Jeb’s solitary torch guides the party as they leave camp and head for the trail in the woods. The pale moonlight is blocked by the tall trees, their presence suffocating as you move through thick underbrush. The small trail was likely once forged by animals seeking to drink at the stream, but was repurposed by the goblins for their nefarious purposes.
Murmen takes the lead in the front, his armor gleaming in the torch’s fire. Ten minutes pass as the party heads deeper into the woods until Murmen suddenly notices something. A thin coil of rope in the ground, shoddily covered up with leaves and branches. Murmen bypasses the snare trap, the rest of the party doing the same.
After ten more minutes, Murmen stops again. He leans forward and swipes off a pile of underbrush from the ground, revealing a deep pit! The pit contains half-eaten bodies of former travelers and gnawed bones, and the scurrying of rats can be heard and they scamper from the torchlight. Falling down there would not be a pleasant experience. All the while, the sound of beating drums gets closer and louder as you continue down the trail.
After one and a half hours of walking, you come across a large cave in a hillside five miles from the scene of the ambush. Jeb's torch barely reveals the cave mouth, out of which flows a shallow stream. The cave mouth is screened by dense briar thickets, which you can hear the loud beating of drums behind. A narrow dry path leads into the cave on the right-hand side of the stream.
(Map squares are 5 feet. Congrats to Murmen for going up front with 15 Passive Perception, and choosing to use a torch to avoid any debuffs. We'll be using extensive use of the map in the next section. Go to this link to move your character token around, if you choose to move in your next post. Remember that Jeb's torch shines 40 feet, and only Murmen has darkvision. Bizarre is busy today, so if you wish to advance then I'll move Jeb up with you).
This post has potentially manipulated dice roll results.
OOC: Just for clarification - Sharloon has darkvision as well. Racial characteristic for dragonborn. Given that I was hoping to move Sharloon up a bit and scout quietly. If you rule that he has no darkvision for some reason then ignore this and I'll adjust accordingly. Thanks!
Also, given long rest should we adjust our character sheets accordingly to reflect proper hit points now, etc?
IC:
Sharloon accepts the offered dagger with a toothy grin and friendly clasp on the back and straps the sheath scout style (sideways) in the small of his back.
Once the group is ready to move out he will heft his newly hewn staff and try to move as silently as possible along the left side of the river.
"Let me scout a bit before we bring up the torch," He whispered softly to the assembled group. Then, to the air near his left side, "Let's go, Old One..." he muttered as he made his way forward. The blue figure stayed low using the riverbank, the trees, and even the curvature of land around him to try and stay as hidden as possible to anyone watching for a possible incoming intruder. As he neared the cave entrance he kept eyes and ears sharp...
OOC: Steath approach to the cave Stealth 15 Stay on the lookout for traps sentires, etc. as Sharloon moves forward. Perception 210
If he sees nothing of import, Sharloon will get back quickly and move forward with the group. He will then advocate the same tactic from the cave edge. Move forward a little, examine area, then advance, etc. If Yeemik is actually at the cave as he indicated then Sharloon will be slightly less on edge but still not trusting.
Edit: movement made on map (cool - btw!) Sharloon now just to the left of the cave entry
IC:
As he walked forward into the deep black of night, Sharloon suddenly froze. "Umm, what the heck am I doing?" he intoned stupidly. "I can't see in the dark!"
Staring upwards into the night sky the blue scaled face squinted and blinked several times and then wrinkled his scaled snout up in annoyance. Muttering under his breath to himself, he made his way back to the comfort of the torchlight, "...almost as if...it was the first week I was alive or something..."
OOC: Sharloon will suggest moving up near the trees to the left of the cave entrance. Once in position (say 35-40 feet of the cave opening), he will do the Thrush Whistle as indicated by Yeemik.
Also - what are the map dimensions? 5' or 10' per square? Just curious. Thanks!
(You can put your token back, as Sharloon would be blind there. Or, you can call Jeb up with his torch, but then stealth would be impossible. Also, hint).
(You can put your token back, as Sharloon would be blind there. Or, you can call Jeb up with his torch, but then stealth would be impossible. Also, hint).
OOC: Yup. Totally understood. As indicated above Sharloon will prefer we move forward as a group staying near the western side. When we get within about 35-40 feet from the entry he will whistle the thrush sounds Yemmik instructed. Sorry about the darkvision confusion. Also, token moved.
This post has potentially manipulated dice roll results.
