand guard in this cave, two are standing watch and another is holding a rope that looks to be attached to one of the stones that are part of the dam holding the first pool of water.
(Stealth checks are not necessary in this area Stealth checks are only necessary if you guys enter the room and try to sneak past the goblins without attacking them as the waterfall is obscuring most noise, so unless someone yells or makes a loud noise they cannot hear you in the passage next to the cavern.)
"I think ranged folk, a co-ordinated strike first then we move in. My concern is the goblin with the rope. I think we need to use our element of surprise to make sure we take him down. I don't think we want the opening of a dam and rushing of water raising the alarm - and if there's any risk of the water taking out that bridge, it cuts off our retreat. So how about we double up on that goblin and then charge in to deal with either of the others that are left standing?"
(I think we have 4 ranged attacks between us. So if we can co-ordinate to fire simultaneously, maybe Grum and <Squelch> on the rope goblin; Callie on one of the others and Bartholomew's Eldritch Blast on the third? DM, is that feasible to strike simultaneously? Also, totally open to other suggestions!)
(You can all attack simultaneously as a surprise round, but I'd say only the first shot/spell gets the unseen attacker advantage since they would notice after)
This post has potentially manipulated dice roll results.
Callie places an arrow on her bowstring and takes a quick peek out to find her target, one of the non-rope goblins. She looks to Grum and says, "You take the first shot, Grum, we'll follow your lead," and gets ready to take her mark down.
Attack: 7 Damage: 10
Initiative: 8
(I don't know if this attack would count as a sneak attack or not, so I'll just put the die here and we can add or ignore it as necessary. Sneak Attack: 2)
This post has potentially manipulated dice roll results.
"Oh, Brandor, so you do! Then let's triple up on the goblin with the rope."
(Sorry, I missed that. I was going to say the person with the lowest hit modifier on that goblin should take the advantage, but since you've already made your rolls I feel like that would be a little bit metagaming, so Grum will take it if that's ok with others?)
Grum also targets the goblin with the rope and when everyone is ready to fire at their targets, will count down quietly, "Three... Two... One... Fire!"
This post has potentially manipulated dice roll results.
Before combat begins, you all unleash your attacks-- Grum's arrow making quick work of the goblin holding the rope and Callie's attack takes out the next one. There is only one goblin remaining, and he looks at all of you then turns towards the room to the south
Brandor is already in a sprint across the room after his dart flies. The last goblin in his sights he vaults in the air with his quarter staff to come down on the beasty's head.
Brandor runs in, jumping off the slope and coming down with his round of attacks. Unfortunately, this goblin is more deft than the others and dodges both attacks, brealy moving out of the way of Squelch's arrow. It is now the goblins turn, and after it catches its bearings you see it quickly dash off into the next room and yell something in goblin.
"There's intruders! Klarg theres lots of them in the next room!" "What? You were meant to be watching you idiots!"
(Unfortunately it got full cover as it ran into the room but if you wanted to chase after it to the doorway entrance Bartholemew you might be able to catch it)
Grum leads the way cautiously back to the bridge and across, on the lookout for anything that moves.
Stealth: 23
Perception: 16
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationSildar waves you all off, and sits up against the crates.
Moving along the cave back to the bridge you see nothing new, however after crossing the bridge it leads to a path that slopes downwards, and the wall opens up to a chamber on the left side.The cavern is half filled with the two large pools of water. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in. On the far east side of the room there is an entrance to another room behind a stalagmite. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Three goblins stand guard in this cave, two are standing watch and another is holding a rope that looks to be attached to one of the stones that are part of the dam holding the first pool of water.
(
Stealth checks are not necessary in this areaStealth checks are only necessary if you guys enter the room and try to sneak past the goblins without attacking them as the waterfall is obscuring most noise, so unless someone yells or makes a loud noise they cannot hear you in the passage next to the cavern.)<Squelch> gestures towards the goblins.
<old man's rough voice> "Best kill 'em now, son. No loose ends."
