Chapter Seven: The Stalemate At Loton's Cove
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"You are strong. We die to you. But I warn you: do not go. The dead city, it belongs to Tezu Nomo. The dragon valley, it belongs to Tezu Nomo. Men of southern lands are hated by Tezu Nomo. You are warned."
He lets those words hang in the air for a moment, then turns his back on the party and starts to walk back to where the rest of the orcs are waiting.
Annganne, Felor, and Mordred, you can take actions.
It appears they've chosen to die fighting. You can all take a combat action now.
Hit Points 44/68 (7/7d10+21)
Speed 40 ft.
STR 20 (+5); DEX 14 (+2); CON 16 (+3); INT 10 (+0); WIS 16 (+3); CHA 12 (+1)
Saving Throws Str +8, Con +6, +1 from Ring of Protection
Skills Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances fire (Ring of Fire Resistance)
Senses Passive Perception 16
Languages Common, Generic Military Codes/Signals
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Card games, vehicles (land)
Feat, Mobile Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master Creatures provoke opportunity attacks when entering reach.
Fighting Style, Two-Weapon Fighting Add ability modifier to the damage of second attack.
Action Surge 0/1 can take one additional action on top of your regular action and a possible bonus action.
Improved Critical Score a critical hit on a roll of 19 or 20.
Remarkable Athlete Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Longsword +1 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2) Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind 0/1 rest; recover 1d10+6 HP.
-- Two-Weapon Fighting Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
Conditions None
Rolls
Attack Longsword, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (7) + 9 = 16
1d8+6 : (2) + 6 = 8
Extra Attack Longsword, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (13) + 9 = 22
1d8+6 : (4) + 6 = 10
Rolls
Spear attack - (1d20+7)
(20) + 7 = 27
Spear damage (piercing) - (1d6+4)
(2) + 4 = 6
Crit damage - (1d6)
(5) = 5
Mordred moves up to stand beside Zangua, and prepares to lash out at anything that comes within range.
Ready an Attack, but hold off until it is clear that the orcs are continuing to be aggressors. If their approach brings them within 5 feet of Zangua, it can be a Sneak Attack, based on the rules, but if they try to avoid the big guy, it won't be, so I will spread out the rolls.
ETA: The Old Gods and the New punish me for my absence, it seems.
Rolls
Attack (dagger) - (1d20+8)
(2) + 8 = 10
Standard Attack Damage - (1d4+5)
(2) + 5 = 7
Sneak Attack Damage - (3d6)
(113) = 5
The wolves, now both seemingly returned to their senses, take off together in a southerly direction, while the three surviving orcs each swing their jagged blades at the party members before them.
Edit: Only Felor takes a hit, the blade shearing down across his left arm.
Any of you may take another action now.
Rolls
Orc vs Felor - (1d20+5, 1d8+3)
1d20+5 : (15) + 5 = 20
1d8+3 : (7) + 3 = 10
Orc vs Zangua - (1d20+5, 1d8+3)
1d20+5 : (6) + 5 = 11
1d8+3 : (7) + 3 = 10
Orc vs Mordred - (1d20+5, 1d8+3)
1d20+5 : (9) + 5 = 14
1d8+3 : (2) + 3 = 5
Rolls
Sneak Attack (dagger) - (1d20+8)
(9) + 8 = 17
Dagger Damage, Sneak Attack Damage - (1d4+5, 3d6)
1d4+5 : (1) + 5 = 6
3d6 : (646) = 16
Two orcs left standing, everybody but Mordred can take an action.
Rolls
Spear attack - (1d20+7)
(15) + 7 = 22
Spear damage (piercing) - (1d6+4)
(6) + 4 = 10
Hit Points 44/68 (7/7d10+21)
Speed 40 ft.
STR 20 (+5); DEX 14 (+2); CON 16 (+3); INT 10 (+0); WIS 16 (+3); CHA 12 (+1)
Saving Throws Str +8, Con +6, +1 from Ring of Protection
Skills Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances fire (Ring of Fire Resistance)
Senses Passive Perception 16
Languages Common, Generic Military Codes/Signals
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Card games, vehicles (land)
Feat, Mobile Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master Creatures provoke opportunity attacks when entering reach.
Fighting Style, Two-Weapon Fighting Add ability modifier to the damage of second attack.
Action Surge 0/1 can take one additional action on top of your regular action and a possible bonus action.
Improved Critical Score a critical hit on a roll of 19 or 20.
Remarkable Athlete Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Longsword +1 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2) Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind 0/1 rest; recover 1d10+6 HP.
-- Two-Weapon Fighting Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
Conditions None
Rolls
Longsword, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (13) + 9 = 22
1d8+6 : (5) + 6 = 11
Extra Attack Longsword, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (13) + 9 = 22
1d8+6 : (5) + 6 = 11
Combat is over, you can all act freely now.
"They said something about how we shouldn't go there," Zangua says to the others. "Said some names, don't know what that's about. Figure when they wake up, you all can ask."