Grunting's arrow goes wide. Onyx charges towards the surprised orcs who are turning their heads toward the dwarf who just insulted them. Gabriel's hand releases a green bolt of energy that slams into an orc nearly knocking it off its feet. It still stands but just barely and is shaded in a green glow (next attack has advantage).
(sorry! I missed my notification that this was updated, my bad!)
Mucor will move up towards the enemy with his shield and spear in his hands. Looking at the three orcs, he will point his spear towards them and cast spike growth centered on them, causing fine glass-like fungal hairs to erupt from the ground around them
(They need to make a DC 13 perception check before they move or they take 2d4 piercing damage for every 5 ft. they travel. or if anyone tries to come reinforce them from the cave they have to make the check also or they take the damage when they exit the cave and enter the zone)
Quentin rises from his crouched position and brings his hand crossbow up, squints an eye and focuses his vision on his distant target. The range between him and his enemy exceeds the rogue's comfort zone, but Gabriel's well-placed bolt of radiant energy has illuminated the Orc and made it slightly easier for Quentin to zero in his shot. Seeing the Orc stagger from the cleric's blast also emboldens the rogue to take the long shot, so after a careful moment of sighting and leading his target, Quentin holds his breath and squeezes his trigger mechanism.
Attack:10Damage: Unable to parse dice roll.
Quickly reloading another bolt, the fast-firing rogue sends another shot right behind the first.
Bonus Action; Crossbow Expert Attack:17Damage:7
Disadvantage attack range of 120ft, but I'll straight roll the first shot because of the advantage from Guiding Bolt and apply disadvantage on the second. No Sneak Attack applicable though for either shot.
This post has potentially manipulated dice roll results.
The ground around the orcs glows and beings to sprout glass like fungi that would pierce even the thickest hide if touched. The first orc takes Quentin's bolt in the throat and falls to the ground impaling himself on the razor sharp fungi covering the ground. Quentin and Yera's other bolts fly true but bounce off the orcs thick shoulder armor. The orcs reach down to get their weapons and prepare to rush to attack.
Perception: 15 (If they survive long enough to move they will definitely take damage)
(Crap, I forgot that was the suprise round.. whoops.. yeah I probably wasted that then unless people in the cave hear and come out :P I would be suprised if they live that long.. also... allies entering the zone better watch out as well... :()
Onyx would hopefully reach the shaded area with the rest of his movement (25 walk speed), mindful to keep his distance from the spikes if at all possible. Since it was unlikely he'd be able to attack the orcs, he'd at least want to draw their attention as the other picked them off from a distance.
Onyx is now 15 ft away from the orcs (assuming your holding an attack in case they come in range) as he runs closer an arrow from Grunting whooshes by his head and strikes an Orc in the chest sinking in a few inches.
Mucor will move another 30ft towards the enemies while yelling back to his companions. "Dont get to close to them! I dont want you getting hurt!" before scratching behind his ear on e more, this time causing a huge swarm of ticks and fleas to erupts from the minotaur and swarm the closest orc as he casts infestation
(one of them needs to make a con13 saving throw or take 1d6 damage and get moved 5f in a direcrion... which would trigger the 2d4 from earlier)
This post has potentially manipulated dice roll results.
Con save: 22
Damage: 52
Direction: 4
The second orc is swarmed by the insects and freaks out running 5 feet before suffocating in the swarm and is shredded by the razor fungi. Only one orc remains.
This post has potentially manipulated dice roll results.
"You shall fall, minions of Vaeril! " Gabriel vows, casting False Life on himself for 8 temporary HP. He continues to charge for the orcs, shield and battleaxe in hand.
This post has potentially manipulated dice roll results.
Seeing the Orc's falling one after another to his companion's onslaught, the urge to whoop and cheer rises up like a wave inside of the rogue's throat but he subdues it with a visible struggle for self-control, not wanting his noisy jubilation to alert any other potential enemies within the cave. He does grin like a maniac however; a wide and crooked smile that reflects the sheer adrenaline-fueled thrill he feels at the escalation of danger and excitement. Quentin rides that elation at full speed, literally charging forward to get closer to his foe.
Full 30ft of movement toward the remaining Orc.
Still beyond the optimum range of his small and compact crossbow, the wild young man decides to throw caution to the wind and fire off his shots regardless of the challenge inherent in the distance. He aims and fires the first, loads another bolt with a blur of movement and sends the second screaming forward at the same target.
(we started 90 feet away, so assuming you move 30ft each round you would still be 30 away, now if you dash you could be right next to them but that would also put you in the spike growth
The last Orc raises his great axe and begins to roar a warning cry when two bolts from Quentin’s crossbow strike it in the neck and chest. The Orc takes one step back gurgling blood instead of a war cry and falls into the razor fungi dead.
(End of combat)
You all make your way to the large entrance of the cave. You can hear the sounds of orcs but they don’t seem to be war cry’s, more like lighthearted banter. You can see a slight bit of flickering illumination coming from deeper within the cave you assume near the location of the Orc voices. You assume your attack went unnoticed after a few moments pass.
(So my spike growth lasts 10 minutes... can we stand outside the cave and yell down in to see if we can lure any out and into the spike growth since so far like.. 10 seconds of the 10 minute spell has elapsed? If not that is cool, no big deal :P)
Gabriel 's eyes burn with an eerie green light and he launches a Guiding Bolt at one of the orcs.
Action: Gabriel casts Guiding Bolt at one of the orcs. Attack: 24 Damage: 14
Movement: Gabriel moves 30 feet towards the orc he just attacked.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Grunting's arrow goes wide. Onyx charges towards the surprised orcs who are turning their heads toward the dwarf who just insulted them. Gabriel's hand releases a green bolt of energy that slams into an orc nearly knocking it off its feet. It still stands but just barely and is shaded in a green glow (next attack has advantage).
