This post has potentially manipulated dice roll results.
Gabriel casts Healing Word on each of his companions, provided he has the time. Everyone regains 13 HP. He also grants Guidance to whoever is leading the party.
(Awesome! I saw that you had cure wounds and prayer of healing but didn't know you had healing word also. I only looked because I was concerned when making my character originally that I would be the only one with healing spells lol :D )
*** saw your other post, I am less confused now :D ***
The group slowly and quietly explores the rooms and presses on through the cave. The twisting path descends steeply the deeper you go and even the torch light seems to be struggling against the damp air and cold that inhabit this part of the cave. With each breath you can see puffs of condensation released from your mouth and nostrils. The scattered puddles of water now turn to slick sheets of ice. As you near the bottom of the cavern a single torch indicates the end of the descent. The cave continues then turns sharply north into total darkness.
(Stealth from everyone if you're being stealthy, Perception from Onyx and Gabriel that have darkvision.)
This post has potentially manipulated dice roll results.
Despite Gabriel and Onyx’s ability to see in the dark your eyes can’t penetrate the darkness. As you creep deeper in there is a sudden evaporation of the darkness and your eyes struggle to adjust to the to the light as you are attack by a barrage of spells, crossbow bolts and javelins. Your pupils contract and your sight gives full view of multiple enemies surrounding the entrance of a huge opening. Shelves and cabinets line the walls and near the center of the back wall stands a huge bronze statue forged into the symbol of Vaeril. Before you stand the hulking orc chieftain carrying a greataxe in each hand, 4 cultists, 4 dark acolytes and a fanatic who with a grim smile and says “Welcome defenders of Riverwood”
Everyone but Grunting make a dexterity saving throw.
Gabriel casts Healing Word on each of his companions, provided he has the time. Everyone regains 13 HP. He also grants Guidance to whoever is leading the party.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(I was at full health, I had only lost a few temp HP)
(I have no 1st level spell slots remaining anyway so I figured if I had the time I might as well cast Healing Word)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Healing word is a first level spell that you have to have prepared though right?)
(It's second level and I have it prepared already.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(I made an error; I meant to say I cast Prayer of Healing. My mistake.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Awesome! I saw that you had cure wounds and prayer of healing but didn't know you had healing word also. I only looked because I was concerned when making my character originally that I would be the only one with healing spells lol :D )
*** saw your other post, I am less confused now :D ***
(Sorry for the confusion. It always helps to have two healers in the party, and Yera as a paladin also has innate healing abilities. :D)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Obviously we are invincible.... I mean... THERE IS TOTALLY NOTHING THAT CAN STOP US NOW!)
(Ignore him, O Mighty DM, he knoweth not what he speaketh lol)
The group slowly and quietly explores the rooms and presses on through the cave. The twisting path descends steeply the deeper you go and even the torch light seems to be struggling against the damp air and cold that inhabit this part of the cave. With each breath you can see puffs of condensation released from your mouth and nostrils. The scattered puddles of water now turn to slick sheets of ice. As you near the bottom of the cavern a single torch indicates the end of the descent. The cave continues then turns sharply north into total darkness.
(Stealth from everyone if you're being stealthy, Perception from Onyx and Gabriel that have darkvision.)
Stealth Check: 17
Stealth 7
Mucor stealth 9
Stealth 5
Perception 16
Stealth: 4
Perception: 21
(Just a last reminder for anyone who was injured during the previous encounter to regain 12 HP)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Sorry for the lack of posting. Submit payroll day and Moms birthday. Should be able to post a lot more in a few hours.)
(No worries. Life and stuff.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Despite Gabriel and Onyx’s ability to see in the dark your eyes can’t penetrate the darkness. As you creep deeper in there is a sudden evaporation of the darkness and your eyes struggle to adjust to the to the light as you are attack by a barrage of spells, crossbow bolts and javelins. Your pupils contract and your sight gives full view of multiple enemies surrounding the entrance of a huge opening. Shelves and cabinets line the walls and near the center of the back wall stands a huge bronze statue forged into the symbol of Vaeril. Before you stand the hulking orc chieftain carrying a greataxe in each hand, 4 cultists, 4 dark acolytes and a fanatic who with a grim smile and says “Welcome defenders of Riverwood”
Everyone but Grunting make a dexterity saving throw.
Onyx- crossbow bolt: 12 Damage: 5
Mucor- Crossbow bolt: 14 Damage: 5
Grunting- 2 Crossbow bolts: 20 17 Damage: 5 4
Yera- Javelin: 16 Damage: 10
Gabriel- Javelin: 7 Damage: 10
Updated map:
Roll initiative!
Chieftain: 11 Fanatic: 16 Cultists & Acolytes: 15
Dexterity Saving Throw: 22
Initiative Roll: 8