...Where The Company of Heroes Gather and Bond
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Two weeks ago, you were resting comfortably in one of the many inns located in the city of Istivin, the capital of the March of Sterich. Drink flowed freely, food was plentiful and the roaring fires dried the early morning dew off of walls and windows and even brought some relief to the aching bones of old and young alike. Leisure activity became a sport, to the point where your adventuring life seemed almost a dream in some unwelcomed, fitful sleep. Unfortunately, however, food, drink and especially warm beds take coin, and your purse had been growing lighter by the day.
When word came up from Mittleberg about raiders sweeping down from the Jotens, your ears perked up. The fact that they were giants gave you pause, but after giving Querchard, Earl of Sterich a bit of time to explain, your ears perked once again.
It was true, giants had swept down from the Jotens and sacked a small number of towns, but it was not the intention of Earl Querchard to eradicate the giants, though that would be a grand endeavor indeed, his concern lies in the fact that not only have Hill Giants been seen, but Stone and Frost as well! These attacks seem highly coordinated, and it is the task of those chosen to go and investigate the giants and determine their strength of number as well as who is guiding the attacks.
Of course, as part of the assignment, any and all treasure you find may be kept as payment for your service. If successful, and the true mastermind of the giants banding is found out, a full 5,000 gold coins awaits you when you return (or it may be given to your nearest kin, should your party succeed but you fail to survive).
With the agreement in hand, you each gathered your gear and set out south from Istivin and toward the site of the attacks. Several days ago, you left the last, true settings of civilization and began to climb upward into the mountains, guided by a map given to you by the Earl himself. The Hill giants are led by a grotesquely fat and thoroughly evil king, Nosnra. His strength is almost as legendary as his penchant for human flesh, but his being the one behind the raids is highly doubtful.
So it was that you have climbed higher and higher into the Jotens. While nowhere near as high or rugged as the western Crystalmist Mountains, their height brings you high enough that the grass becomes coarse brush, and the trees more coniferous and able to handle the hardy winters of blowing wind and snow. Even this time of year, late summer, the nights tend to be cool while the heat of the sun is carried away by the light winds blowing across the open landscape.
Finally, cresting the last hill, your target comes into site. A long valley, perhaps one or two miles long and almost as wide, lies before you. Small copes of trees dot the landscape, but what catches your attention more is the huge structure centered in the valley. A large compound, built with thick logs and soaring some thirty feet tall, sits like a fortress daring you to breech its walls. A winding trail makes its way to an entry gate at the southeast corner, while two other gates can be seen standing along the east and north walls. Those gates look like they lead to an open compound, while the main gate leads to the interior. A single guard tower, standing as high as the central, peaked roof, sits along part of the south wall.

The journey through the wilds invigorated the Wood Elf such after a prolonged time in a mostly human city, and he pointed at the giants' compound with an expression that slyly communicated, 'Why, what have we here?'
Upon cresting the hill, and reading Ælfric's expressive gesture, Julian speaks to his companions, his voice moderately deep and warm with a Rhennee accent coming through quite clearly. "A destination, friend. Hopefully the one we've been seeking." He pauses for a moment after answering Ælfric's unspoken question, taking some time to survey the surrounding countryside. "Our goal is to find the giant's leader, yes? We should not attack head on... Lest they escape. We should find a place to camp. A place we can scout from, till we know what we're dealing with."
Rolls
Portent 1 - (1d20)
(18) = 18
Portent 2 - (1d20)
(6) = 6
Edit: A wonderful start.
Rolls
Int(Nature) - (1d20+9)
(1) + 9 = 10
He gave his majordomo a withering glare in response to Julian's suggestion, at which the orog promptly spoke up. "My lord has instructed us to tend to camp whilst he leads you to raid the giants compound. We will watch over your horses and other belongings until you return," he said with a slight bow. Trailing behind on smaller pack animals were the rest of Korgazhar's retinue, a young half-orc squire, and a sullen goblin bearer of arms.
Korgazhar grunted his approval at his servant's reply, and paused for the rest of the party to decide on the best place to establish a base.
These mountains are different than those you have traveled in before. Rather than sharp, craggy edifices, they are more rounded and hill-like than true soaring peaks. Regardless, from the look of the surrounding hills, if there were to be any such caves to make a base camp, it would be along the edges of the valley somewhere.
Rolls
Wis(Perception)[as eagle]: - (1d20+4)
(20) + 4 = 24
Wis(Perception)[as eagle(adv with keen sight)]: - (1d20+4)
(20) + 4 = 24
Dex(Stealth)[as eagle, if necessary for some reason]: - (1d20+2)
(5) + 2 = 7
I've never seen a double crit with advantage before here, Polar Vortaex. Redundant... but great.
Rolls
Perception to scope out the compound - (1d20+10)
(13) + 10 = 23
Investigation to notice anything of thiefly interest - (1d20+6)
(6) + 6 = 12
Guidance - (1d4)
(3) = 3
Aelfric
The sun is just beginning to make its way past the high peaks to the west, casting long shadows across the valley below. A small stream winds its way through the valley's center, and it looks to come within about 20 yards or so of the east side of the giant structure. You can see that the far side of the steading is an open compound, perhaps a training area, with a separate building that just up against the northeast corner.
Your sharp eyes depict a lot of shadows moving around in the open area, which seems to have firelight illuminating the compound. Similarly, the tower on the south end looks like a guard tower. While no light is present, it is logical to assume there are guards posted, and the height of the tower gives it a good view of the surrounding landscape.
Julian
It takes you perhaps 20 minutes of searching, but you spy what looks to be a cave opening along the north side of the valley, on a side of the hill away from the valley.
Rolls
Secret Roll
Rolls
Wis(Perception) - (1d20+4)
(19) + 4 = 23
Wis(Perception)[adv: eagle keen senses] - (1d20+4)
(13) + 4 = 17
The audience wants to be entertained, after all.
Rolls
History (of steading) - (1d20+4)
(3) + 4 = 7
Perception (surroundings) - (1d20+4)
(5) + 4 = 9
"Hair on me balls! That’s the buggers home innit?"
The stopping of all the aforementioned sounds of riding had woken Gurtrek and his question was followed by a load throat scrape and a glob of phlegm being spit out of the mask’s large mouth. Noticing that they missed Julian and Ælfric and not really expecting and answer on his previous question he spoke on:
"The two nancies have left us now that danger is in sight?"
He figured it a joke, but even Gurtrek knew he was a poor comedian. Another look at the fort did make him anxious of what was to come though. He needed the coin as his drinking away the coin of his work as well as the actual tools of the trade of a firebreather and pyrotechnic had left him rather empty-pursed. It was truly a poor line of work nowadays, with mages doing a better and better job of replacing his trickery in the theatre and circuses. Gurtrek subconsciously reached for the flail on his back. All that was left for Gurtrek was fighting now and there would be much of it soon...
"Caution. If we're done surveying the steading, let us pull back out of the line of sight until Julian returns," the half-orc nodded in agreement with Fernal. He himself stood at attention, ignoring the half-elven bard hiding behind the tree.
A quick examination reveals a small cave, odd-shaped, but perhaps 20 feet deep and a little wider at its most wide point. Shrubs and small trees give the mouth a bit of cover when viewed from the left side.
Does it appear stable, or as though it might collapse?
Are there signs of creatures that may have inhabited the cave recently?
About how far from the giant's steading would this be?
Would it be relatively easy to conceal the remainder of the entrance should they require it?
These are the questions he seeks answers to, even as he collects a small amount of cave rock and places it in another of his corked vials.
Rolls
Int(Investigation || Nature) - (1d20+9)
(11) + 9 = 20
Guidance (Need to remember to use this) - (1d4)
(2) = 2
The cave looks like at one time it held a wild animal of some sort, perhaps a bear or pack of wolves, but it does not look as if anyone or anything has used it for quite some time. As for stability, it definitely looks solid, being of stone with a dirty, stone floor.
Correct, there are 6 PCs and 3 retainers with Korgazhar. Same answer to the mounts. As far as distance, the cave is about 2 miles from the party, and a mile from the steading. As for the mounts, they count as 'one willing creature'.
Rolls
Dex(Stealth) - (1d20+4)
(7) + 4 = 11
GeneCortess, are you sure you don't want a mount for Fernal?
@Fernal & Alian: Can we summon that mount for Fernal when we get to the cave, so I don't have to perform more shenanigans with teleport?
Rolls
Teleport! - (1d100)
(2) = 2
Gurtrek listened to the conversation all the while humming a deep dwarven marching tune on endless repeat. The tones growing darker as the conversation comes to teleportation.
"Always them bloody mages. Telepor-damn-tation, ghrmhm. Why I split me legs over this bloody horse then for the last few days. Soon enough riding will be just for us bums oi? You folk got a fancy solution for everything that once required honest work. Blood, sweat and tears replaced by finger snapping and…"
He rambled in an off-handed tone, too loud not to pay attention to, but to much in line with his usual grumpy mumbling to pay heed.
"Sure I will be in the first group! The test-subjects oi?"
For good measure Gurtrek took a good sip of one of his concoctions that he was surprised to already find in hand.
"Don’t want to find me-self somewhere halfway across the world ye hear? Let’ s get this over with…"
Rolls
Perception - (1d20+4)
(19) + 4 = 23
Fernal asks harmlessly "So did anyone bring a keg of something strong or are we going to be doing this dry. And do we have a cook or is it going to be rations every day besides what ever I drum up out these lands."
