The metal box is currently too far away, each large grid is one zone, and the crush of bodies blocks line of sight. If you move to the platform it will be a good place to spot and fling the box. Each Hurl can move the box one zone.
Paphos Plaza Remnant
The metal box is currently too far away, each large grid is one zone, and the crush of bodies blocks line of sight. If you move to the platform it will be a good place to spot and fling the box. Each Hurl can move the box one zone.
Rolls
Fear test - (1d6)
(3) = 3
Rolls
Invoke Tremor Talisman at Door to Hut DC: 5 - Basic - (2d6)
(25) = 7
Rolls
Fear test - (2d6)
(44) = 8
Maybe it would be easier if we tie the two of you to me?
He suggests in jest.
We have two choices here:
1) We can cut this all relatively short and get out of here. We can do that by simply using the exit, or, since Skeeve just blew the door off the hut, use the teleport pad.
2) Do the big gambit and try to steal the chest. Honestly, I wasn't even really thinking of that initially; I just wanted to watch the cool battle royale. However, if Skeeve is extremely lucky, we have a chance to actually steal it. But it would take several rolls while being in the middle of the scrum. And the dragon would be extremely unhappy about it.
Honestly, I am willing to do either, but if @Psybermagi wants to do a quick wrap up, that's right here and we can do it. This will leave plenty of adventure opportunities in the future either way!
About the side note.
Arc is happy with any option. Arc is not happy being paralyzed by fear, but well, that's how luck goes.
Ebonwrath

The loss of the prize drives the dragon into an even greater rage which he decides to vent on any and all nearby unleashing noxious vapors from his mouth, claws, wings, and tail lashing out. Those that remain all turn to run with the loss of the box, including the goblins who decide the building is not a safe hiding spot with the door blown open and they all stream past Skeeve to head towards the closest gate out of the remnant.
The goblins lay into Skevee as he stand in their way out of here while a nearby squad of monsters try to duck behind the building where the others hide and try to smash you out of "their" hiding spot only to face off against Aizashi who steps forward to safeguard his friends
Rolls
panicked attacks of Skeeve - (1d6, 1d6, 1d6)
1d6 : (2) = 2
1d6 : (3) = 3
1d6 : (5) = 5
Monsters bullying - (Kaarik:3d6, Arc:3d6, Aizashi:3d6, Aizashi:3d6)
Kaarik:3d6 : (142) = 7
Arc:3d6 : (351) = 9
Aizashi:3d6 : (462) = 12
Aizashi:3d6 : (521) = 8
Rolls
Attack closest enemy - (2d6)
(63) = 9
Evasion - (3d6)
(563) = 14
Assuming he can get in, he will tell Arc, Get over here and in the hut as quickly as you can!
Rolls
Convince/Intimidate - (3d6)
(351) = 9
@daryen The goblins are pannicked. Do you stand in their way to intimidate or step out of the way and let them pass?
The goal is not to touch them but to intimidate them.
Rolls
Intimidate with arrows - (2d6)
(11) = 2
The dragon is definitely winning the fight for the plaza but not without a taking some damage in turn. Most of the panicked masses have fled the are by this point in time, though you still hear them in the distance of the remnant, and the powerful forces are making orderly withdrawls as well. The dragon roars in rage and frustrations as it continues to spew acid and magic all around. Everyone need to roll a Save again. If you fail you take 2 damage and gain the fear effect. Succeed and take only 1 damage without fear.
At Skeeves call the others quickly rush to get into the building but your group has drawn the attention of others and the squad of 4, their greed or survival instincts peaking their curiosity and driving them to follow closely behind.
Rolls
Save fear - (1d6)
(4) = 4
Skeeve will threaten the tag-alongs ... "Surrender or back off!" Throwing in an extra roll for the Intimitation attempt. Using Advantage because of Charismatic, but drop the extra die if it isn't appropriate. Also, if they do surrender, he will tell them where to stand so they can come along.
Once his team is on the pad, he will activate it. If there are tag-alongs, he will deal with them at the destination. If Aizashi fails his Save, Kaarik will have to drag them into the hut.
Rolls
Save Test DC: 5 - Adv - (3d6)
(463) = 13
Intimidate DC: 5 - Adv - (3d6)
(646) = 16