The group's first instinct in situations that involved cave-ins seemed to currently involve digging things out. At least it seemed to be instinct to what some are viewing as the de-facto leader of the group, Gristle. Gristle went straight to the rock rubble and starting doing what he could for the trapped Kobolds. While Baruuk was determining the safety of the situation, Dagg, Ayaga, Harp and An'Mal were putting muscle against rock, and extricating who and what they could.
The first one that they could get to was Pilfer, and soon after two other Kobolds were removed from the rubble. Pilfer was worse for ware, as one of his arms hung limp, a foot was turned at an odd angle, and part of his tail was missing. But the he wasn't one to stop when things were needed. He quickly ordered the two other kobolds that were uncovered to begin digging out others that could be dug out before turning his attention, and his battered body towards the group before him.
He looked at the group that had just uncovered him, instantly recognizing Dagg, since she was the one that he had direct contact with. "I da' know n'ting 'bout no eggs." He shook his head, almost trying to get it back in order to determine what he needed to say. "I know there be n'truders don 'ere. I da know what's goin' on above, but dere be a group we was followin'. And dey look like dey 'ad a guide. Someone dat know bit o' down 'ere. Yddraixl got a meeting spot deep below were she holds moots wit her mose trusted... Snepa, Tucker, Fun Fun... I da' know why that little gobber's ever dere... 'En Uders.
Pilfer looked back at the progress that the two other Kobolds had made, and saw a third was out, and a fourth almost uncovered. But there would be a lot of work to be done still to get the passageway cleared. "We'll 'na stop dem before dey get to the meet. Ne'er get ta Yddraixl 'fore dem... u'less." Pilver looked at the group that was with Dagg. To him they seemed like a stupid enough lot. Perhaps they might be that... or at least crazy enough for something else. "Dere mi' be a'way ta get ta da meet 'fore Dem. But it won't be fun." Pilfer grabbed his half broken spear, with just the blade, and a half a handle on it, and began limping back towards the crossway that An'mal had originally started going down before returning to help Gristle.
"Well! You comin'?" Pilfer looks back at the group, seeing if he can convince them to follow.
Does anyone recognize the intentional movie reference in the post? There might be an unintentional one that I didn't realize I put in.
Also, let me know if you need a Pilfer Translation.
Map:
Code:
|x|
| |
---/ \---
O
---\ /---
| |
^
O = Ceiling rubble collapse.
^ = Direction group is coming from.
x = Direction Pilfer is now going.
Baruuk hesitated just a moment while the others rushed forward to help extricate the kobolds from beneath the rocks. It wasn't that he didn't care about their fate, but he was filled with an over abundance of caution. Before, they had been alone in a small room. Just them and the rubble. But here... here there four approaches. One they had come from, he was reasonably sure of its security. Another was safely blocked by the cave-in itself. Wherever the kobolds had been going, whatever they might have been chasing... it wasn't going to get any closer until the rocks were cleared. But that left two hallways stretching off beyond the limits of even his bugbear eyes. While the others dug, he stood watch, bow at the ready.
From behind him, he heard the noises as the first of the kobolds was extricated. The ranger found Pilfer's words difficult to follow... but he was able to get the gist of things. Looks like the kobolds were just as in the dark about this whole egg business as Baruuk was himself... he wasn't quite sure how he felt about the level of company he was being kept in... but nothing could be done about that now. But the kobold did seem to be more in the know about the general goings on above. Whatever these pinkskins were up to, it didn't seem likely that their intentions were pure.
If they were going to win glory this day, it wouldn't be above. It would be down here, in the dark. Baruuk nodded at Pilfer's words. He wasn't sure just how bad a path had to be before the kobolds thought it 'not fun', but it seemed that they were about to find out. "We're coming."
Relevant Equipment: Longbow, Shortsword x2, Scale Mail
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack | Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.Inheritance | Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Canny
Ranger When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Favored Foe [ ][ ]
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property---the damage when the weapon is used with two hands to make a melee attack.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
PHB Pg. 78 --- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.Unarmored Defense, PHB Pg. 78Martial Arts, Martial Arts Die = 1D4
Features and Abilities: Common, GoblinLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Artisan's Tools: Woodcarver's ToolsTool Proficiencies | Land VehiclesVehicle Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | PHB Pg. 131
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Background Feature: Rustic Hospitality | -- | -- | -- | --
Dagg stopped working, grabbed her spear and gave a long, hard look at Pilfer. She wasn't entirely certain that she trusted him, but then again, she didn't 'trust' anyone. But, in this instance, she determined him to be straightforward enough that she'd be willing to follow.
