"Hail and well met adventurers." he says. "I'm Dagult Neveremember. I’ve called you here to help me deal with a serious problem. I’ll get right to it. A group of hill giants have been attacking villages and settlements in and around Neverwinter Wood. A scout I hired tracked them to their lair in the forest, but they’re too powerful for her to deal with alone. I’d like you to attack them at their steading and end this threat to the countryside. I’ll pay you 1,000 gold pieces each. What say you?"
Into the Woods
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"Hail and well met adventurers." he says. "I'm Dagult Neveremember. I’ve called you here to help me deal with a serious problem. I’ll get right to it. A group of hill giants have been attacking villages and settlements in and around Neverwinter Wood. A scout I hired tracked them to their lair in the forest, but they’re too powerful for her to deal with alone. I’d like you to attack them at their steading and end this threat to the countryside. I’ll pay you 1,000 gold pieces each. What say you?"
Have you sent anyone else to attempt this yet? she asks Lord Neveremember, as she leans back into her chair, running her hand over the short spiked hair over mohawk. I'm curious if we know anything of their fortifications.
He is almost elven looking, with pointy ears and almond-shaped eyes, but there the similarities end. He is blue-skinned, with blue markings. His hair is very light and almost white. There seems to be a wind current playing with it always.
He turns to Lord Neveremember. Thank you for recognising our skills for their own. What means are we to use to deal with the giants? If they can be bartered with, how much are the city willing to trade? Do you have an aid I can contact to get the particulars if this becomes relevant?
And he looks back to Zagreus. "Mira waits for you just outside my villa. She's ready to leave now if you are."
That everyone was allowed to sit on a throne was another odd southerner thing. Still, Atgørvimaðr did not complain. He sat and resisted the idea of putting his boots on the table. He did take his great horned helmet off and placed it in front of him, letting his long blonde hair flow free. Atgørvimaðr was considered handsome among his people. A face hard as stone, muscles like stone, eyes hard as stone and fists like stone made him a great warrior. Mighty were his deeds, enough to wipe out the shame of his birth. Now he had come south. Hunting giants was the life he lived, and he did so with relish. So when the soft little girl spoke of bartering with them he laughed.
"BWOHAHAHAH! Trade? With giants? The only thing they understand is trading blows!"
His voice was of the Frozern North, one of a savage man from a savage land. The Uthgardt turned to the southerner chieftain.
"Worry not! Once we return it shall be wet by the blood of your enemies, chieftain of southerners. Keep your word to Atgørvimaðr Jötnarblóð, ja? Shower me in gold, and I shall bring you their skulls to mount on your walls so these beasts know to stay away from your lands!"
A thousand gold pieces. Did this southerner have any idea that his entire tribe did not make such wealth in ten years? Perhaps. It just meant he was too rich to care..
Waiting for you on the street is a young half-elf woman in dusty leathers, with long dark hair, carrying a longbow.
"Hail. I'm Mira. I'm to lead you to the giant stedding. Are you ready to depart?"
Thinking back on the meeting, she smiled at the very "wild man of the north" attitude of this Atgørvimaðr. He reminded her of her clansfolk in many ways. It was going to be interesting to fight alongside him.
Outside was the woman Mira, the scout. A woman who could live in the wilds and scout out giants. It seemed that among the soft southerners there were still some of worth. He nodded to her.
"Ja. Let us go."
He looked down upon the others (except for the Goliath woman, who could look him in the eye).
"On our journey, I would hear of your deeds so I know who I have at my side in battle. I would not have us be strangers. That brings ill luck for a group who would draw blood together."
My full name is Gale O'Dinn Phaulkon. Yes that Phaulkon, my mother is a noblewoman-turned-demigod and Chosen of Mielikki named Jeryth Phaulkon. Our estate is the headquarters of the Emerald Enclave in Waterdeep. As my mother is .... physically challenged, and my father is in the wind, I have been seeing to the day-to-day business.
But I can't live in my parents shadow, I am more than just her son. I to wield the power of nature and stars guide me, I'm going to make sure that we solve this problem and return to bask in the glory!
Range/Area: Self/10ft.
