This post has potentially manipulated dice roll results.
Eerie's magic stone zings past the goblin's head, cracking into the stone wall like a thunderbolt and causing the target to yell in shock.
Sensing the goblins’ movement with almost supernatural speed, 13vaults the low wall and into the lead goblin’s path before it can even take a footstep. The warforged’s javelin thrusts forward and pierces the goblin’s shoulder, causing it to howl in pain.
Desperate to get past the huge barbarian, both goblinsslash at him with their scimitars: Goblin 1 Attack: 20 Damage: 8 and Goblin 2 Attack: 8 Damage: 5
Carricthen vaults the wall and delivers a punch to the wounded goblin’s throat. It’s a deadly strike, crushing the small creature’s windpipe and leaving it to suffocate in a heap. The monk’s follow-up strike is aimed at the surviving goblin, but his target sees the punch coming and manages to duck out of the way.
Foxford’scall goes unheeded, but he is ready to join the combat
Notianmaneuvers to get a good line of sight to the remaining goblin and then, drawing on the power gained from the fountain, spits a jet of pure flame towards it. The goblin rolls 19 on his DEX save against a DC13, taking 11 fire damage if failed or half as much if passed. Despite nimbly rolling away from the majority of the blast, enough flame catches the goblin to set it alight and it dies in a screaming ball of fire.
The sounds of combat clear, just the gurgling of one goblin and the crackling of the other disturb the silence that falls upon the room.
"Tidy work everyone. I think we got away with anyone else being alerted, although I have taken a few scratches in the process."
13 kneels down to examine his injuries, thinking about the next step through tunnels.
"I have a plan, that could help us fight whatever is through that door. How about we set up some caltrops in the area where the 2 goblins were. Hop back over the wall, and ring the alarm bell as loud as we can. Then when they come running in we can surprise them with an attack?
It does remove the element of stealth but I've always preferred a good fight."
Eerie moves to 13 quickly looking over his injuries. "Let's see to those injuries," she whispers cure wounds5 and medicine7 if it helps any. She looks around to the others, "Anyone else have damage?" (She passes him three berries to finish the healing to the full 8.)
Foxford shook his head, the battle had been over before he could even swing his hammer, or axe, or head to watch the combat for that matter. This group was efficient that was for sure.
When Eerie asked about injuries he shook his head no, he had some lingering, but otherwise he was fine. "Sounds like a good plan 13"
Following 13's idea, you scatter caltrops around the room while returning over the low wall to the corridor where you entered from.
One of you rings the bell on the southern door and you wait. For a few minutes there is nothing, then an irritated shout in goblin.
@Foxford:
The voice is muffled and hard to make out, but you get the impression that the speaker is prompting the now-deceased goblins to check out the source of the ringing.
Eerie looks about quickly, shrugs and whispers, "Move the bodies quick!" Then loudly, eyes wider in encouragement, shouts in a begging tone, "No pleeaasse have mercy! I have much Gold and will pay you for my freedom! Let me go?" Helping to move the bodies out of view and keeping herself around the corner.
You all huddle behind the low wall with the goblin bodies, except Carric who tucks into a corner and somehow manages to blend with a small pile of debris.
When Eerie starts to act out the part of a rich and relenting captive, footsteps can be heard hurrying towards the closed door in the south corner.
The door flies open and a goblin comes bursting in before standing painfully on a caltrop almost immediately. Blood spurts from his sole and the goblin cries out in pain, stopping his advance. Two more goblins barrel into him in the doorway; the three of them know instantly that something is wrong.
Goblin initiative: 22
(The floor is now covered with caltrops, but you can reach the goblin in well under half pace, so no need for a Dex save to move)
Initiative 19Eerie grins, "Gotcha!" and keeping her distance, takes careful aim with her magic stone flicking it at the first goblin like she's skipping stones on a pond. (if spell has worn off - recast cantrip as bonus action) Attack 21 Damage 6 .
This post has potentially manipulated dice roll results.
Initiative 21
Carric holds his position until after Notian has roasted the goblins with his flaming breath, so as not to get caught in the blast. Then, he springs from hiding, attempting to take out whatever's left.