Looking over to Julian, "Not leaving me in some wall or something. Heard bad tales of people transported this way."
"Garuda," he said, the only word many of you have heard from him, and his griffon came and sat by his side.
Looking more at Julian, "So what do you favor. Some elvish wine perhaps?"
As for you, Ms. Fernal, I'm sure we can summon you a steed the same way we did for everyone else. I'm not completely sure how it works, something about transferring magic into a receptacle. Julian can explain it when we have the time, he's the scholar of magics, I'm just a practitioner."
Fernal seems to hold a blank face as she listen to Alain. A good chance she didn't understand all what he said.
"Okay. You get me horse. Good. It is easier. Not so tired."
" Fresh bread will be a problem without a proper oven. And we are constrained by the spices and ingredients my lord permitted us to bring on this journey. But we try our best." The majordomo explained, and was immediately clubbed on the head by the mailed fist of Korgazhar. "You dare blame me!" The half-orc bellowed. "Next time you will personally carry our supplies without a pack mule." Off to the side, Skig the goblin armsbearer cackled in laughter.
You can use the Dash action a number of times equal to 3+ your Constitution modifier. For each Dash action after that you must succeed on a DC 10 Constitution check or take one level of exhaustion. Your speed becomes 0 when you reach level 5.
I will be posting later today. Sorry I missed yesterday, but I was forced to go spend time with my family. :D
While it seems as if time passes excruciatingly slow, it is not long before Julian returns, his eagle form fading away as he lands back among those remaining. Before you can gather, however, Korgazhar's attendant calls out softly. "Giants!"
Moving to take stock of the situation, you see a trio of giants walking along the valley floor, heading to the steading. It looks like, perhaps, a hunting party, as with them are a small pack of wolves; large wolves, at that. They approach the east gate of the compound and you watch it open. The wolves howl and bark as they run in, followed by the three giants.
Then, a bit more thoughtfully, "Put that teleportation of yours to good use, scout a good spot inside the steading, and then use it to bring us in."
The casting of the spell complete, your mind reaches out to the tiny eye you have fabricated from the ether. The land around you comes into focus as you send the eye toward the steading, swooping out of the hills and across the land. Several minutes later, the structure looms into view. It is huge, even larger that you had originally thought. You judge that it will take you at least 5 minutes to just circle around the outside of the building one time.
Rolls
Int(Investigation) - (1d20+9, 1d4)
1d20+9 : (5) + 9 = 14
1d4 : (4) = 4
After a few minutes of investigation, you manage to get a solid understanding of the sheer size of the giant steading. Over 300 feet to a side, it has an open area along the northeast side. Through the slats of wood, you make out a dozen or so monstrous wolves that stand fully four feet at the shoulder. Numerous chimneys dot the roof, though the pipes are small, and only someone of extremely small stature would be able to get down them.
At the south side you see the guard tower, and when you pass by you see that there is a lone giant there, sitting and looking out over the landscape. Near him is what looks to be a large cask of ale, which he drinks from.

Reaching out yet again to control the eye of ether, he extends his senses down through one of the chimneys. Small though they may be, the immaterial yet material form of his eye is smaller still.
You see various giant-sized furnishings, including three giant-sized beds heaped with furs and a locked wooden chest. There is a door in the north wall, but it is closed. However, if you wish, you can exit the room under the door, as it is not sealed along the bottom.


Working methodically through the layout of the steading, you get what you feel is a solid, accurate map of the place. By your count there must be over thirty giants, plus their ogre and orc servants and one rather large bear that sits at Nosnra's side.
The central hall is filled with giants feasting, as apparently they have a guest. A stone giant sits at the table with Nosnra and his queen, and it seems they are throwing the visitor a party. A pair of dwarves, still alive, are spit over a large fire pit, getting slowly roasted by an ogre turning the hand crank.

I have only a couple of questions. 1: what kind of giants do I see? You mentioned one was a stone giant. Is it just stone and hill, or all types. 2: how many servants are we looking at? Tens, hundreds? I also presume they don't look happy to be there? 3: how long would I guess those dwarves have to live? (I won't mention their existence to the party yet). 4: is there an upstairs, and if so, have I scouted it?
1. All hill giants, except the stone giant seated at the king's table
2. Dozens of servants. You have no idea if they are happy, but there are a few giants in the feast hall that push them around.
3. The dwarves don't look long for this world
4. No upstairs that you saw. The ceiling in the feast hall soared high overhead, perhaps 30' - 40' or so.

"It is done. The map has been made. Our enemies have been scouted, and there are many. Now is the time to plan our attack."
He had his own ideas about how the party should best go about this, but remained silent on that front. He'd explained to them all he'd seen, the number and location of the giants, the servants, the stone giant who seemed to lead the others. He'd left out nothing but the dwarves. They were good as dead anyway, and the Dwur among them might be inclined to do something foolish if he learned his kin were in danger. There was nothing that could be done for them, better not to burden the others with their death.
It leads down...
It leads down...
No, you just managed to finish the upper level. You are aware of the lower level, and saw some of the servants coming up and down (as well as a giant), but you didn't get time to do more than note its existence.
No, you just managed to finish the upper level. You are aware of the lower level, and saw some of the servants coming up and down (as well as a giant), but you didn't get time to do more than note its existence.
Julian pauses for a moment, allowing the others to think on his plan before proceeding.
"I am not fully convinced this stone giant is our primary enemy, however. He may hold sway over these hill giants, true; however, I doubt that he has the power and charisma to control frost giants and their ilk. I suspect he is but a pawn in something far greater. I would very much like to gaze into his mind, to see if we might learn more from him before his death."
"I go into danger alone... when necessary. What more help can you provide in the morning, Dreamseer, to surpass the cover of night and drunkenness?"
"Rest well, wizard. I will leave well before dawn."
Ælfric's tone seemed strained, as though even this much talking was foreign to or annoyed him.
"Agreed. They'll be drunk and asleep in the early hours of the morning. That's when we can do the most damage. At this moment the bedchamber is unoccupied, and therefore the best time for Aelfric to get in, retrieve an item, and get out. Strategically, even an item from one of the nearby rooms is sufficient, if you cannot make it to the bedroom itself."
Then the half-orc's reasonable demeanor changed, and he spoke his truer opinion. "You're a fool though, to go now without backup. If you succeed, our work is easier. If you fail, the task becomes harder for the rest of us. The correct approach is for Julian to rest up. We take a safe position nearby, just outside, before you sneak in. If you get out successfully, we can teleport in without error. If the alarm is raised because of you, you will serve as the distraction for the rest of us to do an assault through one of the entrances." Korgazhar spoke imperiously as if he brooked no disagreement.
Fernal listen with just a smile on her face. She even noded once or twice. Other than that she found a rock to sit make it her home.
"Why don’t we just torch the whole damn place, giants and all? Made out of wood ainnit? Just point me where you want. But I got enough to start a few ‘strategicly harmfull distractions’."
He spread his arms to show the assortment of vials, skins and other containers of presumably flammable liquids. A grin formed behind the gaping mouth of his mask.
"We can always resort to burning it down should we fail. Let Ælfric and I see if our plan bears fruit first."
Turning to Ælfric, he hands him the map he'd drawn over the past three hours. Pointing to the room with the lone double bed and bearskin rug, he says "I would wager this room here is their leader's. Remember that whatever object you acquire is sufficient, but it must be from this room. Wood from the walls, stone from the floor, clippings from the carpet or bed. Anything will do." Along with the map, he hands him an empty corked vial to contain the materials. "Wake me before you leave, regardless of when it may be."

"I await your awakening."
Rolls
Secret Roll
I'll provide him with a casting of Mage Armor, since I'll get the slot back for casting Arcane Eye anyway.
Lastly, I'll provide him with a spell scroll of suggestion, as a potential "get out of jail free" card if caught.
Edit: Looks like 2 failed perception checks or saves for our enemies. :)
Rolls
Portent 1 - (1d20)
(7) = 7
Portent 2 - (1d20)
(3) = 3
Teleport Charges += - (1d3)
(3) = 3
"This should be his room? How tall are the chimneys?" he asked, indicating the large bedroom they believe to belong to the obese leader.
@Ælfric. If you need a room scouted, make a simple hand sign I would easily interpret, and our DM can have me cast sending to inform you of what my eye sees. I only have so many spell slots though, and it's a 3rd level spell, so use this sparingly. :)
The highest point of the building is roughly 30-40 feet. This slopes down to the edges of the roof, which is about 15-20' high. The chimneys are made of stone, and stand perhaps 5' in height.
"In case of an emergency."
Once he double checked his tools (rope, grappling hook, lock picks, and assorted thieves' implements), he bowed slightly to motley crew before his form became difficult to make out and he rushed out of the cave towards the steading! Ælfric's plan was to make his way as quickly and stealthily as he could to the side of the building where the chief's suspected room and its chimney were.
Should I outline my entire plan for everyone to comment on or just take it step by step?
Rolls
Stealth (extra +10 from Pass Without Trace) - (1d20+23)
(18) + 23 = 41
Perception - (1d20+10)
(20) + 10 = 30
Rolls
Perception - (1d20+4)
(4) + 4 = 8
I didn't think anyone could realistically come with Ælfric without risking the objective. His skills are rather specific.
