Steading of the Hill Giant Chief
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Rolls
Strength - (1d20+11)
(9) + 11 = 20
Straining under the weight of the heavy log barring the gate, you slowly begin to get your feet under you. At last the friction gives way to movement and the bar begins to slide. A few moments later, the bar has been moved enough to push open the front gate if desired.
Rolls
Stealth (with disadv) - (1d20+12, 1d20+12)
1d20+12 : (15) + 12 = 27
1d20+12 : (19) + 12 = 31
Rolls
Stealth - (1d20+9)
(8) + 9 = 17
To the north, while fading into dark shadow, you can make out the occasional flicker of light as servants move back and forth between the kitchen and feast hall.

Spending a brief moment to recast his incantation, summoning his arcane eye, he extends his vision beyond the door before them.
'oh by the way, my character does 'X' because it makes sense that they would have done so'. If you want your character to do something, you need to state it. Last word was that you told your steed to remain outside and await further instruction... ;)
Slipping beneath the door, you see that there is an empty hallway on the other side. There are a few doors and another hallway headed north about halfway down.
Rolls
Perception - (1d20+10)
(12) + 10 = 22
The hallway leading north is intermittently lighted by flickering torches, their smoky fumes providing a heady oil and ash smell. At the far end of the hallway you can see it ends in a door. Though that end is dark and shadowy, you can make out moving shadows beneath the cracks.

Julian wills his arcane eye towards the door, sending it into the kitchen to scout the area.
Rolls
Perceptation - (1d20+10)
(11) + 10 = 21
Smoke fills an odorous kitchen, which features two large trestle tables covered with pots, kettles and bowls. Counters along the walls are likewise cluttered with wooden utensils, jugs, mugs, and plates. Barrels are piled near the tables, and various cheeses, smoked meats, and sausages hang from the blackened rafters. Simmering in the hearths are two fat iron cauldrons overflowing with hot broth. In front of the hearths and tables are a group of giant maids wearing stained leather aprons, screaming instructions at a host of orcs and their young ogre taskmasters, who scurry in and out of a pair of large double doors to the east.
Fernal
From the other side of the door, you can hear grunts, squeals and the bellows of giants. The clanging of pots and sounds of metal-on-metal, as if someone were stirring a massive soup pot, can be heard. The occasional groan and creak of doors opening and closing can be heard as well.

Julian wills his arcane eye into the gap between the feast hall and the kitchen, intending to move it between the two that he might watch for those who might accidentally discover his allies.

Rolls
Random DM Roll - (1d20)
(16) = 16
Random Check To See If Servants Come through - (1d100)
(88) = 88

As you arrive, Korgazhar notes that the corridor you are in continues for perhaps 70-80' before ending in a large door. No sooner than you get set to open the kitchen door, than the hallway door opens and a grotesquely fat hill giant appears. Behind him is a large room, and you see a pair of females inside. The male giant, however, has apparently not seen you, as the females call out and he turns to see what they want.

Rolls
Perciption - (1d20+10)
(6) + 10 = 16
"How much does it take to feed him?" Ælfric wondered.
"Move in fast. Make illusion to hide us?" Korgazhar whispered.

You can hear the clanging of pots, pans and other kitchen utensils from beyond the kitchen door, while to the north you hear the giant laughing and bellowing back at the females in the chamber there. You hear a door close, and the sound of heavy footfalls headed your way.
Julian
When you were scouring the steading in an effort to map the place, you recall that there are large piles of dishes throughout the kitchen area, especially near the prep tables the giantess cooks are at. Most of the wares are wooden or metal, nothing of the glass or shatter capable variety.
Rolls
Stealth - (1d20+10)
(15) + 10 = 25
Rolls
Stealth (with disadv) - (1d20+12, 1d20+12)
1d20+12 : (3) + 12 = 15
1d20+12 : (20) + 12 = 32
Rolls
Dex(Stealth)[Julian] - (1d20+13)
(6) + 13 = 19
Dex(Stealth)[Ligeia] - (1d20+12)
(17) + 12 = 29
Rolls
Stealth (extra +10 from Pass Without Trace) - (1d20+23)
(13) + 23 = 36
Forgoing the usual rituals behind the spell, Julian hastily summoned an invisible servant within the kitchen, mentally ordering it to draw the attention of those who might notice them by knocking over as many dishes as possible.
The invisible butler does as instructed, and moment later you all hear the clattering of dishes and shouts of confusion. Coincidentally, as this happens, a raucous roar goes up from the feast hall, masking the sounds from within the kitchen.
Rolls
Stealth (extra +10 from Pass Without Trace) - (1d20+23)
(7) + 23 = 30

Rolls
Int(Deception) - (1d20+5)
(12) + 5 = 17
Cha(Deception) - (1d20)
(6) = 6
Dex(Stealth)[Julian] - (1d20+13)
(3) + 13 = 16
Dex(Stealth)[Ligeia] - (1d20+12)
(1) + 12 = 13
Rolls
Stealth (with disadv, still +10 PWT) - (1d20+12, 1d20+12)
1d20+12 : (12) + 12 = 24
1d20+12 : (4) + 12 = 16
Rolls
Alain Stealth - (1d20+16)
(18) + 16 = 34
Quickly, you dart from the entry door to the storeroom door, an by the luck of the gods (and a bit of cover provided by Aelfric's spell) you make it without (you believe) being seen. Taking stock, you realize a second later that Alain is not with you. From the far side, you hear more commotion as the giant in the hallway begins yelling. In the mix, you can hear Alain taunting the giant, screaming to 'come and get me'. The bellows and shouts fade as Alain apparently is leading the brute away, but the fracas in the kitchen still persists.
In the storeroom, the smell hits you immediately, as rotted meats of who-knows-what animals and humanoids are piled on top of one another, along with various cooking materials such as vegetables, salts, spices, etc. barrels of water and ale are stacked haphazardly and torn and molding bags of grain give testament to the hardiness of the giant stomach. At the rear of the space you see a wide set of stairs leading down into the lower level. There are torches burning at the top as well as the bottom of the steps.

Rolls
Stealth - (1d20+9)
(1) + 9 = 10
Rolls
Search (either roll +4 for Perception or +0 for Investigation - (1d20)
(8) = 8
The room is full of rotting foodstuffs, bags of grain, crates and barrels of all sorts. On cask he finds open and smells of wine, though it seems more vinegar than anything else. Beyond that, you find nothing of any real interest.
Julian
Sending your eye below, you find a large, wide open area a the base of the stairs. A wide tunnel leads out of the south wall, while a pair of smaller tunnels exit east and north. Numerous tables and benches are pushed up along the walls, and a trio of doors are on the far side. Torches line the walls, giving the entire place a dingy-orange glow.


"Are you sure they will follow your lead, Korgazhar?"
Rolls
Stealth - (1d20+9)
(19) + 9 = 28
Perception - (1d20+10)
(3) + 10 = 13
What catches your eye, however, is the large brass gong midway down the cell block, and the large striker standing against the wall next to it.
Julian
You move your eye slowly south, as the rest of the group moves to the cell block.

Rolls
Stealth (extra +10 from Pass Without Trace) - (1d20+23)
(14) + 23 = 37
Rolls
Stealth (with disadv) - (1d20+12, 1d20+12)
1d20+12 : (5) + 12 = 17
1d20+12 : (13) + 12 = 25
Rolls
Dex(Stealth)[Julian] - (1d20+13)
(1) + 13 = 14
Dex(Stealth)[Ligeia] - (1d20+12)
(20) + 12 = 32
Movement: Normal
Time In Steading: 30 minutes
Rolling initiative for Ligeia as well. Though she likely won't do much during this fight, I control her in combat according to the spell.
Rolls
Initiative[Julian] - (1d20+3)
(11) + 3 = 14
Initiative[Ligeia] - (1d20+2)
(16) + 2 = 18
Rolls
Init to win it! - (1d20+5)
(19) + 5 = 24
Stealth - (1d20+23)
(13) + 23 = 36
Aelfric 24
Ligeia 18
Korgazhar 17
Julian 14
Bugbear 12
Fernal 09

