DM RyckyRych |
Morgran moves to join the party, being careful to avoid the caltrops along the way. No sign of the goblin or anything else can be detected from your current locations.
Party up!
Dave the Bellicose |
Gait unbroken, stride unhindered, Dave continues his sprint with murderous design, deftly slipping past his ally and sharply negotiating the corner.
Discovering opponents three abreast, he bears down upon the center rank and slays the wretch in a single blow!
BREE FRACKING YARK!!
ATTACK!: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 1d6 + 3 ⇒ (2) + (5) + 3 = 10
Rerolling that 2: 1d6 + 5 + 3 ⇒ (4) + 5 + 3 = 12
DM RyckyRych |
As Dave comes around the corner, all four of the goblins fire arrows at the approaching enemy! Using their reactions to act on a Ready action.
Bow: 1d20 + 4 ⇒ (15) + 4 = 19 for Arrow: 1d6 + 2 - 3 ⇒ (1) + 2 - 3 = 0
Bow: 1d20 + 4 ⇒ (5) + 4 = 9
Bow: 1d20 + 4 ⇒ (13) + 4 = 17 for Arrow: 1d6 + 2 - 3 ⇒ (2) + 2 - 3 = 1
Bow: 1d20 + 4 ⇒ (9) + 4 = 13
While two of the arrows showed accuracy, Dave's armor training prevents most of the damage. You have that -3 to damage thingy, right?
Also, you do not have enough movement to reach the goblins this turn due to the hard corners of the room. You can move and Dash to get there though. You can keep your attack roll for next turn, however.
1. Goblins (used reactions)
2. Feyce, Dave (-1?), Lebris, Morgran
Lebris |
Lebris will move around the corner and shoot an arrow at the goblin on the far left.
short bow: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 3 ⇒ (4) + 3 = 7
sneak attack damage: 1d6 ⇒ 6
DM RyckyRych |
The goblin goes down to Lebris' arrow! Morgran rushes forward!
Feyce is up!
DM RyckyRych |
Hmm, what happened to my post? I made a post yesterday during one of my many delays at the airport. To sum it up,
Lebris kills his target while Feyce and Morgran move into position! The three remaining goblins try to attack Dave and while a couple of strikes connect the armor is too tough for them to injure the fighter. One of them runs through the back door and out of sight as Dave decapitates one of his friends. So there should be only one left in the room. The internet isn't great at the hotel either but I think all is well now.
1. Goblins
2. Feyce, Dave (-1), Lebris, Morgran
Lebris |
All is good.
short bow: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (1) + 3 = 4
sneak attack damage: 1d6 ⇒ 5
Did we see which door he went out of?
Lebris will move up.
Morgran Fallhammer |
vs the closest goblin
Sacret flame Dex save 13 radiant dmg: 1d8 ⇒ 7
Morgen then runs diagonally (10f) left of his comrade (Dave) to build up momentum in order to leaps over the wall(can clear 5f height)and uses his reminding 10 feet to outflank the goblin (or its corpse, cannot be too sure with them sneaky little buggers)
DM RyckyRych |
The back (north) door.
Lebris eliminates the lone goblin in the room! Morgran, you can adjust your actions due to this fact.
DM RyckyRych |
While we are still in initiative as one goblin remains at large I wanted to use this post to read the box texts for the least two rooms.
For the room just north of the caltrops:The filth on the floor, stains on the walls, shabby hides, and firepit attest to the years of use this room has seen at the hands of creatures unconcerned with hygiene. On the eastern side of the southern wall is a crudely mortared half-wall, complete with crenellations.
The room you are in now: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.
DM RyckyRych |
Morgran opens the west door. The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors.
1. Goblins
2. Feyce, Dave (-1), Lebris, Morgran
Lebris |
Lebris killed the last goblin and moved, so while i'll be happy to move again. I think that would be wrong.
Lebris will open the north door that the goblin went through.
Morgran, I think I saw him go this way
DM RyckyRych |
If you have remaining movement, completing the movement is fine. In PbP such concessions must be made. I moved you into the hallway so you can see the area.
Lebris opens the door to reveal a corridor. He sees two doors, one almost directly across to the north and another at the end of the hallway to the west.
DM RyckyRych |
Lebris can see the evidence of a trap door in the hallway but discerns there is nothing else to learn.
Meanwhile, all seems quiet...
You guys are up again!
Lebris |
Lebris will let everyone know about the trap door.
Rick, I've drawn a square where I assume the trap door to be. If this isn't cool, i'll get rid of it.
He must be behind the door to the north. Dave, Morgran, come get this goblin. I've got an idea, once we dispatch him
DM RyckyRych |
Yep, that square works. Are you taking any action or are you waiting for the others?
Lebris |
Lebris will take aim over Dave's shoulder and try to put an arrow into the goblin in the corner.
short bow: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 3 ⇒ (3) + 3 = 6
DM RyckyRych |
I don't see a post from Dave, I guess he moved into the room but I do not know what his actual action is, if any. I'll wait until he posts one before giving out the results of what happens.
Morgran Fallhammer |
Morgan runs back and seeing that he cannot quite reach into the room stops just outside and casts Sacred flame Dex save 13 radiant dmg: 1d8 ⇒ 7 against he north east goblin
DM RyckyRych |
Dave barges into the room, where four goblins are waiting for him!