"I do hope that he hurries back. I like to hunt some and eat something besides rations today." She doesn't appear worried getting caught.
You quietly leave your comrades behind, slipping like a shadow into the early morning darkness. With your enhanced speed, it takes you about 15 minutes to get to the corner of the steading. You can hear noises from within the open compound ahead, but otherwise the area is pretty quiet.
Rolls
Secret Roll
Rolls incoming!
Rolls
Acrobatics [Hook] - (1d20+9)
(13) + 9 = 22
Acrobatics [Climbing] - (1d20+9)
(7) + 9 = 16
Rolls
Perception - (1d20+9)
(8) + 9 = 17
Noticing Ælfric seemed to intend to use the chimney to make his entrance, he'll send his arcane eye through it in advance to ensure those inside would not see him.
Silently you cast Mage Hand. Grasping the rope, it moves quickly up the side of the steading, looping around the chimney and tying it off. A few tugs confirm the fastness of the knot and you begin to climb up. As you do, however, you hear sniffs and whines coming from the gate near you, as it appears your scent has been caught by the wolves in the compound.
A second later, one of the wolves is snarling, growling and yipping , and you hear its heavy paws scratching at the wood. You reach the top and find yourself on a slanted roof. While mostly of heavy timber as the base, the entire roof is covered with thick thatch and branches, providing plenty of foot and handholds.
The wolf continues its howling and just as you get to the top you hear the yell of a giant followed by the cracking of a whip. The wolf yelps in pain, and his brothers join the chorus of yelps, barks and howls, as the giant roars in obvious frustration. A few more cracks of the whip send the wolves howling away from the door, and you hear the heavy wood bar being slid open. The gate creaks loudly as a giant exits the east gate and begins to look around.
Rolls
Secret Roll
However, as you told Aelfric about the ability, he could swap rolls if he wants.
"There are embers below, and two giants sleeping. A large bear also sleeps there. Mask your scent and proceed with caution. I will be watching."
Ælfric used his arcane arm to retrieve some of the night's ashes and small pieces of wood from the fireplace in case that would be enough for Julian's teleportation, stored them carefully, then a whispered magic word and a quick sign took him down the chimney! If the embers were still too hot, he used a subtle magic to further cool them. Speed was necessary now, and he quickly surveyed the bedroom's contents and occupants from his position in the fireplace.
Extra rolls coming in for perception, investigation, and stealth/hiding.
Rolls
Perception - (1d20+10)
(12) + 10 = 22
Stealth - (1d20+23)
(5) + 23 = 28
Investigation - (1d20+6)
(9) + 6 = 15
The embers of a fire are slowly burning off the last of the firewood, and the room is relatively dark with the exception of the remains of a lantern hanging on one wall shedding a bit of dim light along the south wall. This room is hung with rugs and skins. Against the north wall stands an enormous bed, which is occupied by a pair of giants covered by a thick layer of furs. Along the south wall is a large bearskin rug flanked by two large chests, both of which are locked by large padlocks. Lying at the foot of the bed is a huge bear.
As you step from the fireplace, the bear snorts, but appears to remain asleep, its heavy breath faint beneath the snoring of the two giants sleeping in the bed. From outside the bedroom you can hear yells and calls as apparently there are still revelers... reveling?
Ælfric focused on the giants themselves to see if one was the fat leader. After silently procuring at least two items of interest, Ælfric tried to pluck a hair from each giant using his arcane arm, starting with the boss, and prepared to transport himself up the chimney again once his prizes were collected.
Rolls
Sleight of Hand [giant leader's hair] - (1d20+9)
(7) + 9 = 16
Sleight of Hand [giant's companion's hair] - (1d20+9)
(19) + 9 = 28
Nothing shiny appears to be lying visibly about, so you work to retrieve the hairs from the sleeping giants. While you have not seen the giant leader Nosnra, if this is indeed the leader's room, then he would be him. The giant in the bed is huge, taking up much of the allotted bed space, while the other (apparently female) takes up the remainder. You can see a massive spiked club lying next to the bed, but nothing else.
You manage to get a bit of hair from the fat male in the bed, and then move to retrieve one from the female. As you do, she turns in her sleep and the hair you were looking to grasp becomes a small fistful, pulling up sharply as your reaction is a bit too slow. She awakes with a start, crying out in pain, slapping the giant next to her and screaming at him in a shrill voice.
The male half turns, still in a drunken daze as he does, trying to see what is going on, reaching for his club as he does. The bear, however, awakes with a start.
Rolls
Perception 1 - (2d20+3)
(181) + 3 = 22
Perception 2 - (2d20+3)
(181) + 3 = 22
Perception 3 - (1d20+3)
(11) + 3 = 14
As you zip back to the roof, you hear a roar come from the bear. A moment later, the creature is growling at the spot where you stood by the fireplace. A lantern lights in the room below as well.
Rolls
Perception - (1d20+10)
(3) + 10 = 13
He was not sure the wizard's praise was justified, though. His presence had been noticed. Was it because he became too greedy in wanting to get the she-giant's hair, too? There would be time for blame and recriminations later, most likely from the half-orc swordsman. Now was time for a swift and untraceable escape.
Rolls
Stealth - (1d20+23)
(5) + 23 = 28
You manage to retrieve your rope and begin heading back, when you hear a series of bellows coming from within the steading. You slip into the night and it does not (yet) seem that any are following.
Julian
Inside, the hill giant leader, Nosnra is now fully awake, though he seems on unsteady feet. He roars and bellows something, and a giant appears at his bedroom door. Nosnra bellows again, waving at his chimney, whereby the new giant moves over to try and look up the flue. Again, Nosnra yells, this time slapping the new giant in the head. Nosnra points out of his room and the giant bows with an exit.
Rolls
Wis(Insight) - (1d20+0)
(8) = 8
Wis(Insight)[adv] - (1d20+0)
(13) = 13
Int(Arcana) - (1d20+9)
(11) + 9 = 20
Moving swiftly and silently, you escape the shadow of the steading into the hills. A short time later you arrive safely back at the cave.
Julian
Awake but apparently groggy, you watch as Nosnra moves from his bed chamber and into the room behind the feast hall. With him comes the cave bear and one other hill giant. Nosnra and the giant speak for a few moments and the second leaves. Sitting in one of the large chairs before the fireplace, Nosnra sulks as a pair of orcs rush in to rekindle the fire. A few minutes later, the Stone giant arrives and settles into the other chair. He and Nosnra begin speaking, and based on their looks and Nosnra's gestures, they are talking of the disturbance in his bed chamber.
...Ælfric used his arcane arm to retrieve some of the night's ashes and small pieces of wood from the fireplace in case that would be enough for Julian's teleportation, stored them carefully, then a whispered magic word and a quick sign took him down the chimney!...
"Welcome back. Anybody follow you?"
When he gets a negative head shake, Alain follows him into the cave and listens to the dissemination of information, before heading back out to keep watch.
Rolls
Perception - (1d20+9)
(20) + 9 = 29
"If we are staying here longer, then roster a watch. I can take the shift after Alain and Fernal are done," the half-orc declared matter-of-factly.
"Can you keep watching the giants or will it strain you? We can plan based on their movements."
He unconsciously rubbed his throat while talking.
"I am... not averse to having a good time, celebrating when it is time for celebration. I dislike the dangers this location offers, and what I see as risky endeavours. Nonetheless I accept that our skills differ," and with a slight conciliatory nod to Aelfric, "and what I deem foolhardy may be your everyday stock-in-trade. I fully support strategies that make our task easier or more effective, and will try not to object too much to your preferred methods of achieving thus."
As night falls, the patrols continue but to a lesser extent. The sky proves helpful as well, as clouds begin to roll in, covering what light the twin moons of Celene and Luna are providing.
Casting Time: 10 Minutes
Range/Area: Self
Components: V, S, M(a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: 10 Minutes
Attack/Save: WIS 17
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
The time passes slowly into the night, as you focus your energy on sifting out the secrets of the lower steading. As expected, there is a full lower set of chambers, long ago carved from stone and rock to create storage chambers, slave cells and other such locations. Interestingly, there is also a set of natural caverns where many of the orcs seem to have taken up residence. In addition, you find a worked stone tunnel that appears to have collapsed (or was collapsed).
In addition to the orcs, you spy a huge giant working the prisoner area, and during your investigation you watch him torturing an elf, tossing the remains into a small pile of broken bodies when he is done. Finally, in a caged chamber, you spy a huge beast with the body of a lion, large leathery wings and a spike tail. What is most unnerving is the head of the beast looks almost human. You have heard of the manticore before, but having never seen one personally, its description pales in comparison to the real thing.
The Hill Giant King stays up late, once again feasting with the stone giant guest before retiring to his sitting room for a while in private consultation with the visitor. After a period of time, he retires to his bed. While you do not know what is said between the two, the stone giant gives Nosnra a large piece of parchment, which he reads and then hands back to him.

Rolls
Nosnra Wisdom Save - (1d20+0)
(5) = 5
He pauses for a moment, allowing the others a moment to chew his notion over before continuing.
