DoubleGold |
Zakan chases after the runaway orc and missiles him, but he is still alive
dex: 1 + 1d20 ⇒ 1 + (8) = 9 and he dies
The two orcs you talked with earlier come out of the hallway
The orc in melee speaks Kill them
But the two orcs hit with axes at the melee orc, catching him offguard as they run up to him
Sorry, but you guys don't pay us enough
hit: 5 + 1d20 ⇒ 5 + (13) = 18 advantage: 5 + 1d20 ⇒ 5 + (20) = 25
hit: 5 + 1d20 ⇒ 5 + (16) = 21 advantage: 5 + 1d20 ⇒ 5 + (14) = 19
dmg: 1d12 + 3 ⇒ (9) + 3 = 12 dmg: 1d12 + 3 ⇒ (5) + 3 = 8
crit dmg: 1d12 ⇒ 7 killing the last orc.
after the battle Couldn't let you do all the work
Investigation checks to search the room as there might be hidden items.
DoubleGold |
Heroes find some secret compartments and additional gold
The two orcs give you advice as you go into the hallway that splits into three places.
Go south and you will hit a dead end, but 1 orc archer and 1 goblin archer are there, best to take them out before you make lots of noise in hallway. Go north and you will run into 3 melee orc and 1 hobgoblin meleers. Go east and you will find an opening with prisoners. Usually unguarded, but if it is, be in for the fight of your life, cause when the prisoners are visited not a single one comes to visit, but a large group at once.
which way first?
Zakan |
Aye Three, the more hands the better. I've been itching to try my disguise spell. Let me see if I can trick these archers.
With that Zakan casts disguise self on himself to look like one of the orc cheifs and heads down the hallway with the archers. When he gets in sight of them Zakan grunts loudly and points to the ground next to him, be Konig them forward.
DoubleGold |
With distaste and poor grace, Yolanda speaks to the orc.
"Hey meathead! What kind of prisoners?"
Humans and Elves And they start to run back
But as you shout, you attract the attention of nearby enemies, the six nearby enemies run into the room and it only takes them a round or 2 to get there.They are 20 feet to 30 from you in 2 by 2 fashion.
init: 2 + 1d20 ⇒ 2 + (2) = 4 bad guys
init: 1 + 1d20 ⇒ 1 + (9) = 10 good orcs, 10 feet behind the party, will back you up with goblins. Archers in middle and back lines
init: 4 + 1d20 ⇒ 4 + (12) = 16 Three
init: 6 + 1d20 ⇒ 6 + (11) = 17 Elaith
init: 2 + 1d20 ⇒ 2 + (4) = 6 Zakan
init: 0 + 1d20 ⇒ 0 + (16) = 16 Yolanda
All heroes are up
DoubleGold |
The enemies are already here. You spent a few rounds searching the room and talking to the two orcs. This init account is upon you seeing them. You do not hear them coming towards before they see you as you don't hear the sound of running cause of them coming around lots of corners, not just one blocks the sound too much. They round the corner and then you see them at the edge of the room, they are in the room with you, it just took them 12 seconds to get there and you didn't know they were coming until you saw them.
*Three* |
Likewise.
Three will move up to be next to a pair of them and attack. As usual, will focus on one til it drops.
Rapier Attack Roll: 1d20 + 6 ⇒ (12) + 6 = 18
Damage Roll: 1d8 + 4 ⇒ (2) + 4 = 6
Bonus Action Unarmed Attack Roll: 1d20 + 6 ⇒ (9) + 6 = 15
Damage Roll: 1d4 + 4 ⇒ (1) + 4 = 5
DoubleGold |
Most of the heroes have trouble hitting the front lined orcs, and Three manages to land two hits but doesn't kill the orc
con: 3 + 1d20 ⇒ 3 + (1) = 4 and the frostbite finishes off the first orc
The two orcs behind you throw Javelins at the other orc
hit: 5 + 1d20 ⇒ 5 + (10) = 15 dmg: 1d6 + 3 ⇒ (1) + 3 = 4 and only one Javelin hits the other orc in the knee
hit: 5 + 1d20 ⇒ 5 + (4) = 9 dmg: 1d6 + 3 ⇒ (1) + 3 = 4
5 enemies left, 2 orcs and 1 hobgoblin aim their attacks at three who did most of the dmg
hit: 5 + 1d20 ⇒ 5 + (5) = 10
hit: 5 + 1d20 ⇒ 5 + (19) = 24
hit hobgoblin: 5 + 1d20 ⇒ 5 + (1) = 6
and the two archers shoot at Elaith
hit: 3 + 1d20 ⇒ 3 + (18) = 21
hit: 4 + 1d20 ⇒ 4 + (6) = 10
Three is hit with an axe for dmg: 1d12 + 3 ⇒ (2) + 3 = 5
Elaith is shot for dmg: 1d8 + 1 ⇒ (1) + 1 = 2
All heroes are up
*Three* |
Three will move into melee with the hobgoblin and teach it the error of it's ways.