(Murmen will bless Sharloon's dagger during the long rest, so it's now a +1 dagger.)
Murmen grunts, and cautiously moves forward. He scans the mouth of the cave, looking for any traps or signs of movement within it, at least as far as he can see.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Jeb creeps forward with his rapier drawn and torch in his off hand. He notes if the drums cease after Sharloon's passing bird cry. If so he nods to the others catching their eyes to gauge their readiness, and as the designated light bearer moves forward alongside Murmen and the others.
They arrived at the goblin hideout faster than he had expected. Arikon watched the others as they crept forward towards the entrance and he would follow them at an even slower pace to create some distance between them. The young sorcerer wasn't made for the frontlines and had no illusions about it. The nearer they came to the entrance the more tension Arikon felt. He kept asking himself if Yeemik would stay true to his word, for the moment at least.
The party moves up slowly to the cave, with Sharloon and Murmen taking the lead, Jeb slightly behind them, and Zee, Arikon, and John to the rear. Sharloon and Murmen scan for threats but find nothing, excepting the obvious beating of drums behind the thickets. In the clear, the dragonborn whistles out a short three-note tune.
The drums stop beating. Behind the briar thickets, Yeemik's familiar face pops out, his reddish eyes glowing in the dark. You see him whisper a few harsh words in Goblin, and two guards follow him out of the thickets and into the cave mouth. He quickly nods at you before disappearing inside.
The party crosses the stream, shallow and cold, to the narrow dry path on its right. You can now see that where Yeemik came from, 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, along with a large set of drums and mallets. Luckily, Yeemik drew the guards away, or you may have been ambushed from this concealed position. Now, you are free to enter the cave.
Just inside the cave mouth, a few uneven stone steps lead up to a small, dark chamber on the east side of the passage. 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. In response to Jeb's torchlight, the wolves start getting agitated. They will likely discern your presence soon.
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.
Yeemik had told you to get past the wolves and climb the fissure at the far end of the room, which would lead to Klarg's den. What do you do?
(Anyone who is proficient in Nature, please make a check).
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
With the wolves close, Zee stops the group. "Maybe we should dispatch these wolves so that they are not a threat later. The goblin did say to take care of them. Maybe even put them to sleep like those goblins on the bridge"
Rollback Post to RevisionRollBack
Drow enthusiast Lover of lore and magic. -The White Crow-
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
They slowly moved into the mouth of the cave and as soon as they did enter the first major obstacle presented itself to them. I took the form of three wolves chained in one of side caves. If they were to trust Yeemik they would have to pass those wolves to find a way to Klarg.
"Well, I could try to put them to sleep. But I am not sure if it would work on all of them. It would only last a minute, so we need to pass them quickly or neutralize them for good.", he explained.
Jeb says, "Sleep then and then a more permanent solution..." Jeb mimes a thrust with his rapier. "I suggest we be prepared to attack which ever wolf or wolves Arikon can't subdue with his spell. We should try to be quick and quiet. The stream will help some; but better to tilt the odds in our favor when possible." Jeb finishes with a sly smile and awaits the confirmation of his plan amongst the others.
As the party discusses their tactics, the wolves have caught your scent. Snarling, they grow rabid and frenzied, and start tugging against their rusted chains to bite at you.
Arikon: 10
Sharloon: 20
Jeb: 19
Murmen: 20
Zee and John: 18
Enemy Initiative: 21
(As you can act in any order, Arikon is free to cast his spell).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
OOC: Just for clarification - Sharloon has darkvision as well. Racial characteristic for dragonborn. Given that I was hoping to move Sharloon up a bit and scout quietly. If you rule that he has no darkvision for some reason then ignore this and I'll adjust accordingly. Thanks!
Also, given long rest should we adjust our character sheets accordingly to reflect proper hit points now, etc?
IC:
Sharloon accepts the offered dagger with a toothy grin and friendly clasp on the back and straps the sheath scout style (sideways) in the small of his back.
Once the group is ready to move out he will heft his newly hewn staff and try to move as silently as possible along the left side of the river.
"Let me scout a bit before we bring up the torch," He whispered softly to the assembled group. Then, to the air near his left side, "Let's go, Old One..." he muttered as he made his way forward. The blue figure stayed low using the riverbank, the trees, and even the curvature of land around him to try and stay as hidden as possible to anyone watching for a possible incoming intruder. As he neared the cave entrance he kept eyes and ears sharp...
