You see two goblins past the dense thickets, one sitting on a makeshift chair nearly falling asleep and the other sitting on the ground picking at its teeth with their bowstring. You can spot the area where they have laid wooden planks to flatten out areas of the briars where there is room to lie stealthily. These goblins may have been difficult to spot if they were properly hiding, but they seem to be slacking off in their watch duty. You can see a little into the cave from your position, and you see that it is dark inside and that there is a room to the right in the cave entrance. You try to listen for anything as well but the running stream is obscuring sound from this distance.
Before they leave, Callie points towards the thickets and says, "Look at the briars, they've set up a few sentries in good spots for an ambush. That's definitely going to be a problem... The cave is also fairly dark, so Bart may have a bit of trouble seeing once we get inside."
It's around 25-30 minutes back and the goblins don't notice anyone, too distracted by their own antics. You arrive back at the cart, having successfully found and scouted the cave (Unless anyone wanted to do anything back there, just let me know). The sun has sunken beneath the horizon now and the moon rises to take it's place, twilight turning to dusk.
When <Squelch> returns to the camp, he approaches Bartholomew. <Callie's voice> "The cave is also fairly dark, so Bart may have a bit of trouble seeing once we get inside." He then gestures and small light appears in his hand.<Squelch> looks towards the group and shrugs.<Old man's gravely voice> "Stupid little bugs come out at night, I reckon. Best time to squish 'em, right?" <Grum's voice> "..if they're running patrols and we can pick them off in smaller groups, we might stand a chance of saving Sildar."
Rollback Post to RevisionRollBack
PbP Lost Mines of Phandelver -Squelch (Kenku Grave Cleric)
What Lies Between - Cragworm (Goblin Oathbreaker Paladin)
Embers in the Dark - Martin "Uncle" Flintmore (Human Rogue)
Adventures in Esyldien - Khorzik Fume (Hobgoblin Transmuter) - retired
A Machine's Ambition- Canavar (Shifter Zealot Barbarian) - retired
What Lurks Below - Urmdir Volsung (Human Fighter) - retired
Grum explains to Bartholomew and Brandir what they saw. "It's not far, maybe a half hour from here. I think if we're to hold out hope for Sildar, we should go now?"
(OOC: I realise I also got hit in the previous encounter and am still down 5hp. I'll need to be careful going forward, but at the time figured the extra tracking ability more important than a short rest... Then Callie rolled higher than me to track them anyway lol)
Brandor had just set to getting the cart and oxen off the road when the party arrived back. "You found them eh? Good good. I think this spot over here will be good for getting the cart out of sight of the main road just in case. Once that is settled we can go take care of this goblin 'problem'."
Grum releases the oxen from the cart to graze, knowing they will not wander far of their own accord.
"This way if anyone hears them, they won't be drawn to the cart itself. They have grass to graze so won't go far. And beasts this big leave big tracks, so we'll find them when we return."
Then Grum will assist Brandor in hiding the cart itself in the trees. "Are we all ready to hunt down some goblins? We'll need to sneak when we get close, to surprise the couple posted out front."
(OOC: Suggestion - in order of stealth/perception modifiers, so: Callie, Grum, <Squelch>, Brandor, Bartholomew? Narratively works as those who made the first trip leading the others, too. But happy to go with any other suggestions. I suspect Bartholomew's disadvantage on stealth might mean we don't surprise the goblin guards, but not sure what, if anything, we can do about that)
(That marching order works for me, the only adjustment I might make (up to you guys) is moving Bartholomew in front of Brandor so that if we get attacked from behind we have a melee character instead of a caster as the first line of defense)
After helping to hide the cart, Callie gives Grum an enthusiastic nod and says, "We're with you, Grum. Let's go rescue Sildar!"
That sounds like a plan, then! So we set off, following the same trail back. Grum will keep his eyes and ears open for any signs that the party is being watched. (Perception: 15)
Assuming the trip back is uneventful, as we approach, but before we get within earshot of the goblins, Grum will hold them up and say, "quietly as we can from here on. Bartholomew, they may hear your chain mail from this point. If you come with the rest of us, we may lose the element of surprise. If there are only two of them on guard as there were earlier, that may not matter, so I'll leave it up to you whether you want to come with us, or let some of us try to scout ahead again and maybe deal with the guards quietly then give you a shout." (OOC: Personally my vote is just to all go together, but happy to defer to others' better judgement)
(OOC: Kataklismik1 just informed me that my character couldn’t be wearing the heavy chain as he only has proficiency with light armour, so I’ll presume that he was wearing leather. In that case, I think that it would be best for us to all go together.)
<Squelch> one again casts guidance on everyone. He falls in line with the group and is ready to make noise like a hog grunting if anyone accidentally makes a noticeable sound within earshot of the guards.
Stealth: 12 Perception: 17 Deception: 15 if needed for noises.
