Game Posts
Be sure to read and follow the guidelines for our forums.
The air is cold and you feel chilled to the bones. The ship is frosty, but drips like it is thawing. A breeze comes from the south and has some warmth to it. Looking towards the island, a large sheet of ice covers everything. The ice starts cracking around the ship, if you wait a little longer, you hould be able to sail south to mainland, or go on foot to the island. Draggor the ships captain is at the helm and looks quite confused. Smoke already billows from his pipe.
Off the side of the ship you see boots sticking out from the ice, anyone would recognize those boots. That was Dirk Clawhammer, the leader of your quickly assembled crew. Everyone here however has fought by his side at least once and he has save all your hides multiple times over. Those indeed are his boots of water walking, too bad he landed head first. The ice around him has begun to get cracks in it.
Attack on the ice, if needed.
Rolls
Attack, Damage - (1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d8+3 : (6) + 3 = 9
What the hell just happened? Where'd all this damn ice come from? Gunnar wonders. He shakes his head and focuses on the rescue down on the ice.
Rolls
Athletics - (1d20+5)
(17) + 5 = 22
In a moment, he saw it. A white wall of snow was careening down the mountainside, engulfing everything in its path. The wolf's heart filled with fear. There was nowhere to hide. The avalanche was a deafening roar now. The wolf braced itself.
And when the impact hit, Phineas awoke.
Oh Gods, that wave...
Phineas remembered everything in a sudden rush and jolted upright. At once, his senses were assaulted with contradictions. The boat was stationary, no longer rocking against the waves.
How could that be? Did we run aground?
His limbs were numb and heavy, like a bear awaking from the long sleep of winter.
But the wave just hit us - didn't it?
Most of all he felt colder than he had ever felt in his life. He put his hands together and blew into them, kindling a small fire in his palms. The warmth spread through his limbs, and Phineas was glad.
Then he heard Gunnar's shouts. He rushed on deck, slipping on the strange new layer of ice that caked everything. And then he saw the sea ...
It's all ice ... all the way to the shore ... how could this have happened?
He skidded to the rail, saw Dirk's boots, and suddenly realized what was going on.
"DIRK'S OVERBOARD! COME QUICK!" echoing Gunnar through chattering teeth.
There's still time, Phineas convinced himself. He can't have been down there for long. He's going to be hypothermic, but the cold will slow his breathing, give him a few extra minutes underwater. By the gods, think! Gotta boil some water. Gotta get a fire going. He's going to need heat. Blankets. Move it, Phineas!
He skidded dangerously quickly across the icy deck back into the cabin, back to the galley. He slammed firewood into the wood burning stove, igniting it with a snap of his fingers. Got a stock pot of water on the top. Cleared off the frozen plates and cups from the heavy wood table and threw the blankets on top.
Gods, what happened here?
Billy waits until the rope is securely tied around Dirk's feet and the dwarves have stepped back, ready to pull on the rope. He reaches into a pouch and pulls out a few grains of sand. Moving his fingers and mumbling a few words, he casts the sand down. Suddenly a hole is opened up around Dirk as the ice around him disappears.
Cast Create or Destroy Water.
After Baern and Ulfren hauled up his friend's corpse onto the deck, he knelt beside it. He closed his drab brown eyes and spoke words in the language of the wind and waves, and carved out ancient glyphs inthe air with his fingers.
When he opened them again, his eyes were iridescent and flicked with every shade of blue.
"Will someone aid me? The Clawhammer clan deserves to know what exactly happened here today. A couple minutes of exposure alone could not have killed a man such as Dirk Clawhammer. "
Rolls
Aided Medicine check + Guidance - (1d20+3, 1d20+3, 1d4)
1d20+3 : (12) + 3 = 15
1d20+3 : (18) + 3 = 21
1d4 : (4) = 4
Gunnar scans the horizon, trying to sight their island destination, expecting to see smoke rising from it. Scowling, he looks up to the crow's nest where in the past few days he has spent hours on voluntary lookout duty.
"I believe, we have been gone, not days, not weeks, but more like decades, if not centuries by my calculations." An old man says, crawling out from below deck. You recognize him as the ships wizard.
Gunnar's eyes go wide at wizard's words. His own studies of the arcane have always been focused more on how things work rather than the more esoteric applications of magic. Trapped in magical ice for centuries! How does one achieve such an effect? Assuming this was done with intent.
Rolls
Survival Check - (1d20+5)
(16) + 5 = 21
Phineas tries to see what it is that Baern has discovered, turning his eyes to the heavens. He lets the sky and stars flow into his heart as much as see them with his eyes.