Unarmed Strike Attack: 12 Damage: 4
Bonus Unarmed Strike Attack: 23 Damage: 6
((OOC: Rolling with Advantage due to being hidden; if that' s not right, we'll just go with the first roll for each strike. If he takes one down on first strike, bonus strike will go at the other one.))
The goblinsare startled by the ambush and do not act on the first turn.
Carricleaps from his hiding place and strikes a blow at the lead goblin. The creature’s neck cracks and he falls dead at the monk’s feet (OOC You needed to move to be in range, you can hold actions but not movement)
Eeriehas to leap from the low wall and into the room in order to get a shot - it catches the second goblinsquare in his shoulder and spins him with a loud crack of breaking bone; he is alive but badly injured, and screams in his last colleague’s face in agony.
Notianalso has to leap into the room, dodging the caltrops that adorn the floor, in order to get a bead on the injured goblin. The jet of flame spews forth once more (goblin rolls 19 against DC13 DEX save).
Although the goblin manages to avoid the main blast, the residual heat is too intense for his grievously wounded body and he succumbs to the flames.
13hops the wall and jumps over the bodies of the two fallen goblins. Striking out with rage he catches the shocked creature just under the chin and cleanly separates its head form its shoulders. The decapitated body falls limp, oozing dark blood onto the stone floor.
All opponents dead, you follow the small corridor south and then west into the next room...
Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.
Eerie's magic stone zings past the goblin's head, cracking into the stone wall like a thunderbolt and causing the target to yell in shock.
Sensing the goblins’ movement with almost supernatural speed, 13 vaults the low wall and into the lead goblin’s path before it can even take a footstep. The warforged’s javelin thrusts forward and pierces the goblin’s shoulder, causing it to howl in pain.
Desperate to get past the huge barbarian, both goblins slash at him with their scimitars: Goblin 1 Attack: 20 Damage: 8 and Goblin 2 Attack: 8 Damage: 5
Carric then vaults the wall and delivers a punch to the wounded goblin’s throat. It’s a deadly strike, crushing the small creature’s windpipe and leaving it to suffocate in a heap. The monk’s follow-up strike is aimed at the surviving goblin, but his target sees the punch coming and manages to duck out of the way.
Foxford’s call goes unheeded, but he is ready to join the combat
Notian maneuvers to get a good line of sight to the remaining goblin and then, drawing on the power gained from the fountain, spits a jet of pure flame towards it. The goblin rolls 19 on his DEX save against a DC13, taking 11 fire damage if failed or half as much if passed. Despite nimbly rolling away from the majority of the blast, enough flame catches the goblin to set it alight and it dies in a screaming ball of fire.
The sounds of combat clear, just the gurgling of one goblin and the crackling of the other disturb the silence that falls upon the room.
"Tidy work everyone. I think we got away with anyone else being alerted, although I have taken a few scratches in the process."
13 kneels down to examine his injuries, thinking about the next step through tunnels.
"I have a plan, that could help us fight whatever is through that door. How about we set up some caltrops in the area where the 2 goblins were. Hop back over the wall, and ring the alarm bell as loud as we can. Then when they come running in we can surprise them with an attack?
It does remove the element of stealth but I've always preferred a good fight."
He looks to the others for their thoughts
(Everyone add 40xp for the two goblins)
Eerie moves to 13 quickly looking over his injuries. "Let's see to those injuries," she whispers cure wounds 5 and medicine 7 if it helps any. She looks around to the others, "Anyone else have damage?" (She passes him three berries to finish the healing to the full 8.)
(Just checking in - I may not be back to post for about eight hours, so plenty of time for you all to discuss next steps etc)
Foxford shook his head, the battle had been over before he could even swing his hammer, or axe, or head to watch the combat for that matter. This group was efficient that was for sure.
When Eerie asked about injuries he shook his head no, he had some lingering, but otherwise he was fine. "Sounds like a good plan 13"
Following 13's idea, you scatter caltrops around the room while returning over the low wall to the corridor where you entered from.
