This post has potentially manipulated dice roll results.
Mome stabs into the orc next to her. The two orcs look at all the dead at their feet, turn to each other and nod. The orc in melee with Mome yells a roar of combat, and tries to slice at Mome with it's axe, while the other one goes into a Dash and attempts to run around and back toward the hole in the wall at the back of the cavern:
Greataxe against Mome Attack: 18 Damage: 14 Slashing.
You all are up. One orc fights Mome to the death, while the other is trying to run out of the room, down into a darker cave system.
This post has potentially manipulated dice roll results.
Mome drops the Orc next to her, but the one intercepted by Zoveldra shakes her off as well as LANDMOP’s ray. The last remaining Orc, seeing Zoveldra’s speed, curses in Orcish and ties to slam its axe into her:
Greataxe against Zoveldra Attack: 20 Damage: 11 Slashing.
You all are up. There’s only one orc left and it fights with what it knows is it’s last breath.
Mome drops the Orc next to her, but the one intercepted by Zoveldra shakes her off as well as LANDMOP’s ray. The last remaining Orc, seeing Zoveldra’s speed, curses in Orcish and ties to slam its axe into her:
Greataxe against Zoveldra Attack: 20 Damage: 11 Slashing.
You all are up. There’s only one orc left and it fights with what it knows is it’s last breath.
(just to check, was that roll at disadvantage? Even on a failed save Ray of Enfeeblement gives disadvantage for one attack)
LANDMOP Simply spends their turn closing the distance (dash action)
This post has potentially manipulated dice roll results.
The version of Ray of Enfeeblement linked in your post @Rylentlar doesn't have the Disadvantage on a fail. It must be the legacy version. Here's another attack roll for the Orc, if it doesn't hit Zoveldra's AC then she can get back her Deflect Attack, (although I don't know if that's a limited resource or not): 12
Zoveldra manages to knock the Orc out. The battle is over, 5 orcs lay dead on the floor, while another is subdued by Zoveldra. The opening to the lower depths lays before you to the east.
"Great job! Anyone got a rope so I can tie this stinker up? I coulda sworn I had one in here somewhere." Mome looks in her pack and finds many swear words but does not find a rope. She looks at the dead orcs to see if they have one. As usual, she takes anything of value in addition to a rope. If none of the orcs have a rope, she rips their clothing to make a rope. She is counting on her years at sea to make this all work out and, as she does at sea, she casts Mending as needed to correct any problems. She props the orc against a wall.
I guess we now know where to go. She gestures down the new path to the east. But first, we should patch our wounds. We got time for a little self-repair?
You can of course take a Short Rest. All of the orcs have the same red tattoo on their foreheads, and you find a shield on this orc with a crest of the same design:
You also find a few very strange purple potions. LANDMOP has never seen such a potion before. You also gather a total of 24gp, as well as many Greataxes and Javelins that you might want. The Orcs all wear Hide Armour
Mome turns to the other orc standing near her. (Attack 21, damage 9)
(LANDMOP is still up, and with dropping the orc gains 3 temp hp from grim harvest)
Mome stabs into the orc next to her. The two orcs look at all the dead at their feet, turn to each other and nod. The orc in melee with Mome yells a roar of combat, and tries to slice at Mome with it's axe, while the other one goes into a Dash and attempts to run around and back toward the hole in the wall at the back of the cavern:
Greataxe against Mome Attack: 18 Damage: 14 Slashing.
You all are up. One orc fights Mome to the death, while the other is trying to run out of the room, down into a darker cave system.
Also a reminder these squares are 10ft.
Zoveldra sees the orc fleeing and moves to intercept and stop him.
Bonus Action: Step of the Wind (You can take the Dash action as a Bonus Action.)
Action: Grapple, DC 15 strength or dex (orc chooses which)
LANDMOP will try to hit the fleeing orc with a Ray of Enfeeblement to sap the strength from it
Mome ducks under the great axe and comes up strong with her trident. (Attack nat 20, crit damage 10)
Orc DC 15 Str Check: 20
Orc Con Check: 22
Mome drops the Orc next to her, but the one intercepted by Zoveldra shakes her off as well as LANDMOP’s ray. The last remaining Orc, seeing Zoveldra’s speed, curses in Orcish and ties to slam its axe into her:
Greataxe against Zoveldra Attack: 20 Damage: 11 Slashing.
You all are up. There’s only one orc left and it fights with what it knows is it’s last breath.
(just to check, was that roll at disadvantage? Even on a failed save Ray of Enfeeblement gives disadvantage for one attack)
LANDMOP Simply spends their turn closing the distance (dash action)
"You don't HAVE to die"
Mome adds, “But if you fight, you will” as she shoots him with her short bow (attack 20, damage 7)
Deflect Attack: 19
Zoveldra knocks the axe aside slightly so it misses her and rains blows on the orc, hoping to knock them out so they can be further questioned.
Action: Unarmed Strike (non-lethal) to hit 15, damage 8
Bonus Action: Unarmed Strike (non-lethal) to hit 22, damage 11
The version of Ray of Enfeeblement linked in your post @Rylentlar doesn't have the Disadvantage on a fail. It must be the legacy version. Here's another attack roll for the Orc, if it doesn't hit Zoveldra's AC then she can get back her Deflect Attack, (although I don't know if that's a limited resource or not): 12
Zoveldra manages to knock the Orc out. The battle is over, 5 orcs lay dead on the floor, while another is subdued by Zoveldra. The opening to the lower depths lays before you to the east.
((It's unlimited, just uses her Reaction for that turn.))
"Great job! Anyone got a rope so I can tie this stinker up? I coulda sworn I had one in here somewhere." Mome looks in her pack and finds many swear words but does not find a rope. She looks at the dead orcs to see if they have one. As usual, she takes anything of value in addition to a rope. If none of the orcs have a rope, she rips their clothing to make a rope. She is counting on her years at sea to make this all work out and, as she does at sea, she casts Mending as needed to correct any problems. She props the orc against a wall.
I guess we now know where to go. She gestures down the new path to the east. But first, we should patch our wounds. We got time for a little self-repair?
(OOC: Short rest?)
Zoveldra hands Mome some rope from her pack, satisfied that the orc won't be a threat once he wakes up.
"That sounds wise. We're certain to run into more below."
"Well fought" LANDMOP says not finding any additional conversation necessary, they stand stalk still waiting for the others
(OOC: Did we find anything interesting on the dead orcs? Mome is up to 24 hp after the short rest. Assuming the rest is uneventful....)
"I feel better but still would like a rum. Ready to see what is down there?" Mome heads down the new path.
You can of course take a Short Rest. All of the orcs have the same red tattoo on their foreheads, and you find a shield on this orc with a crest of the same design:
You also find a few very strange purple potions. LANDMOP has never seen such a potion before. You also gather a total of 24gp, as well as many Greataxes and Javelins that you might want. The Orcs all wear Hide Armour
(Does LANDMOP have time to identify potions during the short rest? If not I'll save it for later)