OOC: Steath approach to the cave Stealth 15 Stay on the lookout for traps sentires, etc. as Sharloon moves forward. Perception 210
If he sees nothing of import, Sharloon will get back quickly and move forward with the group. He will then advocate the same tactic from the cave edge. Move forward a little, examine area, then advance, etc. If Yeemik is actually at the cave as he indicated then Sharloon will be slightly less on edge but still not trusting.
Edit: movement made on map (cool - btw!) Sharloon now just to the left of the cave entry
IC:
As he walked forward into the deep black of night, Sharloon suddenly froze. "Umm, what the heck am I doing?" he intoned stupidly. "I can't see in the dark!"
Staring upwards into the night sky the blue scaled face squinted and blinked several times and then wrinkled his scaled snout up in annoyance. Muttering under his breath to himself, he made his way back to the comfort of the torchlight, "...almost as if...it was the first week I was alive or something..."
OOC: Sharloon will suggest moving up near the trees to the left of the cave entrance. Once in position (say 35-40 feet of the cave opening), he will do the Thrush Whistle as indicated by Yeemik.
Also - what are the map dimensions? 5' or 10' per square? Just curious. Thanks!
(PHB rules, Dragonborn don’t have dark vision. It’s weird, I understand. Also, hint, Yeemik is expecting a signal).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
OOC: That's freaking weird. I know I just saw a character sheet for a db recently where he had it. My brain may be playing tricks on me again. Sorry.
I'll adjust above.
(You can put your token back, as Sharloon would be blind there. Or, you can call Jeb up with his torch, but then stealth would be impossible. Also, hint).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
OOC: Yup. Totally understood. As indicated above Sharloon will prefer we move forward as a group staying near the western side. When we get within about 35-40 feet from the entry he will whistle the thrush sounds Yemmik instructed. Sorry about the darkvision confusion. Also, token moved.
(Dang, I should have mentioned, map squares are 5 ft. So, you are already within 30-40 ft. of the entrance).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
(Murmen will bless Sharloon's dagger during the long rest, so it's now a +1 dagger.)
Murmen grunts, and cautiously moves forward. He scans the mouth of the cave, looking for any traps or signs of movement within it, at least as far as he can see.
Perception: 23
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Jeb creeps forward with his rapier drawn and torch in his off hand. He notes if the drums cease after Sharloon's passing bird cry. If so he nods to the others catching their eyes to gauge their readiness, and as the designated light bearer moves forward alongside Murmen and the others.
They arrived at the goblin hideout faster than he had expected. Arikon watched the others as they crept forward towards the entrance and he would follow them at an even slower pace to create some distance between them. The young sorcerer wasn't made for the frontlines and had no illusions about it. The nearer they came to the entrance the more tension Arikon felt. He kept asking himself if Yeemik would stay true to his word, for the moment at least.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Murmen will wait for those more versed in the ways of Nature to act.
(Not doing much with a -1, lol.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
<Not a nature boy either, I do have a wicked insight though. I can take a stab at it. At least no negative modifiers...>
(Sorry, Insight is only of use for humans. Taking a look, actually, no one has Nature proficiency. Feel free to continue with your actions).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
With the wolves close, Zee stops the group. "Maybe we should dispatch these wolves so that they are not a threat later. The goblin did say to take care of them. Maybe even put them to sleep like those goblins on the bridge"
Drow enthusiast
Lover of lore and magic.
-The White Crow-
Murmen grunts softly.
"Sleep would be better. Don't want the doggies wakin' up their masters."
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(The nearby stream that flows down the cave is quite loud, muffling most quiet noises).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
They slowly moved into the mouth of the cave and as soon as they did enter the first major obstacle presented itself to them. I took the form of three wolves chained in one of side caves. If they were to trust Yeemik they would have to pass those wolves to find a way to Klarg.
"Well, I could try to put them to sleep. But I am not sure if it would work on all of them. It would only last a minute, so we need to pass them quickly or neutralize them for good.", he explained.
Jeb says, "Sleep then and then a more permanent solution..." Jeb mimes a thrust with his rapier. "I suggest we be prepared to attack which ever wolf or wolves Arikon can't subdue with his spell. We should try to be quick and quiet. The stream will help some; but better to tilt the odds in our favor when possible." Jeb finishes with a sly smile and awaits the confirmation of his plan amongst the others.
As the party discusses their tactics, the wolves have caught your scent. Snarling, they grow rabid and frenzied, and start tugging against their rusted chains to bite at you.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd