OK, there are only two ways to go. The "high" road, across the 20' high bridge towards area 5 or the "low" road, across the stream from the Wolf Den (area 3) and up the loose gravel towards area 4.
Before handing over the flasks of liquid, the halfling unstoppers one and takes a tiny sip. He squints and contorts his face as swishes the liquid around in his mouth. Then his eyebrows rise as he figures out what it was.
He repeats the act with the second bottle.
"Now you can have them," he says to Balthazar as he hands them over.
[OOC: I read your last post and am willing to take Ryssa either way as she has stated repeatedly that she is no tactician. Also, I didn't expect us to be able to take an uninterrupted long rest here... just roleplaying the cleric's concerns. ]
(OOC: Hmm. I am totally missing whatever you are trying to say. Went back and reread. Looks like nothing in the wolf cave. So it was decided to move on. Two ways to go I picked one. Personally whatever works. Just thought the bridge was easier than scrambling up the other way.)
The party pockets the coins and after Lingo samples the bottles Balthazar put them into his pouch to carry.
The party choose to cross the bridge, after retrieving the rope you used to climb (I presume?).
(OOC - Everyone takes 100 more Exps for those last encounters. You should all be at 250 exps.)
You cross the rickety bridge safely and continue down the corridor. It curves to the south as it heads west until it opens into a large cave.
This cave is divided in half by a ten-foot high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed Goblins.
The lower portion of the cave holds 7 Goblins who are tending the cooking fire in the northern end and lounging across the cave. In the upper end of the cave you can see a single tied up humanoid lying right next to the edge of the ledge.
The area near Bern that heads back east is the other end of corridor 4, also filled with loose gravel.
Note: As you were not using Stealth and the Goblins were somewhat alert there is no surprise. Everyone roll initiative. Hold actions until we determine who goes first please.
(OOC - Also note that the reason I am blocking out areas of the map, including areas you've already been, is to make the file size stay below 200kb so the map doesn't end up being an attachment.)
Goblins, Yeemik Initiative Zeim rolled d20+2,d20+2 and got 15, 13
[[ Sorry Pande ... I sort of misremembered what I thought I had written <sigh> Too much going on IRL ... gotta slow down a bit and make sure I am on the track :-/ ]]
Bern init rm 6 MikeD rolled d20+5 and got 7
Apparently he was still thinking about the loose gravel <sigh>
[[ Damn, I thought Init got Prof bonus as well as dex ... not that I think it will matter in this instance <weg> I just gotta get a group playing here!!! <sigh> ]]
MikeD - I don't think so. If you're trained in Dex I don't think the +2 Prof Bonus carries over to your Initiative roll. If someone sees it does in the rules let me know.
[[ I'll try to look it up Mon or Tues ... last week or so ... through today ... has been brutal <sigh> Should be lessening starting tomorrow, but still a bit busy through most of the month :-/
In the mean time, I doubt that the +2 will matter one way or the other, so lets not worry about it and keep going <g> ]]
Staying to the side and behind the bigger people, Lingo will try and stay hidden as they proceed. The biggins are gonna make a lot of noise. Maybe the bad guys will pay attention to them first.
Lingo stealth,initiative Neptune rolled 1d20+7,1d20+3 and got 18, 13
OK, Ryssa and Balthazar go first. If you wish to use melee weapons you will need to move up into the room. There is plenty of space as you can move thru your allies squares. If you want to use missile/spells you need Line of Sight (LOS). Balthazar has LOS from where he is to Goblin #6 or #7 only. Ryssa has no LOS from where she is now. She would need to move up to G4. From there she could target any Goblin except for #1.
The young wizard could only see two of the goblins but from the sound of it there were a lot more. Unfortunately he had already used his sleep spell so he cast a firebolt at the first goblin he can see.
Balthazar casts a Firebolt at Goblin #7, hitting him but not dropping him. Ryssa then moves up into an open space near Bern where she can see and shoots an arrow at the same Goblin, but misses.
The Goblins move up to fight, some drawing swords and others using Javelins. Goblin #1 (changed letter to Y for Yeemik), turns and runs up the stairs to the upper level and for the moment is out of view. Goblins 6 and 7 move up to fight with Bern using their scimitars while Goblins 2, 3, 4 and 5 position themselves where they can fire at the party.
Goblins 2, 3, 4 and 5 choose targets Be,R,Ba,Lu Zeim rolled d4,d4,d4,d4 and got 3, 1, 4, 4 (Note: Lingo is hidden and unseen)
Goblin Attacks Zeim rolled d20+4,d20+4,d20+4,d20+4,d20+4,d20+4 and got (Goblin 2 on Balthazar 23), (Goblin 3 on Bern 21), (Goblin 4 on Lumimorn 9), (Goblin 5 on Lumimorn 7), (Goblin 6 on Bern 8), (Goblin 7 on Bern 16)
Damage - Balthazar 1 hit = 4 Bern 2 hits = 8
Lingo, Lumimorn, and Bern go. Note that there is space for one other HTH fighter to move up to square F5 if wanted.
He hated to be selfish but the big dragonborn called upon the power of The Great Wyrm. Laying his hands upon his breast, they suffused with glowing light as his wounds healed. Rejuvenated he strode forward pulling his great axe to do battle.
Lay on Hands, heal 5 points. Move to F5. Yes I know tactically it would be better to wait a turn to move, but this might prevent someone else from taking a small sword to the noggin.
Last edited by Pandemonium; Wed 05/11/201422:59 UTC.
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