"I think ranged folk, a co-ordinated strike first then we move in. My concern is the goblin with the rope. I think we need to use our element of surprise to make sure we take him down. I don't think we want the opening of a dam and rushing of water raising the alarm - and if there's any risk of the water taking out that bridge, it cuts off our retreat. So how about we double up on that goblin and then charge in to deal with either of the others that are left standing?"
(I think we have 4 ranged attacks between us. So if we can co-ordinate to fire simultaneously, maybe Grum and <Squelch> on the rope goblin; Callie on one of the others and Bartholomew's Eldritch Blast on the third? DM, is that feasible to strike simultaneously? Also, totally open to other suggestions!)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(You can all attack simultaneously as a surprise round, but I'd say only the first shot/spell gets the unseen attacker advantage since they would notice after)
<Squelch> loads his crossbow and creeps behind Grum. <Callie's voice> "Lead the way, captain!"
When <Squelch> gets the signal, he fires at the goblin Grum indicated.
(OOC: assuming he does not have advantage for firing first)
Attack: 10 Damage: 10
(And whenever initiative starts)
Initiative: 21
"OY, I've got ranged." Brandor flips a dart out of his belt. "Just give me the signal, boss."
The dwarf gets in position to run in, toss a dart and either duck back into cover or continue in to engage in fisticuffs.
Dart Attack: 12 Damage: 7
Initiative: 22
Callie places an arrow on her bowstring and takes a quick peek out to find her target, one of the non-rope goblins. She looks to Grum and says, "You take the first shot, Grum, we'll follow your lead," and gets ready to take her mark down.
Attack: 7 Damage: 10
Initiative: 8
(I don't know if this attack would count as a sneak attack or not, so I'll just put the die here and we can add or ignore it as necessary. Sneak Attack: 2)
"Oh, Brandor, so you do! Then let's triple up on the goblin with the rope."
(Sorry, I missed that. I was going to say the person with the lowest hit modifier on that goblin should take the advantage, but since you've already made your rolls I feel like that would be a little bit metagaming, so Grum will take it if that's ok with others?)
Grum also targets the goblin with the rope and when everyone is ready to fire at their targets, will count down quietly, "Three... Two... One... Fire!"
Attack: 25 Damage: 10
And then Initiative: 5
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(Just to keep things going I'll roll Bart's initiative but wont take his turn unless he's gone for a while)
Bartholemew initiative: 15
Before combat begins, you all unleash your attacks-- Grum's arrow making quick work of the goblin holding the rope and Callie's attack takes out the next one. There is only one goblin remaining, and he looks at all of you then turns towards the room to the south
Goblin initiative: 6
<Start of combat>
Initiative:
Callie doesn't waste a second, running out into the open and reaching for another arrow she quickly lets another bodkin fly!
Attack: 23 Damage: 6
When it is my turn, I will use Eldritch Blast on the goblin.
Attack: 26 Damage: 8
Callie's arrow flies through the air and shatters the goblins knee, and it looks to be on the verge of death!
<Squelch> reloads and fires.
Attack: 19 Damage: 5
(Whoops! Forgot that first was a surprise round)
Brandor is already in a sprint across the room after his dart flies. The last goblin in his sights he vaults in the air with his quarter staff to come down on the beasty's head.
Staff Attack: 10 Damage: 7
And a quick kick to the ribs for good measure.
Kick Attack: 14 Damage: 6
(All good!)
Brandor runs in, jumping off the slope and coming down with his round of attacks. Unfortunately, this goblin is more deft than the others and dodges both attacks, brealy moving out of the way of Squelch's arrow.
It is now the goblins turn, and after it catches its bearings you see it quickly dash off into the next room and yell something in goblin.
"There's intruders! Klarg theres lots of them in the next room!"
"What? You were meant to be watching you idiots!"
(Unfortunately it got full cover as it ran into the room but if you wanted to chase after it to the doorway entrance Bartholemew you might be able to catch it)
<Squelch> reloads and readies an action to fire at the next hostile target that comes out.
Attack: 12 Damage: 7
??? : 3
??? : 17
A voice calls from around the corner. "Who dares defy Klarg? Reveal yourselves!"
<Squelch> mimics the goblins he heard earlier, without understanding them. "Gurp, is that you? Quiet Gork, thats not him!"
Deception: 12