"I do not think, however, that this would simply be an end to our mission. There are only thirty something hill giants here, and a single stone giant who appears to be a guest. Where is he visiting from, and are their other steadings such as this spread throughout the region? Other types of giants have been spotted aiding and raiding with one another, where are they? These are questions I would very much like answered. I would very much like to peer into the minds of both the hill giant chief, and his stone giant visitor."
Julain pauses for a moment a new course of action becoming apparent to him.
"Alain... Do you speak giant? How long could you hold one of them silently under your charm?"
Trying to count the orcs is nearly impossible, as they constantly move around, though more than 50 would be a best guess.
Alain stops retelling his story when he sees Korgazhar's expression
"Ehem. Anyways, it will depend on what you mean. I could incapacitate a group for 1 minute, but all they can do is stare off into the void. Or I could make a single giant forget his animosities for an hour, which may gain us a useful ally. Both assume they fall under my spell, and that we do not harm them. I could also use hypnosis to gently plant some commands in their minds, but they are limited to what the giant considers reasonable."
"First, we gather weapons to arm the Orcs below the keep. Simple weapons will do. Spears are cheap and easily made, and I don't doubt we could acquire them en masse in some nearby city." Julian says as he taps his helm of teleportation. "I can help us acquire these weapons, and return us here. The next day, we kidnap Nosra. I teleport Alain, myself, and Ælfric into his bedchamber. Ælfric's magic helps us remain undetected while Alain suggest to Norsa that he come with us, and answer our questions honestly. We take Nosra back here, where we interrogate him while he's under Alain's spell. Once we're finished, the six of us, including Fernal and Gurtrek, will eliminate the threat and begin preparation for the orcish uprising. It is likely that they would receive Korgazhar's words better than those of us non-orc. From there, we can decide if we wish to assist the Orcs in their struggle for freedom, or simply clean up afterwards. What say you all?"
"Only those who must go to the city should teleport with you, Julian. The rest should remain here."
As for going to town, or when we finally embark on our surgical strike, my retainers can be left to man the camp and manage our supplies. No need to take them into account, they are here to serve, or die trying." Hedrek, his majordomo simply bowed at the half-orc's declaration.
"Yes sir!" Braghnak declared with a near salute, even as Koragazhar signaled for Hedrek to give the young half-orc a small bag of coin.
"Serve Julian as you do myself, or I will kill you in front of your own mother," ordered the senior half-orc warrior.
Traveling to town, your group gathers the necessary supplies and weapons before returning to the base camp near the giant steading.
Deducted 25gp for my share of the weapons. Marking 50 spears under Ligeia's inventory.
Edit based on Ket's reply tonight -> tomorrow
The day promises to be a bit warmer than the recent week, and with the ground saturated with water the humidity rises even early in the day.
Rolls
Portent 1 - (1d20)
(6) = 6
Portent 2 - (1d20)
(7) = 7
Helm of Teleportation Charges - (1d3)
(3) = 3
Braghnak, his squire, did bring back from his town expedition some fresh poultry and salt pork, so Hedrek, the chief steward, had put his culinary skills to amazing use, and whipped up a hearty partridge stew to be eaten with bacon-filled pastry. It was now up to the other members of his team to see if they were prepared to try some orcish cuisine.
Alain seems to be enjoying the meal, or rather enjoying the experience of eating an exotic meal.
Rolls
Secret Roll
Rolls
Playing flute - (1d20+9)
(10) + 9 = 19
Korgazhar tried to restrain the worst of his temper. Clearly, they were in need of some direct authority. "Julian, scry now, quickly. Aelfric and Alain, make your kidnap plans and get ready. Fernal..." The half-orc bit his tongue, lest he exploded further in anger.
OOC: Even blowing a loud modern whistle you be couldn't heard it over 1400' and that is really blowing into loudly. The noise inside the cave makes it very directional and reduced. And also not early the volume. Stories of dog (wolves) smelling stuff 10's of miles away and bears have been known to come over 10 miles on a scent. I would be MUCH more worried about the cooking as animals have much keener senses of smell than us humans, but there hearing isn't so keen.
"It's time. Ælfric, Alain. Do you remember the plan?"
Casting the ritual scrying, you soar across the valley into the steading, homing in on the hill giant king. You are disappointed to find the giant is still awake, but more disconcerting is that he is talking with someone. Who, you are not sure, for there is no one there is no one there. Suddenly, Nosnra reaches out, and there is something in his hand, as if he pulled a piece of jewelry from thin air.
Nosnra waves a hand as if to dismiss the invisible being, then slowly walks to his private chamber behind the feast hall. He slumps into one of the large chairs there, idly staring into the roaring fire. At his side is his ever-present bear, apparently sleeping as the giant king strokes its head.
"Nosnra feels safe. The trinket, Julian?"
Julian stands, beginning to pace about the cave as he speaks. "The plan remains unchanged. Nosnra is not in his bedchamber, but in another room behind the feast hall. It's not far from his bedchamber, as can be seen on the map I've drawn. Still, I would prefer our activities remain unnoticed. Nosnra still needs to sleep, and since he slept in his own bed the night after our previous incursion, I doubt he'll decide tonight to stay elsewhere."
Julian pauses for a moment, as though thinking on the best course of action. "We proceed as planned, only we will hide in Nosnra's bedchamber untill he arrives. Alain will suggest he come with us peacefully, and we return here. The bear is irrelevant. Should it attempt to impede us, I will incapacitate it. Should Nosnra not return to his bedchambers, he still will not be hidden from my sight. We will improvise, if we must. Remember to stay within ten feet of me at all times, else you may find yourself facing the giants alone."
Julian remained quiet about the trinket, as he had nothing useful to say about it.
"I am ready. Should things go wrong, I can disappear into the astral plane... but I have no way to know when or if it is safe to return. You have my hair. Can your magics reach me there?"
"I only need the cue to return."
He worked a subtle magic to remove any smells from himself and his equipment.
"Remember the bear's nose."
Just before the wizard transported them, Ælfric weaved silence and shadow around himself, Julian, and Alain.
Gathering yourselves, you move closer to Julian. With a whisper of command, the cave fades and you find yourselves before the fireplace within Nosnra's bedchamber. Neither he nor his mate are in the bed, and though the hour is late you can hear giants within the great hall, apparently feasting still.
Rolls
Random DM Roll - (1d100)
(94) = 94
Rolls
Arcana to identify drawings - (1d20+10)
(19) + 10 = 29
Looking down, you see that the drawings are all faintly connected into a single pictograph. Your heart sinks as you realize that it is some form of an arcane glyph.
Rolls
DexSave - (1d20+3)
(10) + 3 = 13
Rolls
Dex save - (1d20+9)
(10) + 9 = 19
Rolls
Dex Save (Advantage if the effect is to charm, take first roll if not applicable) - (1d20+6, 1d20+6)
1d20+6 : (11) + 6 = 17
1d20+6 : (16) + 6 = 22
Julian - 10+1
Alain - 11 + 3
Aelfric - 10+2
Rolls
Symbol of Death Damage - (10d10)
(74734610358) = 57
As you spot the etchings on the floor below you, too late you realize that you have walked into an ambush. The markings flare brightly, sending a glow about the giant king's bed chamber and you feel a force of energy sweep through your body, sucking the very life essence into the void now swirling around you. Tendrils of black, wispy energy batter you as you succumb to the magic below your feet.
Alain and Aelfric manage to escape the trap before the last of their life is sucked from them, but Julian collapses within the glowing circle. The revelry continues beyond in the great hall, so it does not appear that you have been noticed.
"Heal him," he weakly croaked to the bard. "We must flee."
Ælfric's instincts wanted him to hide in the bedroom but his rational mind knew that nowhere here was safe. He stayed next to them but maneuvered himself between the two and the door, his right hand prepared a protective gesture while his left touched a faintly glowing point on the neck of his cloak. Only by staying near and protecting the wizard had the trio any chance of survival.
He focused on his magical tutelage to identify what hit them, then Ælfric scanned the room for more eldritch evils. He wasn't even sure if to risk moving off the sigil lest he activate it again.
Casting and concentrating on Detect Magic to look around the room thoroughly.
Preparing to cast Shield if attacked while shielding the others, and to throw some Magic Missiles if necessary.
Rolls
Arcana [for info on death symbol] - (1d20+10)
(3) + 10 = 13
Guidance - (1d4)
(1) = 1
Your studies have never revealed magic such as this, though you are very aware of the effects of glyphs as cast by other magi. This was something completely foreign to you, though you know the effect was necrotic in nature. Perhaps a necromancer or a powerful cleric was the weaver.
The light from the glyph illuminates the otherwise dark room, and your scan for magic reveals nothing but the magical circle.
"The glyph still glows. Help me carry Julian out," he said to Alain as he grabbed the wizard's shoulders.
Casting Guidance on Alain for an extra 1d4 to a roll, and assisting Alain so he can have advantage on his athletics roll.
Rolls
Athletics roll w/ advantage - (1d20-1, 1d20-1)
1d20-1 : (11) - 1 = 10
1d20-1 : (18) - 1 = 17
Guidance - (1d4)
(3) = 3
Though you struggle a bit trying to drag a completely limp body, working in tandem you both manage to get Julian out of the glowing circle.
Rolls
Death Save - (1d20)
(17) = 17
As Julian wakes up, Alain whispers fervently to the wizard. "Get us out of here! Now!"