Mucor!
(sorry! I missed my notification that this was updated, my bad!)
Mucor will move up towards the enemy with his shield and spear in his hands. Looking at the three orcs, he will point his spear towards them and cast spike growth centered on them, causing fine glass-like fungal hairs to erupt from the ground around them
(They need to make a DC 13 perception check before they move or they take 2d4 piercing damage for every 5 ft. they travel. or if anyone tries to come reinforce them from the cave they have to make the check also or they take the damage when they exit the cave and enter the zone)
Quentin rises from his crouched position and brings his hand crossbow up, squints an eye and focuses his vision on his distant target. The range between him and his enemy exceeds the rogue's comfort zone, but Gabriel's well-placed bolt of radiant energy has illuminated the Orc and made it slightly easier for Quentin to zero in his shot. Seeing the Orc stagger from the cleric's blast also emboldens the rogue to take the long shot, so after a careful moment of sighting and leading his target, Quentin holds his breath and squeezes his trigger mechanism.
Attack: 10 Damage: Unable to parse dice roll.
Quickly reloading another bolt, the fast-firing rogue sends another shot right behind the first.
Bonus Action; Crossbow Expert Attack: 17 Damage: 7
Disadvantage attack range of 120ft, but I'll straight roll the first shot because of the advantage from Guiding Bolt and apply disadvantage on the second. No Sneak Attack applicable though for either shot.
Following Quentin's lead, Yera fires a bolt from her heavy crossbow at the second orc he had targeted.
Attack Attack: 8 Damage: 9 (disadvantage because of the heavy crossbow's heavy property)
After taking her shot, she'll put away her crossbow, draw her shortsword and shield, and run up to meet the orcs in melee.
The ground around the orcs glows and beings to sprout glass like fungi that would pierce even the thickest hide if touched. The first orc takes Quentin's bolt in the throat and falls to the ground impaling himself on the razor sharp fungi covering the ground. Quentin and Yera's other bolts fly true but bounce off the orcs thick shoulder armor. The orcs reach down to get their weapons and prepare to rush to attack.
Perception: 15 (If they survive long enough to move they will definitely take damage)
Group 1: Grunting & Onyx!
(Crap, I forgot that was the suprise round.. whoops.. yeah I probably wasted that then unless people in the cave hear and come out :P I would be suprised if they live that long.. also... allies entering the zone better watch out as well... :()
Onyx would hopefully reach the shaded area with the rest of his movement (25 walk speed), mindful to keep his distance from the spikes if at all possible. Since it was unlikely he'd be able to attack the orcs, he'd at least want to draw their attention as the other picked them off from a distance.
The kenku fires another arrow into an orc Attack: 19 Damage: 6 and then walks up 30 ft and pulling out his short swords for some close combat mayhem!
Onyx is now 15 ft away from the orcs (assuming your holding an attack in case they come in range) as he runs closer an arrow from Grunting whooshes by his head and strikes an Orc in the chest sinking in a few inches.
Group 2: Mucor & Gabriel!
Mucor will move another 30ft towards the enemies while yelling back to his companions. "Dont get to close to them! I dont want you getting hurt!" before scratching behind his ear on e more, this time causing a huge swarm of ticks and fleas to erupts from the minotaur and swarm the closest orc as he casts infestation
(one of them needs to make a con13 saving throw or take 1d6 damage and get moved 5f in a direcrion... which would trigger the 2d4 from earlier)
Con save: 22
Damage: 5 2
Direction: 4
The second orc is swarmed by the insects and freaks out running 5 feet before suffocating in the swarm and is shredded by the razor fungi. Only one orc remains.
"You shall fall, minions of Vaeril! " Gabriel vows, casting False Life on himself for 8 temporary HP. He continues to charge for the orcs, shield and battleaxe in hand.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(I need a boss to face cling to 😬)
Seeing the Orc's falling one after another to his companion's onslaught, the urge to whoop and cheer rises up like a wave inside of the rogue's throat but he subdues it with a visible struggle for self-control, not wanting his noisy jubilation to alert any other potential enemies within the cave. He does grin like a maniac however; a wide and crooked smile that reflects the sheer adrenaline-fueled thrill he feels at the escalation of danger and excitement. Quentin rides that elation at full speed, literally charging forward to get closer to his foe.
Full 30ft of movement toward the remaining Orc.
Still beyond the optimum range of his small and compact crossbow, the wild young man decides to throw caution to the wind and fire off his shots regardless of the challenge inherent in the distance. He aims and fires the first, loads another bolt with a blur of movement and sends the second screaming forward at the same target.
Attack: 16 Damage: 8
Bonus Action; Crossbow Expert Attack: 19 Damage: 10
(How far are we away from the remaining orc and what is his apparent condition?)
(we started 90 feet away, so assuming you move 30ft each round you would still be 30 away, now if you dash you could be right next to them but that would also put you in the spike growth
The last Orc raises his great axe and begins to roar a warning cry when two bolts from Quentin’s crossbow strike it in the neck and chest. The Orc takes one step back gurgling blood instead of a war cry and falls into the razor fungi dead.
(End of combat)
You all make your way to the large entrance of the cave. You can hear the sounds of orcs but they don’t seem to be war cry’s, more like lighthearted banter. You can see a slight bit of flickering illumination coming from deeper within the cave you assume near the location of the Orc voices. You assume your attack went unnoticed after a few moments pass.
(So my spike growth lasts 10 minutes... can we stand outside the cave and yell down in to see if we can lure any out and into the spike growth since so far like.. 10 seconds of the 10 minute spell has elapsed? If not that is cool, no big deal :P)
Perception Check to try and discern how many voices Quentin can hear, and if they are speaking Common, to try and hear what they are saying: 18