Seeing Lumen so badly wounded, the small kobold would rush to his side and after tucking away his sling, he would place a small clawed hand on the leg of the halforc. "Here, let me help! I'll help!" He would shout worriedly as his hand begins to glow.
He would then look to the wounded humans and quickly race towards them. "It's OK, I'm a helper... I'll come back once it is safe OK?" The small kobold would ask as he quickly turns his head back and froth from the injured people to his companions.
(Lumen, you did have time to cast your vicious mockery spell at the two goblins as they were running down the hallway. One made his save, the other did not, and you saw him wince in pain, but he too kept on running. It was right after you finished your spell when you were shot.)
As you all regroup over by the hallway, Krackle casts his healing spell on Lumen, and the bard feels relief from the pain rushing through his body. The rest of the arrow will have to come out at some point; whenever you want to do that, anyone can make a medicine check to try and remove it.
Krackle then speaks to the two humans, but neither of them responds. You can't tell if they understood you or not, or if they're simply too tired and broken to understand. They look completely exhausted, malnourished, abused and covered in grimy filth.
With Kess in the lead and Chris right behind, you all begin to move cautiously down the dark, ten-foot wide hallway that leads to the north. By now, the air is still and quiet, and you no longer hear the footfalls of the escaping goblin. You do hear the dwarf's heavy boots clomping on the tiled stone floor, though. With the combination of Kess's keen visual senses and Chrys's knowledge of stonework, they both keep their eyes open for any subtle variations in the stone that might indicate a trap or some other hidden features.
After forty feet, the two leaders pass a closed door on the left wall of the passage, and you can see that in twenty more feet, the hallway branches off to the right and also continues straight for another 50-60 feet before stopping at another door. When Chrys had tried to chase down the fleeing goblin with her javelin a few moments ago, she's pretty sure she saw that the creature had gone straight and had not turned into the right hand hallway.
(Yeah, my question was whether he had another chance to get a cantrip off after the first one. Didn't think he did, so no worries!)
Lumen's trying to keep everyone in pursuit to make use of the heroism spell, but also is being a bit wary with an arrow in his leg. He thanks Krackle on the go...
This post has potentially manipulated dice roll results.
Chrys takes a moment to backtrack and pick up Due Process and recover her javelins (DM: 0, 1, or 2 back? :) ) before she continues down the hall.
"Damn shame that one got away,"she grumbles. "E'rybody better be on yer guard for whomever he's warnin' 'bout us. We'd best tail 'im swiftly." She does take a moment to clap Lumen on the back. "Thanks, that spell saved my bacon back there. 'Preciate it. Jus' remember to take care o' yourself, too!" (for Lumen: how long does Heroism last? Is it still up?)
The two humans she helps guide to behind the broken furniture, leaving it to the ever-helpful Krackle to assist them in hiding.
As they progress down the hallway, she points straight forward. "Trouble that away, he's prob'ly runnin' to his friends. Behind that door, I wouldn't be surprised if it was an ambush waitin' for us." She looks down the right corridor, trying to see if she can find any sign of noise or movement from that direction. (perception for any sign of life down the right hallway: 19)
The two men are nearly unresponsive, but they're conscious enough to stumble along as Chrys leads them over to the west wall. They look at her with desperate expression as she quickly casts a few pieces of broken furniture out the way to create a suitable hiding place for them. Krackle can roll a dexterity check with advantage, assuming that he helps her secure them behind a large piece of what looks like a broken banquet table.
Lumen's Heroism spell only lasts for one minute, so it has now elapsed. However, Chrys is able to recover both of her javelins from the hallway. Passing the door on the left wall, she looks down the right hallway and sees that it runs straight and extends beyond the limit of her darkvision. As far as she can tell, it appears to be empty.
This post has potentially manipulated dice roll results.