She glanced at the rest of the group, assessing their spirits. They were hard workers and good stock. A barely perceptible smirk broke her icy demeanor before fading back into her focused Resting Bugbear FaceRBF. Without a word, she looked to Pilfer and nodded.
Before I make a post, I'd like to do an Insight Check on Pilfer. I'm trying not to metagame or anything, but Dagg would be on high alert and I think she would be looking for anything out of the ordinary involving his mannerisms, speech patterns, etc. I figure that Dagg is somewhat familiar with Pilfer and, being who she is, she's probably observed him and his mannerisms and drawn some conclusions about how he would behave in one situation or another.
Just looking to see if she feels like, in this moment, Pilfer is honest and just wants to lead us to Yddraixl or if he has some sort of ulterior motives. Don't want to be led into an ambush.
I got an 11.
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"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"
Last edited by Reliq0770; Jan 14th, 2021 at 02:54 PM.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Bonus Action; Advantage on Strength checks and saves; Gain resistance vs B/P/S damage. Cannot cast spells or concentrate while raging. Duration 1 minute or until KO; ends if you haven't attacked or taken damage at the end of your turn; may end as a bonus action
Features and Abilities: Common, GoblinLanguages | Simple Weapons, Martial WeaponsWeapon Proficiencies | DrumsInstrument Proficiencies | Disguise KitTool Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | You can always find a place to perform, (inn/tavern/circus/theater/noble's court. You receive free lodging/food: modest/comfortable standard as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand | -- | -- | -- | --
Movement taken: Going (straight) Action used: Going Bonus Action used: Reaction: Opportunity Attack: Status: Going now
An'mal helped haul out the busted kobold and looked up at Gristle to see if it was time to run on. Nope ... Gristle was still digging out kobolds. An'mal dug some more and helped free another pair of them. They could dig themselves out now; not that he didn't love rocking with his band but An'mal had other places to be ... somewhere straight down that passage. Dusting off his hands and smoothing back his hair, An'mal snorted some dust that had gotten stuck up his nostrils and turned to jog away (his growing rage seemingly reduced to a lower simmer as the physical effort and the music that emerged from the task seemed to re-centre An'mal back towards his cool, calm collected self).
The busted kobold first rescued began to talk right at the moment. Ahh... this is why wise Gristle stopped to rock... the broken one knows important things! An'mal turned back to listen. "I da' know n'ting 'bout no eggs." Well that was disappointing ... An'mal turned back to leave. "I know there be n'truders don 'ere." Oh no, wait he does know something after all. An'mal stopped and listened once more. "I da know what's goin' on above..." Ok, An'mal was losing patience. He was certain not even the broken one himself knew if he knew anything important. He began to jog off ... why wasn't everyone else jogging off with him? An'mal was almost out of ear shot by the time Pilver said "We'll 'na stop dem before dey get to the meet. Ne'er get ta Yddraixl 'fore dem... u'less..." An'mal stopped again and rubbed his chin thinking to himself... Should I stay or should I go now? ... should I stay ... or should I go now ... If I stay Yddraixl's in trouble. But if I go the wrong way there will be double ... An'mal's foot was tapping as he thought all of this. No, Snepa said it was this way! The broken one is just a tease tease tease! Having heard enough to know that he wasn't going hear anything important, An'mal ran off just before he heard the really important part. At least he was running in the right direction.
Gristle nodded to himself, pleased. The kobolds were digging themselves out of the rubble, just as he knew they should. Kobolds were smart like that! It was a good motto: When the walls fall down on you, you just pull yourself up by whatever bones aren't snapped into bits and keep goin' about your day. Unless, of course, all of your bones were snapped into bits, in which case you should probably rethink your plans for the day, and the foreseeable future. At least, that's what Gristle assumed you should do. He'd never really gotten the chance to discuss such things with anyone who had actually broken all of their bones in a cave-in, on account of them either A: being occupied with screaming in agony or B: being Not Alive (and occasionally C:, which is Option A quickly followed by Option B).
Pilfer, minus part of a tail, pulled himself free (See? Usin' those non-broken bones to keep goin' about your day!) and directed the group down a hallway. Gristle was stuck in his musings about cave-ins and broken bones, but he caught Pilfer using the words "Yddraixl," "meeting spot" and "fun," so that's probably good.
Most importantly, Scary Lady Dagg and Sad Friend Baruuk were already following Pilfer, and Noisy Friend An'mal had taken off almost immediately, which meant that Gristle should follow them too. Gristle liked having other people do the important things like "paying attention" and "making decisions," which really weren't his forte. He was glad he wasn't the leader, as leading tended to involve those sorts of things, and the last time he was put in charge of something important was the time he got his head stuck in a railing for three hours and somehow started a small fire in a room full of dried lichen.
