Time to go!
Lion's Way
Time to go!
It was all happening so fast!
"No!!" Despite Kregguk's valiant attempt to protect the boy, there would be no saving Dieter from a such a crushing blow. Sheemish collapses, but Aiwë quickly gets him back to his feet. Rift becomes free as the web dissipates, replaced by a cloud of darkness.
Now they could run. But why didn't she listen to her instincts? Why didn't she follow Kregguk's first orders and try get the others to follow?!
The black stars in Stella's eyes flash orange as she looses an arrow into the remaining archer's neck.
(Archer 2 takes lethal damage.)
Tears begin to flow and her eye-stars fade to a flickering, dark blue as she turns to flee.
HP: 3/8
AC: 13 (15 w/ cover)
Back, fleeing
Rolls
Shortbow vs Archer - (1d20+4)
(9) + 4 = 13
Damage - (1d6+2)
(6) + 2 = 8
Wirrow doesn't exactly want to follow suit, or let the same happen to any of her friends. This time, her attempt to disrupt the figure in the back strikes true: an arrow skims the edge of the cloud of blackness and connects with the head of its creator. It's unfortunately not enough to fell then, however.
(Hooded Figure takes 13 damage)
There wasn't anything more she could do. Not even checking to see if the darkness fades, Wirrow turns to grab Stella by the wrist and pull her away to run from the fighting if needs be, but thankfully the other white-haired girl is already stepping away to retreat.
Briefly, Wirrow wonders if Aiwe or Keggruk will be unhappy later about having to run; wasn't a bloody fight something orcs typically wanted to see to the end? She shakes the thought out of her head. There would be time to think of things besides survival later.
HP: 12/12
AC: 14 (16 w/cover)
Back, fleeing
Rolls
Longbow vs Problem Guy #2 (Hooded) - (1d20+5)
(5) + 5 = 10
Inspiration reroll (cause why not) - (1d20+5)
(16) + 5 = 21
Damage (Longbow, Favored Foe) - (1d8+3, 1d4)
1d8+3 : (7) + 3 = 10
1d4 : (3) = 3
"Roar! I'm mean, take this you filthy metal covered meatsack! I Keggruk will slay you!"
The sphere of darkness grows tentacles, which turn inward.
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Rolls
Arms of Hadar Damage - (2d6)
(36) = 9
Performance for fun - (1d20+0)
(10) = 10
Hauling himself up, Sheemish helps Runeson heft the body of poor boy onto the horse. A part of Sheemish screamed inside to avenge this death and to not run like a coward, but it was obvious what would happen if they stayed. What were they even thinking participating in this fight? They were mostly just kids. Dieter was just a kid. Lowering his head, Sheemish leaves with the rest.
All he can see is the hooded figure, even as people try to usher him away from the fight. He grabs his other dagger and, without thought, hurls it at the figure, just as he would in practice. He sees it hit, but is already turning to flee.
Rift hits the Hooded Figure for 8 damage
AC: 14
HP: 3/10
R-U-N-N-O-F-T
Rolls
Dagger throw - (1d20+5)
(16) + 5 = 21
Dagger damage + sneak attack - (1d4+3, 1d6)
1d4+3 : (3) + 3 = 6
1d6 : (2) = 2
Aiwe can’t see the hooded figure, but she feels malevolent eyes upon her. Then the golden nimbus around her flares, and the feeling goes away.
Abruptly there is a squelching *schink* and Keggruk’s cries to Torm cease. A heavy body hits the wet ground with a splash and the rattle of plate armor. The sphere of darkness lifts, and there stands the armored figure over Keggruk’s still body (Keggruk fails a save vs insta-death and dies).
The last thing the party sees as they flee is the horned helmet and yellow eyes turning to follow them.
Check the new map in Discord for options.
Runeson would know that to the North is the big fortified Friendly Arm Inn, run by Bentley and Gellana Mirrorshade, goodly retired gnomish adventurers, wizard and priestess. So that could be a good option. It would mean going off-road for a while though and would take a few days' travel.
Or to the town Beregost, where Tulfgar lives. Again, would need to go off-road for a bit to avoid the moops who ambushed you. It's closer, but you'd have to find some way to cross the river too. There's a large temple there.