Rolls
Glaive Attack & Extra Attack & Bonus PAM attack - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (4) + 11 = 15
1d20+11 : (5) + 11 = 16
1d20+11 : (19) + 11 = 30
Glaive Damage (attack & extra attack & PAM attack) - (1d10+7, 1d10+7, 1d4+7)
1d10+7 : (10) + 7 = 17
1d10+7 : (6) + 7 = 13
1d4+7 : (3) + 7 = 10
The bugbear is staggered for a moment, more from the force of the hit than actual damage, and it does not fall. With a roar, it brings its morningstar to bear.
Rolls
Toll the Dead - Damage - (2d12)
(112) = 13
The sound of a resonating bell erupts around the wounded bugbear, and you see its eyes narrow, jaw grinding and the hold on its weapon tightening. With a half snarl, half grin, it ignores the effects of your spell and focuses its attention on the orc before him/
Rolls
Bugbear Wisdom Save - (1d20+1)
(14) + 1 = 15
Rolls
Rapier - (1d20+6)
(17) + 6 = 23
Damage, Rapier, sneak, fire - (1d8+2, 3d6, 2d6)
1d8+2 : (5) + 2 = 7
3d6 : (162) = 9
2d6 : (26) = 8
extra attrack - (1d20+6)
(2) + 6 = 8
Edit: argh more crappy rolls, next turn then
Rolls
Glaive (attack, extra attack & damage for both) - (1d20+11, 1d20+11, 1d10+7, 1d10+7)
1d20+11 : (3) + 11 = 14
1d20+11 : (1) + 11 = 12
1d10+7 : (10) + 7 = 17
1d10+7 : (4) + 7 = 11
Flashing past the first bugbear guard, which tries to impale the you on its javelin, you take advantage of the otherwise distracted bugbear and quickly thrust your rapier into it's throat. A quick jab, twist and pull rips its throat open and in a gurgling heap the guard falls to the floor.
Seeing its comrade fall, the first guard begins bellowing for help. "Keeper! Keeper! Come quickly! We are under attack! Keeper! Sound the alarm!!" it screams in broken common mixed with giantish.
Rolls
Bugbear 1 AOO on Fernal - (1d20)
(12) = 12
Bugbear 1 AOO damage to Fernal - (2d6+3)
(32) + 3 = 8
Bugbear 1 Javelin throw at Aelfric - (1d20)
(11) = 11
Bugbear 1 Javelin damage to Aelfric - (2d6+3)
(33) + 3 = 9
Bugbear 2 morningstar attack 1 on Korgazhar - (1d20)
(2) = 2
Bugbear 2 morningstar attack 2 on Korgazhar - (1d20)
(13) = 13
Bugbear 2 morningstar damage 1 on Korgazhar - (2d8)
(46) = 10
Bugbear 2 morningstar damage 2 on Korgazhar - (2d8)
(84) = 12
Secret Roll
Immediately on completion of your suggestion, the bugbear stops and looks around at those in the hallway.
"Good you came. Thank for help. Dugzot go crazy, try to let prisoner go! Black witch not happy with that, kill us all!" he says, lowering the morning star which he had just brought to bear after his failed javelin attacks.
In the pause, you hear nothing from the rest of the complex, the alarm seemingly fallen on deaf ears.
Rolls
Glaive Attack & Extra Attack & Bonus PAM attack - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (12) + 11 = 23
1d20+11 : (6) + 11 = 17
1d20+11 : (17) + 11 = 28
Damage (attack, extra and PAM) - (1d10+7, 1d10+7, 1d4+7)
1d10+7 : (2) + 7 = 9
1d10+7 : (4) + 7 = 11
1d4+7 : (1) + 7 = 8
Rolls
Rapier - (1d20+9)
(9) + 9 = 18
Rapier damage, sneak attack - (1d8+5, 5d6)
1d8+5 : (1) + 5 = 6
5d6 : (63526) = 22
The cells are bars, not doors. But inside it is black as night, through which even your dark sight cannot penetrate.
Rolls
Toll the Dead - Damage - (2d12)
(38) = 11
The massive spiked ball slams into Aelfric's shoulder with a crunching sound as metal and leather meet, the spike piercing through and driving you sideways, as you manage to evade the second blow aimed at your head.
Rolls
Bugbear first attack on Aelfric - (1d20+5)
(16) + 5 = 21
Bugbear second attack on Aelfric - (1d20+5)
(4) + 5 = 9
Bugbear first damage on Aelfric - (2d8)
(55) = 10
Bugbear second damage on Aelfric - (2d8)
(33) = 6
Secret Roll
Rolls
Toll the Dead - Damage - (2d12)
(112) = 13
"She picks now not to be bloodthirsty?!" he thought angrily as he stabbed his rapier at the bugbear again!
EDIT!!!! I just remembered he's got Mage Armor up for AC 18, so casting Shield gives him temporarily AC 23, making that hit into a miss!
Guessing that 4's a miss.
Rolls
Rapier - (1d20+9)
(4) + 9 = 13
Rapier damage, sneak attack - (1d8+5, 5d6)
1d8+5 : (6) + 5 = 11
5d6 : (65414) = 20
The tolling sounds around to wounded bugbear. This time you see that the spell affects him, as he clutches at his skull and slumps against the wall. Wearily, he thrusts himself upright, just in time to deflect Aelfric’s attack.
Rolls
Secret Roll
The locks appear to be of the standard sort, made of iron and requiring a key of some sort.
Rolls
Thieves tools - (1d20+13)
(3) + 13 = 16
Rolls
Glaive Attack & Extra Attack & Bonus PAM attack - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (14) + 11 = 25
1d20+11 : (1) + 11 = 12
1d20+11 : (7) + 11 = 18
Glaive Damage (attack & extra attack & PAM attack) - (1d10+7, 1d10+7, 1d4+7)
1d10+7 : (9) + 7 = 16
1d10+7 : (4) + 7 = 11
1d4+7 : (2) + 7 = 9
Movement: Normal
Time In Steading: 32 minutes
"Idiot."
Rolls
Investigation (for keys, if it's not obvious) - (1d20)
(10) = 10
A quick check of the guards reveals that the first one has a set of five keys on a ring.
Rolls
Int(Arcana) + [guidance] - (1d20+9, 1d4)
1d20+9 : (19) + 9 = 28
1d4 : (3) = 3
Int(Investigation) + [guidance] - (1d20+9, 1d4)
1d20+9 : (12) + 9 = 21
1d4 : (2) = 2
While you do not find anything that might act as some sort of trigger, you recall in your studies that some magi, especially powerful ones, could craft spells much like they could a magical item, bringing a near Permanency to it. Some could last until dispelled, some just significantly enhanced the time of effect, but some of the more powerful sort could make an effect last forever, unless some powerful magic counteracted it.
Once per short rest, you can use your action to choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.
You gain darkvision out to a range of 60 ft., you can see into the Ethereal Plane within 60 ft. of you, you can read any language, or you can see invisible creatures and objects within 10 ft. of you that are within line of sight.
Korgazhar then looked at Julian. "Do you have something that will illuminate?" He looked for a wall torch or some lit source, to see if the cell's darkness could be brightened. If not then we just have to barge in, or simply attempt to talk."
The spear remains unharmed, but you notice that not only is the area shrouded in magical darkness, but no noise comes from the tapping of the spear on the floor inside of the darkness.
Rolls
Int(Investigation)+(guidance) - (1d20+9, 1d4)
1d20+9 : (8) + 9 = 17
1d4 : (4) = 4
Moving slowly through the cell, you find nothing at first. However, at the back of the cell, in the right corner, you find a figure chained to the floor. The shape is human, bound and chained to the floor with not much room to move. The smell of sweat, urine and 'other' things is prevalent here.
It takes a few minutes, but you realize that none of the keys work on the lock. In fact, you can find no keyhole on the clasp. Your investigation and intuition tell you that their is probably some form of arcane lock holding this prisoner. You will need to find a way to break the chains, or dispel the darkness, or somehow dispel the lock.
In an instant, the darkness dissipates, and you see Julian kneeling next to a woman who is bound in chains. She is slim, human and perhaps midway between five and six feet tall. Her auburn hair is matted and tangled, and her body shows numerous bruises all over. her clothing is torn and bloodied, telling a story of someone who has endured much pain, only to be kept alive in order to continue the process.
The shackles hold her around the neck, and her hands are encased in an iron clasp that has a chain connecting it to the chains around her feet. As she moves slightly, you hear the sound of chains rattling, indicating that the silence has been dispelled as well.
Rolls
Healing Word - (1d4+5)
(3) + 5 = 8
Ælfric looked over the redhead and wondered what help she could be against the giants.
"Fernal said it, red hair: we hate giants. I'm guessing you do, too. Let's see how we can get those chains off you."
Rolls
Perception to look over the desk thoroughly - (1d20+10)
(13) + 10 = 23
Yes, the other cells are sheathed in darkness and barred.
Rolls
Secret Roll
Rolls
INIT - (1d20+5)
(19) + 5 = 24
Seeing that Julian has refused to give you the keys, you storm in to take them. However, you don’t see the keys anymore.
"No other magic words anywhere else that might release these?" Korgazhar looked at Aelfric and Julian. Perhaps their searches of the bugbears and their belongings revealed other things. "I shall give these a try." The half-orc attempted both to rip the chains out of their sockets, and also hewing at them with the axe he carried with him.
Rolls
Strength - (1d20+11)
(10) + 11 = 21
Handaxe on Chain (repeat ad nauseam) - (1d20+11, 1d6+7)
1d20+11 : (10) + 11 = 21
1d6+7 : (2) + 7 = 9
It takes a few blows, but eventually you bust the chains from the ground, freeing the woman from being bound to the cell. Her hands are still covered, and the loose chain dangles from her neck to her waist, but she can now at least walk freely.
Fernal
The next cell is much like the first, barred and blackness within.
She takes a small step of freedom, the first in a very long time and she is glad, but still looks down at the manacles that continue to grasp her wrists. She clasps her hands together as if in prayer and speaks a sacred phrase in the tongue of angels. "Let there be light."
The minor trick fails, and you quickly dismiss the spell. Though the Light cantrip requires no movement of your hands, you need to be able to grasp the materials necessary to cast (a firefly or phosphorescent moss), which you cannot with enclosed hands.
The minor trick fails, and you quickly dismiss the spell. Though the Light cantrip requires no movement of your hands, you need to be able to grasp the materials necessary to cast (a firefly or phosphorescent moss), which you cannot with enclosed hands.
Edit - The one on the far end, farthest away from the entrance, if I might amend.
As the words flow from you, the torch at the far end flares brightly, then goes back to normal.
"Have you been deeper down in this place, Ashar?"
Rolls
Perception - (1d20+10)
(5) + 10 = 15


In the midst of the conversation he looked up again in annoyance at Fernal. It appeared that the barbarian suffered from some sort of attention disorder. To Fernal, "Fernal, do you intend to cross each one of us in turn?" referring to the altercation the barbarian had with Julian, and her failure to pick up the sarcasm in Aelfric's remark.
"If we are all ready, we can investigate the next cell." The half-orc steadied himself, but let Fernal stand at the door of the next cell.
Time In Steading: 35 minutes
Rolls
Random DM Roll - (1d20)
(17) = 17
"We must hurry. Less than half an hour remains of my cloaking spell... and I can't cast it again until I rest."
Once the next cell is opened, he will say the magic word, "Asfaroth."
Rolls
Religion check (Spider Goddess) - (1d20+5)
(10) + 5 = 15

Ælfric stayed back. letting the others inspect the cells' contents. His face was beginning to show signs of impatience since he could feel his spell running out.
"So the giant bastards know we're here? Why haven't we been squished yet? What purpose could us killing their people serve? Ridding them of inept servants?" Ælfric asked.
Roll a perception check
Julian
As you speak the words once again, the chains on this new figure fall away and you manage to help them up. He appears to be male, not human, with a lustrous skin and billowing hair that looks almost cloud like. There are bruises and scars over his back, chest, arms and legs, a testament to the torture he has been through.
Rolls
Perception - (1d20+4)
(1) + 4 = 5
"Tunk-ahem, excuse me; thank you darlings. The assistance is much appreciated. Oh dear" He says as he looks down at his tarnished appearance.
With an utterance and a flourish of his hair his visage is restored to its lustrous quality. His fine clothing: his pastel silvery-blue robes accented with golden trim and adornments shine, his coppery skin almost glows with a warm brilliance, his hair almost a billowy radiant cloud seemingly imbued with the essence of light, unhindered by the tug of gravity takes the concept of a silver lining and runs, and his eyes shine a heartwarming, luminescent molten gold that is as soothing as it is captivating.
With a nod, a slight bow he smiles
"I'm Ambrosia. An absolute pleasure to meet you."
Rolls
Int(Investigation) - (1d20+9)
(10) + 9 = 19
You recall seeing gear tossed everywhere, including the torture area and what looked like a smithy manned by a pair of huge reddish-black skinned giants with fiery-colored hair.
Rolls
DM Random roll to keep players on their toes - (1d20)
(7) = 7
Rolls
Stealth (with disadv) - (1d20+12, 1d20+12)
1d20+12 : (17) + 12 = 29
1d20+12 : (19) + 12 = 31
Rolls
Dex(Stealth) - (1d20+13)
(1) + 13 = 14
Dex(Stealth)[Ligeia] - (1d20+12)
(7) + 12 = 19
Rolls
Stealth (extra +10 from Pass Without Trace) - (1d20+23)
(9) + 23 = 32
Rolls
Stealth (+10 from Aelfric's PWT) - (1d20+12)
(18) + 12 = 30
Rolls
Stealth, Perception - (1d20+9, 1d20+10)
1d20+9 : (2) + 9 = 11
1d20+10 : (20) + 10 = 30
Rolls
Stealth - (1d20+4)
(5) + 4 = 9
Peering quickly through the barred window of the cell block, you can see a figure coming from the south tunnel. It appears to be a bugbear. It calls across the large room outside the cell block, a language you recognize as giant.
"Master keeper! Uthgar is late to turnover!"
From the right looms a shadow, and you can hear a low growl from someone, or something, very large.
Movement: Normal
Time In Steading: 45 minutes
"Uthgar not late! Come here to turnover!" Korgazhar imitated, in giantish.
Rolls
Deception - (1d20)
(1) = 1
Persuasion - (1d20+4)
(14) + 4 = 18
"Not Uthgar!" yells the bugbear as he brings his morning star to bear. "Intruder in the cages!!" he yells back down the south hallway.
"Kill him." comes a low, raspy and very deep voice from off to the right, obviously a giant of some sort.
As you watch, you see a hideously fat, partially hunched over hill giant come into view. He moves off to the right while waving his arm toward the cell block.
"Eat well, my pets." he says with a snarling grin. Into view you see a pair of large apes, both perhaps 7 feet tall, with wicked-looking fangs and claws. They snarl as they move toward the cell block door.
Rolls
Initiative - (1d20+2)
(5) + 2 = 7
Rolls
Initiative - (1d20+3)
(6) + 3 = 9
Rolls
Initiative - (1d20+7)
(3) + 7 = 10
Rolls
Bugbear Inititative - (1d20+2)
(18) + 2 = 20
Ape Initiative - (1d20+2)
(15) + 2 = 17
Keeper Initiative - (1d20+2)
(12) + 2 = 14
"Careful, Korgazhar. I might be able to get out of here alone but you and Fernal should get near the wizard if things devolve."
Rolls
Init to win it! - (1d20+5)
(1) + 5 = 6
Rolls
Initiative(Ligeia) - (1d20+2)
(9) + 2 = 11
Bugbear 20
Ape 17
Keeper 14
Ligeia 11
Dwendylin 10
Julian 09
Fernal 08
Korgazhar 07
Aelfric 06

