Chapter 1: Into Haranshire
With that, you set off further into the Thornwood, Oleanne and her wolves taking point. The three of them are clearly capable of passing through briars and undergrowth with ease, but Kuiper and Hanzel have it easier trying to keep up, which essentially splits the group into three teams, as Devon, Caradoc, Aldeera and Almadel form a de facto rear guard. The water-loving scrub oaks along the margins of the brook and the tamer bits of the wood slowly give way to its wilder interior, with thicker vegetation and no discernible paths, at least the ones that might be frequently traversed by humans, or humanoids in general. Despite the thicker vegetation blocking much of the sunlight, you can tell the daylight is clearly fading by the time you reach a spot near the springs of the brook, where Oleanne declares she last saw the werebear.

Looking at the ranger Kuiper, "We doing a small fire or do you think that is a risk? I'd rather have some light."
"I can take whatever watch." as Aldeera settles in to start her nap "First works for me then, although I'm sure the wolves are far better at night watch than any of us."
The warrior dug into his pack for a dried ration, which he started chewing on as he picked a spot to lay out his bedroll for later.
Aldeera's comment makes him look in her direction. "Hopefully we don't end up finding that out firsthand," he says with a small chuckle. He doubts that uncontrollably turning into an animal is a very positive experience.

At that comment, you notice the wolves and Oleanne making themselves comfortable at a respectable distance from your main camp, not too far but certainly a distinct part of it. Both wolves and her seem to curl up, almost as if the druid is a natural member of their pack, not just accepted but herself feeling more wolf than man. Many legends surround druids and their connection to nature, including that they're able to change into wild animals. If Oleanne is the one to 'ease' this young werebear into its new condition, perhaps she might have the answer to Aldeera's question, but her demeanor doesn't exactly make her come across as the most talkative type.
Arrows fly out the bushes, one catching Almadel with enough force to knock him down (Nat20 for 5 damage to Almadel) while another one swooshes past Aldeera. She just about manages to dodge it, but ends up putting herself in the path of another arrow that bites into her armor (4 damage to Aldeera). Caradoc rushes to aid the fallen elf, already chanting a prayer of healing. Out of the foliage, muscular humanoid figures with deformed, porcine features rush to attack anyone they can get close to while shouting battlecries in their guttural language. The biggest and strongest of them leads the charge up front, sword and shield lowered to brace for impact. Two of his followers behind him also bear swords and shields, while the other four carry spears to jab from behind their shields.
Name | AC | hp | Status |
Caradoc | 13 | 2/4 | |
Almadel | 12 | -2/3 | Prone, Unconscious |
Aldeera | 16 | 1/5 | |
Hanzel | 12 | 2/7 | |
Devon | 15 | 1/1 | |
Kuiper | 14 | 35/35 | |
Oleanne | 17 | 23/23 | |
Belshar | 13 | 24/24 | |
Arlin | 13 | 24/24 | |
Orc Leader | 15 | 12/12 | |
Orcs with Spears (A, B, C, D) | 14 | A: 6/6, B: 6/6, C: 5/5, D: 5/5 | |
Orcs with Swords (A, B) | 14 | A: 6/6, B: 5/5 |
Rolls
Arrows (Target, Attack, Damage) - (4d8, 4d20, 4d6)
4d8 : (3327) = 15
4d20 : (1217201) = 50
4d6 : (4553) = 17
Initiative (Party, Enemies) - (2d10)
(12) = 3
Can I hide behind a wolf? beast has more hit points than our whole party combined. Devon didn't make the list BTW - maybe he already died.
He stepped up to attack the closest orc with sword or spear - unfortunately he was unable to break through their shield wall.
Attack: Sword attack - anyone not the leader.