Components: V, S, M(a small crystal bead)
Duration: 8 hours
Source: PHB, pg. 255
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
https://www.dndbeyond.com/spells/Leomund%E2%80%99s%20Tiny%20Hut
When Sunosha used her magic he looked at the summoning warily. His distrust was still fresh, so he poked the magical hut with his warmaul and grumbled at its presence. He looked quite intent on sleeping outside rather then trust such an unnatural thing... Some might consider this a blessing considering his size and... pungent body odor.
It was a thrilling fight, and one that took some masterful coordination with a member of the druidic orders we had on hand. Those damnable hobgoblin captains of theirs are just devils to fight against. she finished, shaking her head in memory.
What druidic order was that? That you had on hand?
Oh, can you make this dome seethrough? I like looking at the stars... just as much as I enjoy the wind.
Weal (even). Whenever a creature you can see within 30 ft. of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 ft. of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
Rolls
Cosmic Omen - (1d2)
(2) = 2
You travel for several hours, the sun rising in the sky, when you come to a small stream. It's very quiet, the birds and insects have gone silent, and only the sound of the water fills the air.
Sunosha, your dagger begins to hum and vibrate.
Suddenly, two of the trees begin to move! Their branches part to reveal faces, and one of them speaks in a booming voice. "Who dares disturb the peace of our woods?"
"Who speaks and claims this wood their own!?"
Off to a great start!
Rolls
Persuasion check - (1d20+1)
(1) + 1 = 2
In druidic: Greetings wise oak I am Gale...
In common ..from the Emerald Enclave. We have come to find the giants are learn why they have disturbed the balance. I hope that you will aid us in our travel so we can encurage the giants to return to their mountain home.
He seems rather forceful in his words and of course holds his more beastly appearance. He doesn't resemble anything like the cut and mill of a city person or someone that might be thinking of advancing into the woods. He looks more like hired help that is looking to come here. Do the job. And leave.
It appears that Scar doesn't rate orcs as much more than pests.
Rolls
Persuasion Check - (1d20+0)
(18) = 18
Start of combat: Initiativ is mandatory, GM can roll mine. The choice to attack, is my choice, so I will roll that
I'm also going to roll unmodded saves for the monsters against my spells. If the roll is so low/hign that it a sure thing, I can narrate it. The gray area inbetween, I'll the GM handle ;)
"Pah. They send us to slay their enemies? Then they must be too weak to do it themselves. Let us go on! We are to slay giants, not some orcs. If they plan to get in our way, then we have kindling for our next campfire! HAH!"
Rolls
Survival - (1d20+7)
(6) + 7 = 13
Let us hope not too far to the north. Perhaps as we proceed there, the orc tracks around will let us know if we are getting closer. I can track the orcs if you Mira don't feel up to it.
Rolls
Survival - (1d20+6)
(17) + 6 = 23
Let me know if you lose the trail. I could provide a birds-eye view
As they follow the trackers Gale explains to Sunosha and the others the things that the trackers are spotting. A bent twik there, a bend in the river, there stuft like that. Including a few things that the trackers themself missed.
Rolls
Survival - (1d20+9)
(11) + 9 = 20
Range/Area: 30ft.
Components: V, S, M(pieces of eggshell from two different kinds of creatures)
Duration: 1 hour
Source: PHB, pg. 270
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
https://www.dndbeyond.com/spells/Rary's%20Telepathic%20Bond
Rolls
Stealth - (1d20+6)
(12) + 6 = 18
Rolls
Steath (Disadvantage) - (1d20)
(4) = 4
Steath (Disadvantage) - (1d20)
(18) = 18
Rolls
Stealth (disadvantage) - (1d20+3)
(3) + 3 = 6
Stealth - (1d20+3)
(19) + 3 = 22
Rolls
Stealth - (1d20+2)
(18) + 2 = 20
Rolls
Stealth - (1d20+7)
(17) + 7 = 24
Of course, Scar does know where Atgørvimaðr & Sunosha are but than the rest of the world probably does too. Gotta love the armor which Scar isn't wearing.
Opsie: Looking on the wrong character for the rolls. Scar's Stealth roll is +7 so that is a 25 and he is probably gone from everyone's sight and his Perception roll was +6 so he has an 18.
Party: He can see Atgørvimaðr (4), Zagreus (6), & Sunosha (18) but Gale O'Dinn (20) & Kato Asa (24) have disappeared from his sight. And of course, he can see the Guide Mira.