Rolls
Healing Word - (1d4+5)
(1) + 5 = 6
The healing magic flows from Alain, lighting your hands in a warm, yellow-orange glow. Hands upon Julian's chest, the warmth seeps into the cold skin of the fallen mage and a light shade of pink begins to return. With a heaving gasp, Julian inhales sharply and your eyes fly wide open. Quickly looking for the demonic entrails that stole your life from you, you see the glowing sigil upon the floor, the black stealers-of-life still dancing about slowly, as if a breeze blew across a field of sickening, black weeds.
@DM, any indication how long that will last if I don't cast anything for a lil bit?
Rolls
Healing Potion - (2d4+2)
(11) + 2 = 4
Wis(Save) - (1d20+4)
(5) + 4 = 9
As you try hard to shake it off, Aelfric, you spy a giant heading across the chamber to your south, apparently noticing the light coming from the king's chamber.
Rolls
Hill Giant Perception of Party - (2d20+2)
(1918) + 2 = 39
If possible, Ælfric tried to identify and move with the others to the most defensible position where they can also be hidden in the bedroom. He maintained his magic vision... just to be safe.
Rolls
Perception to find a defensible hiding place - (1d20+10)
(13) + 10 = 23
Stealth - (1d20+13)
(14) + 13 = 27
Rolls
Dex(Stealth) - (1d20+3)
(20) + 3 = 23
Dex(Stealth) Advantage - (1d20+3)
(6) + 3 = 9
Wis(Save) - (1d20+4)
(18) + 4 = 22
Wis(Save) adv - (1d20+4)
(19) + 4 = 23
Moving quickly, you aid each other in crossing the room and ducking behind the bed. It sits high, so you are able to use it for cover as the giant reaches the bedroom door. Pushing it fully open, you hear it roar, as it sees the arcane symbols aglow in the room. From somewhere toward the to the south, you hear giant's replying, shouting alerts throughout the lower half of the steading. The noise from the revelry in the great hall is loud, however, so you think that those in there have not yet heard the cries.
Taking a deep breath an concentrating, Julian, you finally are able to commune with your helm, and you feel the spark of energy within you as you tap into the arcane energies surrounding your small group.
And I'll grant your roll with advantage.
Rolls
Dex(Stealth) - (1d20+3)
(10) + 3 = 13
Dex(Stealth) Advantage - (1d20+3)
(12) + 3 = 15
Whispering softly, you conjure the wizard eye and send it out of the room and into the next. There, you see three giants coming toward the room, apparently curious as to what the first giant has found.
The giant in the room stands near the door, sniffing and looking at the glowing circle of arcane symbols.


You slowly begin to move your eye back from the south chamber where the giants lurk and head back through the interior of the steading toward Nosnra's private chamber. As you do, the three giants move to the bed chamber. When they arrive, one of them begins shouting at the others, and for a moment it seems like they are arguing. With a snarl, the apparent senior giant again begins barking what sound like orders to the others, and they react as if they had been slapped in the face. The three junior giants begin moving and looking under things in the room.
Immediately you find your arcane eye ended, and the giants rummaging through the room.
Rolls
Giant Investigation - (1d20-3)
(3) - 3 = 0
As you quickly try to scan the room as you enter, you are not fast enough to see any more than the fact that there is a stone and hill giant as well as a cloaked figure. One thing you do note, however, is that the figure is slim, and shaped like a woman of average height. More than that you cannot discern.
Upon arriving, he announces "The giants are in league with a damned sorcerer!" Visibly frustrated, he catapults a large stone into the cave wall with the wave of his hand, shattering it. "Things just became far more complicated."
Julian touches his helm and disappears.
"The sorcerer knew we were coming and prepared perfectly. The giant guards were ready for intruders."
"The sorcerer knew we were coming and prepared perfectly. The giant guards were ready for intruders."
So... Things were far worse that I thought I guess. XD
"Rest and heal first. Then we talk." He was visibly annoyed though, that Julian had disappeared again without a word.
Rolls
Hit dice healing - (5d8+1, 1d8+5)
5d8+1 : (45334) + 1 = 20
1d8+5 : (8) + 5 = 13
Rolls
Short Rest - (5d6)
(12652) = 16
Healing Word x2 - (2d4+10)
(43) + 10 = 17
Rolls
Secret Roll
"Choose the correct point of entry next, and we'll all go once you are healed up. This time prepare to fight. Choose wrongly, and we all die."
Rolls
Song of Rest - (1d6)
(5) = 5
Hit Dice - (1d8+3)
(2) + 3 = 5
Hit Dice - (1d8+3)
(6) + 3 = 9
Hit Dice - (1d8+3)
(7) + 3 = 10
Hit Dice - (1d8+3)
(6) + 3 = 9
Hit Dice - (1d8+3)
(8) + 3 = 11
Arcana - (1d20+2)
(2) + 2 = 4
It seemed that only possible imminent death could make the elf speak so fluidly.
"It was a simple mission to clear some pesky giants, and you had to go escalate it." Korgazhar griped. "The fact that we now know who else we might have to deal with doesn't excuse your foolishness." Korgazhar recalled some of the mages he had tangled with in the past. They were fragile, but difficult opponents. The half-orc wouldn't admit to the others that he was secretly satisfied that the spying forays had revealed other greater powers behind Nosnra. At least they'd be much better prepared next.
As you take back up watching the valley below, your sharp ears hear the howl of wolves, and you see movement in the valley below. The moonlight gives some visibility, but not enough for an accurate count.
Ælfric hoped his trust in the wizard was not unjustified.
Stealth is 20.
Rolls
Stealth - (1d20+9)
(11) + 9 = 20
Rolls
Stealth - (1d20+2)
(5) + 2 = 7
"Are you sure we want to be hiding? We could fly away from here on our mounts, before they come any closer."
"We didn't get to play the grand trick we intended on our enemies but we shall still harass them, Erevan Ilesere," he prayed softly. "Continue to hide and guide my steps and my arrows."
Rolls
Stealth - (1d20+13)
(16) + 13 = 29
Guidance - (1d4)
(3) = 3
Alain tries to hide as well, putting the other, more martially adept members in between himself and the entrance.
Rolls
Stealth (Guidance from Ælfric if possible) - (1d4)
(1) = 1
Stealth - (1d20+6)
(20) + 6 = 26
Rolls
Hit dice healing - (5d8+5)
(35157) + 5 = 26
Rolls
Giant Searching - Disadvantage - (2d20-3)
(82) - 3 = 7
Withdrawing into your cave, you try to make yourselves as hidden as possible. Fernal watches as the wolves spread out along the valley, and soon you hear the heavy footfalls of giants nearby. As the Fates would have it, they never come to your area and so do not appear to find your tiny, bush-covered cave opening.
Rolls
Perciption - (1d20+10)
(13) + 10 = 23
Crawling out of your small cave, you look around the valley below. You can see movement and hear shouts in giantish as they call back and forth about finding the ones who dared invade their steading. Additionally, you can see the wolves criss-crossing the landscape, snarling and whining as one of the giants cracks a whip on them.
Watching carefully, you see that the giants continue to slowly work their way down the hills and back into the valley. Though they do not come back in your direction, you see that they continue to move around the valley. Eventually, it looks as if they have returned to the steading, but your sharp eyes can see that there are patrols of giants moving slowly, apparently randomly, around the valley.
After venting his frustrations alone in his tower, Julian will prepare himself a meal, take a short rest, and then begin preparations to begin casting Contact Other Plane. Emptying two of my healing word castings as well from my ring.
DM
Finding a spot where you can be comfortable, you begin to cast the ritual spell. You sink within yourself, focusing inward at first before opening yourself up to the vast void of the outer planes. At first, there is darkness. Silence. An empty feeling deep within that draws you into it and threatens to consume your entire being.
Soon, however, you see a spark of light begin to take form on the endless horizon. You feel yourself drawn to it, surging forward like a moth to the promised gratification of a nearby flame...
Resetting your resolve, you slowly release the involuntary blockade. As you do, you allow a single entity of unknown origin into your intellectual sanctum. The strain to hold back the flood gates is difficult, but you know that you have a small amount of time before you succumb.
"Relax, mortal one. You are under no threat from me. Come. Let us discuss the reason for your folly." a deep voice reverberates in your mind.
Julian
Julian pauses for only a brief instant before allowing the entity to briefly touch his surface thoughts enough to understand his first question. "The woman, the figure who set the trap for my party and dispelled my arcane eye. Is she the one responsible for bringing the giants together under one banner?"
DM
"No." the entity replies to your query.
"Surely you would prefer we speak face-to-face? Think of the riches and power I could grant you." it adds as you feel gentle tendrils of energy probing at your defenses.
Julian
Julian ignores the creature's promise of power. Such a thing would undoubtedly come with more strings attached than a gnomish marionette, and he found little appeal in the prospect of acting a puppet for any entity, god or otherwise. "Do the giants or any of their allies have the capacity to scry on my allies, or otherwise divine the location of our base-camp?"
DM
"Yes." replies the entity.
"And if you let me come to you, perhaps we can find the power necessary to allow you to overcome them. Don’t be a fool in your company’s eyes.... Again. it adds.
Julian
What a desperate creature, Julian thought to himself. "Will the hiding place of my allies be discovered before I can ward it tomorrow morning?" Julian had planned to ward their cave shortly after dawn, once his helm had recharged, but if there location was already compromised...