He realizes what Baern has seen.
"How ... how is this possible?"
Rolls
Survival check + guidance - (1d20+3, 1d4)
1d20+3 : (14) + 3 = 17
1d4 : (4) = 4
Phineas wondered if that was true in his case. Many of his kin thought him a failure at best, and a dangerous heretic in some cases.
Everyone else's items still hold their enchantments.
He smiles and removes his hand. He turns and heads toward the prow of the ship. Well boys, he says loudly, I ain't my gran so I don't have eyes in the back a my head. I don't like not seein' where I'm goin' so I say we move forward. I already been where I was so I don't see the percentage in goin' back!
As they separate, Ulfren shoots a glance at Baern. "Don't think that your time in the woods makes you exempt from that, boy."
"Areana, must be smiling right now," he starts. "Knowing her, she's been watching us from the heavens every day for these untold scores of years waiting for the day we all woke up. She must be pleased as an otter with a chestnut that she doesn't have to watch us standing there like statues anymore. "
Phineas hopes the imagery of Areana smiling is enough to cheer Baern up, or maybe the thought of her watching down on him help him keep from starting fights with his allies. He's seen him get into these moods and make bad decisions before.
Between axe strikes, Phineas says: "Gunnar, in all your studies have you ever heard of anything like this before? During my apprenticeship I read a few accounts that might be connected, but I'm not sure. Have you ever heard of ..."
Rolls
Arcana (advantage from Phineas) - (1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (16) + 5 = 21
History (advantage from Phineas) - (1d20+5, 1d20+5)
1d20+5 : (18) + 5 = 23
1d20+5 : (5) + 5 = 10
Guidance - (1d4)
(1) = 1
The captain calls you all back on the ship and the wizard casts something on the ship and the front glows a light blue. The sails glide open and the ship lurches forward, breaking the ice and creating a swath through the ice. Several crew members watch over the front of the ship, they try to look casual, but they are intensely watching the thickness of the ice.
The ship keeps going, but everyone can feel a gradual slowing of the movement.
[b][/"I don't know what you got me an me crew into, but we'll stay and have yer back until we figure it out."b] The captain says.
Rolls
Perception - (1d20)
(15) = 15
When the captain speaks up, he turns to the group.
"Shall we move directly to Lord Reinhel's keep? Or perhaps to some high ground and get the lay of the land first? Wait, did Dirk have any maps of the island?"
Rolls
Perception + Guidance - (1d20+5, 1d4)
1d20+5 : (8) + 5 = 13
1d4 : (1) = 1
After a grudgingly slow pace, the ship gets closer to ice formations and rocks jutting from the frozen tundra.
"I don't think we can go much further." The captain declares.
Rolls
Perception Check - (1d20+5, 1d20+5)
1d20+5 : (12) + 5 = 17
1d20+5 : (14) + 5 = 19
Rolls
Perception Check - (1d20+5)
(8) + 5 = 13
Rolls
Advantage - (1d20+5)
(1) + 5 = 6
"Thank you Billy." He takes a mouthful, then declares: "Delicious! You are a Dwarf of many talents."
After a few moments, he speaks his mind
"Say, Billy, we found a dead human in the farm house. Looked like he was slain, then froze after he died. We probably won't be able to dig a grave in this frozen ground, but would a funeral pyre be appropriate for these people? He has waited a long time to be put to rest, and if we can give him that at least we would have accomplished something on this cursed journey."
Billy starts gathering rocks to cover the human with. When the job is done and the cairn is built, he says a prayer over the human's resting place. He goes off by himself to say a prayer over the bodies of the Orcs, knowing his companions may not understand the respect he offers for even an enemy such as these.
When he returns, he says, Ryyrik, you had a chance to check the tracks a these Orcs? See where they came from? Or did this happen so long ago none a that is here ta see? As he says this, Billy puts his hand on Ryyrik's back and casts Guidance to give the ranger a better chance to track.
Rolls
Survival (Favored Enemy Adv.) - (1d20+1, 1d20+1)
1d20+1 : (12) + 1 = 13
1d20+1 : (5) + 1 = 6
Guidance - (1d4)
(2) = 2
Using Primeval Awareness
Also, if it changes anything, Primeval Awareness is 5 miles not a mile.
To Ulfren, he says "It would be a blessing to meet a beast, Ulfren. You might be surprised at the knowledge a beast has about their land, if you know how to listen to their answers."