Rolls
Bugbear Perception Check - (1d20+1)
(6) + 1 = 7
Ape 1 Perception Check - (1d20+1)
(19) + 1 = 20
Ape 2 Perception Check - (1d20+1)
(1) + 1 = 2
The trio do not seem to immediately notice anything, when suddenly the second ape sees Ligeia in the first cell and ruses to attack. The bugbear looks around, and spies Korghazar near the table where the guards had been. With a snarl, he rushes to attack, as does the other ape.
Julian:
Movement: N-W-W-W
Action: Toll the Dead on the Ape Ligeia attacked if it is damaged but lives, Otherwise he'll firebolt it or the other ape.
DC 17 Wis for Toll the Dead
Rolls
Ligeia: Hooves(Attack, Damage) - (1d20+6, 2d6+4)
1d20+6 : (17) + 6 = 23
2d6+4 : (14) + 4 = 9
Julian: Toll the Dead(Damage) - (2d12)
(107) = 17
Julian: Firebolt(Attack, Damage) - (1d20+9, 2d10)
1d20+9 : (5) + 9 = 14
2d10 : (610) = 16
Rolls
Booming Blade attack, rapier damage, thunder damage, sneak attack damage - (1d20+9, 1d8+5, 1d8, 5d6)
1d20+9 : (10) + 9 = 19
1d8+5 : (7) + 5 = 12
1d8 : (2) = 2
5d6 : (11335) = 13
Thunder damage if target moves - (2d8)
(48) = 12
Rolls
Sacred Flame damage - (2d8+3)
(68) + 3 = 17
Gene, the picture post is in DM's post above.
Rolls
Glaive Attack & Extra Attack (with adv) - (1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (10) + 6 = 16
1d20+6 : (20) + 6 = 26
1d20+6 : (6) + 6 = 12
1d20+6 : (18) + 6 = 24
Glaive Damage (attack & extra attack with GWM) - (1d10+17, 1d10+17)
1d10+17 : (5) + 17 = 22
1d10+17 : (6) + 17 = 23
Rolls
First attack with advantage, rapier damage,fire damage,sneak damage - (1d20+9, 1d20+9, 1d8+5, 2d6, 3d6)
1d20+9 : (5) + 9 = 14
1d20+9 : (19) + 9 = 28
1d8+5 : (3) + 5 = 8
2d6 : (41) = 5
3d6 : (556) = 16
Extra attack with advantage, rapeir, fire damage. - (1d20+9, 1d20+9, 1d8+5, 2d6)
1d20+9 : (14) + 9 = 23
1d20+9 : (14) + 9 = 23
1d8+5 : (4) + 5 = 9
2d6 : (42) = 6
Rolls
Initiative - (1d20+4)
(13) + 4 = 17
"Oh you poor thing, you're hardly worth the effort, though its a welcome warm up before I have words with your boss."
Rolls
Vicious Mockery Damage - (2d4)
(21) = 3
Rolls
Ape 2 WIS Save DC17 - (1d20+1)
(8) + 1 = 9
Ape 1 DEX Save DC15 - (1d20+2)
(8) + 2 = 10
As the bugbear rushes Korgazhar, it does not see Fernal in the cell, and as it passes you your razor-thin blades slash and jab it, cleaving muscle and bone, staggering it. It cries a death cry as it continues to charge, but th egauntlet is not yet run as it takes a second series of attacks by Aelfric, stumbling and near death as it runs its last steps. Before Korgazhar can finish it off, the arcane mark placed on it by Aelric flashes brightly, sending a sonic boom through the inside of the creature, bursting its heart and other internal organs as it collapses on the floor.
The ape, seeing its comrade fall, leaps at the half-orc, but your blade is too fast, as you carve through the thick muscle and sinew of the raging primate. It spins, death in its eyes, but falls to the flashing light from above, incinerated with the holy light called down by Dwendylin.
Poking his head out to take his turn, your new comrade Ambrosia sees he is too late to help with the bugbear, but sees the other ape still standing.
You speak the words like you have a hundred other times, but this time the viscous ape totally ignores you, intent on devouring the beautiful Pegasus occupying the first cell.
Rolls
Ape attack 1 on Ligeia - (1d20+5)
(2) + 5 = 7
Ape attack 2 on Ligeia - (1d20+5)
(2) + 5 = 7
Ape damage 1 on Ligeia - (1d6)
(3) = 3
Ape damage 2 on Ligeia - (1d6)
(1) = 1
Ape rend damage on Ligeia - (2d6+9)
(22) + 9 = 13
Rolls
Glaive (attack, extra attack & damage for both) - (1d20+11, 1d20+11, 1d10+7, 1d10+7)
1d20+11 : (5) + 11 = 16
1d20+11 : (5) + 11 = 16
1d10+7 : (1) + 7 = 8
1d10+7 : (6) + 7 = 13
Hmmm first attack 31 damage and second 12 damage. Rolls are all there ignore trade out..
Rolls
First attack,Second attack - (1d20+9, 1d20+9)
1d20+9 : (19) + 9 = 28
1d20+9 : (14) + 9 = 23
Damage,sneak, fire Damage, Fire - (1d8+5, 3d6, 2d6, 2d6)
1d8+5 : (6) + 5 = 11
3d6 : (422) = 8
2d6 : (66) = 12
2d6 : (31) = 4
first 2d6 should have been 1d8+5 - (1d8+5)
(3) + 5 = 8
Failure - 10 radiant damage
Success - No damage
Rolls
Sacred Flame damage - (2d8+3)
(61) + 3 = 10
"Besides," he thought as he fired an arrow at the ape, "I don't think I can go toe to toe with that big bastard outside. Best to pepper him with arrows from a distance."
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (8) + 9 = 17
1d8+5 : (6) + 5 = 11
5d6 : (33434) = 17

"No escape! Come to be dinner!"

40 damage total
SpellsSlots:
1st - 4/4
2nd - 3/3
3rd - 3/3
4th - 2/3
5th - 2/2
Rolls
Scorching Ray ranged spell attack with adv, damage - (1d20+7, 1d20+7, 2d6)
1d20+7 : (19) + 7 = 26
1d20+7 : (1) + 7 = 8
2d6 : (31) = 4
Scorching Ray ranged spell attack 2, damage - (1d20+7, 2d6)
1d20+7 : (13) + 7 = 20
2d6 : (62) = 8
Scorching Ray ranged spell attack 3, damage - (1d20+7, 2d6)
1d20+7 : (13) + 7 = 20
2d6 : (64) = 10
Scorching Ray ranged spell attack 4, damage - (1d20+7, 2d6)
1d20+7 : (17) + 7 = 24
2d6 : (26) = 8
Scorching Ray ranged spell attack 5, damage - (1d20+7, 2d6)
1d20+7 : (17) + 7 = 24
2d6 : (64) = 10
With a *clap* *clap* Ambrosia calls out in Celestial "Lights please!" and beckons forth flecks of glittering orange and gold which swirl about and settle on several of the Bugbears, illuminating them brightly to his companions.
Rolls
Bugbear 1 Dexterity Save - (1d20+2)
(5) + 2 = 7
Bugbear 2 Dexterity Save - (1d20+2)
(3) + 2 = 5
Bugbear 3 Dexterity Save - (1d20+2)
(1) + 2 = 3
Bugbear 4 Dexterity Save - (1d20+2)
(14) + 2 = 16
Rolls
Bugbear 1 Wisdom Save - (1d20+1)
(8) + 1 = 9
Bugbear 2 Wisdom Save - (1d20+1)
(20) + 1 = 21
Bugbear 3 Wisdom Save - (1d20+1)
(16) + 1 = 17
Bugbear 4 Wisdom Save - (1d20+1)
(11) + 1 = 12
Bugbear 5 Wisdom Save - (1d20+1)
(6) + 1 = 7

Rolls
Keeper Attack on who? - (1d4)
(3) = 3
Keeper Rock Attack - (1d20+9)
(20) + 9 = 29
Keeper Rock Damage - (4d10+6)
(5415) + 6 = 21
I'll post an updated map and full description shortly, so we can continue. Sorry I was delayed. Work issues had me sidetracked yesterday and today. I'm getting caught up now.
Initiative Reminder
---------------
Bugbear 20
Ambrosia 17
Keeper 14
Ligeia 11
Dwendylin 10
Julian 09
Fernal 08
Korgazhar 07
Aelfric 06
The barbarian is too quick, however, and she raises her shield to deflect the stone away. The jarring blow numbs your arm, but you manage to engage the first bugbear in melee.
Rolls
Keeper Stone Throw Attack on Fernal - (1d20+9)
(7) + 9 = 16
Keeper Stone Throw Damage to Fernal - (4d10+6)
(10546) + 6 = 31
Thanx for the advantage on attacks.
Rolls
First attack with advantage, Extra Attack with advantage - (1d20+9, 1d20+9, 1d20+9, 1d20+9)
1d20+9 : (8) + 9 = 17
1d20+9 : (4) + 9 = 13
1d20+9 : (6) + 9 = 15
1d20+9 : (11) + 9 = 20
first Attack Damage, sneak, fire, Second attack damage, fire - (1d8+5, 3d6, 2d6, 1d8+5, 2d6)
1d8+5 : (4) + 5 = 9
3d6 : (434) = 11
2d6 : (12) = 3
1d8+5 : (6) + 5 = 11
2d6 : (64) = 10

1/3 4th level slots remaining
Rolls
Cure Wounds (4th level) on Julian - (4d8+3)
(5474) + 3 = 23
Rerolling 1s and 2s on damage from GWF.
Damage summary if all attacks hit: 73 damage to bugbear #2. If dead, 44 crit damage to bugbear #1. If not dead, 21 additional damage to #2.
Oh yes, move action if both bugbears are dead, Korg will close the distance. Northernmost square marked by Julian's green square.
Rolls
Glaive (attack, extra attack adv and GWM-5+/10) - (1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (12) + 6 = 18
1d20+6 : (6) + 6 = 12
1d20+6 : (1) + 6 = 7
1d20+6 : (18) + 6 = 24
Glaive damage (attack, extra attack) - (1d10+17, 1d10+17)
1d10+17 : (2) + 17 = 19
1d10+17 : (1) + 17 = 18
Bonus Action PAM on bugbear #2 (attack adv, damage) - (1d20+6, 1d20+6, 1d4+17)
1d20+6 : (8) + 6 = 14
1d20+6 : (15) + 6 = 21
1d4+17 : (4) + 17 = 21
Bonus Action GWM on bugbear #1 (attack adv, damage) - (1d20+6, 1d10+17)
1d20+6 : (20) + 6 = 26
1d10+17 : (5) + 17 = 22
Opportunity Attack on bugbear #2 (attack adv, dam) - (1d20+6, 1d20+6, 1d10+17)
1d20+6 : (1) + 6 = 7
1d20+6 : (12) + 6 = 18
1d10+17 : (4) + 17 = 21
Glaive damage rerolls - (1d10+17, 1d10+17)
1d10+17 : (10) + 17 = 27
1d10+17 : (2) + 17 = 19
Glaive damage reroll reroll - (1d20+17)
(8) + 17 = 25
Rolls
Random DM Roll - (1d20+3)
(10) + 3 = 13
I just noticed that you are ahead of the turn.... The Keeper was the last to go in the round, when he hit Julian with the rock. The actions already spoken for this round are: Ambrosia Faerie Fire, Dwendylin Scorching Ray, and Julian Hynotic pattern. I also have Fernal reeking havoc on one of the bugbears and now Korgazhar's attack. You are free to change your healing next turn if you want, or we will keep it if you choose.
Korgazhar
Everyone has already moved to reach the point I have on the current map. Next turn you may then move again to attack.
All
With everyone posting their actions during the day, it is easy to get lost in the shuffle. That's why I try to do it as a group. The groups we have right now are: Bugbears (Init 20), Ambrosia (Init 17) Keeper (Init 14), Everyone else (Init 11-6). For this turn, the bugbears just moved into place. 2 and 5 get no attacks as they dashed. Other actions are stated as above. Which means that only Aelfric has yet to post his attack. Once he does, I will post the full turn result, adjust the map as necessary, and begin the bugbear attack turn. When they are done, Ambrosia will be up.... etc etc.
Sorry it got muddled.
"Julian may still be alive but I'm not risking getting stoned to death," he thought.
Ælfric darted forward, loosed an assassinating arrow, then ducked into Ambrosia's cell.
Rolls
Longbow w/ advantage, damage, sneak attack - (1d20+9, 1d20+9, 1d8+5, 5d6)
1d20+9 : (19) + 9 = 28
1d20+9 : (5) + 9 = 14
1d8+5 : (1) + 5 = 6
5d6 : (44124) = 15
Elven Accuracy [rerolling the 5] - (1d20+9)
(2) + 9 = 11
Meanwhile, from within the cell block, a streak of fire blasts into the Keeper, igniting his thick hide and filling the chamber with the smell of burning flesh. As he cries out in anger, patting the flames out, he reaches for a massive, giant-sized axe and yet a third stone. All around the approaching bugbears, a technicolor eruption of arcana appears, as Julian hypnotizes two of the bugbears while Ambrosia bathes them in a glittering light that sticks to their forms like a blanket.
As the first round comes to a close, you hear the trampling of feet from the south, as reinforcements arrive. With a grin, knowing his comrades are there to help, bugbear #3 rushes at Fernal and hefts his morning star. With two powerful blows, the spiked balls slam down onto the barbarian, who just manages to deflect the first, but gets clipped by the second.
Rolls
Bugbear #3 Attack #1 on Fernal - (1d20+5)
(13) + 5 = 18
Bugbear #3 Attack #2 on Fernal - (1d20+5)
(16) + 5 = 21
Bugbear #3 Damage #1 on Fernal - (2d8)
(64) = 10
Bugbear #3 Damage #2 on Fernal - (2d8)
(11) = 2