DM
"Only the fates know" the entity answers cryptically.
Though it does not add an additional comment after this question, you can sense that it continues to probe your psychic defenses for any signs of weakness.
Julian
The entity's message was not satisfying, but revealed important information to Julian regardless. Their location had not yet been compromised. Considering the giants had, as far as he knew, never seen the faces of him nor his allies, he found the likelihood of them discovering their location through divination within a single night small. It was true that the giants had wolves they likely used as bloodhounds, Julian had seen as much during his scouting and Ælfrics botched infiltration; however, Ælfrics magic would have prevented him leaving a scent trail for them to follow, and their only other means of transport to and from the steading had been untraceable teleportation. He'd relax, if whatever ungodly creature he was contacting wasn't trying to breach his mental defenses even now. "Would my spell, Mordenkainen's Private Sanctum, offer sufficient protection from any magical means of detection the giants or their allies possess?"
DM
"Yes." answers the being. "Though you will not be able to divine out, either. Let me show you how to remedy that weakness. I shall teach you more that you could ever fathom on your own, mortal." it whispers enticingly into your ear.
Julian
Julian thought over everything the otherworldly entity had revealed to him. This sorceress, though powerful, had not brought the giants together. Something more powerful, and likely more sinister, was at play. There were those among their foe who could divine their location, perhaps the sorceress or perhaps others. The entity did not know whether his allies would be discovered by morning, which Julian interpreted to mean their location had not yet been compromised, and the entity was quite clear that one of Julian's spells would be sufficient to protect them from the prying eyes of their enemy. Still, several questions remained unanswered, and Julian's mental defenses were growing week. The connection would soon need to be terminated soon, lest the creature break through his barriers. "What is the name of the one who dispelled my Arcane Eye inside the hill giant's steading?"
DM
You can sense the entity was amused at your latest question and the assault on your psyche renews with a bit of vigor. Twice you almost felt the being break through, but you manage to hold on until the very end of the spell.
"She remains hidden from me, but know that she serves House Eilserv. It is a shame you do not wish to continue our discussion in person. Imagine the wealth of knowledge you would have at your fingertips, mortal one."
After taking a brief moment to relax he descends from the top floor of his tower and into his study. Here he had collected countless books of lore, myth, and history of the Flanaess. Some few written by his own hand, though most were written by others."House Eilserv..." he thought to himself. "Do I know that name?"
Chanting a brief incantation thrice over, Julian conjures three unseen servants, telepathically commanding them to search every book of his library and bookmark any reference to House Eilserv for him to review. As the books flew from their shelves, their pages turning of their own accord, he climbed down to the ground floor. Pouring himself a flagon of ale to put his mind at ease, he spends the next few moments mentally preparing himself to once again project his mind into the outer planes. Before he did so, he would send a brief message to his companions.
Grasping his staff leaned up against his dining table, he whispers the incantation for the sending spell, making the few brief hand gestures necessary and concentrating on his ally Ælfric. The spell complete, he sends him the following mental message. "I apologize for the sudden exit. I'll return to you all with the morning dawn. Tell me. Does House Eilserv mean anything to you?"
Rolls
Arcana - (1d20+10)
(14) + 10 = 24
History - (1d20+2)
(11) + 2 = 13
Guidance - (1d4)
(4) = 4
Guidance - (1d4)
(2) = 2
While you are no lore master, the name Eilserv rings a distant bell in your mind. They were a powerful faction of elves At one time, they were the number one house, holding sway over the court.
Rolls
Arcana - (1d20+2)
(9) + 2 = 11
Guidance - (1d4)
(1) = 1
History - (1d20+2)
(1) + 2 = 3
Guidance - (1d4)
(2) = 2
Religion - (1d20+2)
(13) + 2 = 15
Guidance - (1d4)
(4) = 4
Rolls
History - (1d20+4)
(4) + 4 = 8
Thinking back through your studies, you are sure that you have heard of this House Eilserv, though from where you do not know. If you recall correctly, you remember that they served dark gods, but which you are not sure.
They are not orc, nor have they ever been a worthy foe, and so they are not worth the memory.
"If we do not leave, we will have to make our stand here sooner or later," he said to the others.
As the night draws to a close, you sense that the power within your helm has recharged.
Rolls
Int(History) ADV - (1d20+9)
(19) + 9 = 28
Int(History) - (1d20+9)
(15) + 9 = 24
Teleport Recharge - (1d3)
(2) = 2
Portent 1 - (1d20)
(19) = 19
Portent 2 - (1d20)
(1) = 1
Pouring through the tomes at your disposal does not reveal much more than you have already learned. House Eilserv is the most powerful of the elf houses, and they have long since turned away from the light to take refuge deep within the earth. Dark elves, cast aside by the elves of the surface, who are known for their brutality and debauchery, serving the gods of evil in an effort to usurp the world.
Creatures in the area can't be targeted by divination spells.
Julian is it safe for us to travel outside now that you have casted magics there? Appears she is a bit concerned and obviously has no idea what he has done.
Making his way to the flattest section of the cave, Julian sits cross legged on the floor. Casting high level magics before breakfast was a tiring endeavor. "In here we are safe from the scrying eyes of the giant's allies, Fernal. No divination magic can pierce these wards; however, no magic I possess can protect us outside its bounds. The cave, and a small bit of land outside it is protected, but step too far out and detection is possible, though unlikely. Our enemies have no way of knowing, after all, when we will leave the protection of these wards, and continually attempting to divine our location would be incredibly taxing for even the most powerful of mages."
"Eilserv?"
Rising to his feet, he walks to the edge of his wards, staring out of the cave. "In all likelihood, they have once again warded our last point of insertion. I do not think it wise that we should enter that way once again."
"Eilserv?" he asked a bit more forcefully.
"Underground?!"
Rolls
History of underground evil elves - (1d20+2)
(16) + 2 = 18
Guidance - (1d4)
(1) = 1
You feel as if someone has slapped you in the face at the speaking of dark elves who live below the ground. Stories have been told, most held to be fairy tales, of the Great Ohta, or War, where the elves were torn by discord and warfare. The elven races managed to drive out from their surface lands the selfish and cruel members, who sought safety in the underworld. These creatures, later known as the "dark elvenfolk" or Drow, grew strong in the arcane arts over the centuries and content with their gloomy fairyland beneath the earth, though they still bear enmity towards and seek revenge against their distant kin, the elves and faeries who drove them down. Stories spoke of a time when the darkness would seek to usurp the light, and the Drow would gain dominance over all of the surface world.
Ælfric was visibly upset, not necessarily angry but shocked.
"Dark elves driven underground long ago for their evil. They plot against the surface to blot out the sun with their dark magics and take revenge on the fey."
Ælfric put two fingers to his temple.
"Think to Earl Querchard of Istivin," he said to Julian.
"I'm not convinced Nosnra, the sorceress, and the stone giant I've seen are the only threats. I suspect there are strongholds beyond this one, and forces at work here greater than we might expect. Removing the leader of this keep is only the first step in what I think may be a much larger struggle."
His tactical mind went through possibilities as quickly as his lips could move to voice them. It is obvious that he has planned more than a few heists in his time.
"Our decision on infiltration will be based on where Julian can teleport us in their headquarters. Where can you teleport us? What of the giant's concubine? Can you locate her and use her hair to transport us to her location if it is out of the way?"
"Can we bypass the distance between here and the steading? If so, we avoid the patrols. Using mounts allows us to do so, but it still means we land, dismount and fight, in the open courtyard here, the only available place for mounts to land. Assuming they don't have ranged attacks as we approach."
Her hatred of the giants drives her on. She would spend months just picking them off, but that wouldn't probably stop them, but it would surely irate them for their losses. So any plan better is good. She is a notable friend of Dwarves and shares their hatred.
She is rather quite (not unusual) in the planning and now enjoy some more of her wine barrel while it lasts (She is working on it.) and distastefully eat her cold rations. She has her silver dagger out and putting a fine edge on it with a whetstone.
You know that she wants to go out hunting and have some nice well roasted meat (dear or bear would do finely). She is well accustom to running down what ever she sees or lay in traps. She is a huntress. A rather wild thang.
She is only 5'10 and probably not the tallest person here. Even being fairly strong, there surely is others stronger. You have noticed that she rather deliberately or just naturally gracefully moves about with the quietness that would make cats sound a touch loud. Her normal walking speed is 20' casual when by herself or no need for speed, 30' with others or their slowest speed when moving as a group, and 50' when she is alone on a hunt.
"We have magicks that allow us to move stealthily for certain durations, as Aelfric has demonstrated. Let us use that when we approach."
"Hmm, fighting in the courtyard will be a big battle with many foes. Messy. Why not from this other entrance?" He pointed to the door depicted on the bottom of the sketch. "There's a guardtower, so one of you must assassinate the guard, before we enter. But it will be a more tactically stealthy and sound entrance, with fewer guards, and no noisy wolves. We land close enough, and then Aelfric can climb up the tower, same way he scaled the wall previously."
"If it were an orc, perhaps, but I doubt I can kill a giant instantly. Altering the guard's mind might serve us better so we can gain entry and get information on internal workings without needing to scry. Julian? Alain?"
Ælfric looked back at his griffon, Garuda, and half-smiled.
