This post has potentially manipulated dice roll results.
Herbert;
He hears noises that set him on edge and notices Orin's face break out in a giant grin as he begins to march forward. Quickly he closes his eyes, points his staff down the tunnel towards the hidden bandit and casts sleep (as a level 1 spell).
Sleep hit points: 25
"Orin, mate, he might be asleep when you get there, just carry on on batter the next thing you see if the bandit is".
This post has potentially manipulated dice roll results.
Cultist 2 in panic, runs at Herbert, and swings a dagger at him. Attack: 19 Damage: 6
The bandit tries to take out a dagger and tries stab Osborn. Attack: 9 Damage: 6 Piercing Damage. Make a CON save or take 1 Poison Damage and be poisoned damage.
This post has potentially manipulated dice roll results.
Herbert: He is surprised to see a cultist running at him and equally surprised that he somehow manages to dodge a flailing dagger, perhaps it was his extremely confident yelp.
He'll cast shocking grasp at the cultist. Attack: 9 Damage: 5
(Osborn you can will use the same roll.) Orin rushes into the room attack the bandit standing near the entrance, as Herbert miss to crab a the cultists robes, and Gromedark drops another cultist . Osborn's bolt of energy takes out another one. Finally, garazar reaches the room, and swing his axe at the bandit.
The bandit falls, dead. With everyone out, (except for one asleep.) You stand around the room. Containing a circle of runes on the floor, a fire pit, and two chest that sit in the back of the room. What would everyone like to do?
The two chest look the same, cheaply made. Gromedark is distracted while checking for traps but they can't open it so it must be locked. You easily pick the lock.
Osborn ties up the sleeping cultist and then sets about searching the bodies .
"We are here to deliver a package and I need to know where our customer is!"
He tries to avoid sticking his hands in any wounds, and doesn't look at their faces if possible. The dead make him uncomfortable, especially those who dies at his hands.
Opening the chest reveals the bottom is littered with hundreds (700) silver coins, stacked on top of them is three orange gems, (50 GP Jaspers) and finally a scroll with arcane scribblings, that Gromedark cannot read.
Herbert;
He hears noises that set him on edge and notices Orin's face break out in a giant grin as he begins to march forward. Quickly he closes his eyes, points his staff down the tunnel towards the hidden bandit and casts sleep (as a level 1 spell).
Sleep hit points: 25
"Orin, mate, he might be asleep when you get there, just carry on on batter the next thing you see if the bandit is".
He'll then cautiously walk forward 30 ft.
N/A
The bandit falls asleep. Next it would be Orin's turn, does he still want attack the sleeping bandit?
((I reckon Orin would carry on and attack who's ever next...seems that kind of dude))
N/A
Hearing his companion and seeing the bandit slump over he would spend his turn trying to reach the next chamber where he can hear combat happening.
Dash if needed or use the attack roll from previous post
OK, first with Gromedark's racial feature, Sayseir is dead. Orin, it would take a dash action to run to anymore bandits.
Cultist 1
Herbert
Orin
Gromedark
Osborn
Cultist 2
Bandit 1
Bandit 2 (asleep)
Garazar
(Whose turn is it? Osborn's turn was in post 216 in case missed)
Its Osborn's turn, Sayseir is dead. Who would Osborn like to target instead
Osborn will switch to the cultist, sparing the bandit who led him here.
Cultist 2 in panic, runs at Herbert, and swings a dagger at him. Attack: 19 Damage: 6
The bandit tries to take out a dagger and tries stab Osborn. Attack: 9 Damage: 6 Piercing Damage. Make a CON save or take 1 Poison Damage and be poisoned damage.
Garazar is going to use the dash action to get to the room. Cultist 1 attacks Gromedark. Attack: 4 Damage: 4
Cultist 1
Herbert (their turn)
Orin
Gromedark
Osborn
Cultist 2
Bandit 1
Bandit 2 (asleep)
Garazar
Did you want Osborn to reroll his attack as he switched targets, or use the original rolls?
Herbert: He is surprised to see a cultist running at him and equally surprised that he somehow manages to dodge a flailing dagger, perhaps it was his extremely confident yelp.
He'll cast shocking grasp at the cultist. Attack: 9 Damage: 5
"Shit"
N/A
Orin will continue his movement as needed to reach any target he can and with a yell will swing away at it.
Attack: 22 Damage: 10
I posted my turn ages ago, I thought we were waiting for the DM to come back?
(Osborn you can will use the same roll.) Orin rushes into the room attack the bandit standing near the entrance, as Herbert miss to crab a the cultists robes, and Gromedark drops another cultist . Osborn's bolt of energy takes out another one. Finally, garazar reaches the room, and swing his axe at the bandit.
Attack: 16 Damage: 9
The bandit falls, dead. With everyone out, (except for one asleep.) You stand around the room. Containing a circle of runes on the floor, a fire pit, and two chest that sit in the back of the room. What would everyone like to do?
The two chest look the same, cheaply made. Gromedark is distracted while checking for traps but they can't open it so it must be locked. You easily pick the lock.
Osborn ties up the sleeping cultist and then sets about searching the bodies .
"We are here to deliver a package and I need to know where our customer is!"
He tries to avoid sticking his hands in any wounds, and doesn't look at their faces if possible. The dead make him uncomfortable, especially those who dies at his hands.
Opening the chest reveals the bottom is littered with hundreds (700) silver coins, stacked on top of them is three orange gems, (50 GP Jaspers) and finally a scroll with arcane scribblings, that Gromedark cannot read.
Gromedark picks the lock with ease.