"Oh bless his heart, he thinks he's winning!"
"Look alive my sensational saviors, we have more friends to entertain!"
Rolls
Vicious Mockery Damage - (2d4)
(32) = 5
The bugbear gets a look of pained confusion as he comes to realize that perhaps he is not gaining the upper hand with the arrival of reinforcements.
Rolls
Bugbear #3 Wisdom Save - (1d20+1)
(7) + 1 = 8
Rolls
Insightful Fighting Check - (1d20+2)
(5) + 2 = 7
Rolls
Bugbear #3 Deception Check - (1d20)
(5) = 5
First attack with a 28 doing 24 HP of damage and Second attack with a 19 doing 9 points.
(dice roller hates me!)
Rolls
First attack with advantage and damage - (1d20+9, 1d20+9, 1d8+5, 3d6, 2d6)
1d20+9 : (19) + 9 = 28
1d20+9 : (11) + 9 = 20
1d8+5 : (1) + 5 = 6
3d6 : (443) = 11
2d6 : (52) = 7
Second Attack and damage - (1d20+9, 1d20+9, 1d8+5, 2d6)
1d20+9 : (5) + 9 = 14
1d20+9 : (10) + 9 = 19
1d8+5 : (1) + 5 = 6
2d6 : (12) = 3
More sensing than seeing, Fernal ducks as the heavy stone clatters into the wall behind her, shaking dirt and dust all around her from the impact. Likewise, Korgazhar manages to avoid the massive axe as it whistles past his head.
Rolls
Keeper Stone Throw Attack on Fernal - (1d20+9)
(3) + 9 = 12
Keeper Stone Throw Damage to Fernal - (4d10)
(10394) = 26
Keeper Axe attack on Korgazhar (15' reach) - (1d20+10)
(1) + 10 = 11
Keeper Axe damage on Korgazhar - (3d8)
(668) = 20
"I'm best used shooting from a distance, Ambrosia, but thank you."
Rolls
Glaive (attack, extra attack, bonus attack from PAM) - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (16) + 11 = 27
1d20+11 : (15) + 11 = 26
1d20+11 : (9) + 11 = 20
Glaive (damage from above) - (1d10+7, 1d10+7, 1d4+7)
1d10+7 : (3) + 7 = 10
1d10+7 : (2) + 7 = 9
1d4+7 : (4) + 7 = 11
Reroll 1s and 2s (GWF) - (1d10)
(8) = 8
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (3) + 9 = 12
1d8+5 : (6) + 5 = 11
5d6 : (16625) = 20
You understand the Keeper to be yelling Intruders! Intruders! Come! Get down here now!
Imbued with the energy provided by your new comrade Ambrosia, you rush to the aid of fallen Julian, who lies crumpled in a small heap at the rear of the cell block. With a prayer to your lord, you lay hands upon him, sending the healing light through his body, knitting the cracked bones and pummeled flesh.
Feeling the invigorating warmth provided by Ambrosia, you elect to remain within the cell block, darting out to launch arrows at the bugbear weaving and wobbling before Fernal. Unfortunately, the barely-standing creature zigs and zags just as your arrow flies past, missing and shattering against the far wall.
You can see the reinforcement bugbears spreading out, some running toward the cell block, others running to the aid of the Keeper.
Rolls
Intimidation (adv?) - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (5) + 4 = 9
The orc at the top of the stairs pauses, if only briefly, before it squeals and runs away back toward the kitchen.

CRIT for 18 damage
Julian: Toll the dead on the Keeper. Wis Save 17, or 15 damage
This was last action from the previous turn, not the new round?
Rolls
Ligeia: Hooves(Attack, Damage) - (1d20+6, 2d6+4)
1d20+6 : (20) + 6 = 26
2d6+4 : (34) + 4 = 11
Julian: Toll the Dead(Damage) - (2d12)
(87) = 15
Rolls
Longbow attack - (1d20+9)
(20) + 9 = 29
Rolls
first attack with advantage - (1d20+9, 1d20+9)
1d20+9 : (4) + 9 = 13
1d20+9 : (10) + 9 = 19
Damage - (1d8+5, 3d6, 2d6)
1d8+5 : (5) + 5 = 10
3d6 : (135) = 9
2d6 : (14) = 5
Julian never posted an action last turn, so what he just posted was the last thing I needed for last turn. However, rather than continue to wait, I had intended on him losing the turn if he didn't post (though I would have reached out before doing so). That said, since he went and the bugbears went, I told everyone else to go.
With the order shown below, you can see that only Ambrosia comes between the current enemy. So, I just let you all post, with the understanding that the Keeper's action would come before the party. I don't like to wait for everyone to go in turn, so I just go in groups. Again, in this case, the entire party is in one croup so it works out. Maybe I will try annex's way of doing combat next time, especially if enemy and party are all intermixed, but for now we go as groups.
Initiative
---------------
Bugbear 20
Ambrosia 17
Keeper 14
Ligeia 11
Dwendylin 10
Julian 09
Fernal 08
Korgazhar 07
Aelfric 06
So, once everyone posts (Julian included for this turn after I roll the keeper save), I will post the Keeper action to close the round.
Hope this helps!
All around the lower cell, a loud, heavy bell sounds, as as you watch, the Keeper is visible shaken as his life force is pulled from him.
Rolls
Keeper Save DC17 - (1d20+1)
(6) + 1 = 7
Rolls
Glaive (attack, extra attack, bonus attack from PAM) - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (9) + 11 = 20
1d20+11 : (9) + 11 = 20
1d20+11 : (2) + 11 = 13
Glaive (damage from above) - (1d10+7, 1d10+7, 1d4+7, RA)
1d10+7 : (9) + 7 = 16
1d10+7 : (9) + 7 = 16
1d4+7 : (1) + 7 = 8
[Faerie Fire] Glaive (attack, extra attack, bonus attack adv and GWM-5/+10) - (1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (13) + 6 = 19
1d20+6 : (10) + 6 = 16
1d20+6 : (15) + 6 = 21
1d20+6 : (11) + 6 = 17
1d20+6 : (10) + 6 = 16
1d20+6 : (16) + 6 = 22
[Faerie Fire] Glaive (damage, damage, PAM damage) - (1d10+17, 1d10+17, 1d4+17, RA)
1d10+17 : (6) + 17 = 23
1d10+17 : (8) + 17 = 25
1d4+17 : (3) + 17 = 20
Rolls
Scorching Ray (5 beams) ranged spell attacks - (1d20+7, 1d20+7, 1d20+7, 1d20+7, 1d20+7)
1d20+7 : (13) + 7 = 20
1d20+7 : (12) + 7 = 19
1d20+7 : (18) + 7 = 25
1d20+7 : (8) + 7 = 15
1d20+7 : (3) + 7 = 10
Scorching Ray (5 beams) damage - (2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (44) = 8
2d6 : (25) = 7
2d6 : (54) = 9
2d6 : (31) = 4
2d6 : (62) = 8
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (5) + 9 = 14
1d8+5 : (5) + 5 = 10
5d6 : (61221) = 12
Also, Fernal only rolled one attack, so you cannot have 2 damages. Please update your post to include the second attack and damage if you want to. I'll wait for the results of any updates before posting.
Was bugbear three dead already before her attack?
Rolls
Insight check - (1d20+2)
(17) + 2 = 19
Rolls
Second attack with advantage and damages - (1d20+9, 1d20+9, 1d8+5, 2d6)
1d20+9 : (5) + 9 = 14
1d20+9 : (20) + 9 = 29
1d8+5 : (7) + 5 = 12
2d6 : (32) = 5
Julian: Toll the Dead. Wis Save 17 or 11 Necrotic Damage
Ligeia: Hooves attack! 14 to hit, 11 damage
Rolls
Toll the Dead - Damage - (2d12)
(101) = 11
[Ligeia]Hooves(Attack, Damage) - (1d20+6, 2d6+4)
1d20+6 : (8) + 6 = 14
2d6+4 : (43) + 4 = 11
"Haha, sure thing big boy! Just give that loud one my regards as repayment for his hospitality!"
With another clap his Celestial tongue rings out "Time for an encore!", golden flecks of stardust swirling around the Keeper and his bugbears.
Rolls
Keeper Save DC17 - (1d20+2)
(4) + 2 = 6
Bugbear 6 FF Save - (1d20+2)
(18) + 2 = 20
Bugbear 7 FF Save - (1d20+2)
(10) + 2 = 12
Bugbear 9 FF Save - (1d20+2)
(5) + 2 = 7
Rolls
Keeper Attack 1 on Korgazhar - (1d20+10)
(3) + 10 = 13
Keeper Damage 1 to Korgazhar - (3d8)
(833) = 14
Keeper Attack 2 on Korgazhar - (1d20+10)
(7) + 10 = 17
Keeper Damage 2 to Korgazhar - (3d8)
(442) = 10
Ligeia rushes past the fallen bugbear and strikes out at the newly-arrived guard, but fails to connect as the bugbear snarls a smile, licking his lips in anticipation. From behind the pegasus streak several beams of light, all aimed at the massive hill giant Keeper, and searing into his flesh once again. The flames burn deep, obviously hurting him, and Lenore arrives to flap about the giant, trying to get his attention.
Get it he does, as the giant tries to swat Lenore away, leaving himself open for a killing blow by Korgazhar. With a loud challenge, the half-orc buries his glaive into the throat of the giant, severing it and sealing his fate. The life fades from the Keeper's eyes as the great ax slips from his grim and he falls sideways to the floor. All around him the bells of Julian's spell toll, speeding the keeper along his death march. The floor shakes under the shock of the Keeper's fall, dust and dirt falling down around everyone. The bugbears take a moment to duck at the falling debris, which saves one of them from the deadly aim of Aelfric's arrows, as they thunk into the wooden beams behind it.
Meanwhile, fernal moves up to greet the next bugbear to arrive (#10). She cries her people's war cry, but the thick hide and armor sported by the bugbear repel her attack and he drives her back.
The dice roller didn't add the +3 damage from the bugbears, so here are the results:
Bugbear #6 Hits Korg for 13 + 21 = 34
Bugbear #7 Hits Korg for 17
Bugbear #9 Hits Korg for 10 + 11 = 21
Total piercing damage = 34+17+21 = 72
Rolls
Bugbear #6 Attack 1 on Korgazhar - (1d20+5)
(16) + 5 = 21
Bugbear #6 Attack 2 on Korgazhar - (1d20+5)
(20) + 5 = 25
Bugbear #6 Damage 1 on Korgazhar - (2d8)
(73) = 10
Bugbear #6 Damage 2 on Korgazhar - (2d8)
(45) = 9
Bugbear #7 Attack 1 on Korgazhar - (1d20+5)
(14) + 5 = 19
Bugbear #7 Attack 2 on Korgazhar - (1d20+5)
(7) + 5 = 12
Bugbear #7 Damage 1 on Korgazhar - (2d8)
(86) = 14
Bugbear #7 Damage 2 on Korgazhar - (2d8)
(38) = 11
Bugbear #9 Attack 1 on Korgazhar - (1d20+5)
(19) + 5 = 24
Bugbear #9 Attack 2 on Korgazhar - (1d20+5)
(15) + 5 = 20
Bugbear #9 Damage 1 on Korgazhar - (2d8)
(34) = 7
Bugbear #9 Damage 2 on Korgazhar - (2d8)
(35) = 8
The bugbear before you whips his morningstar at you and you manage to duck one of the blows but not the other. With a sickening crunch of bone and a jarring pain running through your shoulder, you get slammed into by the heavy morning star.
Rolls
Bugbear #10 Attack 1 on Fernal - (1d20+5)
(20) + 5 = 25
Bugbear #10 Attack 2 on Fernal - (1d20+5)
(8) + 5 = 13
Bugbear #10 Damage 1 on Fernal - (2d8+3)
(87) + 3 = 18
Bugbear #10 Damage 2 on Fernal - (2d8+3)
(84) + 3 = 15
With two heavy swings of his morning star, the bugbear slams into Ligeia. massive gash-wounds appear along his shoulder and neck where the spikes rip off hunks of flesh, eliciting a screeching cry of pain from your mount.
Rolls
Bugbear #8 Attack 1 on Ligeia - (1d20+5)
(17) + 5 = 22
Bugbear #8 Attack 2 on Ligeia - (1d20+5)
(15) + 5 = 20
Bugbear #8 Damage 1 on Ligeia - (2d8+3)
(43) + 3 = 10
Bugbear #8 Damage 2 on Ligeia - (2d8+3)
(73) + 3 = 13
Rolls
Cure Wounds (5th level) on Korgazhar - (5d8+3)
(77845) + 3 = 34
Gaze focused on the Bugbears assaulting Korgazhar, Ambrosia whispers "Don't you hear the Keeper's call to join him?"
After that he'll call out to his companions "Our choreography may need some work but you're managing wonderfully, go team!" and each member (including Ligeia) feels a surge of energy and a spring in their step.
Rolls
Dissonant Whispers - (3d6)
(166) = 13
Seeing the half-orc take a pummeling from the bugbears, you step out into view to cast your spell upon them. One of them, the one immediately to the left of Korgazhar suddenly stiffens and grabs his head. Whirling around to see what demon assaulted his mind, he turns to run south, away from the source.
Rolls
Bugbear #7 WIS Save - (1d20+1)
(13) + 1 = 14
Rolls
AOO Attack (with adv, GWM) and Damage - (1d20+6, 1d20+6, 1d10+17)
1d20+6 : (10) + 6 = 16
1d20+6 : (6) + 6 = 12
1d10+17 : (7) + 17 = 24
You can feel a warmth flowing over you, even as your rage lashes out at the cowardly bugbear. Unfortunately, you are still a bit stunned from the onslaught by the bugbears, and though you strike the beast your attack does not pierce its thick armor.