Krackle dex check! 14 add 2 if I am allowed to use stealth
Krackle would nod and quickly begin piling up bits of furnature in front of the injured men and attempting to drape any pieces of loose cloth that might be handy over the top of them. Once he felt as though he had done all he could, he would pull out a ration and his water skin and place them on the ground in front of the two prisoners. "Stay quiet OK? We will be back soon.." He would say with a gentle pat on their heads before scurrying behind Chrys.
OOC: You know, I'm updating the map, and it would have been looking down the left corridor from the goblin banquet room, not the hallway where the goblin fled to the north, to be exact. I will post soon so we have a clearer picture (literally) of our options, but as I understand them, we are all now standing in the goblin banquet room, and:
2 human victims are hiding behind the rubble of the west wall
Exits: West corridor: (nothing down it as far as Chrys's eyes can see) South door: closed North corridor: (silent, but the goblin fled this way)
Down the north corridor, we have: West wall: door, closed North wall: door, closed
FYI I think we should regroup somewhere a little more secure than a 4-exit banquet hall and take a short rest. I'd be all for opening the south door and looking, if my map is right, it should swing around towards the entrance of the cavern, and therefore be a good shortcut to get the humans out of danger. Or it could be broom closet, LOL. Worth checking out first though IMO.
The two men comply with no resistance at Krackle's efforts to hide them amidst the broken furniture. They seem a little unnerved by him, but it's hard to tell if that's because he's a kobold or because they're simply exhausted and clear victims of abuse. At any rate, they seem to recognize that you're trying to help them, especially given that you just killed and chased off all of their captors.
(Chrys, your map looks great, but note, there is one more east-leading hallway just before the door at the end of the north hallway where you are now standing. You had reference that in your post, with your "19" perception check, but probably forgot to include it on the map. Also, that north hallway is about 100-feet long, so it extends a total of 70 feet beyond that door on the left. Otherwise, awesome job. This is an excellent addition to our overall game experience!)
Thank you so much for being our cartographer!! Lumen grabs a goblin shortbow and some arrows, and will follow, worried they've bitten off more than they can chew, but not wanting to abandon these new friends, nor be alone in the banquet hall..
"We need to backtrack,"Chrys tells the others after looking down the hallway. "Whether or not the goblin warns his friends, Lumen and I can't take another swarm hittin' us hard like this. Plus we gotta try to save those two humans we found inside. Let's get back to the banquet hall an' check the southern door. Someone's gonna have to keep watch o' this north hall in case the goblin brings back some friends o' his, too."
From this, I'll assume that you all turn around and return to the banquet hall for a short rest. In your attempt to secure the area, you look down the west hallway where that second goblin fled after shooting Lumen with an arrow. It runs about 20 feet and ends in a door. Checking the door on the south wall, you open it up and find that it leads to an empty hallway, which runs for 30-40 feet before turning right.
Lumen is able to retrieve one of the goblin short bows that seems to be in good order, as well as about 15 arrows.
Kess stands watch at the entrance to the north hallway. Need a perception check from her. The rest of you hunker down and even find a couple of relatively clean(ish) mats made of straw and canvas where you can sit down and take a load off your feet. If you want, you can even pile some of the mats over towards the corner in front of the hearth, which is casting a soft orange glow of light and warm. It's starting to die down, but there's a pile of firewood right next to it, so if you wanted to stoke it back up, you could do that. Being underground, the air is noticeably cool in here, and being past sunset, it's pitch black inside the room, except of course for the radiant glow of the hearth, which extends in a radius of about 20 feet.
At the very least, you know that an hour would make a big difference in your morale, and it would allow for some healing and recovery. Feel free to narrate how you spend the time.
Also, anyone who's observed the two humans can roll a history check.
This post has potentially manipulated dice roll results.
This will be good....
Krackle would pace around as he keeps a close eye on his injured companions while they rest a bit. He would occasionally glance towards the men and scratch his head.. trying to determine if he knows anything about them.
