The Mariner's dagger is just a few centimetres shy of cutting the bugbear as he dodges backwards, but you bring your other arm around and the bugbear mistakes it for a dagger, failing to dodge back far enough as your shortsword sinks into him, the tall dark orange figure barely holding on to life.
This post has potentially manipulated dice roll results.
With the balance of power firmly on their side, Callie rushes to capitalize on Grum's distraction of the last remaining bugbear and drives the point of her sword towards its side.
Callie dashes to the bugbear's side, entering his blindspot thanks to the eyepatch and quickly drives her blade deep into it's side. Where once you saw fear in the hairy creature you now see pure pain as you pierce both lungs with one stab, blood oozing out of his wound as well as his mouth as he falls forwards and chokes on his own blood.
The goblin is initially startled and backs away from you, but notices that the bugbears are dead as you mention it and settles down a little. He looks on edge but responds to you in goblin. "D-did you slay them all mister? I'm Droop and i maybe have been here like all my life."
"3 Bugbears and I think 12 Redbrands from this shift. ((DM, is that the right count? 8 killed and 4 unconscious?)) We've not killed the wizard though. You must know this place well? Do you like it here, or are you a captive here?"
This post has potentially manipulated dice roll results.
Brandor finds a perch to sit on and slumps a bit. "Eh fellas, I need a bit of a breather. I'll be working out the kinks while you talk to the wee fellow there."
((Brandor is at 7HP soooo, short rest please? 2 hit die 20))
(10 Redbrands, two tied up in the manor and two unconscious and tied up in the room behind you all)
He looks again at the Bugbears before responding. "Definitely do not like it here. They bully Droop and the eye monster keeps whispering in my head about how worthless I am."
Callie takes a moment to catch her breath. It's been a busy day so far, lots of Redbrands and now three bugbears all defeated at their party's hand. It's no surprise that they've all taken a few hits, though Callie can't help but be surprised that she's remarkably unscathed courtesy of <Squelch>'s aid. Still, there's no telling what may still be lurking around this place...
"I've come out of this fairly well, all things considered; thanks again for that, Squelch. Since we're leaving a few places unexplored, I'm going to take a quick look around, just to make sure that nobody is going to surprise us while we rest. I'll be back in a few minutes, try not to miss me!"
Having said her piece, Callie is going to quietly move up to every door on this side of the Crevasse room that the party has yet to explore and listen for signs of life. She will test whether the doors are locked or not, but she will not open any door. Once she has listened at every door, or if she hears someone coming, she will return to the party.
Garr looks to go with Callie but realizes he's not on Callie's level of stealth or deftness and instead keeps her in eyesight in case she gets attacked or whatever was speaking in their minds shows up.
"So you're free now? Would you help us if we can make sure you make it out of here? We just need some information on the wizard. What is he capable of? Do you know where the wizard is? And are there any back doors or hidden escape routes he might take if we try to confront him?"
(Grum would love a short rest too, once he's done speaking to the goblin.)
"Yes, yes! If you can let Droop go I would be so happy! The wizard is this human guy but I don't know what weird things he can do. He has this staff made of glass that sometimes makes light. Thats why we all call him Glasstaff."
"I see. So Glasstaff isn't his actual name. What of his whereabouts? We found what looked to be a getaway bag in case someone needed to escape in a hurry, so someone at least is prepared to make a run for it in case of trouble - unless that was yours?"
"What is a getaway bag? Droop has no idea what that is. But Glasstaff is usually in his room, its connected to the magic room over there." He points to where Callie is currently inspecting the door, past the second hallway and the break room to the door you had first come upon to the north.
"The getaway bag just had some spare clothes and stuff that looked like he was prepared in case he had to get away quickly. Hence, get-away bag. Huh. Maybe it doesn't translate to goblin. Anyway, it looked like he was ready to run, so, if he's in his room and it's connected to this Magic Room, is there another door to the magic room?"
Grum's starting to doubt how helpful this goblin might actually be, it might take him the entirety of a short rest to get any kind of reasonable information out of it. So after this next reply, whether it knows of another door or not, Grum will tell Droop to sit tight and will take a short rest with the others.
"Only that door to the magic room. Lots of secret doors in here too but none to that one."
(I'd say you're able to talk to him during a short rest as it is 'non-strenuous' activity if you wish. Otherwise if everyone is finished we can jump to the end of the short rest)
This post has potentially manipulated dice roll results.
(Ok, great. Then Grum will use a Hit Die to regain 10 hp. I'm assuming no further information is forthcoming from Droop?)
Edit: How do short rests work in terms of hit dice? Do I need to declare how many I'm using, or can I use a second one after seeing the result of the first? I can't imagine is taking another short rest before or next long rest, so might as well use the last hit due to get up to full. If that's ok, Grum regains another 7 hp. Let me know if not.
As Callie finishes up her investigation, she turns and jumps when she sees that Garr has trailed behind her. "I-it's all clear up ahead," she says, slightly flustered, "Shall we head back to the others?" Callie returns to the room and finds a place to sit down for the remainder of the rest.
"Did anything happen while I was away?"
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Grum sees this final, injured bugbear, and draws his blades, rushing forwards in a ferocious combo of strikes.
Attack (Mariner's Dagger): 11 Damage: 7
Bonus Attack (Shortsword): 12 Damage: 8
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationThe Mariner's dagger is just a few centimetres shy of cutting the bugbear as he dodges backwards, but you bring your other arm around and the bugbear mistakes it for a dagger, failing to dodge back far enough as your shortsword sinks into him, the tall dark orange figure barely holding on to life.