Question: Are any of the bugbears still affected by Hypnotic Pattern?
Question: Using Ambrosia's reaction-based movement, could Julian run up and mount Ligeia before his turn?
Question: How high is the ceiling?
1. Yes, #4 and #5 are indicated as under hypnosis still (this is round 4 since casting)
2. Yes, with your being closer to the front you can easily get mounted given the free 30' of movement
3. The ceiling is roughly 15-18' tall.
Ligeia: Hooves Attack against Bugbear 8, then a shallow flight north avoid the bugbears, then west to give vision on the fire giants. (Using as much of the 90ft movement as is necessary), preferably moving again after hypnotic pattern is cast to be far away from the bugbears if possible.
Julian: Hypnotic Pattern on the fire giants when they come into view, dropping concentration on the bugbears.
Rolls
Hooves - (1d20+6, 1d20+6, 2d6+4)
1d20+6 : (7) + 6 = 13
1d20+6 : (7) + 6 = 13
2d6+4 : (31) + 4 = 8
Leaping upon Ligeia, you command Lenore to aid her while you ready another spell. The bird does its best to flap in the face of the bugbear, but it does not seem to help. The Pegasus rears up slightly and strikes with her hooves, but the lumbering beast is unfazed. As you rush past, the bugbear swings a mighty blow at your steed.
The blow lands solidly on her flank, bringing a screech of pain from her as the metal spikes rip flesh from her haunches. Leaping away, you release your spell upon the two giants. One of them succumbs, the other cones charging your way.
Rolls
Bugbear AOO on Ligeia - (1d20+5)
(10) + 5 = 15
Bugbear damage on Ligeia - (2d8+3)
(84) + 3 = 15
Fire Giant #1 WIS Save - (1d20+2)
(1) + 2 = 3
Fire Giant #2 WIS Save - (1d20+2)
(20) + 2 = 22
Rolls
Insight check - (1d20+2)
(12) + 2 = 14
Rolls
Bugbear Deception Check - (1d20+0)
(6) = 6

Rolls
First attack with advantage. - (1d20+9, 1d20+9)
1d20+9 : (1) + 9 = 10
1d20+9 : (2) + 9 = 11
second Extra Attack with advantage - (1d20+9, 1d20+9)
1d20+9 : (18) + 9 = 27
1d20+9 : (2) + 9 = 11
Damage on second attack. weapon, sneak, fire - (1d8+5, 3d6, 2d6)
1d8+5 : (7) + 5 = 12
3d6 : (321) = 6
2d6 : (26) = 8
Edit: The damage roll for the 1d4 is 2, and GWF lets me reroll 1s and 2s. Lazy, let's say it's 3? (In case that last point matters).
So, 47 damage to #8, if that's not enough to kill it, then another 20. If that's enough, then 22 damage to #9.
Rolls
Glaive Attack & Extra Attack (with adv and GWM) - (1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (8) + 6 = 14
1d20+6 : (12) + 6 = 18
1d20+6 : (11) + 6 = 17
1d20+6 : (9) + 6 = 15
Glaive Damage (attack & extra attack with GWM) - (1d10+17, 1d10+17)
1d10+17 : (8) + 17 = 25
1d10+17 : (5) + 17 = 22
Either GWM Glaive or PAM bonus attack (with adv) - (1d20+6, 1d20+6)
1d20+6 : (16) + 6 = 22
1d20+6 : (18) + 6 = 24
Either Glaive or PAM damage - (1d10+17, 1d4+17, RA)
1d10+17 : (5) + 17 = 22
1d4+17 : (2) + 17 = 19
"They fall," he thought, "but more and worse are surely coming. This position won't remain secure much longer."
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (12) + 9 = 21
1d8+5 : (2) + 5 = 7
5d6 : (25253) = 17
As you step out to take stock of the battlefield, your instincts prove true. Julian appears to be engaging new foes coming from the south, and based on their shadows, they are giant in nature. Quickly releasing your arrow, the shaft buries itself into the neck of the bugbear in front of Fernal.
With a howl of pain, and obviously wounded, the bugbear bleeds heavily from the wounds received by Fernal and yourself. It is badly wounded, but still struggles to fight on.
N-NE-NE-NE-NE-NE-N-N
I think this should avoid any further opportunity attacks, yes?
I think this should avoid any further opportunity attacks, yes?
The bugbear before you looks a bit unnerved after your evisceration of his fellow guard and his two feeble attacks are easily deflected. The newcomer, however, almost catches you off guard and though you manage to deflect one of his attacks, the second hits home. You feel the sting of pain in your shoulder as the spiked ball of his morning star slams into you.
Rolls
Bugbear #6 Attack 1 - (1d20+5)
(4) + 5 = 9
Bugbear #6 Attack 2 - (1d20+5)
(10) + 5 = 15
Bugbear #4 Attack 1 - (1d20+5)
(13) + 5 = 18
Bugbear #4 Attack 2 - (1d20+5)
(3) + 5 = 8
Bugbear #6 Damage 1 - (2d8+3)
(73) + 3 = 13
Bugbear #6 Damage 2 - (2d8+3)
(82) + 3 = 13
Bugbear #4 Damage 1 - (2d8+3)
(62) + 3 = 11
Bugbear #4 Damage 2 - (2d8+3)
(72) + 3 = 12
The two bugbears launch into attacks on the barbarian rager, but find you nearly impossible to hit. Even through their morning stars slam into you, the blows merely glance off, leaving you virtually unscathed.
Rolls
Bugbear #10 Attack 1 on Fernal - (1d20+5)
(6) + 5 = 11
Bugbear #10 Attack 2 on Fernal - (1d20+5)
(13) + 5 = 18
Bugbear #8 Attack 1 on Fernal - (1d20+5)
(18) + 5 = 23
Bugbear #8 Attack 2 on Fernal - (1d20+5)
(6) + 5 = 11
Bugbear #10 Damage 1 on Fernal - (2d8+3)
(86) + 3 = 17
Bugbear #10 Damage 2 on Fernal - (2d8+3)
(11) + 3 = 5
Bugbear #8 Damage 1 on Fernal - (2d8+3)
(74) + 3 = 14
Bugbear #8 Damage 2 on Fernal - (2d8+3)
(66) + 3 = 15
The bugbear swings its mighty morning star twice, both of the heavy blows landing and ripping yet more flesh from the conjured steed. Ligeia cries out in pain as the blood is flowing freely from her numerous gashes.
Rolls
Bugbear #5 Attack 1 on Ligeia - (1d20+5)
(16) + 5 = 21
Bugbear #5 Attack 2 on Ligeia - (1d20+5)
(10) + 5 = 15
Bugbear #5 Damage 1 on Ligeia - (2d8)
(13) = 4
Bugbear #5 Damage 2 on Ligeia - (2d8)
(15) = 6
Looking to the bloodied Bugbear that the barbarian had just sliced, he whispers "Its curtains for you."
Rolls
Dissonant Whispers - (3d6)
(345) = 12
Rolls
Bugbear Wisdom Save DC 17 - (1d20+1)
(15) + 1 = 16
Rolls
Attack and damage - (1d20+9, 1d8+5, 2d6)
1d20+9 : (3) + 9 = 12
1d8+5 : (3) + 5 = 8
2d6 : (56) = 11
Swiping at the fleeing Bugbear, Fernal growls in frustration as she just misses her target.
Rolls
Hooves(Attack Roll, Damage Roll) - (1d20+6, 2d6+4)
1d20+6 : (5) + 6 = 11
2d6+4 : (14) + 4 = 9
Rolls
Healing word (level 3) on Korgazhar - (3d4+3)
(444) + 3 = 15
Sacred Flame - (2d8+3)
(21) + 3 = 6
Rolls
Bugbear #10 DEX Save - (1d20+2)
(15) + 2 = 17
Rolls
Catapult Damage - (3d8)
(837) = 18
Rolls
Bugbear #5 DEX save - (1d20+2)
(11) + 2 = 13
Bugbear #8 DEX save - (1d20+2)
(15) + 2 = 17
Fire Giant #2 Dex Save - (1d20-1)
(3) - 1 = 2
Rolls
Insightful Fighting - (1d20+2)
(15) + 2 = 17
Rolls
Bugbear #8 Deception Check - (1d20+0)
(9) = 9
Rolls
Attack with advantage,Weapon damaage, Fire, sneak - (1d20+9, 1d20+9, 1d8+5, 2d6, 3d6)
1d20+9 : (19) + 9 = 28
1d20+9 : (12) + 9 = 21
1d8+5 : (7) + 5 = 12
2d6 : (65) = 11
3d6 : (536) = 14
extra attack with advanatage, weapon damage, fire - (1d20+5, 1d20+5, 1d8+5, 2d6)
1d20+5 : (14) + 5 = 19
1d20+5 : (16) + 5 = 21
1d8+5 : (3) + 5 = 8
2d6 : (16) = 7
Korgazhar is up!
Rolls
Attack, weaopn damage, fire damage - (1d20+9, 1d8+5, 2d6)
1d20+9 : (15) + 9 = 24
1d8+5 : (8) + 5 = 13
2d6 : (43) = 7
Woohoo crit! Too bad I used my bonus action already, otherwise I can use it for another attack. Greedy heh.
Rolls
Attack, Extra Attack (with adv and GWM) - (1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (19) + 6 = 25
1d20+6 : (17) + 6 = 23
1d20+6 : (20) + 6 = 26
1d20+6 : (13) + 6 = 19
Glaive Damage (attack & extra attack with GWM) - (1d10+17, 1d10+17)
1d10+17 : (8) + 17 = 25
1d10+17 : (7) + 17 = 24
As bad as the wounds look to anyone else, the giant holds his ground and brings a massive greatsword to bear on the smaller half-orc. His already dark face looks nearly black with rage and pain as he makes ready to carve up Korg for dinner.
"Try to keep the little ones off him," he thought.
With his arrow sent flying, he retreated into the cell again.
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (6) + 9 = 15
1d8+5 : (1) + 5 = 6
5d6 : (21323) = 11
Your arrow flies straight and true, striking the chosen bugbear. To your dismay, however, the arrow does not pierce its thick armor and hide.
Bugbear #4 grins widely at the arrival (and distraction of the fire giant. You are able to deflect one of its blows, but the morning star catches you solidly in the back, and a shock of pain runs up to your head. Likewise, the second creature next to you manages to hit you in the chest, nearly knocking the wind out of you as it dents in your breastplate.
Rolls
Bugbear # 4 Attack 1 on Korgazhar - (1d20+5)
(16) + 5 = 21
Bugbear # 4 Attack 2 on Korgazhar - (1d20+5)
(4) + 5 = 9
Bugbear # 4 Damage 1 on Korgazhar - (2d8+3)
(27) + 3 = 12
Bugbear # 4 Damage 2 on Korgazhar - (2d8+3)
(17) + 3 = 11
Bugbear #6 Attack 1 on Korgazhar - (1d20+5)
(15) + 5 = 20
Bugbear #6 Attack 2 on Korgazhar - (1d20+5)
(7) + 5 = 12
Bugbear #6 Damage 1 on Korgazhar - (2d8)
(46) = 10
Bugbear #6 Damage 2 on Korgazhar - (2d8+3)
(85) + 3 = 16
Bugbear #6 Attack 1 on Korgazhar - (1d20+5)
(13) + 5 = 18
Bugbear #6 Attack 2 on Korgazhar - (1d20+5)
(1) + 5 = 6
Bugbear #6 Damage 1 on Korgazhar - (2d8)
(52) = 7
Bugbear #6 Damage 2 on Korgazhar - (2d8+3)
(83) + 3 = 14
The bugbear confronting Ligeia and Julian swings two wide, powerful blows, and while the Pegasus swats the first away with his wing, the second blasts through and hits Ligeia in the chest with a sickening crunch.
Rolls
Bugbear #5 Attack 1 on Ligeia - (1d20+5)
(2) + 5 = 7
Bugbear #5 Attack 2 on Ligeia - (1d20+5)
(10) + 5 = 15
Bugbear #5 Damage 1 on Ligeia - (2d8)
(34) = 7
Bugbear #5 Damage o2n Ligeia - (2d8)
(17) = 8
Bugbear #5 Fire Damage (take 2) - (1d8)
(7) = 7
As the magic of Ambrosia sends yet another guard scrambling away in fear, the lone bugbear confronting you swings his heavy morning star at your head. You manage to duck out of the way, but on his back swing he catches you in the thigh, sending a stinging feeling up your leg.
Ambrosia is up!
Rolls
Bugbear #8 Attack 1 on Fernal - (1d20+5)
(12) + 5 = 17
Bugbear #8 Attack 1 on Fernal - (1d20+5)
(15) + 5 = 20
Bugbear #8 Damage 1 on Fernal - (2d8)
(76) = 13
Bugbear #8 Damage 2 on Fernal - (2d8)
(22) = 4
"Remember, your death scene is coming up. Break a leg!" came a friendly whisper.
Rolls
Dissonant Whispers - (6d6)
(562435) = 25
You release the horrific visions upon the lumbering giant just as he begins to swing his massive blade at Korgazhar. He stops mid-swing and grabs his head, swatting at the invisible visions plaguing his mind. With a cry resembling something like fear, he turns and begins to move south.
Rolls
Fire Giant #2 DC 17 WIS save - (1d20+2)
(5) + 2 = 7
The bugbear confronting Ligeia and Julian swings two wide, powerful blows, and while the Pegasus swats the first away with his wing, the second blasts through and hits Ligeia in the chest with a sickening crunch.
Rolls
Glaive AOO (attack and damage) - (1d20+11, 1d10+7)
1d20+11 : (3) + 11 = 14
1d10+7 : (1) + 7 = 8
The giant turns to run, and you see the perfect opportunity to strike. You lash out with your glaive, but the sudden appearance of one of the bugbears distracts you just enough for your blow to glance off of its armor.
Rolls
Hooves(Attack Roll, Advantage, Damage Roll) - (1d20+6, 1d20+6, 2d6+4)
1d20+6 : (17) + 6 = 23
1d20+6 : (14) + 6 = 20
2d6+4 : (23) + 4 = 9
Only if we really can't find a safe zone then do we need to get Julian to teleport us all out.
The hooves of the Pegasus strike true this time, thanks to the aid of the pesky Lenore. A hoof catches the bugbear in the snout, causing a gush of blood to erupt from the apparent breakage.
Rolls
Init - (1d20+2)
(13) + 2 = 15
- Sacred Flame - DC 15 DEX save for Bugbear #8 or 10 radiant damage.
Rolls
Healing Word at 3rd level on Korgazhar - (3d4+3)
(234) + 3 = 12
Sacred Flame at Bugbear #8 - (2d8+3)
(43) + 3 = 10
As the healing energy flows through you, mending the seen and unseen wounds of Korgazhar, you try to call forth the burning light of your god upon the bugbear guard engaged with Fernal. Unfortunately, the beast moves to the side at the very instant the blazing light strikes from above, scorching the floor where he was, but apparently missing your target altogether.
Rolls
Bugbear #8 DEX save - (1d20+2)
(17) + 2 = 19
Action: Toll the Dead (Bugbear 5, DC 17 Wis Save or 16 Damage)
Bonus Action: Healing Word (1st level, +6 HP to Ligeia & Julian)
Rolls
Toll the Dead - Damage - (2d12)
(97) = 16
Healing Word - Healing - (1d4+5)
(1) + 5 = 6
Grabbing at its head as the ominous bell tolls, you watch as the bugbear seemingly molts, chunks of fur falling from it as it is assaulted by the psychic attack. It is battered and bruised, both physically and mentally, but fights on!
Rolls
Bugbear #5 WIS Save DC17 - (1d20+1)
(1) + 1 = 2
Rolls
attack, damage, fire, sneak - (1d20+9, 1d8+5, 2d6, 3d6)
1d20+9 : (11) + 9 = 20
1d8+5 : (1) + 5 = 6
2d6 : (65) = 11
3d6 : (132) = 6
Extra attack, damage, fire - (1d20+9, 1D8+5, 2D6)
1d20+9 : (10) + 9 = 19
1D8+5 : (7) + 5 = 12
2D6 : (23) = 5
A blur of muscle and sweat, you cleave into the lone bugbear in front of you. A look of shock crosses its face at the shear ferocity of your attack, clearly underestimating you and your skill in battle. before it can raise its weapon to defense against your attack, your second strike splits its skull nearly in two, and the hapless guard collapses to the floor.
Rolls
Glaive Attack & Extra Attack & Bonus attack - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (15) + 11 = 26
1d20+11 : (17) + 11 = 28
1d20+11 : (10) + 11 = 21
Glaive Damage (attack & extra attack) - (1d10+7, 1d10+7)
1d10+7 : (4) + 7 = 11
1d10+7 : (8) + 7 = 15
Glaive Damage (either bonus PAM attack, or bonus melee attack) - (1d4+7, 1d10+7)
1d4+7 : (1) + 7 = 8
1d10+7 : (10) + 7 = 17
Your glaive slices through the severely wounded bugbear nearest you, its body nearly split in half as if screams briefly. You follow up with a viscous carving of its comrade, though this bugbear still looks fairly fresh. It howls in pain at the sting of your glaive, and steps back to regroup before snarling and attacking back.
map updated

Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (13) + 9 = 22
1d8+5 : (6) + 5 = 11
5d6 : (46531) = 19
With rapid precision, you dart out of the cell block and into the main battlefield, releasing your deadly arrow. It strikes true, blasting through the skull of the bugbear and sending it reeling to its death, the lifeless corpse dropping like a stone to the floor.
Try as it might, the weakened and bloodied bugbear guard cannot breech your defenses and both of his blows fall harmlessly away. However, the two previously
Rolls
Bugbear #5 Attack 1 on Ligeia - (1d20+5)
(6) + 5 = 11
Bugbear #5 Attack 2 on Ligeia - (1d20+5)
(7) + 5 = 12
Bugbear #5 Damage 1 on Ligeia - (2d8+3)
(61) + 3 = 10
Bugbear #5 Damage 2 on Ligeia - (2d8+3)
(36) + 3 = 12
"Yes, run TOWARDS the blood-crazed half-orc that's just disemboweled your kin. Because that's going to end well.
He turns his attention to his companions, chiming in
"I think this is nearly finished, they're running themselves ragged. Lets speed it up shall we?"
Rolls
Vicious Mockery Damage - (2d4)
(43) = 7
Rolls
Bugbear Wisdom Save - (1d20+1)
(8) + 1 = 9
No, the fire is extinguished.
Korgazhar
The Keeper’s axe is giant-sized, so you would be at a disadvantage wielding it.
The fire giant roars in challenge and begins rushing toward you, his incredible large great sword glinting in the flickering torch light. At the last instant, however, he veers right and moves right to Fernal!

Rolls
STR check - (1d20+2)
(1) + 2 = 3
The fire giant bears down on you, and though you prepare for it, the shear size and weight if the brute overwhelms you, sending you sprawling prone.
Rolls
Toll the Dead(Damage) - (2d12)
(68) = 14
The bugbear grimaces as he sees you casting, but manages to shrug off the effects of your incantation. With a roar of challenge, he begins padding toward you.
Rolls
Scorching Ray (3 beams) ranged spell attacks, damage - (1d20+7, 1d20+7, 1d20+7, 2d6, 2d6, 2d6)
1d20+7 : (9) + 7 = 16
1d20+7 : (16) + 7 = 23
1d20+7 : (3) + 7 = 10
2d6 : (43) = 7
2d6 : (32) = 5
2d6 : (15) = 6
The flaming bolts engulf the badly wounded bugbear, and before he can take a step he is consumed by the magical flames. Screeching a horrifically high-pitched scream, the guard collapses to the floor, his body crackling and giving off a thick, dark smoke as it boils. The flames begin to lick up the walls for a brief moment, scarring them black, but the wood fails to ignite and the the flames die out.
Rolls
Insightful Fighting on fire giant - (1d20+2)
(3) + 2 = 5
Rolls
Fire Giant Deception - (1d20+1)
(8) + 1 = 9
Then, turning to the giant that had charged Fernal, Korgazhar flanked it from behind to see what advantage he could get, and to draw the giant's attention to him so that Fernal could get back up and use her sneakier techniques.
Edit: no idea why the system generated 4d10/4d4 for my 1d10/1d4 rolls. GM, ignore whichever results don't make sense.
Rolls
Attack, Extra Attack, Bonus attack (PAM) - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (17) + 11 = 28
1d20+11 : (6) + 11 = 17
1d20+11 : (15) + 11 = 26
Damage (attack, extra and PAM) - (1d10+7, 1d10+7, 1d4+7, RA)
1d10+7 : (101010107) + 7 = 54
1d10+7 : (2) + 7 = 9
1d4+7 : (4443) + 7 = 22
GWF Reroll - (1d10+7, RA)
(5) + 7 = 12
Rolls
Attack, weapon, fire, sneak - (1d20+9, 1D8+5, 2d6, 3d6)
1d20+9 : (1) + 9 = 10
1D8+5 : (3) + 5 = 8
2d6 : (31) = 4
3d6 : (243) = 9
Extra attack,damage,fire,sneak - (1d20+9, 1d8+5, 2d6, 3d6)
1d20+9 : (10) + 9 = 19
1d8+5 : (8) + 5 = 13
2d6 : (66) = 12
3d6 : (265) = 13
With the half-orc distracting the massive fire giant, you manage to dart in and quickly slice at its thick legs. Your blade bites deeply, but incredibly you see that the flames along your weapon do nothing to the thick, red flesh.
Korgazhar
You step to the right, closer to the stairs, and the giant turns to look at you. Your axe slams deeply into the giant's thigh, eliciting a roar of pain from him. Ripping it out, a chuck of flesh coming with it, you strike again and again. One of your blows deflects off of the giant's crude metal armor, but the third bites deeply, causing the giant to roar in pain yet again. He stumbles backward, dropping his blade as he reaches for his leg, and you realize that you must have struck a crippling blow!
Blood pumps out rhythmically from a severed artery, and you watch as the giant visibly pales. His eyes roll back, and he collapses to the floor.
Aso, now that the giant is down, can Korgazhar declare a move, since he was supposed to go after Fernal anyway, so it's still his turn?If so, he's moving in the direction of the other giant, aka full movement towards the south corridor.
As you rush out and head north to where Julian and his mount fled, you pass by Dwendylin and watch as Korgazhar runs south, toward the hypnotized fire giant in the hallway. Likewise, Fernal is foaming at the mouth and barreling headlong south toward the lone bugbear.
Rolls
Second Wind - (1d10+10)
(4) + 10 = 14
"South, then."
Ælfric moved diagonally south-west, trying to stay out of possible physical engagement range with the fire giant but still putting himself in line of sight with his next flaming target.
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (20) + 9 = 29
1d8+5 : (3) + 5 = 8
5d6 : (21422) = 11
Crit extra dice - (1d8, 5d6)
1d8 : (3) = 3
5d6 : (31154) = 14
"Ah, and we're moments away from the big finale! Places everyone, places! Let's get this right on the first take. Time your final attacks at the end of cadenza; let my notes sway and move you all in unison. Trust me, you'll know when."
As the radiant performer starts waltzing towards the others and the Fire Giant, he begins humming a beautiful tune that rises into a singing of beautiful notes, before entering a full on aria, each Celestial word exuding the passion he has, the passion he's been lucky enough to witness here.
Seeing the bugbear, you pause briefly to fire your longbow, the arrow flying straight and true. It catches the bugbear by surprise, as the shaft blasts into the front of its right shoulder and out of the back, a chunk of gore accompanying it. The bugbear cries in pain, its morning star falling from its hand as the arm goes limp. Seeing it has no recourse, the bugbear dashes for the stairs!
Rolls
Glaive (attack & damage) AOO - (1d20+11, 1d10+7)
1d20+11 : (7) + 11 = 18
1d10+7 : (8) + 7 = 15
Seeing the bugbear flee, you sweep at him with your glaive. The blade slices through it easily, and with a startled cry, the bugbear falls dead to the floor.
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 248
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Rolls
Guiding Bolt at Fire Giant (Ranged Spell Attack), damage - (1d20+7, 4d6)
1d20+7 : (8) + 7 = 15
4d6 : (5242) = 13
Guiding Bolt at Fire Giant (Ranged Spell Attack advantage) - (1d20+7)
(10) + 7 = 17
Ambrosia 17
Fire Giants 13
Ligeia 11
Dwendylin 10
Julian 09
Fernal 08
Korgazhar 07
Aelfric 06
With a lunge and a pirouette Ambrosia makes his way behind the captivated Giant.
As he flourishes, the performer belts out his final notes with such beautiful purity that angels might weep, managing to maintain them for such a duration that would put even the most exalted vocalists to shame.
Rolls
Dissonant Whispers 3rd Lvl - (4d6)
(3455) = 17
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+5, 5d6)
1d20+9 : (19) + 9 = 28
1d8+5 : (8) + 5 = 13
5d6 : (13342) = 13
Rolls
Attack, Extra Attack, Bonus attack (PAM) - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (18) + 11 = 29
1d20+11 : (7) + 11 = 18
1d20+11 : (14) + 11 = 25
Glaive Damage (attack & extra attack & PAM attack) - (1d10+7, 1d10+7, 1d4+7)
1d10+7 : (7) + 7 = 14
1d10+7 : (1) + 7 = 8
1d4+7 : (3) + 7 = 10
Rerolling 1s for damage - (1d10+7, RA)
(5) + 7 = 12
Rolls
First attack,weapon,sneak, Useless fire - (1d20+9, 1d8+5, 3d6, 2d6)
1d20+9 : (8) + 9 = 17
1d8+5 : (3) + 5 = 8
3d6 : (464) = 14
2d6 : (16) = 7
Extra attack, weapon, useles fire - (1d20+9, 1d8+5, 2d6)
1d20+9 : (20) + 9 = 29
1d8+5 : (6) + 5 = 11
2d6 : (16) = 7
Rolls
Toll the Dead - Damage - (2d12)
(29) = 11
Rolls
Fire Giant #2 DC 17 WIS save Dissonant Whispers - (1d20+1)
(3) + 1 = 4
Fire Giant #2 DC 17 WIS save Toll The Dead - (1d20+1)
(13) + 1 = 14
The giant's eyes go wide as he snaps out of his slumber, only to have the light snuffed from his eyes as you all carve through his armored plating. The death cry echos through the entire lower level, and as you all rush south, the last of the immediate threats falls headlong to the north.
Rolls
Perception - (1d20+10)
(17) + 10 = 27
Quickly rummaging through the dead giant, you manage to find 20 gold coins in a small sack along with a sapphire gem. Of interest are some of the coins, which are a strange minting.
Arcana +10
History +2
Investigation +6
Rolls
Add to something - (1d20)
(7) = 7
Rolls
INT Check DC 13 - (1d20+1)
(17) + 1 = 18
The silver looks different than normal, darker and older. One side has the face of a female elf, the other a spider. You’ve never seen the like.
South, west, then southwest leads to a forge room where the fire giants worked. You recall chained dwarves there as well. Your gear was there, the last you recall.
At the end of the south hall it splits into a 'T'. To the left, you see a door on the other side of the east-west branch as well as a small entry into a sleeping area (8); this is probably where the bugbears came from. At the end of the east corridor, you see it has collapsed, heavy boulders blocking the way. Directly in front of you, you see two more doors, both of which have barred openings.
To the west, you see the tunnel runs straight. Far down at the end, you can see a bright, flickering light, as if a large, illuminated room stands waiting (15), and a pair of tunnels branch off along the way.