Bow: 1d20 + 4 ⇒ (12) + 4 = 16 or Dodge: 1d20 + 4 ⇒ (13) + 4 = 17
Bow: 1d20 + 4 ⇒ (4) + 4 = 8 or Dodge: 1d20 + 4 ⇒ (4) + 4 = 8
Bow: 1d20 + 4 ⇒ (19) + 4 = 23 or Dodge: 1d20 + 4 ⇒ (2) + 4 = 6
Bow: 1d20 + 4 ⇒ (2) + 4 = 6 or Dodge: 1d20 + 4 ⇒ (17) + 4 = 21
Arrow: 1d6 + 2 - 3 ⇒ (2) + 2 - 3 = 1
One gets lucky enough to score a minor hit! Lebris then returns fire at one of the rascals but Dave's shoulder detracts the archer!
Dex!: 1d20 + 2 ⇒ (14) + 2 = 16
Morgran doesn't have any luck either as his target bounds out of the way!
1. Goblins
2. Feyce, Dave (-2), Lebris, Morgran
DM RyckyRych |
Dave and Feyce are up!
Feyce Mellitur |
Feyce moves into view of the room and casts Sleep on the square immediately behind the visible goblin (the green square, if that shows up on the map):
Sleep: 5d8 ⇒ (2, 2, 6, 3, 8) = 21
DM RyckyRych |
Ah, that might be right. May not matter now after this spell goes off.
Three goblin go to sleep, leaving the one in the corner looking confused! He tries to attack Dave again!
Bow: 1d20 + 4 ⇒ (17) + 4 = 21 or 1d20 + 4 ⇒ (16) + 4 = 20
Arrow: 1d6 + 2 - 3 ⇒ (5) + 2 - 3 = 4
The goblin somehow manages to wound the fighter even further!
1. Goblins (#2, #3 and #4 are asleep)
2. Feyce, Dave (-6), Lebris, Morgran
DM RyckyRych |
Lebris fires a strong shot toward the lone goblin but the creature seems to be quite agile and dodges the arrow!
1. Goblins (#2, #3 and #4 are asleep)
2. Feyce, Dave (-6), Lebris, Morgran
Feyce Mellitur |
Feyce enters the room, moves one square south of the nearest goblin (the one immediately to the south of the green square), and attempts to deliver a coup de grace to the unconscious creature:
Fire Bolt with Advantage: 1d20 + 5 ⇒ (14) + 5 = 19 or 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d10 ⇒ 4 plus Crit: 1d10 ⇒ 6
Feyce then uses his remaining movement to exit the room and stand behind Morgran again.
DM RyckyRych |
The cruel sorcerer coldly murders the sleeping goblin to the horror of his lone conscious ally!
1. Goblins (#2 and #3 are asleep)
2. Feyce, Dave (-6), Lebris, Morgran
DM RyckyRych |
Dave scuttles forward and eliminates the last active threat to the party! All that remains are two snoozing goblins.
Now that you have the chance to take notice of your surroundings you look about the room. The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants. Tattered hides stretched on frames form six unstable hammocks around a much-used firepit. Battered cooking equipment is mixed indiscriminately with broken or worn arms and armor.
Searching the goblins, one has a silver flask of dwarven make (worth 50 gp) filled with vile goblin wine. Another goblin has a ordinary-looking key.
What do you wish to do with the sleeping goblins? Then what? Remember, you've covered a bit of ground in the last fight.
Lebris |
Think we ought to tie up and gag these goblins, then go about searching the rooms we've been passing through to check for baubles and other signs of the party that was here before us.
Lebris also suggests that we use some of the dead goblins to trigger the trap at the end of the hall. Using the dead, they can't be hurt any more and that would keep us from being hurt if my thievery skills miss something. I think we could get Dave or Morgran to toss the bodies onto the trapped area and see what develops.
We can then use the threat of tossing the live goblins into the trap, to get them to answer any questions, Where's the dragon? What happen to the other party? What else is in here? and such.
DM RyckyRych |
The party bounds and gags the two living goblins.
I'll wait for you guys to decide on what you want to do first. I see several actions mentioned. Triggering the trap with dead goblins, questioning the goblins with threats of using them on the trap, or going back to search for clues in the previous rooms. Looks like Lebris was leaning toward searching first.
Feyce Mellitur |
Feyce grabs the key.
Feyce agrees with searching the rooms first, then throwing one or both of the dead goblins at the trap, then threatening to do the same with the live goblins to encourage them to talk.
DM RyckyRych |
I've moved you guy back into the previous room so you can see it again. I'll give a description of this room once more.
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. Two doors lead out of the room in the west wall, both closed and unremarkable in appearance. A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter.
Lebris |
Lebris will scavenge any functional arrows from the range.
Morgran, what did you see when you went in the door to the north on the wall, when you were searching for the goblin?
DM RyckyRych |
None of the arrows are worthy of the elf's quiver. As far as the door more to the north that Morgran investigated earlier, it does open to some sort of storage chamber. The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors.
It seems that the goblins store water, wine, and food, none of which is of good quality, in this pantry. The stockpile includes five pints of oil, along with a few small barrels labeled “Elf Pudding” in Goblin. I've placed Morgran and Meepo in that room so you guys can see in there. At least that was the theory, not sure everyone can see in there when I do that.
Lebris |
Would Feyce and I be able to tell what "elf pudding" is? Lebris will grab the 5 pints of oil.
I guess we ought to check this other door before we go talk to the goblins.
Dave, you wanna open the door?
DM RyckyRych |
It doesn't tell me. Assume its something you wouldn't want.