So are you going to go back and burn the bodies now, or move on and come back later? And what about the worg room? You can hear them growling and barking on the other side of the door.
"Maybe we can't deal with the goblin bodies, but we could burn the worgs right now,"Chrys says. "I've got some oil an' a torch, and that room is full o' shit an' old wood. We toss it in there, and it'll kill them for sure, an' prevent 'em from comin' back as something nastier. Problem is gettin' in the room, now that they're upset. I could block the door with my shield, maybe hold 'em back, but someone else would have to do the tossin' o' the oil an' torch. Also," she says slowly. "If we do that, it ain't gonna be the quickest o' deaths for 'em. I'm not sure they deserve that, even if they are flesh-eatin' monsters." She sighs and rubs the back of her head. "But I do think we either gotta shut 'em up right now, or find some way to wedge this door shut so no goblins can let 'em out while we're inside."
Chrys nods slowly. "I ain't no champion o' vengeance... but I'm pretty sure them worgs helped kill Harriet's friends there. They ain't no innocent wolves trapped and twisted for some goblin purposes down here. They're murderers, and if we let 'em go, good people are gonna die to them." She nods at Vesper as she lights her torch. "Let's do this then. I saw a nest in the center, full o' dry kindlin' from smashed furniture and worg excrement. Aim for that with your hand, and it'll make the flames burn hotter. It's the best we can do for 'em... an' the people o' Melton."
(if Chrys has to make any rolls to hold the door shut against the worgs, she will. I hope Lumen and / or Kess will help for advantage on that if we do! )
Krackle would stand back and hold out his hand as a small flame forms around his small clawed fingers. "I.. I think we gotta go fast. I can help with the fire." He would say while nervously looking around and glancing towards the dead goblins.
With the plan set, Krackle lights the torch, and Vesper grabs it with her spectral Mage Hand. Lumen then unlatches the door and opens it just enough to allow Vesper to toss the flaming bough into the room, while Chrys, Lumen and Kess attempt to hold the door, should one of the worgs rush up and push against it.
And that’s exactly what happens. As soon as the door opens a few inches and Vesper releases the torch, you feel a forceful weight slam against it from the other side.
You push as fast as you can, knowing that your very lives may depend on it. You hear the barking and snarling from just a few inches away, and you can even smell their odorous breath blowing through the opening.
It’s a battle of sheer strength, and you put every bit of muscle that you have into it. Finally, Chrys digs in and plants her feet, and the three of you drive with your shoulders. You reduce the gap by a couple inches, and then, with a final shove, you slam it shut, and Lumen turns the latch to make sure it’s engaged.
You win the contest and successfully carray out your plan. You can’t tell where the torch landed (Vesper, roll a Dex check), or if the central nest has caught, but you know that you’ve at least introduced fire into a potentially flammable enclosed space and at the very least given the worgs something to worry about for awhile.
This post has potentially manipulated dice roll results.
Chrys wipes some sweat from her brow, panting. "Boy, I hope we ain't gonna have to fight these bad boys later on,"she tells the others. "Let's get outta here and find our real targets. We should keep an' eye out for traps from here on out," Chrys says, taking a moment to fish through her pack. "I don't trust this place none."
Pulling out the saddlebags she's still been hauling around, she ties her rope around the central leather piece holding them together a few times, making sure the knot is tight. Then she stuffs one of the bags with her bedroll. "Gimmie a bedroll,"she says to no-one in particular, accepting whomever is gracious enough to offer, and stuffing the other saddlebag with it. Holding on to the end of the rope, she lifts and drops the bag experimentally, nodding to herself when it lands with a satisfying thud. "Right... I think we're ready now."
Peeking further down the hallway, she checks once again for any signs of motion.
Perception: 17
If there are none, she then motions for the others to stand back a bit, then demonstrates her plan, tossing the stuffed saddlebags into the hallway ahead, where they land with a thud. Chrys then pulls on the rope to drag the bags back towards the group, then picks them up and gives the others a grin. "If they got a trap waitin' for us down here, I guess I'll feel real sorry for our bedrolls' noble sacrifice."
FYI, the door to the worg room is situated along the left wall in the middle of the left hallway you decided to explore. From there, the hallway continues for an additional 40 feet, and ends at another door.
"Wow Chrys! That is a neat idea." The kobold would say with a smile. "You are all really smart!" He would add looking around towards his friends and following closely behind them.
At first, you’re not able to hear whether there is a fire burning inside the room, but you do hear the worgs barking and howling frantically from behind the door. You also hear the sound of incessant scratching and bumping against the wood.
Meanwhile, Chrys tosses her makeshift trap detector a few feet down the hallway. It lands with a thud and a dull echo, but nothing happens.
OOC: I think that we should burn them, since I doubt that we have the time to push dirt blocks around and/or carry dead goblins out.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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That is fine, krackle can help firebolt them lol
So are you going to go back and burn the bodies now, or move on and come back later? And what about the worg room? You can hear them growling and barking on the other side of the door.