Seeing Lumen so badly wounded, the small kobold would rush to his side and after tucking away his sling, he would place a small clawed hand on the leg of the halforc. "Here, let me help! I'll help!" He would shout worriedly as his hand begins to glow.
cure wounds 7
He would then look to the wounded humans and quickly race towards them. "It's OK, I'm a helper... I'll come back once it is safe OK?" The small kobold would ask as he quickly turns his head back and froth from the injured people to his companions.
Kess will lead from the front, checking for traps as she does so.
Perception: 19
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
(Lumen, you did have time to cast your vicious mockery spell at the two goblins as they were running down the hallway. One made his save, the other did not, and you saw him wince in pain, but he too kept on running. It was right after you finished your spell when you were shot.)
As you all regroup over by the hallway, Krackle casts his healing spell on Lumen, and the bard feels relief from the pain rushing through his body. The rest of the arrow will have to come out at some point; whenever you want to do that, anyone can make a medicine check to try and remove it.
Krackle then speaks to the two humans, but neither of them responds. You can't tell if they understood you or not, or if they're simply too tired and broken to understand. They look completely exhausted, malnourished, abused and covered in grimy filth.
With Kess in the lead and Chris right behind, you all begin to move cautiously down the dark, ten-foot wide hallway that leads to the north. By now, the air is still and quiet, and you no longer hear the footfalls of the escaping goblin. You do hear the dwarf's heavy boots clomping on the tiled stone floor, though. With the combination of Kess's keen visual senses and Chrys's knowledge of stonework, they both keep their eyes open for any subtle variations in the stone that might indicate a trap or some other hidden features.
After forty feet, the two leaders pass a closed door on the left wall of the passage, and you can see that in twenty more feet, the hallway branches off to the right and also continues straight for another 50-60 feet before stopping at another door. When Chrys had tried to chase down the fleeing goblin with her javelin a few moments ago, she's pretty sure she saw that the creature had gone straight and had not turned into the right hand hallway.
(Yeah, my question was whether he had another chance to get a cantrip off after the first one. Didn't think he did, so no worries!)
Lumen's trying to keep everyone in pursuit to make use of the heroism spell, but also is being a bit wary with an arrow in his leg. He thanks Krackle on the go...
He's also wondering just how far and how deep these hallways go!
Chrys takes a moment to backtrack and pick up Due Process and recover her javelins (DM: 0, 1, or 2 back? :) ) before she continues down the hall.
"Damn shame that one got away," she grumbles. "E'rybody better be on yer guard for whomever he's warnin' 'bout us. We'd best tail 'im swiftly." She does take a moment to clap Lumen on the back. "Thanks, that spell saved my bacon back there. 'Preciate it. Jus' remember to take care o' yourself, too!" (for Lumen: how long does Heroism last? Is it still up?)
The two humans she helps guide to behind the broken furniture, leaving it to the ever-helpful Krackle to assist them in hiding.
As they progress down the hallway, she points straight forward. "Trouble that away, he's prob'ly runnin' to his friends. Behind that door, I wouldn't be surprised if it was an ambush waitin' for us." She looks down the right corridor, trying to see if she can find any sign of noise or movement from that direction. (perception for any sign of life down the right hallway: 19)
The two men are nearly unresponsive, but they're conscious enough to stumble along as Chrys leads them over to the west wall. They look at her with desperate expression as she quickly casts a few pieces of broken furniture out the way to create a suitable hiding place for them. Krackle can roll a dexterity check with advantage, assuming that he helps her secure them behind a large piece of what looks like a broken banquet table.
Lumen's Heroism spell only lasts for one minute, so it has now elapsed. However, Chrys is able to recover both of her javelins from the hallway. Passing the door on the left wall, she looks down the right hallway and sees that it runs straight and extends beyond the limit of her darkvision. As far as she can tell, it appears to be empty.
Krackle dex check! 14 add 2 if I am allowed to use stealth
Krackle would nod and quickly begin piling up bits of furnature in front of the injured men and attempting to drape any pieces of loose cloth that might be handy over the top of them. Once he felt as though he had done all he could, he would pull out a ration and his water skin and place them on the ground in front of the two prisoners. "Stay quiet OK? We will be back soon.." He would say with a gentle pat on their heads before scurrying behind Chrys.