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I have taken the Oath of Sangus.
Last edited by Pseudonymous; Jan 14th, 2021 at 06:35 PM.
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed
This weapon requires two hands when you Attack with it.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.Sneak Attack, During your rogue Training you learned Thieves' Cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.
In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.Thieves' Cant, At 1st level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.Expertise
Features and Abilities: Common, AuranLanguages | Simple Weapons, Hand Crossbows, Longswords, Rapiers, ShortswordsWeapon Proficiencies | Thieves' ToolsTool Proficiencies | Light ArmorArmor Proficiencies | MediumSize | 30 Ft.Speed | You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.Expert Forgery | You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.Kenku Training | You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.Mimicry | You can read and write Common and Auran, but you can speak only by using your Mimicry trait.Kenku Curse |
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand | -- | -- | -- | --
Movement taken: Harp Strum is trailing behind An'mal. Action used: I attempted to Stealth, but got a painful Nat 1. Bonus Action used: Reaction: Opportunity Attack: Status:
I rolled a Nat 1 on Stealth. Be gentle.
Harp Strum supposed orcs were a wee bit egg-like, so long as you squint at them the right way. What with their big, lumpy heads and pallid colors, Harp Strum could very easily think that just maybe the brutish giants were hatched from some very big, very ugly eggs. Even Ayaga struck her as a prime egg candidate the more she looked at him. He was colored like an egg. Well, a rotten one, anyways. And his head was oval-ish. A bit broader around the jaw-line but if Harp Strum squeezed her right eye close just enough, she saw the makings of a fine egghead! But unfortunately that was as far as her eggspiracy went before Pilfer mentioned that he knew a shortcut to the Viridescent One.
That was all the information Harp Strum (and co.) needed to pick up arms again. Harp Strum bounced onto her feet and yanked her hood back down. Her feathered face hidden, except for her cracked beak which continued to stick out like a sore thumb no matter how hard Harp Strum tugged her hood forward. Thumbing the handle of her dagger, she looked to Dagg then to An’mal then to Baruuk as they all agreed without saying much of anything at all that they’d follow Pilfer towards his clever little shortcut. Harp Strum wanted to ask where they were going and what made it unfun but Harp Strum was a clever enough bird to know there were better times for questions. No, she’ll just save her questions for when they were in the middle of something important!
Slipping up behind An’mal like a second shadow, Harp Strum stayed low to the ground. She tried to vanish into the dark again. She really did try. But the rhythmic beat of An’mal’s heavy steps put that pretty little tune of his back in her head, and eventually, Harp Strum just couldn’t help but hum under her breath. "And half of them got crushed to death anyway deep in the Good Good Underground Sewerland! Rrrrrocks!"
The resident orc did not have as much luck with digging as he had wanted. His hands had tightened so fiercely and white-knuckled around his shield grip and the haft of his pick during the run after Sneppa's death that they opened slowly and worked sluggishly. Still, enough was done so that the kobolds could begin getting the rest of their number out. He was secretly glad he had not uncovered any dead ones, partly for the simple fact of not wanting more death among their own, but also because he wouldn't have known how to address the nameless, scaly dead. Better that their living kin do so. He would have hated to unwittingly defile something. The thought crossed his mind that the dwarf body back behind them needed dealing with if and when all of this was over- if for no other reason than to spare the living a very short but no less terrible ghost resentful at its lack of beer-basted burial rites. But that could and would wait.
Once he had massaged his fingers a bit and flattened smooth a little shred of skin that had gotten torn up, Ayaga tuned back in to the conversation. He tried to ignore the sensation of something boring into his very bones and soul, and glanced over at the curiously squint-eyed kenku several times, but said nothing of it. He scrunched his brow up slightly and remained several words behind Pilfer while deciphering exactly what the kobold was saying through his markedly different accent. But when the lamed 'bold began to hobble his way down one passage, Ayaga jogged closer until he was a few paces behind. "Wait. Who were they? How many? What did they look like? The group you were following, how did you judge they are being guided?"
Ayaga tor-Zhan Medium humanoid (orc), lawful good Armor Class 15 Hit Points 14 (1d12+2) Speed 30ft. STR 17(+3) DEX 13(+1) / CON 14(+2) / INT 10(+0) / WIS 12(+1) / CHA 10(+0) Saving ThrowsSTR +5 / DEX +1 / CON +4 / INT +0 / WIS +1 / CHA +0 Senses darkvision 60 ft., passive Perception 13 Languages Common, Orc, Goblin
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Rage. Enter a rage as a bonus action. Gain advantage on Strength checks and Strength saving throws, +2 to melee damage rolls with attacks using Strength, Resistance to bludgeoning, piercing, and slashing damage. Lasts 1 minute.