Or you could go clear up to Baldur's Gate, but that would take a while.
Up to you guys!
Rolls
Archer 2 vs Wirrow - (1d20+4)
(16) + 4 = 20
dmg to Wirrow - (1d6+2)
(5) + 2 = 7
Archer 2 wis save vs Sanctuary - (1d20+1)
(18) + 1 = 19
Archer 2 vs Runeson - (1d20+4)
(19) + 4 = 23
dmg to runeson - (1d6+2)
(6) + 2 = 8
Keggruk vs ArmFig (2 attacks) - (1d20+8, 1d20+8)
1d20+8 : (15) + 8 = 23
1d20+8 : (3) + 8 = 11
Whoops, disadv Keggy - (1d20+8, 1d20+8)
1d20+8 : (18) + 8 = 26
1d20+8 : (1) + 8 = 9
dmg to ArmFig - (1d12+3)
(10) + 3 = 13
ArmFig vs Keggruk (Called Strike) - (1d20+11)
(16) + 11 = 27
Dmg to Keggruk (piercing, sneak attack) - (1d4+13, 4d6+24)
1d4+13 : (3) + 13 = 16
4d6+24 : (1656) + 24 = 42
Keggruk Con save vs Blind (DC 15 - (1d20+2)
(17) + 2 = 19
Keggruk Con save vs Death DC 15 - (1d20+2)
(2) + 2 = 4
Hooded Figure wis save vs sanctuary - (1d20+5)
(7) + 5 = 12
ArmFig dex save vs arms of hadar - (1d20+1)
(15) + 1 = 16
Everything is too loud. Will the ambushers find them? What's wrong with her breathing?
Finally they stop. It's been hours. Where will they go? She looks to Keggruk for her instruction. He isn't here. She already received it.
"Get them out."
She listens to Runeson explain what he knows of the area. Why are his words all... swimmy?
"To the Inn," Aiwë says, and jumps at how loud the sound is. She quiets her voice, not knowing that it's almost too quiet now for her companions to hear. "I don't think most of us know how to cross a river that isn't frozen, and I don't want to learn now."
She checks her compass. "Head North. Go as fast as you can, and stay off the paths. I'll meet up with you in about a day."
Aiwë looks around at her location, judges where the ambush site is, and begins to head back toward it, taking a slightly different way than they arrived here by.
As Aiwe walks off followed by a buzzing Snitch, Sheemish whispers "Come back safe" It wasn’t clear Whether he was referring to Snitch or Aiwe, or both.
Wirrow's thoughts are promptly forgotten when she realizes Aiwe's plan. She sighs.
Of course she's doing that. Is it an orc tradition thing, or something else?
Now she had to pick. Based on depth of familiarity, she wants to be present with Stella, but Aiwe going off on her own would most definitely be in more danger than Stella surrounded by all these other people. And of course, if Aiwe got killed too, as this night seemed to lend itself to? That would hurt Stella even worse, and herself.
It's that thought that makes up Wirrow's mind. Better to be safe and not let anyone else go alone; Sheemish's weird ball of metal didn't count.
As Aiwe leaves the group to head off into the woods, Wirrow breaks away as well to follow her. She hangs back as she tails the orc-elvish girl, outside of Aiwe's vision range to give her space to... do things herself, sort of? Whatever that feeling is called.
Despair. Fear. Rage.
Mostly toward the brutal attackers. Partly toward Aiwë, who might as well be abandoning them to join Kregguk and Dieter. Partly toward herself for not trusting her instincts when the foes first appeared.
When Wirrow decides to follow, Stella silently stops the girl with deadened eyes and quickly tends to her wounds with herbs and bandages. (Wirrow regains 1d6+6 HP)
She then tends to her own wounds, where an arrow struck her.
She looks at Stella, her calm brown eyes taking in the colours swirling in her friend's. Stella is nearly her cousin. Had she paid attention, when she visited those summers? Aiwë isn't sure. But she knows Stella doesn't understand.
"I'll be back," she repeats.
She continues into the dark woods, ignoring the ranger at her back.