"Either way, we'll give them Nine Hells... at least... but we must be absolutely sure of our objectives. Kill the two giant leaders and the Drow sorceress then teleport out. No deviation."
Ælfric was well aware that his deviation from the original plan is what led to this. Had he been satisfied with getting Nosnra's hair and not tried to get the concubine's, they would not be in this situation now. He would not make any more mistakes.
"Divination is my specialty, Ælfric, not enchantment. Though I do possess some magicks that alter the mind, they would only incapacitate the giant for a brief time. I might also compel the lookout to quietly walk into the woods, and go as far from the steading as eight hours will allow; however, he needs to understand my command, and I do not speak giant. Perhaps one of you could supply me with the words?"
Flying low, the magic of stealth encompasses the group and you fly swiftly and surely to the steading. You see no sign of patrolling giants, though you are sure they must be there, giving you an uneasy feeling that this trip is going far too well. Finally, you land about 100 feet from the southern end of the giant fortress. From all indications, you are undetected.
Rolls
Stealth Check with +10 bonus - (1d20)
(10) = 10
Ælfric enjoyed riding Garuda, his griffon, and almost forgot the danger they were already in. He formed an arcane armour around himself and extended it to his mount, and after securing Garuda, left him with the mental instruction to remain alert.
Casting Mage Armor on Ælfric and his mount.
Rolls
Stealth + 10 - (1d20+23)
(7) + 23 = 30
Rolls
Stealth - (1d20+12)
(9) + 12 = 21
Stealth (with disadv) - (1d20+12)
(15) + 12 = 27
Rolls
Stealth - (1d20+16)
(15) + 16 = 31
Rolls
Dex(Stealth) - (1d20+13)
(13) + 13 = 26
Coming around the corner, in the middle of the south wall you spy your target. The guard tower extends out from the steading proper, and its roof juts up perhaps 15 feet more than the main wall. It is black as pitch, so those without dark vision cannot see anything. Those with it, don't see anything either, though you can see the four, thick support timbers at each corner of the tower. From here, you cannot see the guard.
However, like Korgazhar mentioned, the 'doors' are on the eastern edge. These doors are actually more like large gates leading to the interior.
Rolls
Dex(Stealth)[Lenore] - (1d20+2)
(2) + 2 = 4
Wis(Perception)[Lenore] - (1d20+3)
(10) + 3 = 13
As Lenore flies around the tower, the clouds above break and allow streams of moonlight to appear and light up the rooftop just as she passes by. A breathless pause follows as you await a reaction from the guard, but when you get none, Lenore flies closer. It is dark inside, and she cannot see well, but there appears to be the form of a giant sitting inside.
Around the other side of the steading there is a well-worn track leading up to the entry gates, but there is no sign of giants there, either.
Rolls
Int(Nature) - (1d20+9)
(17) + 9 = 26
Thinking back through the lore you have studied , your know that hill giants are stupid, violent brutes prone to raging terror for the simplest of reasons. Nothing you have learned about them indicates that their vision is keen in low light.
Rolls
Dex(Stealth) - (1d20+2)
(1) + 2 = 3
Rolls
Stealth - (1d20+12)
(11) + 12 = 23
Stealth (disadv) - (1d20+12)
(16) + 12 = 28
Rolls
Stealth - (1d20+9)
(1) + 9 = 10
Lenore returns to Julian, having neither seen nor heard anything from the tower.
Rolls
Athletecs - (1d20+6)
(18) + 6 = 24
Rolls
Dex(Stealth) - (1d20+13)
(1) + 13 = 14
slipping under the gate, you soon get a view of the far side. A large entryway stands fairly empty, except for a multitude of fur cloaks hanging along the south wall. It takes you a few minutes to check the entire 80' x 60' foot room, but you manage to do so undetected. There is a hallway leading west, the end of which has a set of stairs going up to the tower and a door leading into the steading. Similarly, at this end of the steading is another door leading to the interior. Lastly, a large set of double doors grace the center of the north wall, leading into the great room beyond.
One thing you did not expect to find is a giant, sound asleep, with a large casket of ale lying next to him in the southeast corner. He is laid out along a large cot, and a huge club stands against the wall next to him.

1: About how heavy does the bar on the door look? Do I think an unseen servant would be able to lift it?
2: I mentioned I'd like to check the tower next. Could I get that info really quick? I'm worried about someone up there potentially hearing or seeing us even if this sleeping one doesn't.
3: Can you help me understand why it takes a few minutes to check the whole room? I can move the eye 30ft as an action each turn, so in my head it'd take all of 12 seconds to go from where I'd place it behind the door to the other end of the room, and the eye sees in all directions. There doesn't seem like much to search, so I'm just kinda confused on that detail.
"Who can go over and unbar the gate? Once in, two teams: the faster group should go up and neutralise the giant in the tower. The slower takes care of the one below."
If the others agree, Ælfric will use his arcane arm to hoist a grappling hook attached to rope onto the gate so he can climb up and over.
Does Julian think an unseen servant would be able to lift the bar?
Rolls
Int(Nature) - (1d20+9)
(15) + 9 = 24
Ælfric wasn't sure if the half-orc was really strong enough to move the tree or if that was merely Korgazhar's bravado talking but there seemed to be few choices at the moment.
Based on the diameter (12") and length (15') of the heavy bar, you estimate that it has to weigh in the neighborhood of 500-600 pounds.
Rolls
Int(Arcana) - (1d20+9)
(16) + 9 = 25
"I meant climb or enter through the tower, neutralise the tower guard, then come down and open the gate. Aelfric, if you anchor the grappling hook on the tower wall, Fernal and I will go up."
Just to clarify... There's no open space beyond the gate. How will climbing the tower help us gain access to the fortress?
So.. Shall I get that rope up or are we committed to the telekinetic option?
Rolls
Athletics (climbing) - (1d20+11)
(10) + 11 = 21
Athletics (if rope, then adv) - (1d20+11)
(1) + 11 = 12
Rolls
Str(Athletics) - (1d20-1)
(10) - 1 = 9
Str(Athletics) Adv - (1d20-1)
(5) - 1 = 4
Dex(Stealth) - (1d20+13)
(12) + 13 = 25
Rolls
Advantage +6 Athletic & +9 Stealth rolls - (1d20+6, 1d20+6, 1d20+9)
1d20+6 : (18) + 6 = 24
1d20+6 : (16) + 6 = 22
1d20+9 : (15) + 9 = 24
Rolls
Stealth, Stealth (disadv) - (1d20+12, 1d20+12)
1d20+12 : (18) + 12 = 30
1d20+12 : (19) + 12 = 31
A moment later, a nimble Aelfric joins you, followed then by Julian. Alain, however, struggles to get more than halfway up, his strength unable to keep up with the physical exertion necessary to make it all of the way.
Rolls
Aelfric Athletics Check - (1d20-1)
(16) - 1 = 15
Aelfric Athletics Check (adv) - (1d20-1)
(11) - 1 = 10
Aelfric Stealth - (1d20+13)
(14) + 13 = 27
Alain Athletics Check - (1d20-1)
(8) - 1 = 7
Alain Athletics Check (adv) - (1d20-1)
(10) - 1 = 9
Would Mage Hand assist help the bard any? Ælfric's horrid Athletics won't let him climb down again to help the Loreweaver.
And no apologies are needed... I won't post for your PC unless you ask me to, but dice rolls can be made in your stead... unless it is something that you should really do yourself (death saves, etc.)
"Let's be quick about it, then you muscled ones can pull Alain up."
I'd use Booming Blade for an extra 1d8 but that's thunder damage and I'm not sure if the cloaking field will adequately lessen any noise from that.
Rolls
Rapier - (1d8+5)
(1) + 5 = 6
Sneak Attack - (5d6)
(55521) = 18
Crit Rapier - (1d8)
(6) = 6
Crit Sneak Attack - (5d6)
(33314) = 14
Rapier w/ advantage - (1d20+9, 1d20+9)
1d20+9 : (18) + 9 = 27
1d20+9 : (3) + 9 = 12
Rolls
First attack with advantage - (1d20+6, 1d20+6)
1d20+6 : (3) + 6 = 9
1d20+6 : (7) + 6 = 13
Sneak attack damage. - (3d6)
(334) = 10
sword damage - (1d8+2)
(2) + 2 = 4
Fire damage - (2d6)
(26) = 8
Extra attack with advantage - (1d20+6, 1d20+6)
1d20+6 : (9) + 6 = 15
1d20+6 : (5) + 6 = 11
sword damage and fire - (1d8+2, 2d6)
1d8+2 : (2) + 2 = 4
2d6 : (25) = 7
Rolls
Fire Bolt - ToHit - (1d20+9)
(9) + 9 = 18
Fire Bolt - ToHit (Adv) - (1d20+9)
(11) + 9 = 20
Fire Bolt - Damage - (2d10)
(96) = 15
Fire Bolt - Damage (Crit) - (2d10)
(34) = 7
Rolls
Basic Attack (with adv, GWM-5) - (1d20+6, 1d20+6)
1d20+6 : (9) + 6 = 15
1d20+6 : (18) + 6 = 24
Extra Attack (with adv, GWM-5) - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (14) + 6 = 20
Bonus Action Attack if crit from GWM (with adv, GWM-5) - (1d20+6, 1d20+6)
1d20+6 : (14) + 6 = 20
1d20+6 : (11) + 6 = 17
Crit Damage from Basic Attack (with Savage Attack and GWM+10) - (3d10+17)
(815) + 17 = 31
Crit Damage from Extra Attack (with SA and GWM+10) - (3d10+17)
(1075) + 17 = 39
Crit Damage from Bonus Action Attack (with SA and GWM+10) - (3d10+17)
(497) + 17 = 37
Rerolling the '1' on damage die (from GWF) - (1d20)
(12) = 12
A minute later, you pull the rope up into the tower, a grateful Alain attached to the other end.