OOC: You know, I'm updating the map, and it would have been looking down the left corridor from the goblin banquet room, not the hallway where the goblin fled to the north, to be exact. I will post soon so we have a clearer picture (literally) of our options, but as I understand them, we are all now standing in the goblin banquet room, and:
2 human victims are hiding behind the rubble of the west wall
Exits:
West corridor: (nothing down it as far as Chrys's eyes can see)
South door: closed
North corridor: (silent, but the goblin fled this way)
Down the north corridor, we have:
West wall: door, closed
North wall: door, closed
FYI I think we should regroup somewhere a little more secure than a 4-exit banquet hall and take a short rest. I'd be all for opening the south door and looking, if my map is right, it should swing around towards the entrance of the cavern, and therefore be a good shortcut to get the humans out of danger. Or it could be broom closet, LOL. Worth checking out first though IMO.
where "2" are the 2 human victims
That map is still great!
The two men comply with no resistance at Krackle's efforts to hide them amidst the broken furniture. They seem a little unnerved by him, but it's hard to tell if that's because he's a kobold or because they're simply exhausted and clear victims of abuse. At any rate, they seem to recognize that you're trying to help them, especially given that you just killed and chased off all of their captors.
(Chrys, your map looks great, but note, there is one more east-leading hallway just before the door at the end of the north hallway where you are now standing. You had reference that in your post, with your "19" perception check, but probably forgot to include it on the map. Also, that north hallway is about 100-feet long, so it extends a total of 70 feet beyond that door on the left. Otherwise, awesome job. This is an excellent addition to our overall game experience!)
OOC: I'm fine with trying the south way, although it might give the goblins an opportunity to prepare for us now.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Thank you so much for being our cartographer!! Lumen grabs a goblin shortbow and some arrows, and will follow, worried they've bitten off more than they can chew, but not wanting to abandon these new friends, nor be alone in the banquet hall..
Updated map:
"We need to backtrack," Chrys tells the others after looking down the hallway. "Whether or not the goblin warns his friends, Lumen and I can't take another swarm hittin' us hard like this. Plus we gotta try to save those two humans we found inside. Let's get back to the banquet hall an' check the southern door. Someone's gonna have to keep watch o' this north hall in case the goblin brings back some friends o' his, too."
"I will keep watch." Kess volunteers.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Krackle would bounce over to Chrys and look up to her with concern. "You want me to help? I can help." He would say as he looks towards her wounds.
From this, I'll assume that you all turn around and return to the banquet hall for a short rest. In your attempt to secure the area, you look down the west hallway where that second goblin fled after shooting Lumen with an arrow. It runs about 20 feet and ends in a door. Checking the door on the south wall, you open it up and find that it leads to an empty hallway, which runs for 30-40 feet before turning right.
Lumen is able to retrieve one of the goblin short bows that seems to be in good order, as well as about 15 arrows.
Kess stands watch at the entrance to the north hallway. Need a perception check from her. The rest of you hunker down and even find a couple of relatively clean(ish) mats made of straw and canvas where you can sit down and take a load off your feet. If you want, you can even pile some of the mats over towards the corner in front of the hearth, which is casting a soft orange glow of light and warm. It's starting to die down, but there's a pile of firewood right next to it, so if you wanted to stoke it back up, you could do that. Being underground, the air is noticeably cool in here, and being past sunset, it's pitch black inside the room, except of course for the radiant glow of the hearth, which extends in a radius of about 20 feet.
At the very least, you know that an hour would make a big difference in your morale, and it would allow for some healing and recovery. Feel free to narrate how you spend the time.
Also, anyone who's observed the two humans can roll a history check.
This will be good....
Krackle would pace around as he keeps a close eye on his injured companions while they rest a bit. He would occasionally glance towards the men and scratch his head.. trying to determine if he knows anything about them.
History! 10
(OOC: HOLY CRAP LOL. -2 to history..)