Well me thinks where every they stashed their loot is deeper in.
Ooc: please RP anything you would like to do post fight. I was thinking of running a little maze dungoen, since we are in a cave, pulling threats from the table as we hit dead ends. The end of the maze is the loot room. What yall think? Since I'm not the DM wanted your buy in before I went off script a little.
This post has potentially manipulated dice roll results.
"That thick of hide of theirs, it's like weapons just bounce right off," Huck grumbles in agreement as he gathers his spent crossbow bolts. He'll also pick up one of the fallen orc's javelins, and give it an experimental swing to see if it might be a good walking stick (13).
The party heads straight ahead. With the parties passive perception everyone hears a low moan coming from the tunnel ahead. A mummy rounds the corner roll Initiative.
Minty approves of the Orc's resolve, if not its presence. He takes careful aim with his crossbow and fires.
Attack: 23 Damage: 6
Sneak Damage: 7
The arrow hits the Orc with a glancing blow doing minimal damage but the arrow then hits the roof and comes back down unto the Orcs neck killing it.
End of combat
87 xp each
Boomi will walk over to Justin. How ye doing you look like ye took a few licks.
Boomi will cast cure wounds. Healing 13 health
Well me thinks where every they stashed their loot is deeper in.
Ooc: please RP anything you would like to do post fight. I was thinking of running a little maze dungoen, since we are in a cave, pulling threats from the table as we hit dead ends. The end of the maze is the loot room. What yall think? Since I'm not the DM wanted your buy in before I went off script a little.
Pah! I couldn't hit a thing! You'd figure I could hit an Orc with a Hammer!
Player: Any Good Alignment // DM: Lawful Evil
"That thick of hide of theirs, it's like weapons just bounce right off," Huck grumbles in agreement as he gathers his spent crossbow bolts. He'll also pick up one of the fallen orc's javelins, and give it an experimental swing to see if it might be a good walking stick (13).
(OOC: Maze sounds fun!)
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
Yeah, that must be it.
(Justin has a +7 attack modifier ffs!)
Player: Any Good Alignment // DM: Lawful Evil
Boomi sighs deeply and Mutters what Dwarf be I hate the dark....
The party moves on down the tunnel coming to a 4 way intersection.
Well which way ye think? This cave is weird I din get the since of any natural drafts.
Stone check 19
Boomi sniffs the air of all three directions. Pointing t the right its not that way air smells stale thing been that way in a while
Which way the party want to go left o straight.
Shall we go straight ahead?
Player: Any Good Alignment // DM: Lawful Evil
Straight it is then.
The party heads straight ahead. With the parties passive perception everyone hears a low moan coming from the tunnel ahead. A mummy rounds the corner roll Initiative.
Mummy: 5
Boomi: 17
Huck: 8
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
Minty 7
Justin 16
Player: Any Good Alignment // DM: Lawful Evil
Happy 4th of July everyone and if your not in the US still happy today.
Order: Boomi, Justin, Huck, Minty, Mummy
Be careful lads, last time I fought these things I caught the Rot. Best not get touched by it ya.
Boomi cast scared flame.
SF: 5
DC 14 save: 7
The mummy is vulnerable to fire and takes 10 damage. Hp: 53/58
Justin is up
For what it is worth, Sacred Flame deals radiant damage not fire as the name would suggest.
((Sacred Flame doesn't do fire damage?? Next you'll be telling me Chill Touch is a ranged spell that doesn't do cold damage! Oh, wait... 😅))
[Forest of Wonders]: Huckleberry Honeysmith | Revelry Suneila
This time Justin does take a bead from his Necklace of Fireballs.
Don't worry guys, I've got this!
He hurls it to the mummy [When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15 for half dmg).]
Fire dmg: 18
Player: Any Good Alignment // DM: Lawful Evil
Ooc: Ya you right. Been awhile since I read the spell.
When you have a DC save for a mob go ahead and just roll the save.
Save: 8