Make another Perception check since it's been a while and it's a new area
Perception: 18
You see two goblins past the dense thickets, one sitting on a makeshift chair nearly falling asleep and the other sitting on the ground picking at its teeth with their bowstring. You can spot the area where they have laid wooden planks to flatten out areas of the briars where there is room to lie stealthily. These goblins may have been difficult to spot if they were properly hiding, but they seem to be slacking off in their watch duty. You can see a little into the cave from your position, and you see that it is dark inside and that there is a room to the right in the cave entrance. You try to listen for anything as well but the running stream is obscuring sound from this distance.
Before they leave, Callie points towards the thickets and says, "Look at the briars, they've set up a few sentries in good spots for an ambush. That's definitely going to be a problem... The cave is also fairly dark, so Bart may have a bit of trouble seeing once we get inside."
It's around 25-30 minutes back and the goblins don't notice anyone, too distracted by their own antics. You arrive back at the cart, having successfully found and scouted the cave (Unless anyone wanted to do anything back there, just let me know). The sun has sunken beneath the horizon now and the moon rises to take it's place, twilight turning to dusk.
When <Squelch> returns to the camp, he approaches Bartholomew. <Callie's voice> "The cave is also fairly dark, so Bart may have a bit of trouble seeing once we get inside." He then gestures and small light appears in his hand. <Squelch> looks towards the group and shrugs. <Old man's gravely voice> "Stupid little bugs come out at night, I reckon. Best time to squish 'em, right?" <Grum's voice> "..if they're running patrols and we can pick them off in smaller groups, we might stand a chance of saving Sildar."
Grum explains to Bartholomew and Brandir what they saw. "It's not far, maybe a half hour from here. I think if we're to hold out hope for Sildar, we should go now?"
(OOC: I realise I also got hit in the previous encounter and am still down 5hp. I'll need to be careful going forward, but at the time figured the extra tracking ability more important than a short rest... Then Callie rolled higher than me to track them anyway lol)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationBrandor had just set to getting the cart and oxen off the road when the party arrived back. "You found them eh? Good good. I think this spot over here will be good for getting the cart out of sight of the main road just in case. Once that is settled we can go take care of this goblin 'problem'."
Grum releases the oxen from the cart to graze, knowing they will not wander far of their own accord.
"This way if anyone hears them, they won't be drawn to the cart itself. They have grass to graze so won't go far. And beasts this big leave big tracks, so we'll find them when we return."
Then Grum will assist Brandor in hiding the cart itself in the trees. "Are we all ready to hunt down some goblins? We'll need to sneak when we get close, to surprise the couple posted out front."
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(If/when you guys head out, let me know your marching order)
(OOC: Suggestion - in order of stealth/perception modifiers, so: Callie, Grum, <Squelch>, Brandor, Bartholomew? Narratively works as those who made the first trip leading the others, too. But happy to go with any other suggestions. I suspect Bartholomew's disadvantage on stealth might mean we don't surprise the goblin guards, but not sure what, if anything, we can do about that)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation<Squelch> falls in line as above.
(OOC: can always hold away from guards, draw them out - plenty trees for cover)
(That marching order works for me, the only adjustment I might make (up to you guys) is moving Bartholomew in front of Brandor so that if we get attacked from behind we have a melee character instead of a caster as the first line of defense)
After helping to hide the cart, Callie gives Grum an enthusiastic nod and says, "We're with you, Grum. Let's go rescue Sildar!"
(I reckon that having a melee character as both the first and the last is a good idea as well.)
Bartholomew will fall into the line in the second last position
That sounds like a plan, then! So we set off, following the same trail back. Grum will keep his eyes and ears open for any signs that the party is being watched. (Perception: 15)
Assuming the trip back is uneventful, as we approach, but before we get within earshot of the goblins, Grum will hold them up and say, "quietly as we can from here on. Bartholomew, they may hear your chain mail from this point. If you come with the rest of us, we may lose the element of surprise. If there are only two of them on guard as there were earlier, that may not matter, so I'll leave it up to you whether you want to come with us, or let some of us try to scout ahead again and maybe deal with the guards quietly then give you a shout." (OOC: Personally my vote is just to all go together, but happy to defer to others' better judgement)
However we do it, Grum's relevant rolls are:
Stealth: 13; Perception if needed again: 20
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation(OOC: Kataklismik1 just informed me that my character couldn’t be wearing the heavy chain as he only has proficiency with light armour, so I’ll presume that he was wearing leather. In that case, I think that it would be best for us to all go together.)
Stealth: 14 Perception: 16
Callie readies her bow and takes the lead as they all wander back towards the cave.
Perception: 25 Stealth: 26
<Squelch> one again casts guidance on everyone. He falls in line with the group and is ready to make noise like a hog grunting if anyone accidentally makes a noticeable sound within earshot of the guards.
Stealth: 12
Perception: 17
Deception: 15 if needed for noises.
Guidance adding 3 to stealth.
Brandor takes the rear guard of the group. Though he might not look it, he's very light on his feet and typically fairly stealthy... For a dwarf.
Stealth:18
Perception:10