Scar 150/150 AC(19) Handaxe & Shield in hands. His speed is 40' normally (That is for walking and climbing), but we are probably moving much slower due to stealth. Passive Perception is 16. (Scar is very alert to his surroundings)
Rolls
Stealth Check - (1d20+1)
(18) + 1 = 19
Perception Check - (1d20-1)
(12) - 1 = 11
Rolls
Sunosha - (1d20+2)
(2) + 2 = 4
Sunosha w/Advantage - (1d20+2)
(15) + 2 = 17
Kato - (1d20+3)
(11) + 3 = 14
Scar - (1d20+3)
(2) + 3 = 5
Scar w/Advantage - (1d20+3)
(16) + 3 = 19
Atgorvimadr - (1d20)
(9) = 9
Zagrues - (1d20+3)
(13) + 3 = 16
Gale - (1d20+2)
(6) + 2 = 8
Orc in plate
Scar
Orcs
Sunosha
Zagreus
Kato
Atgorvimadr
Gale
The Orc in Plate raises a greatsword and charges at Atgorvimadr. His blade swings around in a hurricane of blows.
His first strike misses cleanly, but his second and third blow land true. Atgorvimadr takes 38 points of damage.
Scar you're up, the orcs are next.
Rolls
Greatsword attack 1 - (1d20+9)
(2) + 9 = 11
Greatsword attack 2 - (1d20+9)
(12) + 9 = 21
Greatsword attack 3 - (1d20+9)
(13) + 9 = 22
As Scar moved he become more like a senseless monster and has transformed and developed a spiny tail which he slams at the orc in plate striking him hard and spins around attempt to strike again with his spiny tail, but it is defected off his plate armor.
Scar 150/150 AC(18), Handaxe & Shield with Spiny Tail (10' Reach), Raged, INIT 19
Rolls
Attack (tail), Extra Attack (tail) - (1d20+8, 1d20+8)
1d20+8 : (17) + 8 = 25
1d20+8 : (7) + 8 = 15
Tail piercing damage + Rage, Infectious Fury - (1d8+7, 2d12)
1d8+7 : (4) + 7 = 11
2d12 : (46) = 10
The hail of javelins falls on the two of you, missing Atgorvimadr but striking Scar twice. Scar you take 12 points of piercing damage.
Rolls
Orc A at Atgorvimadr - (1d20+5)
(4) + 5 = 9
Orc B at Atgorvimadr - (1d20+5)
(3) + 5 = 8
Orc C at Atgorvimadr - (1d20+5)
(9) + 5 = 14
Orc D at Scar - (1d20+5)
(20) + 5 = 25
Orc E at Scar - (1d20+5)
(6) + 5 = 11
Orc F at Scar - (1d20+5)
(15) + 5 = 20
Orc in plate
Scar
Orcs
Sunosha
Zagreus
Kato
Atgorvimadr
Gale
Sunosha it's your turn, Zagreus you're up next. As you attack please designate your target as Orc A, B, C, D, E, F or the Orc in Plate so I know who dies and who doesn't.
Scar
Orcs
Sunosha, Zagreus, Kato, Atgorvimadr, Gale (in any order)
Casting Ice Knife as a 4th level spell, targeting whichever orcs are grouped closest together. Ideally trying to get 3 or 4 within a 5 foot radius without overlapping with any compatriots. DC17 Dex Save from all targets to avoid the secondary damage.
1st 4/4 | 2nd 3/3 | 3rd 3/3 | 4th 2/3 | 5th 2/2
80/80 HP | 12 AC | Insp. 0 | Stone’s Endurance 1/1 | Arcane Recovery 1/1
Range/Area: 60ft./5ft.
Components: S, M(a drop of water or a piece of ice)
Duration: Instantaneous
Attack/Save: DEX 17
Source: EE, pg. 157
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
https://www.dndbeyond.com/spells/Ice%20Knife
Rolls
Ice Knife to hit - (1d20+9)
(19) + 9 = 28
Ice Knife cold damage (on main target if hit) - (1d10)
(3) = 3
Ice Knife cold explosion damage (on all targets w/in 5' if failed save, regardless of hit) - (5d6)
(53143) = 16
Range: point 60 feet
Components: VSM
Duration: 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.', "If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Rolls
heat metal - (2d8)
(46) = 10
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Rolls
Damage to orcs who failed the saving throw (half of it if they succeed) - (5d8)
(76758) = 33
"Berg-risi!" He bellowed. Upon his chest a rune of cold blue lit with an inner light flared to life, and he felt the giant blood within him stir to toughen his body against blows to come. Even as he did so he aimed his own blows against the orc. Maul met greatsword with the ringing of hammerblows upon steel as the two champions matched their strength. Even as he did so another sought to intervene!