War Pick.Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1d8+3 piercing damage. Handaxe.Melee or Thrown Weapon Attack. +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 1d6+3 slashing damage. Javelin.Thrown Weapon Attack. +5 to hit, range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
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I am The Furtive Goblin. I fill my blog with fantasy world-building ideas, and the occasional lo-fi anxiety attack. I also have a Ko-fi. Buy a cup, give me a writing prompt, receive a post or two!
Pilfer found himself now being followed by five of the most motley lot he had encountered in a long time. The sixth of the group had gone ahead, but at least he had gone the correct way. "Whaz hiz roosh?" Pilfer questions to the group behind him, as he hobbles down the hallway as best he can, surely slowing down the groups normal speed. Occasionally, he would stop at a seemingly innocuous place, pull aside a random rock, grab something from underneath, put it in a satchel that he was carrying, and then put the rock back.
Six times he did this, every time, pushing over a different type of rock: sometimes in a group, another covers in mud, the last one actually embedded in the wall. If you didn't know what to look for, it would take hours of meticulous searching to find even the first rock. There where some times that the group would stop, guessing as they waited to see which rock Pilfer would turn over, only for the kobold to say he was just catching his breath and move on.
Since Ayaga had managed to ask a very interesting question, it caused Pilfer to stop and pause in order to think of the details that he was interested in. "Dar wer fi' o'dem. Leadin' was a fat bugbar. At least 'E was showen da way. Two wit'out arm'r. One's da one dat caused da cave-ins. 'Uman lookin. Two was armored to da teeth... couldn't even see any skin on da one. Da uder looked "'Oly", if you catch me.
"Day was go'en stray to'ard Yddraixl. Didn't matter if we blocked dem, or try to get down down a side passage. 'Stray as en arro', day was goin'." At this last part he slowly stabbed his straightened hand forward in a slow thrusting motion without stopping until his arm was fully extended. "Mus'a been goin' for Yddraixl." He said this statement with quick cock of his head, signifying it was the only possible conclusion given the clues.
Finally after continuing down the corridor, the group found themselves looking at a dead-end. A site that An'mal had been greeted with several minutes earlier. Pilfer walked up to the mass of earth that seemed to bar their path, and put his hand on it, as if looking for something. With a confused face, the kobold took several steps back and cocked his head, as if slightly confused. Finally he stood to the side of the cave, his hand on the wall holding him up from falling down.
"Ere!" He said, turning his head looking at his hand upon the wall. "Move dis rock." Those not as trained in how to look at rocks, and cavern walks just saw a cavern wall, but to at least Gristle, it was obvious. There was a slight roundedness to that part of the wall and there looked to be a slight indentation at the edges.
Well, not more more to do than calm down An'mal, who is probably pissed at this point, and make some Strength/Athletics checks to move a large rock... when I say large, I'm talking the size of Gristle.
Gristle, graced with perhaps more enthusiasm than actual ability, skittered over to the massive rock Pilfer pointed out and dug his little claws into a gap between it and the stone behind it. He pulled with all his might, his feet pinwheeling uselessly against the floor as he struggled for purchase, but the stone remained unmoved.
"Something's... wrong with... this rock!" he huffed, still struggling against the stone that was at least three inches taller than he was himself. "Wait, wait, no... I... I got it now!"
He did, in fact, not have it now. The stone shifted ever so slightly, only to rock back into the exact same spot it inhabited before.
Gristle gave one last pull, losing his grip and tumbling back onto his backside.
"Not a good rock!" he grunted.
He clambered to his feet and studied the massive stone with all the brain power he could muster, which honestly wasn't much. They needed to move the rock. Pilfer says the rock needed to move. Gristle could not move the rock. But the rock needed to move. It is big. Gristle is not as big. But wait! There are other people in his clan now! Bigger people! Yes... Yes! It was a crazy idea, but it just might work!
"Wait..." Gristle says, turning slowly to the others. "Kobolds are normal sized, and the rock is kobold-sized, but you are all big! What if..." He paused as his train of thought momentarily derailed. Give him a minute. "What if... You... move the rock?" And there it is. A grin slowly lit up his face as the realization of his own brilliance hit him.
