Taraven, you lead the way closer to the cave mouth. Naltic quickly follows. As you all get closer, you notice on the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area—including a pair of goblins lurking there right now!
These goblins in particular are quite lazy, and were not paying attention as the party drew closer to the cave. That being said, none of you were being stealthy with your approach, and so no one from either party will be surprised in this encounter.
The goblins see the party basically at the exact same time that you all see them. They yell out something in goblin, which Zene can understand as "INTRUDERS!! DIE!"
Zene points to the north goblin, and says, in goblin "We just killed your friends back at your ambush site. It wasn't much of an ambush seeing how we are all still alive. Too bad you won't be after this fight!!! Haaa haaa haaa!!"
Zene points to the goblin and casts vicious mockery. WIS save required for goblin: 13, damage if applicable 3 and disadvantage on next attack roll
This post has potentially manipulated dice roll results.
Willi splashes forward through the stream and has his altered gauntlet at the ready... waiting for a goblin to have a shockingly bad day.
Taraven, you come in like a savage through the stream... both swords cutting through the air and embedding themselves into the north goblins upper torso. It shrieks with pain, and takes the 5 damage. It is barely standing now.
North goblin WIS save: 6
Zene, the north goblin hears your words, and looks at you for a split second, but doesn't seem to be phased by them.
... it then tries to retaliate on Taraven with a scimitar slash: Attack: 8 Damage: 5 and these goblins are pesky. Its sword gives Taraven a deep slash, cutting through some seams of her armor. She takes 6 damage.
The south goblin, seeing all of this happen, now comes up into melee range to also attack Taraven, following his comrade. However, the goblin didn't realize that Willi also reached out to grab it as it was moving forward, and the result is quite an electrical show. You can see the goblins bones blink as the electric shock illuminates the goblins body and violently jolts it for a good while. Its charred black and smoldering body then drops to the ground. South goblin is... toast.
Naltic is up!
Taraven, Zene and Willi can also queue their round 2 actions which will be processed after Naltic's rd 1 action.
Zene makes a mad dash across the stream with her rapier at the ready "aaaaaaaaaaaa" she screams as she darts toward the goblin almost appearing like she can fly. Her horns from her skull glowing with fury.
Zene bursts forth with extremely vicious intent, and the result is just that. Vicious. The tip of her rapier makes a very deep gash in the goblins neck, its head basically dangling off its body as the creature falls to the ground.
Combat is over.
There is an eerie silence in this moment, other than the gurgling of blood from the south goblins neck.
You are all at the mouth of the cave. What would you like to do?
This post has potentially manipulated dice roll results.
"It looks like these 2 were on watch. We should see if these goblins carry something useful for when we go in. These little buggers also set all those traps on the path here. They may have set more. Be alert everyone. How is everyone doing? Do we need to rest?"
((@DM what time is it now in game? Is it starting to get dark? @everyone do we take another rest? I only have half my HP left.))
Taraven will search the bodies of the 2 goblins in search for any keys or useful information regarding this cave
If the group can wait ten minutes, Naltic would give a small pep talk to the rest of the group, affirming their abilities and explaining how whatever (or whoever) is in the cave wouldn't stand a chance against the group. There's a bit of sarcasm thrown in here and there, but his words still seem genuine and uplifting. Everyone in the party gains 4 temp HP.
Taraven, you get a sense by looking at the sun's position in the sky that it's sometime in the late afternoon. The sun hasn't began to set yet... but likely will in an hour or two. You search the bodies of the goblins and find the same equipment as the previous ones. There are no signs of keys or any useful information about the cave on them, other than the fact that these goblins look very much similar to the other ones you all killed, specifically the artwork and designs on their armor. You deduce that they belong to some type of clan.
Naltic, the party definitely has 10 minutes to spare without any encounters from the cave. You sit down and do exactly as you've described, utilizing your inspiring leadership to rile up the party. (that's an awesome feat!)
So everyone gets 4 temp HP because of Naltic's words of inspiration. These HP, if not used, will expire once a short or long rest is taken.
Taraven, about the rest, you'd have to take a long rest since you don't have any hit die left to recover HP, but you now have the +4 temp which brings you back up to 10.
Taraven, you don't notice any traps. What you do notice, however, is that the inside of the cave is pitch black. You of course can see in the dark, but anyone else without night vision will need some sort of light source inside the cave. (I think only Naltic?)
Looking into the cave from the entrance, you can immediately see a few uneven stone steps which lead up to a small, dank chamber on the east side of the passage. This chamber is actually partially lit up from the cave mouth. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
The wolves will likely notice/smell you all in a few moments.
Glancing north into the cave, you can see that the main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream.
Taraven, you lead the way closer to the cave mouth. Naltic quickly follows. As you all get closer, you notice on the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area—including a pair of goblins lurking there right now!
These goblins in particular are quite lazy, and were not paying attention as the party drew closer to the cave. That being said, none of you were being stealthy with your approach, and so no one from either party will be surprised in this encounter.
The goblins see the party basically at the exact same time that you all see them. They yell out something in goblin, which Zene can understand as "INTRUDERS!! DIE!"
Everyone, please roll for initiative!
Goblins: 13
Zene spots the goblins and mentally prepares herself for another fight.
Initiative 21
„Oh well then, prepare for round two.“
Initiative: 17
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
“Here we go again”
Initiative: 21
Naltic initiative: 6
(sorry Naltic!)