One of you rings the bell on the southern door and you wait. For a few minutes there is nothing, then an irritated shout in goblin.
@Foxford:
The voice is muffled and hard to make out, but you get the impression that the speaker is prompting the now-deceased goblins to check out the source of the ringing.
Eerie looks about quickly, shrugs and whispers, "Move the bodies quick!" Then loudly, eyes wider in encouragement, shouts in a begging tone, "No pleeaasse have mercy! I have much Gold and will pay you for my freedom! Let me go?" Helping to move the bodies out of view and keeping herself around the corner.
Carric remains quiet and crouches in a corner where he hopes he will not be seen when any foes enter the room.
Hide/Stealth 14
13 crouches with the others behind the low wall, waiting for the enemies to enter the room, with his greatsword drawn and ready.
Stealth21
You all huddle behind the low wall with the goblin bodies, except Carric who tucks into a corner and somehow manages to blend with a small pile of debris.
When Eerie starts to act out the part of a rich and relenting captive, footsteps can be heard hurrying towards the closed door in the south corner.
The door flies open and a goblin comes bursting in before standing painfully on a caltrop almost immediately. Blood spurts from his sole and the goblin cries out in pain, stopping his advance. Two more goblins barrel into him in the doorway; the three of them know instantly that something is wrong.
Goblin initiative: 22
(The floor is now covered with caltrops, but you can reach the goblin in well under half pace, so no need for a Dex save to move)
Initiative 19 Eerie grins, "Gotcha!" and keeping her distance, takes careful aim with her magic stone flicking it at the first goblin like she's skipping stones on a pond. (if spell has worn off - recast cantrip as bonus action) Attack 21 Damage 6 .
14Initiative roll
Notian readies his dragon breath once gain to give our new guests a “Warm welcome.”
Initiative 21
Carric holds his position until after Notian has roasted the goblins with his flaming breath, so as not to get caught in the blast. Then, he springs from hiding, attempting to take out whatever's left.
Unarmed Strike Attack: 12 Damage: 4
Bonus Unarmed Strike Attack: 23 Damage: 6
((OOC: Rolling with Advantage due to being hidden; if that' s not right, we'll just go with the first roll for each strike. If he takes one down on first strike, bonus strike will go at the other one.))
13 hops onto the wall and enters a rage, his blue eyes turning a dark shade of red.
He attempts to stand atop the wall and brings his sword down in a low arc to hit the nearest of the goblins' head.
Initiative 8
Attack: 21 Damage: 15
(Also rolled with advantage but take first roll if not)
(are both walls low?)
Initiative order: Goblins 22, Carric 20, Eerie 19, Notian 14, Thirteen 7
The goblins are startled by the ambush and do not act on the first turn.
Carric leaps from his hiding place and strikes a blow at the lead goblin. The creature’s neck cracks and he falls dead at the monk’s feet (OOC You needed to move to be in range, you can hold actions but not movement)
Eerie has to leap from the low wall and into the room in order to get a shot - it catches the second goblin square in his shoulder and spins him with a loud crack of breaking bone; he is alive but badly injured, and screams in his last colleague’s face in agony.
Notian also has to leap into the room, dodging the caltrops that adorn the floor, in order to get a bead on the injured goblin. The jet of flame spews forth once more (goblin rolls 19 against DC13 DEX save).
Although the goblin manages to avoid the main blast, the residual heat is too intense for his grievously wounded body and he succumbs to the flames.
13 hops the wall and jumps over the bodies of the two fallen goblins. Striking out with rage he catches the shocked creature just under the chin and cleanly separates its head form its shoulders. The decapitated body falls limp, oozing dark blood onto the stone floor.
All opponents dead, you follow the small corridor south and then west into the next room...
(Quick work everyone, another 60xp each)
Dozens of blunted and broken arrows lie on the cracked cobblestone floor, and a few protrude from three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.
Map:
Eerie will quickly check over the bodies in the last room for anything useful if she has time before they proceed.
Eerie finds a silver flask of dwarven make (worth 50 gp) and an iron key.