Rolls
Long Swor - (1d20+1, 1d8+2)
1d20+1 : (11) + 1 = 12
1d8+2 : (1) + 2 = 3
This spell causes plants within range and in the effective area to wrap, grasp, twist and otherwise entangle creatures. Any creature within or entering the effective area during the spell’s duration must save, modified by dexterity-surprise modifier, or be held fast and unable to perform any actions for the remainder of the duration. A successful save allows a victim to escape at a movement value of 10 feet per round or perform 1 action. Each round a freed creature remains in the effective area, the plants attempt to re-entangle it, and a new save is required. The efficacy of this spell is very dependent on the quantity and types of plants available in the effective area compared to the size and strength of the creature. It will not work if there is absolutely no vegetation, however, the GM should be as generous as possible in allowing this spell to work. Existing vegetation will stretch to its limits, growing up to several feet taller or longer for the spell’s duration. Roots near the surface will be affected, especially useful in shallow underground or cave settings where the GM may decide they pop out of the ceiling or walls for the spell’s duration, however, in areas where vegetation is sparse, the GM may assign bonuses (up to +4) to the creatures’ saves. Gargantuan-sized creatures or those with a strength greater than 20, may gain additional bonuses (up to +4) to their saves in less than heavy vegetation. The material component is the caster’s holy or unholy symbol.
Rolls
Attack and damage - (1d20, 1d6)
1d20 : (9) = 9
1d6 : (6) = 6
Kuiper rushes head on to meet the orcs' leader, crossing swords for an exchange that creates an opening for the ranger to sink his dagger between his opponents' ribs (4 damage to orc leader). Oleanne isn't as lucky, awkwardly swinging her staff as she locks up with one orc's spear. On her side, the wolves take on an orc each, with Arlin drawing blood and a howl of pain from his prey (3 damage to Spear Orc A).
Roaring a challenge, four more orcs burst out of the nearby bushes, tossing away bows as they pull out battleaxes to join the fray! The newcomers are forced to maneuver around the area of sprouting roots, and in doing so, are joined by their sword-bearing brethren who shuffle out of the spell's effect. Of those orcs bearing spears, only one is spared of the grappling but in avoiding the briars, can't land an attack on Arlin. Meanwhile, the orc leader returns Kuiper's blow with a swing of his own, packing enough force to push the ranger's parrying dagger aside and bite into his flesh. (3 damage to Kuiper)
"You fight well" grunts the orc leader at Kuiper in guttural, broken Common. "But still you will die".
Name | AC | hp | Status |
Caradoc | 13 | 2/4 | |
Almadel | 12 | 2/3 | Prone, Unconscious (6 rounds left) |
Aldeera | 16 | 1/5 | |
Hanzel | 12 | 2/7 | |
Devon | 15 | 1/1 | |
Kuiper | 14 | 32/35 | |
Oleanne | 17 | 23/23 | Barkskin |
Belshar | 13 | 24/24 | |
Arlin | 13 | 24/24 | |
Orc Leader | 15 | 8/12 | |
Orcs with Spears (A, B, C, D) | 14 | A: 3/6, B: 6/6, C: 5/5, D: 5/5 | B,C and D are Entangled |
Orcs with Swords (A, B) | 14 | A: 6/6, B: 5/5 | In the AoE of Entangle spell |
Orcs with Axes (A, B, C, D) | 14 | A: 6/6, B: 6/6, C: 5/5, D: 5/5 |
Rolls
Hp heal to Almadel - (d8)
(4) = 4
Kuiper - (d20+6, d20+7, d8+2, d4+3)
d20+6 : (7) + 6 = 13
d20+7 : (10) + 7 = 17
d8+2 : (5) + 2 = 7
d4+3 : (1) + 3 = 4
Oleanne - (d20+2, d6)
d20+2 : (6) + 2 = 8
d6 : (1) = 1
Belshar, Arlin - (d20+3, d4+1, d20+3, d4+1)
d20+3 : (6) + 3 = 9
d4+1 : (3) + 1 = 4
d20+3 : (20) + 3 = 23
d4+1 : (2) + 1 = 3
How many rounds is Almadel unconscious for? - (d6)
(6) = 6
Orcs affected by Entangle - (d10)
(5) = 5
Orc saving throws - (5d20)
(94101816) = 57
Orc leader - (d20+2, d8)
d20+2 : (14) + 2 = 16
d8 : (3) = 3
Orc attack vs Arlin - (d20+1, d6)
d20+1 : (3) + 1 = 4
d6 : (6) = 6
Secret Roll