"And I can make The Noise to Help Move Rocks!" He pulled the little drum from his back. "I know that... um..." He paused, the grin momentarily melting away, "Um... I know that The Noise To Make Snepa Not Die was... not a helpful noise," he said awkwardly, nervously tapping the drum with his fingertips. "But The Noise has to be helpful now. Maybe it was tired, and that's why it didn't help Snepa. But now it has to work! I can make The Noise... And... The Noise will have to work! It will!" His voice was slightly tinged with an edge of desperation.
The grin returned, now a bit wild, and Gristle raised a drumstick above his head.
BANG BANG BANG!!!
"MOVE! THE ROCK!" he belted out with a whoop. BANG BANG!"MOVE! THE ROCK!"Bang ba-BANG!"WE ARE GOOD AT MOVING THE ROCK!"BANG BANG BANG!"THIS IS THE NOISE--BANG Ba-BANG!"--TO HELP MOVE THE ROOOOCK!!!"
Gristle will grant one BARDIC INSPIRATION to the next person to post. A d6 to you, lucky individual!
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I have taken the Oath of Sangus.
Last edited by Pseudonymous; Jan 24th, 2021 at 07:26 PM.
Baruuk sighed a little inside as Pilfer indicated yet another rock lying between the group and their goal. Their aim kept shifting, escaping their room, unearthing the kobolds, finding Yddraixl... but there always seemed to be the same thing standing in their way. Even the dwarf... what was a dwarf except a rock with a beard?
The bugbear had sat out the kobold excavation. Out in the open, with so many branching paths, he'd felt too tense to let down his guard like that. But here in this dead-end, with his companions around him, he could relax a little. He left his bow propped against the cavern wall and waited respectfully back while Gristle did his best to move a rock as big as he was. Baruuk's thick eyebrows raised slightly when the stone did in fact start to move, but they settled down again once it rolled back into place.
He was a little less amused by this 'Rock Roll' music that the kobold was now providing them with, although it was undeniably catchy. Sounds could carry a long distance along these small, twisting corridors. But, asking Gristle to be quieter was a self-defeating proposal. He'd probably just compose a 'Being Quiet' song for their benefit. No, the best way to get him to stop was to move the rock, right?
Baruuk stepped forward to see what kind of leverage he could get on the boulder. "Thank you, Gristle. Now that you've loosened it up, I'm sure it will be much easier to move." He put his back into it and leaned into the boulder, long limbs coiled up like springs. Was it moving? Was the song working?
Relevant Equipment: Longbow, Shortsword x2, Scale Mail
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack | Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.Inheritance | Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Canny
Ranger When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Favored Foe [ ][ ]
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property---the damage when the weapon is used with two hands to make a melee attack.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
PHB Pg. 78 --- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.Unarmored Defense, PHB Pg. 78Martial Arts, Martial Arts Die = 1D4
Features and Abilities: Common, GoblinLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Artisan's Tools: Woodcarver's ToolsTool Proficiencies | Land VehiclesVehicle Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | PHB Pg. 131
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Background Feature: Rustic Hospitality | -- | -- | -- | --
Dagg listened closely and observed Pilfer as they made their way down the tunnel. His strange habit of picking up rocks seemed peculiar, but she assumed it was important enough to merit slowing their progress.
What's more, she took note of their prey. Approximately 5 enemies;
'One holy individual... Best to target this one first. The last thing we need is for any of the Pink-Skins' Gods getting involved in this.
Two heavily armed individuals. Probably best to have An'mal and Ayaga tackle these two head on, while Harp-Strum and Baruuk make precision strikes on the weak parts in their armor.
That just leaves the last two that weren't wearing much in the way of armor. Without knowing their capabilities, I'm at a significant disadvantage, but if Gristle can stay behind me and provide support as needed, we may have a shot...'
The wheels in her head continued to turn as she planned out the upcoming conflict.
'That leaves the bugbear that is with them. If it's being coerced, then perhaps death would be too harsh a punishment for this betrayal. However, by assisting the Pink Skins, this bugbear has committed treason and must bear some penalty for their actions. If it were up to me, I'd sentence them to imprisonment or banishment...
Whatever the case, we need to ensure that we take them by surprise. A swift and overwhelming surprise attack would do wonders to swing the odds in our favor.'
Dagg continues to ponder options and scenarios, not realizing that her body has been on autopilot as they walked. Snapping out of her strategizing, Dagg saw An'Mal attempting to move a rock of some sort. Best to lend a hand.
She took up a position next to him, giving him a nod;
"On three? One... Two... Three!"
Putting her strength and weight behind it, she helped as best she could in attempting to move the rock.
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"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"