"No! Let this honor be mine! I shall fell him!"
He swung mightily, his strength unmatched among mortals, and the orc's blade was smashed aside for the maul to slam into him. Immediately Atgørvimaðr swung another at his foe, driving the advantage as the thrill of combat filled him with glee.
Standard: Attack
Attack 1: Critical - 21 damage.
Attack 2: 16 to hit, 12 damage.
Rolls
Attack 1 - (1d20)
(12) = 12
Attack 1 - (1d20+9)
(20) + 9 = 29
Attack 1 damage - (2d6+5)
(45) + 5 = 14
Attack 2 - (1d20+9)
(7) + 9 = 16
Attack 2 damage - (2d6+5)
(25) + 5 = 12
Critical hit damage - (2d6)
(43) = 7
The lead orcs armor glows red, and he howls in pain. Then Atgorvimadr's maul slams into his chest, denting his armor and staggering him back.
Rolls
Ninja-to vs. orc plus sneak attack - (1d20+7, 1d6+3+2d6)
1d20+7 : (19) + 7 = 26
1d6+3+2d6 : (2) + (26) + 3 = 13
Atgorvimadr you take 19 points of slashing damage.
Initiative Order
Orc in plate
Scar and Sunosha in any order
Zagreus, Asa, Atgorvimadr and Gale in any order.
Scar and Sunosha are up next
Rolls
Attack on Atgorvimadr - (1d20+9)
(14) + 9 = 23
Attack on Scar - (1d20+9)
(9) + 9 = 18
Attack on Asa - (1d20+9)
(5) + 9 = 14
Range: point 60 feet
Components: VSM
Duration: 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes {@damage 2d8} fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.', "If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Hmm... I don't like the way that turned out. Better for the orc than before. We're just going to say all his attacks missed.
Rolls
1st attack on Atgorvimadr - (1d20+9)
(18) + 9 = 27
1st attack on Atgorvimadr w/disadvantage - (1d20+9)
(11) + 9 = 20
2nd attack on Atgorvimadr - (1d20+9)
(12) + 9 = 21
2nd attack on Atgorvimadr w/disadvantage - (1d20+9)
(10) + 9 = 19
Attack on Asa - (1d20+9)
(6) + 9 = 15
Attack on Asa w/disadvantage - (1d20+9)
(16) + 9 = 25
Orc in plate
Scar and Sunosha in any order
Zagreus, Asa, Atgorvimadr and Gale in any order.
Scar and Sunosha are up.
Range/Area: 120ft.
Components: V, S
Duration: Instantaneous
Source: PHB, pg. 242
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
https://www.dndbeyond.com/spells/Fire%20Bolt
Casting firebolt.
1st 4/4 | 2nd 3/3 | 3rd 3/3 | 4th 2/3 | 5th 2/2
80/80 HP | 12 AC | Insp. 0 | Stone’s Endurance 1/1 | Arcane Recovery 1/1
Rolls
Fire Bolt to hit - (1d20+9)
(7) + 9 = 16
Fire Bolt damage - (2d10)
(17) = 8
His first strike with his tail rips hard into the orc and is followed but second piercing stroke. His long spiny tail shows well to be a weapon and he controls it well. His repetition of tearing people apart is now verified. He does have a lesser attitude.
Attack (27) and Extra (25) both hit. Attack does 15 points of magical piercing damage and 23 points of it are magical psychic damage and extra attack does 10 points of magical piercing damage and 13 points of magical psychic damage for a total of 61 points of damage.
2 Wisdom saving throw (DC:15) for half damage on 23 and 13 points of magical psychic damage.
Scar gains 13 Temporary HP from Shifting and +1 Ac. Scar is resistance to bludgeoning, piercing, slashing damage. All Damage form the spiny tail is considered magical damage from Scar.