Round 1
You all seem to get the jump on the goblins, except for Naltic, although he definitely sees them and is not surprised.
Zene, Taraven and Willi can all make their actions! Then goblins, then Naltic.
Willi moves 10feet forward through the river and holds his action to grasp any goblin comming within reach.
rolling now cause it might kill outright.
Attack: 24 Damage: 7
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drawing her short sword, Taraven will rush 10 feet to the North goblin and swing her 2 short swords
Attack: 9 Damage: 5
Attack: 22 Damage: 2
Zene points to the north goblin, and says, in goblin "We just killed your friends back at your ambush site. It wasn't much of an ambush seeing how we are all still alive. Too bad you won't be after this fight!!! Haaa haaa haaa!!"
Zene points to the goblin and casts vicious mockery. WIS save required for goblin: 13, damage if applicable 3 and disadvantage on next attack roll
Willi splashes forward through the stream and has his altered gauntlet at the ready... waiting for a goblin to have a shockingly bad day.
Taraven, you come in like a savage through the stream... both swords cutting through the air and embedding themselves into the north goblins upper torso. It shrieks with pain, and takes the 5 damage. It is barely standing now.
North goblin WIS save: 6
Zene, the north goblin hears your words, and looks at you for a split second, but doesn't seem to be phased by them.
... it then tries to retaliate on Taraven with a scimitar slash: Attack: 8 Damage: 5 and these goblins are pesky. Its sword gives Taraven a deep slash, cutting through some seams of her armor. She takes 6 damage.
The south goblin, seeing all of this happen, now comes up into melee range to also attack Taraven, following his comrade. However, the goblin didn't realize that Willi also reached out to grab it as it was moving forward, and the result is quite an electrical show. You can see the goblins bones blink as the electric shock illuminates the goblins body and violently jolts it for a good while. Its charred black and smoldering body then drops to the ground. South goblin is... toast.
Naltic is up!
Taraven, Zene and Willi can also queue their round 2 actions which will be processed after Naltic's rd 1 action.
"Again, huh?" Naltic says as he fires an eldritch blast at the last goblin.
Attack: 14 Damage: 8
Naltic, your crackling energy shoots directly at the goblin, and at the last possible moment, the goblin randomly sways left, and avoids the blast.
Round 2
Taraven, Zene and Willi are up!
Zene makes a mad dash across the stream with her rapier at the ready "aaaaaaaaaaaa" she screams as she darts toward the goblin almost appearing like she can fly. Her horns from her skull glowing with fury.
Attack: 19 Damage: 8
Zene bursts forth with extremely vicious intent, and the result is just that. Vicious. The tip of her rapier makes a very deep gash in the goblins neck, its head basically dangling off its body as the creature falls to the ground.
Combat is over.
There is an eerie silence in this moment, other than the gurgling of blood from the south goblins neck.
You are all at the mouth of the cave. What would you like to do?
"It looks like these 2 were on watch. We should see if these goblins carry something useful for when we go in. These little buggers also set all those traps on the path here. They may have set more. Be alert everyone. How is everyone doing? Do we need to rest?"
((@DM what time is it now in game? Is it starting to get dark? @everyone do we take another rest? I only have half my HP left.))
Taraven will search the bodies of the 2 goblins in search for any keys or useful information regarding this cave
Investigation: 12
If the group can wait ten minutes, Naltic would give a small pep talk to the rest of the group, affirming their abilities and explaining how whatever (or whoever) is in the cave wouldn't stand a chance against the group. There's a bit of sarcasm thrown in here and there, but his words still seem genuine and uplifting. Everyone in the party gains 4 temp HP.
Taraven, you get a sense by looking at the sun's position in the sky that it's sometime in the late afternoon. The sun hasn't began to set yet... but likely will in an hour or two. You search the bodies of the goblins and find the same equipment as the previous ones. There are no signs of keys or any useful information about the cave on them, other than the fact that these goblins look very much similar to the other ones you all killed, specifically the artwork and designs on their armor. You deduce that they belong to some type of clan.
Naltic, the party definitely has 10 minutes to spare without any encounters from the cave. You sit down and do exactly as you've described, utilizing your inspiring leadership to rile up the party. (that's an awesome feat!)
So everyone gets 4 temp HP because of Naltic's words of inspiration. These HP, if not used, will expire once a short or long rest is taken.
Taraven, about the rest, you'd have to take a long rest since you don't have any hit die left to recover HP, but you now have the +4 temp which brings you back up to 10.
What is next?
"Let's head into the cave as long as everyone is ok to. Thank you, Naltic. That is very helpful. I feel much better"
Taraven will head toward the entrance of the cave and check for traps. "I better make sure they didn't set up anymore traps at the cave entrance."
Taraven please roll a perception check as you head towards the mouth of the cave.
Perception Check 23
Taraven, you don't notice any traps. What you do notice, however, is that the inside of the cave is pitch black. You of course can see in the dark, but anyone else without night vision will need some sort of light source inside the cave. (I think only Naltic?)
Looking into the cave from the entrance, you can immediately see a few uneven stone steps which lead up to a small, dank chamber on the east side of the passage. This chamber is actually partially lit up from the cave mouth. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
The wolves will likely notice/smell you all in a few moments.
Glancing north into the cave, you can see that the main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream.
What would you like to do?