Rolls
Stealth - (1d20+9, 1d20+9)
1d20+9 : (5) + 9 = 14
1d20+9 : (1) + 9 = 10
Moving the first bar over, you quickly look into a dimly lit room. The stench coming from within is distinctly orc, and you can see what look to be partly emaciated orcs further in. How many you are unsure, as flickering torchlight messes with your infravision, but if you were to guess you would probably guess a couple of dozen wretches.
From behind you, you hear more and louder shouts, as the first of the giant reinforcements arrive at the base of the stairs!
Leading down the corridor, Dwendylin takes a left and heads into what looks to be an smithy. There is a side tunnel stacked with various smelting supplies, metal, coal, etc., and the main chamber holds an underground forge, anvil, blacksmith implements, etc. Working the huge forge fan are a half-dozen or so dwarves, all chained to one another and the forge itself. Each pull of the fan causes a massive blast of hot air to flood the room, nearly taking your breath away with its ferocity.
Rolls
Perception (advantage) - (1d20+3, 1d20+3)
1d20+3 : (14) + 3 = 17
1d20+3 : (17) + 3 = 20
Rolls
Perception Roll - (1d20+9)
(13) + 9 = 22
As the others head to the west, you stop to slide the bar open, calling to the orcs inside. As you do, those inside squeal and cower, obviously petrified of your presence. As you move to the second door and pull back the bar, you hear shouts down the hall. A quick look reveals a pair of giants headed your way, accompanied by a handful of ogres.
Inside, you see a similar situation as the first room. A couple of dozen beaten and broken orcs, all cowering and squealing in fear as you yell at them.
A quick search of the myriad of items in the forge area reveals a pile of things you recognize as your gear!
A large grin plays on his face now and his eyes seem to glow just a bit brighter.
"Oh how I've missed that sound..."
From the north tunnel come close shouts, as the reinforcements arrive.

"Sounds like they're ready for an encore. What kind of performance sounds up to everyone's liking, a taunting escape or a reminder of who the leads are in this act?"
A quick inspection reveals that while it would take a bit of time to clear a path, it is not impossible to do so. However, it would take more time to get an accurate assessment. As you inspect the boulders, the giant reinforcements arrive! You can also hear several more coming, though not all giants. From the sounds, there are ogres and bugbears in the mix.
Rolls
Hill Giant Initiative - (1d20-1)
(10) - 1 = 9
Rolls
Initiative - (1d20+2)
(17) + 2 = 19

Rolls
INIT - (1d20+5)
(15) + 5 = 20
Rolls
Initiative - (1d20+7)
(8) + 7 = 15
Hey, did you find and release the dwarves, and will they fight with us? Also I'm still hoping to find orcs that can fight, not the cowardly ones Korg found.
Rolls
Glaive (attack, extra attack, bonus attack from PAM) using GWM - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (11) + 6 = 17
1d20+6 : (6) + 6 = 12
1d20+6 : (3) + 6 = 9
Glaive (damage from above) - (1d10+17, 1d10+17, 1d4+17)
1d10+17 : (9) + 17 = 26
1d10+17 : (9) + 17 = 26
1d4+17 : (1) + 17 = 18
Rolls
Init to win it! - (1d20+5)
(18) + 5 = 23
Rolls
Julian: Initiative - (1d20+3)
(18) + 3 = 21
Ligeia: Initiative - (1d20+2)
(8) + 2 = 10
Lenore: Initiative - (1d20+2)
(9) + 2 = 11
Aelfric 23
Julian 21
Korgazhar 19
Dwendylin 15
Fernal15
Lenore 11
Ligeia 10
Hill Giants 09
Ambrosia 01

You rush the first giant to arrive, catching him off guard at first. Your glaive slices through the air with an audible hiss, slamming down and through the hide covering his chest. With a howl of pain, the giant stops to try and fend you off, and he succeeds in repelling your next two attacks. With a grin, he swings his massive club at you.
You manage to deflect the first blow, but the powerful brute crashes through your defenses, slamming down onto your left shoulder. The pain bursts along your appendage as you feel your fingers go numb for a moment before recovering with the familiar, painful tingle as blood begins to rush back down your arm and into your fingers.
Rolls
Giant 1 club attack 1 - (1d20+8)
(3) + 8 = 11
Giant 1 club attack 2 - (1d20+8)
(10) + 8 = 18
Giant 1 club damage 1 - (3d8)
(368) = 17
Giant 1 club damage 2 - (3d8)
(555) = 15
Rolls
Initiative - (1d20+4)
(11) + 4 = 15
Rolls
Ogre Initiative - (1d20-1)
(12) - 1 = 11
You can hear the roar of giants (and more) coming from down the far hallway, combined with the bellowing of a familiar half-orc. Instantly you dash to give aid, though you do not quite make it to the main tunnel.
Rolls
Glaive Attack & Extra Attack & Bonus PAM attack (adv & GWM) - (1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (2) + 6 = 8
1d20+6 : (12) + 6 = 18
1d20+6 : (11) + 6 = 17
1d20+6 : (15) + 6 = 21
1d20+6 : (19) + 6 = 25
1d20+6 : (16) + 6 = 22
Damage (attack, extra and PAM) - (1d10+17, 1d10+17, 1d4+7)
1d10+17 : (8) + 17 = 25
1d10+17 : (4) + 17 = 21
1d4+7 : (3) + 7 = 10
Your feral instincts kick in as the first giant bellows for his companions to come to his aid. His cries are short-lived, however, as your deadly blows manage to rip at his throat. Gurgling and coughiong blood, the brute staggers backward toward the west hall, but does not fall. He clasps his hand over his throat and waves the others to finish you.
Grabbing your gear, you immediately head for the sounds of combat coming back from the main tunnel. The unmistakable sound of Korgazhar echoes down the hall as Fernal takes the lead, passing by even Aelfric, who had been ahead of you all.
Fernal
As if a mystical wind carries you, you move with incredible speed to get back to Korgazhar. As you arrive, you find giants and ogres have arrived as reinforcements. One of the giants look severely wounded. As you arrive, the ogres arrive to do battle. One attacks Korgazhar, while the others take aim at you! Trying to block the incoming blow, you slip slightly as you come to a stop, allowing the ogre's powerful blow to slam into your shoulder. Thrown sideways into the wood trusses supporting the tunnel, you grunt with pain at the blow.
Korgazhar
The giant you sliced steps backward, giving you a free attack, the consequence of which you leave yourself slightly exposed to the arriving ogre. With a snarl, if hefts its massive club and slams into you, crushing your armored plating on your arm. The blow sends a shock of pain through you, though you relish the pain as you retaliate. The newly arrived giant cannot quite get to you, and you easily avoid his clumsy attack.

Rolls
Hill Giant 2 Attack on Korg - (1d20+8)
(9) + 8 = 17
Hill Giant 2 Damage to Korg - (3d8)
(865) = 19
Ogre 1 Attack on Korg - (1d20+6)
(19) + 6 = 25
Ogre 1 Damage to Korg - (2d8)
(42) = 6
Ogre 2 Attack on Fernal - (1d20+6)
(15) + 6 = 21
Ogre 2 Damage to Fernal - (2d8)
(67) = 13
Rolls
Glaive AOO (attack and damage, still with adv) - (1d20+6, 1d20+6, 1d10+17)
1d20+6 : (19) + 6 = 25
1d20+6 : (2) + 6 = 8
1d10+17 : (1) + 17 = 18
Damage reroll (GWF) - (1d10, RA)
(107) = 17
"The time for arrows is over," he thought.
Ælfric pulled a glowing star from his cloak of night, a star which turned into seven bursts of force as he threw it at the badly injured giant and its closest companion! Magic released, he ducked back to safety.
Rolls
Magic Missile force damage [5th level/7 missiles] - (7d4+7)
(2134334) + 7 = 27
As you rush forward, the stars fall into your hand, becoming magical missiles that streak down the corridor. As they blast into the back of the giant there, you watch Korgazhar cleave down the brute at the same time. The life rushing out of him in the form of spurting blood and gore, the giant falls away, allowing your last missiles to strike the second giant who has just arrived.
Rolls
Glaive Attack & Extra Attack & Bonus PAM attack (GWM) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (20) + 6 = 26
1d20+6 : (18) + 6 = 24
1d20+6 : (20) + 6 = 26
Glaive Damage (attack & extra attack & PAM attack) - (1d10+17, 1d10+17, 1d4+7)
1d10+17 : (6) + 17 = 23
1d10+17 : (3) + 17 = 20
1d4+7 : (3) + 7 = 10
Glaive damage roll (to replace PAM) - (1d10+17)
(5) + 17 = 22
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Rolls
Ogre 1 Wisdom Save - (1d20-2)
(15) - 2 = 13
Ogre 2 Wisdom Save - (1d20-2)
(17) - 2 = 15
Ogre 3 Wisdom Save - (1d20-2)
(8) - 2 = 6
Giant 2 Wisdom Save - (1d20-1)
(6) - 1 = 5
Giant 3 Wisdom Save - (1d20-1)
(20) - 1 = 19
His follow-up attack pierces into the second giant, who lets out a roar just before his eyes glaze over and his body goes slack. Likewise, the ogre engaged with Fernal goes slack, falling under the beguiuling influence of Julian's spell. Not all creatures are affected, however, as another giant arrives from the north. As it roars a challenge to Korgazhar, a shimmering force surrounds the half-orc as the effects of Dwendylin's prayer take root.

