Into the Woods
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.