Burn the bodies later and move on, unless it looks like the worgs are going to burst out of the door.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
"Maybe we can't deal with the goblin bodies, but we could burn the worgs right now," Chrys says. "I've got some oil an' a torch, and that room is full o' shit an' old wood. We toss it in there, and it'll kill them for sure, an' prevent 'em from comin' back as something nastier. Problem is gettin' in the room, now that they're upset. I could block the door with my shield, maybe hold 'em back, but someone else would have to do the tossin' o' the oil an' torch. Also," she says slowly. "If we do that, it ain't gonna be the quickest o' deaths for 'em. I'm not sure they deserve that, even if they are flesh-eatin' monsters." She sighs and rubs the back of her head. "But I do think we either gotta shut 'em up right now, or find some way to wedge this door shut so no goblins can let 'em out while we're inside."
"I've got Mage Hand. If you can crack the door open just enough to stick a hand in there, I can drop the torch and the flame."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Chrys nods slowly. "I ain't no champion o' vengeance... but I'm pretty sure them worgs helped kill Harriet's friends there. They ain't no innocent wolves trapped and twisted for some goblin purposes down here. They're murderers, and if we let 'em go, good people are gonna die to them." She nods at Vesper as she lights her torch. "Let's do this then. I saw a nest in the center, full o' dry kindlin' from smashed furniture and worg excrement. Aim for that with your hand, and it'll make the flames burn hotter. It's the best we can do for 'em... an' the people o' Melton."
(if Chrys has to make any rolls to hold the door shut against the worgs, she will. I hope Lumen and / or Kess will help for advantage on that if we do! )
Krackle would stand back and hold out his hand as a small flame forms around his small clawed fingers. "I.. I think we gotta go fast. I can help with the fire." He would say while nervously looking around and glancing towards the dead goblins.
Vesper casts Mage Hand and grabs the torch with it.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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"I can help with either task," Kess nodded, steeling herself for what might be a dangerous fight. "Fire or fury, either-or."
"That'll be great, Krackle... the hotter we can make this flame, the better."
(As I have to be off to bed now, have a roll just in case: strength check with adv: 21)
Lumen will of course help hold the door, and also maybe use prestidigitation to try to ignite the nest as if it was a campfire?
With the plan set, Krackle lights the torch, and Vesper grabs it with her spectral Mage Hand. Lumen then unlatches the door and opens it just enough to allow Vesper to toss the flaming bough into the room, while Chrys, Lumen and Kess attempt to hold the door, should one of the worgs rush up and push against it.
And that’s exactly what happens. As soon as the door opens a few inches and Vesper releases the torch, you feel a forceful weight slam against it from the other side.
You push as fast as you can, knowing that your very lives may depend on it. You hear the barking and snarling from just a few inches away, and you can even smell their odorous breath blowing through the opening.
It’s a battle of sheer strength, and you put every bit of muscle that you have into it. Finally, Chrys digs in and plants her feet, and the three of you drive with your shoulders. You reduce the gap by a couple inches, and then, with a final shove, you slam it shut, and Lumen turns the latch to make sure it’s engaged.
You win the contest and successfully carray out your plan. You can’t tell where the torch landed (Vesper, roll a Dex check), or if the central nest has caught, but you know that you’ve at least introduced fire into a potentially flammable enclosed space and at the very least given the worgs something to worry about for awhile.
DM roll: 13
Chrys wipes some sweat from her brow, panting. "Boy, I hope we ain't gonna have to fight these bad boys later on," she tells the others. "Let's get outta here and find our real targets. We should keep an' eye out for traps from here on out," Chrys says, taking a moment to fish through her pack. "I don't trust this place none."
Pulling out the saddlebags she's still been hauling around, she ties her rope around the central leather piece holding them together a few times, making sure the knot is tight. Then she stuffs one of the bags with her bedroll. "Gimmie a bedroll," she says to no-one in particular, accepting whomever is gracious enough to offer, and stuffing the other saddlebag with it. Holding on to the end of the rope, she lifts and drops the bag experimentally, nodding to herself when it lands with a satisfying thud. "Right... I think we're ready now."
Peeking further down the hallway, she checks once again for any signs of motion.
Perception: 17
If there are none, she then motions for the others to stand back a bit, then demonstrates her plan, tossing the stuffed saddlebags into the hallway ahead, where they land with a thud. Chrys then pulls on the rope to drag the bags back towards the group, then picks them up and gives the others a grin. "If they got a trap waitin' for us down here, I guess I'll feel real sorry for our bedrolls' noble sacrifice."
FYI, the door to the worg room is situated along the left wall in the middle of the left hallway you decided to explore. From there, the hallway continues for an additional 40 feet, and ends at another door.
(edited my post to reflect that)
"Wow Chrys! That is a neat idea." The kobold would say with a smile. "You are all really smart!" He would add looking around towards his friends and following closely behind them.
Dex: 15
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
(Do we hear anything from the worg room, with the door closed and a fire burning or not burning inside?)
At first, you’re not able to hear whether there is a fire burning inside the room, but you do hear the worgs barking and howling frantically from behind the door. You also hear the sound of incessant scratching and bumping against the wood.
Meanwhile, Chrys tosses her makeshift trap detector a few feet down the hallway. It lands with a thud and a dull echo, but nothing happens.