Moving a bit closer, you see that the only creature (at least in view) not under the influence of Julian is a Hill Giant. As it arrives, you release your whispers, which flow over and around the brute like a shadowy swarm of insects. For a moment, the giant is confused, but as it sees the party in the hall, it roars another challenge, stepping up to swat Fernal.
Rolls
Hill Giant Wisdom Save DC17 - (1d20-1)
(20) - 1 = 19
Rolls
+2 Insight check vs giant's Deception - (1d20+2)
(16) + 2 = 18
Flaming Rapier Attack - (1d20+9)
(19) + 9 = 28
Rapier Damage,sneak,fire - (1d8+5, 3d6, 2d6)
1d8+5 : (8) + 5 = 13
3d6 : (363) = 12
2d6 : (16) = 7
Extra Attack - (1d20+9)
(7) + 9 = 16
Extra Attack Damage, fire - (1d8+5, 2d6)
1d8+5 : (6) + 5 = 11
2d6 : (56) = 11
Rolls
Dissonant Whispers 2nd Lvl - (4d6)
(5545) = 19
Rolls
Giant 3 Deception Check - (1d20-2)
(3) - 2 = 1
As Ambrosia's spell assaults the giant, you manage to gain a quick insight into his defenses. With a ferocious assault, you dance, weave and carve your way through his thick hide and padded armor, scoring deep cuts into his vital spots. With a howl of pain, the giant shakes off Ambrosia's attempt at scaring him and his eyes narrow at the sight of you.
Lenore: Help Action
Sending lenore into the fray, your familiar darts ina nd around the giant's head, causing the lumbering brute no end of frustration. With a yell, the giant finally gathers his wits and swats at the black menace. With his club, he then strikes down at Korgazhar.
With a pitiful squawk, the giant smashes Lenore into the wall, and in a puff of smoke the familiar disappears. Meanwhile, Korgazhar absorbs a hefty blow to the chest, his breastplate partially collapsing from the sheer force of the giant brute.
Rolls
Giant 3 Unarmed attack on Lenore - (1d20+8)
(18) + 8 = 26
Giant 3 Damage to Lenore (From Storm Kings Thunder) - (3d4)
(412) = 7
Giant 3 Club attack on Korgazhar - (1d20+8)
(15) + 8 = 23
Giant 3 Club damage to Korgazhar - (3d8)
(244) = 10
Rolls
Longbow attack w/ advantage, damage, sneak attack damage - (1d20+9, 1d20+9, 1d8+5, 5d6)
1d20+9 : (1) + 9 = 10
1d20+9 : (17) + 9 = 26
1d8+5 : (6) + 5 = 11
5d6 : (51126) = 15
Your aim is true as the thick arrow flights straight into the giant's eye! A sickening thwump can be heard as the eye pops and the arrow buries itself into the giant's skull, not reaching the brain, but doing enough damage to bring the giant to one knee.
Rolls
Toll the Dead - Damage - (2d12)
(57) = 12
The gonging bell echos all around the faltering giant, and he drops his club to grab at his skull. With a wail, like the death knell of some demonic force, the giant falls over, his heart giving out at the sights and sounds running through his mind. Blood runs from his nose, and bloody, foaming spittle from his mouth as the life leave his corpse.
Rolls
Hill Giant 3 Wisdom Save - (1d20-1)
(13) - 1 = 12
"Find a defensible spot in the caverns we've scanned to regroup?" The half-orc indicated the barricade. "Or teleport and regroup? Knowing if we do so they'll be prepared for us next time."
Ælfric pulled his rapier from its scabbard, and surrounded it with rippling air.
"I say we start with the last giant. Fernal, Korgazhar... Shall we?"
2 first
2 second
1 fourth
2 fifth.
I still have a few useful tricks left, but I need to really start being more conservative from here on. No more Hypnotic patterns unless we NEED it.
"I'm all for pressing on, whether to release the prisoners or find the rebels, but I accept the tactical necessity of regrouping. Julian, is there a location on this level you can know well enough to teleport safely back?
With a yell from one of them, they all begin to head in your direction.
Rolls
Stealth - (1d20+13)
(10) + 13 = 23
Rolls
Stealth (disadvantage from Half Plate) - (1d20+2, 1d20+2)
1d20+2 : (5) + 2 = 7
1d20+2 : (3) + 2 = 5
Rolls
Stealth (disadv) - (1d20+2, 1d20+2)
1d20+2 : (7) + 2 = 9
1d20+2 : (18) + 2 = 20
Rolls
[Julian] Dex(Stealth) + Guidance - (1d20+3, 1d4)
1d20+3 : (14) + 3 = 17
1d4 : (2) = 2
[Ligeia] Dex(Stealth) + Guidance - (1d20+2, 1d4)
1d20+2 : (17) + 2 = 19
1d4 : (2) = 2
"You stop! No come no further!" one of them calls out in very-bad common, his spear lowered in your direction.
The orcs look at each other, then back at you, spitting on the ground. "That my think on giant!" the spitter says.
He looks at his partner and clucks something in a guttural tongue. The second orc eyes the group, nods and moves off quickly down the tunnel, which looks more roughly hewn and narrow the further east it goes..
Most are thin, emaciated from the lack of food and unwholesome confines under the giant fort above them. There are many females and young orcs about, though as you arrive they are shuttled off deeper into the cavern complex. The sturdier, warrior types gather behind the one that must be the leader.
"You bring death to Argtung's people. Gruumsh will gaze his lone eye upon you bring vengeance!" the orc says in a very good common tongue. As he speaks those gathered around tap their spears and weaponry on the dirt floor in agreement, guttural sounds passing back and forth as they stand (somewhat) bravely behind the leader.
Argtung is heavily muscled, a stark contrast to those living here with him, and he has the best of the weapons and armor. He wears a patch over one eye, perhaps in homage to his one-eyed patriarch and his hair is braided with the bones of his conquests.

Rolls
Korgazhar Persuasion/Intimidation - (2d20+4)
(1411) + 4 = 29
Would anything short of polymorphing my Pegasus be enough to have gotten her through the gap? Perhaps catapulting one or two of the larger stones or something would have been enough to allow her passage?
The half-orc threw the weapons they had brought along to the ground in front of them. "Howeverf, if you still want to live, then rally the tribe, take up these arms, show me where the rest of them are, and how to release them, and tell me whether there are any other passages and tunnels from which we can mount an attack to take down the giants."
To his own party, in a lower voice, "Whether this happens or not, let's take this opportunity to catch our breath and make plans. It's the first break from fighting we've had since the jail cells."
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Would anything short of polymorphing my Pegasus be enough to have gotten her through the gap? Perhaps catapulting one or two of the larger stones or something would have been enough to allow her passage?
The orc chieftain regards you with his one eye, staring you down for a moment before blinking. He looks around his tribe, sweeping an arm one way and then the next.
"Women. Children. Few warrior to stand against the giant-kin. Slaves beaten. Not able to fight. Thrown in locked rooms and fed their own dead. Orc fight! Orc die!" he says defiantly.
Pausing, you can see the bravado pull back a bit as he regards the weaponry offered, something the other warrior orcs gathered seem to be eyeing as well. Looking back to Korgazhar, Argtung says "We are few, but we fight. But only to leave this place. Women. Children. Go to mountains and never return."
"Elf women would fight," he thought as he checked back the way they came with an arrow readied.
Also should I mark off the Bardic Inspiration die that i was going to give to Korg or not? I mentioned it a little earlier.
Rolls
Persuasion - (1d20+6, 1d4)
1d20+6 : (15) + 6 = 21
1d4 : (2) = 2
"No exits. maybe water, but is too far to swim with no breath. Our children are not yet warriors; some wish, but it is not yet so. We can fight. Or keep hidden until the giant-kin tire of looking for us, as before."
Stooping to pick up the offered weapons, he begins to pass the spears to his warriors, ordering them to give the women weapons as well. As he does so, you can hear a commotion back down the tunnel where you crawled through the collapsed rock. An orc guard comes running up, claiming that there are ogres and giants on the far side. Apparently something down there has them rather excited.
Moving back down the hallway, you see that another orc is peering through the fallen rock to see if he can make out what is going on the side of the fall. As you approach, he waves frantically for you do douse the flame that is shedding light around you.
Rolls
Perception - (1d20+10)
(8) + 10 = 18
Peering through the rock, you see the giants and ogres peering through the rock as well as the nearby tunnels, apparently looking for you. However, the light from behind them apparently shields you from their sight, and so they don't look for very long. Behind them, however, you can see they have ripped one of the wings from Ligeia, Julian's winged mount. The once-mighty steed looks to be on deaths door as a giant drags the slumped body back into the northern tunnel.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
"We will deal with the giants soon. Give me all the information you have on this entire place. I want to know how many of you, where the rest of the tribe are, in which cells. I want to know what is in the caverns north and south of here..." The half-orc made the orc leader describe and repeat every single detail, and noted them down on the map Julian had drawn for them before they embarked on this mission.
As you commune, conjuring the desired food, water and guardians, a sense of warmth and peace flow over you. You feel as if you are bathing in a warm light, shielding you from harm, the elements, from everything. Such love you have never known in your life as you realize He is smiling upon you.
A quick investigation reveals that the giants are, indeed, working on something on the other side of the rock fall. It appears as though they have moved the forge bellows to the far side, pointing the nozzle into the cracks and crevices.
Rolling 3 HD of hit point recovery. Now at 90/94.
Rolls
Short rest HP recovery - (3d10+9)
(1077) + 9 = 33
(As a note, Ligeia vanishes when dropping to 0, and doesn't "die" per say. Like a familiar, she can be re-summoned if I find someone else to donate a Find Greater Steed spell into my ring)
University has been hell, but the load is finally starting to lighten. Should be able to resume posting regularly now.
Rolls
Hit Dice 1 - (1d6+1)
(5) + 1 = 6
Hit Dice 2 - (1d6+1)
(3) + 1 = 4
Hit Dice 3 - (1d6+1)
(4) + 1 = 5
"There," the chieftan says pointing north, "are caves unfit for children. The lizards are harmless but give us eggs when we can steal them. A hole leads down, but I do not know to where."
"There," he continues, this time pointing south, " are the runts. The troglodytes. Small, chewy when overcooked, but harmless as well. They axe the walls thinking to dig their worthless carcasses to freedom."
"Well I'm not sure if the troglodytes have as much of an appreciation for the arts as I'd hope, but i'm sure I can work my charismatic "magic" on them. Also actual magic. As for the bellows issue, I may have a solution for that as well, one that could give us even more of an edge in a fight, albeit for a little while."
Hopefully by Friday things will settle out for me, and I will get caught up.
Actions?
Leaving the others to discuss plans, you head north into more natural caverns. There are several branches and loop-backs, but in the far northwest corner is a large, open area with high walls. Fungi grow throughout, giving an eerie, phosphorescent glow. You can see what looks to be a nesting area along the northeast section of the chamber. Your sharp eye make out the forms of a pair of lizards, each perhaps 8-9 feet long, lying within the nest.
Further exploration of the complex finds a small stream that comes out of the wall into the tunnels and then back into the walls. Poking it with your weapon reveals the underground stream to be about 5' deep here.

A quick, mental calculation tells you that the bellows pumping the thick, black, oily vapor into the tunnels is on the huge side. There are three ogres and a half-dozen dwarves manning the device, while a pair of giants and a small horde of bugbears, orcs and ogres wait salivating for something to happen.
"Well, it's certainly pretty big, but I'm sure I can handle it. If we've any other business I suggest we attend to it soon, because things are going to get...messy. Fast. Oh Korg, find anything fun that way? We're about set over here!"