Huck takes aim with his crossbow at the uninjured bandit: Attack: 15 Damage: 7 and if it hits, use his gathered swarm to deal another 3 of stinging damage.
This post has potentially manipulated dice roll results.
Justin wants to bring the remaining Bandit to justice, but in the end he just shrugs and goes to the indicated hideout. Carefully checking for traps: 18
End of combat (unless someone wants to chu k a spell or something at the fleeing bandit.)
37.5 xp each
Justin leads the party off the path in the direction of the hide out. About 50 yards into the woods there is a cave mouth opening up from a granite outcropping. It seems to be a round stone tunnel, carved into the surface of the bolders and sloping downwards. It seems far too smooth to be natural... Justin you see a well hidden trip wire and a possible pit trap just inside the cave.
Boomi looks into the tunnel. This must be the hideout. Sigh I'm not ready to go back underground...
"Yeah, you better run!" Huck calls after the fleeing bandit, shaking his fist.
He'll take a quick look around to see if there are any satisfactory walking sticks (10) and then join the rest of the group at the mouth of the cave.
"How's it look in there?" he asks, peering into the darkness.
((OOC: I've decided that finding the perfect walking stick will require rolling a natural 20 for both the length and the width. Only then will Huck's personal quest be complete!))
Boomi will cast guidance on who ever attempt to disarm the trap. For Boomi this looks like him pulling out his hip flask taking a drink then offering it to who ever is going to do the task.
Ere have a swig to alm ye hands.
<You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.>
DC 12 to disarm. On a fail you spring the trap exposing the pit which will require us to jump across.
This post has potentially manipulated dice roll results.
With a 24 you easily disarm the trap. The party starts to make its way into the cave. Even though there is no torchs that can be seen it is surprising bright. [Cave is dimextra light not needed to see 60 ft]
Before going too deep the party starts to hear a noise from deeper in.
3 orcs rush upon the party,chanting a song of war. Roll Initiative.
You give the bandit a good smack. The bandit is looking real rough but still standing
Minty stays where he is takes steady aim at the Thug once more and fires
Attack: 18 Damage: 11
Sneak Damage: 7
Minty thinks he sees the thug's soul begin to lose connection to its body.
The Thug indeed drops dead
Huck takes aim with his crossbow at the uninjured bandit: Attack: 15 Damage: 7 and if it hits, use his gathered swarm to deal another 3 of stinging damage.
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
Seeing how injured the bandit huck attacked is Boomi will follow up with his war hammer.
Attack 15
Damage 8
Bandit 2 drops dead.
Bandit 1 being on deaths door and his leader and friend just got destroyed gives up he drops his weapon and raises his hands.
Please don't kill me. Our hideout is over there, it's where we stash everything we steal before selling it at the market.
The bandit is slowing backing up as he is saying this. Once 6 feet from Justin he dashes off in the other direction.
Justin wants to bring the remaining Bandit to justice, but in the end he just shrugs and goes to the indicated hideout. Carefully checking for traps: 18
Player: Any Good Alignment // DM: Lawful Evil
End of combat (unless someone wants to chu k a spell or something at the fleeing bandit.)
37.5 xp each
Justin leads the party off the path in the direction of the hide out. About 50 yards into the woods there is a cave mouth opening up from a granite outcropping. It seems to be a round stone tunnel, carved into the surface of the bolders and sloping downwards. It seems far too smooth to be natural... Justin you see a well hidden trip wire and a possible pit trap just inside the cave.
Boomi looks into the tunnel. This must be the hideout. Sigh I'm not ready to go back underground...
"Yeah, you better run!" Huck calls after the fleeing bandit, shaking his fist.
He'll take a quick look around to see if there are any satisfactory walking sticks (10) and then join the rest of the group at the mouth of the cave.
"How's it look in there?" he asks, peering into the darkness.
((OOC: I've decided that finding the perfect walking stick will require rolling a natural 20 for both the length and the width. Only then will Huck's personal quest be complete!))
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
Minty wanders over to the others. "Would anyone like me to try and disarm that trap?"
"A fine idea!" Huck will light a torch and have the bees hold it aloft to give Minty some extra light ((and advantage with the Help action)).
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
Maybe keep that torch lighted. My lousy Human eyes need a light source.
Just as he says that his Warhammer stops shining that bright white light.
Player: Any Good Alignment // DM: Lawful Evil
Boomi will cast guidance on who ever attempt to disarm the trap. For Boomi this looks like him pulling out his hip flask taking a drink then offering it to who ever is going to do the task.
Ere have a swig to alm ye hands.
<You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.>
DC 12 to disarm. On a fail you spring the trap exposing the pit which will require us to jump across.
Minty is surprised by all of the assistance. Having friends is actually pretty nice.
He takes out his thieves tools and gets to work attempting to disarm the trap.
Thieves tools: 22
Guidance: 2
With a 24 you easily disarm the trap. The party starts to make its way into the cave. Even though there is no torchs that can be seen it is surprising bright. [Cave is dimextra light not needed to see 60 ft]
Before going too deep the party starts to hear a noise from deeper in.
3 orcs rush upon the party,chanting a song of war. Roll Initiative.
Boomi 8
Orc 1 7
Orc 2 15
Orc 3 17
Justin initiative: 8
Player: Any Good Alignment // DM: Lawful Evil
"Oh dear. War songs are so evocative, yet unpleasant."
Initiative: 6
Dag nabbit! Initiative: 7
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
Thats everyone. Wow we all kinda slow on the jump lol. The tunnel is 13 ft wide.
Order: Orc 1, Orc 3, Justin, Huck, Orc 2, Minty, Boomi.
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