Rapier Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage Rolls: 1d8 + 4 ⇒ (2) + 4 = 6
Spending a Ki point to Flurry of Blows with my unarmed attack.
Flurry of Blows Attacks: 1d20 + 6 ⇒ (20) + 6 = 261d20 + 6 ⇒ (13) + 6 = 19
Damage Rolls: 1d4 + 4 ⇒ (1) + 4 = 51d4 + 4 ⇒ (2) + 4 = 6
Crit Damage: 1d4 ⇒ 2
DoubleGold |
Three takes out the hobgoblin and two hits then hits the hurt orc hard
Elaith focuses all his energy on the archer orc and burns him alive
Yolanda manage to strike down the goblin archer in the back as enough enemies are dead to get around to him.
The two orcs throw Javelins at the other orcs hit: 5 + 1d20 ⇒ 5 + (10) = 15
hit: 5 + 1d20 ⇒ 5 + (5) = 10
dmg: 1d6 + 3 ⇒ (2) + 3 = 5
dmg: 1d6 + 3 ⇒ (3) + 3 = 6
And the Javelin impales that orc
The last one will swing at Three hit: 5 + 1d20 ⇒ 5 + (4) = 9
All heroes are up again, one enemy
Zakan |
Zakan moves to attack the last enemy, keeping low to the ground as he switches from the foe Three has felled to the final standing orc.
Attack 1: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack 2: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 ⇒ 1
Sneak Attack: 2d6 ⇒ (1, 2) = 3
*Three* |
Three will attack the last enemy.
Rapier Attack Roll: 1d20 + 6 ⇒ (20) + 6 = 26
Damage Roll: 1d8 + 4 ⇒ (6) + 4 = 10
Crit Damage: 1d8 ⇒ 7
Bonus Action Unarmed Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage Roll: 1d4 + 4 ⇒ (3) + 4 = 7
Zakan |
I Imagine anyone who was going to hear us has already. Regardless let me go ahead disguised. I'll get them in the back if there are any left.
Zakan leans to the ground and examines one of the dead orcs. Slowly he begins to transform into their appearance.
Help. They've killed them all! We need reinforcements. Zakan shouts attempting to sound like a distressed orc. He sprints down the main hallway at full volume, limping slightly faking serious injury.
DoubleGold |
Zakan disguises himself and he goes first, they make their way to the prisoners, the cages are locked and made of metal, no keys are around. All the prisoners are alive and of course they've been fed, though none are fat, fed enough to not keep them skinny of course. There is a path forward and the cave roof just got higher, like now 30 feet high in this room, it looks like there are cliffs up there all the way around, just enough to walk up there, about a foot to a foot and a half wide.
Zakan |
Zakan leans down to the lock and inspects it, muttering to the person in the nearest cell.
I'm on your side, this is a disguise. Alert the others this is a jail break quietly.
He turns around and gestures to three. Go look for the keys, I'll start on this lock.
Lockpicking: 1d20 + 7 ⇒ (20) + 7 = 27
is there just one lock? Or does each cell have a lock? S
DoubleGold |
Zakan jail breaks them all out in no time and they head towards the entrance, Three is not as quiet as he thinks, but he doesn't alert anyone and Yoland finds no keys.
Three does however awake the giant wasp up there.
init: 2 + 1d20 ⇒ 2 + (16) = 18 wasp, 30 feet up, can shoot it with range.
init: 4 + 1d20 ⇒ 4 + (17) = 21Three
init: 6 + 1d20 ⇒ 6 + (1) = 7Elaith
init: 3 + 1d20 ⇒ 3 + (8) = 11Zakan
init: 0 + 1d20 ⇒ 0 + (2) = 2Yolanda
Three is up kill the wasp before it stings you.
DoubleGold |
Three shoots the wasp but it is still alive
It will try to sting you sting: 4 + 1d20 ⇒ 4 + (14) = 18
dmg: 1d6 + 2d6 + 1 ⇒ (4) + (5, 1) + 1 = 11 the 2d6 is poison, con save of 12 to half it.
All heroes are up at the end of the hallway, 2 orcs and a pet snake (Arcana to identify which kind, though a normal sized snake). have come to investigate, but they don't act yet
*Three* |
Con Save: 1d20 + 1 ⇒ (8) + 1 = 9
Three will kick fire his bow at the Snake, and then kick the wasp.
Longbow Attack roll on the snake: 1d20 + 6 ⇒ (2) + 6 = 8
Damage Roll: 1d8 + 4 ⇒ (2) + 4 = 6
Bonus Action Unarmed Attack Roll: 1d20 + 6 ⇒ (6) + 6 = 12
Damage Roll: 1d4 + 4 ⇒ (1) + 4 = 5