With the balance of power firmly on their side, Callie rushes to capitalize on Grum's distraction of the last remaining bugbear and drives the point of her sword towards its side.
Attack: 20 Damage: 10
Callie dashes to the bugbear's side, entering his blindspot thanks to the eyepatch and quickly drives her blade deep into it's side. Where once you saw fear in the hairy creature you now see pure pain as you pierce both lungs with one stab, blood oozing out of his wound as well as his mouth as he falls forwards and chokes on his own blood.
<End of Combat>
Grum will go over to the goblin and wake it up, surprisingly gently given how the group have seen him treat goblins before.
If he can wake it, and if it doesn't start fighting, Grum will say in Goblin, "The bugbears are dead. How long have you been here?"
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationThe goblin is initially startled and backs away from you, but notices that the bugbears are dead as you mention it and settles down a little. He looks on edge but responds to you in goblin. "D-did you slay them all mister? I'm Droop and i maybe have been here like all my life."
"3 Bugbears and I think 12 Redbrands from this shift. ((DM, is that the right count? 8 killed and 4 unconscious?)) We've not killed the wizard though. You must know this place well? Do you like it here, or are you a captive here?"
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationBrandor finds a perch to sit on and slumps a bit. "Eh fellas, I need a bit of a breather. I'll be working out the kinks while you talk to the wee fellow there."
((Brandor is at 7HP soooo, short rest please? 2 hit die 20))
(10 Redbrands, two tied up in the manor and two unconscious and tied up in the room behind you all)
He looks again at the Bugbears before responding. "Definitely do not like it here. They bully Droop and the eye monster keeps whispering in my head about how worthless I am."
Callie takes a moment to catch her breath. It's been a busy day so far, lots of Redbrands and now three bugbears all defeated at their party's hand. It's no surprise that they've all taken a few hits, though Callie can't help but be surprised that she's remarkably unscathed courtesy of <Squelch>'s aid. Still, there's no telling what may still be lurking around this place...
"I've come out of this fairly well, all things considered; thanks again for that, Squelch. Since we're leaving a few places unexplored, I'm going to take a quick look around, just to make sure that nobody is going to surprise us while we rest. I'll be back in a few minutes, try not to miss me!"
Having said her piece, Callie is going to quietly move up to every door on this side of the Crevasse room that the party has yet to explore and listen for signs of life. She will test whether the doors are locked or not, but she will not open any door. Once she has listened at every door, or if she hears someone coming, she will return to the party.
Stealth: 26
Investigation: 20
Perception: 14
There's only one door unopened back in the hallway where the break room was, and it is not locked. You don't hear anything on the other side.
(Garr is cool with a short rest if needed)
Garr looks to go with Callie but realizes he's not on Callie's level of stealth or deftness and instead keeps her in eyesight in case she gets attacked or whatever was speaking in their minds shows up.
"So you're free now? Would you help us if we can make sure you make it out of here? We just need some information on the wizard. What is he capable of? Do you know where the wizard is? And are there any back doors or hidden escape routes he might take if we try to confront him?"
(Grum would love a short rest too, once he's done speaking to the goblin.)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation"Yes, yes! If you can let Droop go I would be so happy! The wizard is this human guy but I don't know what weird things he can do. He has this staff made of glass that sometimes makes light. Thats why we all call him Glasstaff."
"I see. So Glasstaff isn't his actual name. What of his whereabouts? We found what looked to be a getaway bag in case someone needed to escape in a hurry, so someone at least is prepared to make a run for it in case of trouble - unless that was yours?"
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation"What is a getaway bag? Droop has no idea what that is. But Glasstaff is usually in his room, its connected to the magic room over there." He points to where Callie is currently inspecting the door, past the second hallway and the break room to the door you had first come upon to the north.
"The getaway bag just had some spare clothes and stuff that looked like he was prepared in case he had to get away quickly. Hence, get-away bag. Huh. Maybe it doesn't translate to goblin. Anyway, it looked like he was ready to run, so, if he's in his room and it's connected to this Magic Room, is there another door to the magic room?"
Grum's starting to doubt how helpful this goblin might actually be, it might take him the entirety of a short rest to get any kind of reasonable information out of it. So after this next reply, whether it knows of another door or not, Grum will tell Droop to sit tight and will take a short rest with the others.
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation"Only that door to the magic room. Lots of secret doors in here too but none to that one."
(I'd say you're able to talk to him during a short rest as it is 'non-strenuous' activity if you wish. Otherwise if everyone is finished we can jump to the end of the short rest)
(Ok, great. Then Grum will use a Hit Die to regain 10 hp. I'm assuming no further information is forthcoming from Droop?)
Edit: How do short rests work in terms of hit dice? Do I need to declare how many I'm using, or can I use a second one after seeing the result of the first? I can't imagine is taking another short rest before or next long rest, so might as well use the last hit due to get up to full. If that's ok, Grum regains another 7 hp. Let me know if not.
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationAs Callie finishes up her investigation, she turns and jumps when she sees that Garr has trailed behind her. "I-it's all clear up ahead," she says, slightly flustered, "Shall we head back to the others?" Callie returns to the room and finds a place to sit down for the remainder of the rest.
"Did anything happen while I was away?"