2 Rounds of Rage, 1 Round of Shifting, 3 Uses of Infectious Fury
Scar: 144/150 + 13 Temp, AC(19), Handaxe & Shield with Spiny Tail (10' Reach), Raged, Shifted, INIT 19
Rolls
Attack, Advantage Attack, Extra Attack, Advantage Extra Attack - (1d20+8, 1d20+8, 1d20+8, 1d20+8)
1d20+8 : (19) + 8 = 27
1d20+8 : (13) + 8 = 21
1d20+8 : (2) + 8 = 10
1d20+8 : (17) + 8 = 25
Weapon Damage, Infectious Fury, Extra Weapon Damage - (1d8+7, 2d12, 1d8+7)
1d8+7 : (8) + 7 = 15
2d12 : (1112) = 23
1d8+7 : (3) + 7 = 10
Extra attack Infectious Fury - (2d12)
(94) = 13
Your foe made his first save and so only takes half damage from the first psychic attack. That still makes for a total of 49 points of damage!
What a pity he's still standing. ;-)
Initiative Order
Orc in plate
Scar and Sunosha in any order
Zagreus, Asa, Atgorvimadr and Gale in any order.
Zagreus, Asa, Atgorvimadr and Gale are up.
Rolls
Wisdom save 1 - (1d20+2)
(18) + 2 = 20
Wisdom save 2 - (1d20+2)
(4) + 2 = 6
Current HP: 97/130
Attack 1: To Hit 9, Damage 9
Attack 2: To Hit 26, Damage 15
Rolls
Second Wind - (1d10+10)
(5) + 10 = 15
Attack 1 - (1d20+9)
(2) + 9 = 11
Attack 1 damage - (2d6+5)
(13) + 5 = 9
Attack 2 - (1d20+9)
(17) + 9 = 26
Attack 2 damage - (2d6+5)
(46) + 5 = 15
Rolls
Ninja-to vs. orc plus sneak attack - (1d20+7, 1d6+3+2d6)
1d20+7 : (13) + 7 = 20
1d6+3+2d6 : (4) + (64) + 3 = 17
Rolls
Produce Flame to hit - (1d20+10)
(7) + 10 = 17
Produce Flame damage - (2d8)
(12) = 3
heat metal - (2d8)
(46) = 10
1 action
Range/Area:
Self/30ft.
Components:
V
Duration:
Instantaneous
Attack/Save:
CON 15
Source:
PHB, pg. 231
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Rolls
Thunder damage - (5d6)
(46264) = 22
Radiant damage - (5d6)
(31154) = 14
Rolls
Tail Attack, Advantage Tail Atack, Extra Tail, Advantage Extra - (1d20+8, 1d20+8, 1d20+8, 1d20+8)
1d20+8 : (2) + 8 = 10
1d20+8 : (6) + 8 = 14
1d20+8 : (7) + 8 = 15
1d20+8 : (8) + 8 = 16
Rolls
Investigation - (1d20+1)
(7) + 1 = 8
Perception - (1d20+9)
(5) + 9 = 14
"An unworthy death. Bah. Would be that I had fought him in single combat! Such a fight would be worthy of song, for he was a mighty foe."
His displeasure turned towards those who wielded magic among his own number.
"Instead, it is soiled by magick. Hear me! I know you southerners look upon such things differently, but I am here to win glory and honor! Once I lock blades with a mighty foe do not interfere, for I am now wroth at being robbed of a fine kill."
The large man fingered one of the cuts he had suffered and looked upon his own blood.
"Bah. I would rest a moment before we press on so I might clean my wounds. Orcs are known to poison their blades with shite."
Rolls
Survival - (1d20+7)
(20) + 7 = 27
"Bah, jealous words spoken by a witch who hides behind true warriors whilst throwing foul magick from the safety offered by those who do actual battle. Waste not your vitriol on me."
Bale turns to leave the clearing. Come, the treefolk asked us to remove the orcs from the area. We better find their camp soon, so we can get on with our accual mission.
After looting, They have no rations. Their camp must be close. Let track it down and deal with it. Scar will begin tracking.
Scar might be taking the plate pending the GM approval.
Rolls
Survival - (1d20+6)
(5) + 6 = 11
Our task is to get the Giants out of the area. This is not forgotten. This little deture will secure us allies in the treefolk. They can provide us with valuable assistance like information and brute force if the giants will not leave of their own free will.
"What makes you think the trees will help us? They made no such promise. They only want us to do their dirty work for us and if they cannot fell some orcs, they certainly will be of no aid against giants."
It was clear the large man of the North thought only in ways of direct battle, quite unsurprisingly..