Rolls
Stealth - (1d20+12)
(1) + 12 = 13
Stealth (disadv) - (1d20+12)
(19) + 12 = 31
"And you didn't break your sword, Korgazhar," he said coldly. "Let's descend."
Rolls
Stealth - (1d20+23)
(1) + 23 = 24
He makes his way down the tower alongside the others.
Rolls
Dex(Stealth) - (1d20+3)
(5) + 3 = 8
Rolls
Stealth - (1d20+9)
(10) + 9 = 19
Your arcane eye slips down the tower stairs and to the middle of the entry hall. There you see the massive double doors leading into the steading. Slipping under, you find the wide entry into the giant's feast hall. The far end is occupied with a large table set upon a raised dais. The giants are involved with a their nightly feasting. A count of those gathered reveal some twenty giants plus their stone giant guest. While most are feasting, a pair of giants in the entryway stand guard with massive spears in their hands.
A the center of the table sits fat Nosnra, looking disinterested, scowling as he idly chews on his food, apparently lost in whatever thoughts go through a hill giant mind. To his right sits his queen, to his left the stone giant. At the foot of the king lay his bear, gnawing on what appears to be the skull of some unfortunate victim. Servants enter and exit from the west side of the hall, bringing food and drink as required.
"We must hurry. My cloaking will only last so much longer."
How much longer will Pass Without Trace be active, Ket?
Rolls
Stealth (with disadv) - (1d20+12, 1d20+12)
1d20+12 : (18) + 12 = 30
1d20+12 : (10) + 12 = 22
Rolls
Stealth - (1d20+9)
(11) + 9 = 20
Rolls
Stealth (extra +10 from Pass Without Trace) - (1d20+23)
(19) + 23 = 42
Rolls
Dex(Stealth) - (1d20+13)
(5) + 13 = 18
Fire Bolt - ToHit (Adv) - (1d20+9)
(14) + 9 = 23
Fire Bolt - Damage - (2d10)
(12) = 3
Fire Bolt - Damage (Crit) - (2d10)
(410) = 14
Fire Bolt - ToHit - (1d20+9)
(7) + 9 = 16
+7 Sword (both hits) +10 Sneak Attack +8 Fire Damage + 6 STR (two-handed) +2 Crit = 33
Rolls
First attack advantage,Extra Attack advantage - (1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (15) + 6 = 21
1d20+6 : (6) + 6 = 12
1d20+6 : (13) + 6 = 19
1d20+6 : (20) + 6 = 26
Sneak attack, Fire damage - (3d6, 2d6)
3d6 : (532) = 10
2d6 : (35) = 8
Sword damage on both swings. - (2d8)
(34) = 7
Crit roll. - (1d8)
(2) = 2
Rolls
Basic, Extra, Bonus Action from GWM (with adv, GWM-5) - (1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (1) + 6 = 7
1d20+6 : (11) + 6 = 17
1d20+6 : (13) + 6 = 19
1d20+6 : (12) + 6 = 18
1d20+6 : (15) + 6 = 21
1d20+6 : (13) + 6 = 19
Crit Damage from above (with SA, GWM+10) - (3d10+17, 3d10+17, 3d10+17)
3d10+17 : (238) + 17 = 30
3d10+17 : (617) + 17 = 31
3d10+17 : (545) + 17 = 31
Reroll 1s and 2s (GWF) - (2d10)
(46) = 10
+7 Sword (both hits) +10 Sneak Attack +8 Fire Damage + 6 STR (two-handed) +2 Crit = 33
Also, based on your rolls, your damage should be:
Sneak Attack Damage 10x2 = 20
First Attack: 3x2=6+2 = 8
Extra Attack: 4x2=8+2=10
Fire Damage: 8
Total Damage: 20 + 8 + 10 + 8 = 46

Rolls
DM Random Roll - (1d20+0)
(3) = 3
My first attack has advantage and was a 21 (Critical due to Sleeping) and did 6 Sword (Critical), 2 STR, 16 Fire (Critical), 20 Sneak (Critical) for 44
My extra attack has advantage and was a 26 (Critical and Sleeping) and did 8 Sword (Critical), 2 STR, 16 Fire(Critical) for 26.
Doing 70 points of damage.
That is assuming I used the same rolls for fire and did not reroll them on second attack. And assuming we double the numbers and not rolling a new set for crits. Or should I roll new dice for fire on second attack and then double for the crit?
I know it doesn't matter now, but for in the future.
My first was a 21 (not critical) and did 3 Sword, 3 STR, 8 Fire, 10 Sneak for 24
My extra attack was a 26 (Critical) and did 8 Sword (Critical), 3 STR, 16 Fire(Critical), 20 Sneak(Critical) for 47.
Doing 71 points of damage.
That is assuming we use the same rolls for fire and sneak and not reroll them. And assuming we double the numbers and not rolling a new set for crits. Or should I roll new dice for fire and sneak on second attack and then double for the crit?
I know it doesn't matter now, but for in the future.
Anyway, you should always roll a separate roll for each type of damage. Weapon, Fire and Sneak if applicable.
"Perhaps you won't drown in giants' blood just yet," he thought about his rapier.
Even as they discus their plans, Julian moves his eye through each door to see what lies just beyond.
Quickly checking the other two doors, you see an empty hallway beyond the door nearest them. As you slip under the western door, however, you spy a trio of ogres coming toward you, perhaps 10' from the door itself.
Range/Area: 120ft./30ft.
Components: S, M(a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
Attack/Save: WIS 17
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Rolls
Ogre 1 Wisdom Save - (1d20-2)
(15) - 2 = 13
Ogre 2 Wisdom Save - (1d20-2)
(11) - 2 = 9
Ogre 3 Wisdom Save - (1d20-2)
(6) - 2 = 4
Rolling damage in advance, know that I'll wait till everyone has readied attacks.
Rolls
Fire Bolt - ToHit - (1d20+9)
(14) + 9 = 23
Fire Bolt - Damage - (2d10)
(86) = 14
Rolls
Rapier - (1d20+9)
(19) + 9 = 28
Rapier damage, sneak attack - (1d8+5, 5d6)
1d8+5 : (4) + 5 = 9
5d6 : (34342) = 16
Rolls
First attack, sword, Sneak,fire - (1d20+6, 1d20+6, 1d8+2, 3d6, 2d6)
1d20+6 : (4) + 6 = 10
1d20+6 : (9) + 6 = 15
1d8+2 : (5) + 2 = 7
3d6 : (151) = 7
2d6 : (45) = 9
Extra Attack, sword, fire. - (1d20+6, 1d20+6, 1d8+2, 2d6)
1d20+6 : (9) + 6 = 15
1d20+6 : (9) + 6 = 15
1d8+2 : (1) + 2 = 3
2d6 : (52) = 7
Rolls
Basic & Extra Attack (with GWM-5) - (1d20+6, 1d20+6)
1d20+6 : (14) + 6 = 20
1d20+6 : (5) + 6 = 11
Basic & Extra Damage (with GWM+10) - (1d10+17, 1d10+17)
1d10+17 : (8) + 17 = 25
1d10+17 : (6) + 17 = 23
Bonus Action (PMA, GWM-5) - (1d20+6)
(8) + 6 = 14
Bonus Action Damage (PMA, GWM+10) - (1d4+17)
(2) + 17 = 19
Rolls
Attack - (1d20+6)
(15) + 6 = 21
Damage - (1d8+2)
(7) + 2 = 9
Rolls
First Attack, Sword, Sneak, Fire - (1d20+6, 1d20+6, 1d8+2, 3d6, 2d6)
1d20+6 : (1) + 6 = 7
1d20+6 : (2) + 6 = 8
1d8+2 : (8) + 2 = 10
3d6 : (335) = 11
2d6 : (46) = 10
Extra Attack, Sword, Fire - (1d20+6, 1d20+6, 1d8+2, 2d6)
1d20+6 : (18) + 6 = 24
1d20+6 : (19) + 6 = 25
1d8+2 : (7) + 2 = 9
2d6 : (55) = 10
Rolls
Rapier - (1d20+9)
(17) + 9 = 26
Rapier damage, sneak attack - (1d8+5, 5d6)
1d8+5 : (5) + 5 = 10
5d6 : (34446) = 21
Rolls
Fire Bolt - ToHit - (1d20+9)
(15) + 9 = 24
Fire Bolt - Damage - (2d10)
(82) = 10
Rolls
Basic, Extra, Bonus attack (GWM-5) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (20) + 6 = 26
1d20+6 : (14) + 6 = 20
1d20+6 : (3) + 6 = 9
Basic, Extra, Bonus damage (GWM+10, PMA) - (1d10+17, 1d10+17, 1d4+17)
1d10+17 : (9) + 17 = 26
1d10+17 : (1) + 17 = 18
1d4+17 : (4) + 17 = 21