"I don't expect to see much in the way of beasts, anyway. A beast needs more than snow and ice to eat. And I noticed that nothing had munched on those cans of food Baern found. in the age that we've been slumbering, not even a mouse has wandered past this farmhouse or it would have gobbled up the contents of those cans, frozen or not."
Phineas kept talking, zipping from topic to topic like a dragonfly flitting across a pond.
"Ulfren, the song you sang for Dirk: that was deeply moving. I must admit that I've never properly learned the songs of our people, being in the forest so much and, thankfully, never having the need to attend a funeral for my kin. I've heard the fair songs of the Elves, but I did not feel them in my bones the way I did with your song. I would like to learn them some day, if you have the time."
"Truth be told, Billy would be best for the old songs. I only know the chants of the forge and of the fallen."
He jumps up, claps his hands loudly, and pulls out his dulcimer. Enough navel-gazin'! It's life that accompanies us! It's love that will spur us on. Billy's grin is big and genuine. Here's a song fer ya, Phineas! Don't be singin' it in mixed company or in front of youngins! Though if ya find yerself a lady love who grins when you sing it to her, she might just be one to keep! He hammers out a note on his dulcimer and belts out, You need cooling! before breaking out with a raucous song whose bawdy subject matter is thinly veiled at best.
You walk on further, the ice and snow slowly turning to more of a slushy mix. You start passing a few more houses along the way, more of the same as the last ones. You come up to a house, the door is frozen, slightly open and bent. An Orc stands in the doorway brandishing an ax and waving as to run someone through with it. On the inside you see an old man holding a broom, both are frozen in place as if time stopped for them.
"However you feel about orcs, Ryyrik, this is the first evidence we've found of whatever has afflicted us all - do not destroy it! We didn't just promise our king that we would kill orcs, we promised that we would help these people. The best way to do that is to learn what we can from these statues."
"Was this what we looked like? How many others are stuck in time like this? And are they about to thaw like we have? If so, there may be many people still to save - and many orcs yet to slay."
After, Phineas will request Gunnar's counsel and confer with him on the magical nature of these statues. He'll use a help action to give advantage + guidance to Gunnar for an arcana check to understand the nature of this magic and to determine if they are going to thaw soon.
Cast Guidance and a medicine check with advantage from Phineas.
Edit:
Rolls
Medicine check - (1d20+5)
(2) + 5 = 7
With advantage from Phineas - (1d20+5)
(20) + 5 = 25
Guidance - (1d4)
(3) = 3
Rolls
Arcana (advantage) + Guidance - (1d20+5, 1d20+5, 1d4)
1d20+5 : (16) + 5 = 21
1d20+5 : (13) + 5 = 18
1d4 : (4) = 4
Gunnar's arcana tells him that they can't be unfrozen with warmth, but it's a magical freeze that has them.
"I'll leave you lot with the difficult questions. I'm an engineer, not a philosopher. My particular branch of the study of the arcane deals with how best to apply magic to achieve solutions to the problems, no matter how mundane, that beset us on a daily basis. We Artificers differ from the other practitioners of magic in our view of nature of magic itself, but I'll not bore you with the lengthy discourse. My mentor once said, "Any sufficiently advanced technology is indistinguishable from magic."
It's plain to anyone this thousand-year frost was caused by magic. I will add to this: these people can't be unfrozen with warmth. I can't imagine why we woke up and they didn't. They may wake up at any moment, or they may not. Which just means our original mission may be as critical now as it was back then."
He unshoulders the harness on the sled and approaches the two frozen figures. "Be that as it may, Billy is right about the honor. Ain't no better fight than a fair one, and we muddy the name of our clan by resorting to the assassins' ways."
Ulfren pulls out a javelin. "Here, see if we can't switch the human's broom for this."
"So, instead killing a helpless orc we've left an old man to kill a helpless orc? Is it more sporting if the man is old or if the orc is tied up rather than frozen? Is it more just that we have given the orc a chance, however slim, to survive and kill this old man? I honestly do not understand what we have done here."
The party seems to have decided, and Phineas doesn't stand in the way of their decision, but he wonders what will happen the next time they find this scene, for there may be hundreds or thousands of orcs frozen across this island and he knows they don't have nearly enough rope.
"Aye, that's pretty much it," Ulfren says in response to Phineas. "If either unfreeze, they will earn their place in battle. If the man lives, he lives and battles again. If the man dies, he dies with honor. Ain't no sport to be had here, though I'd have saved the rope for something useful.
"But my guess is that these folk won't wake. I figure us on the boat was saved because of that wizard we had. The more I think about it, Dirk was off the boat when he froze and only us and the crew came back. And the wizard said all his stuff had no magic anymore.
"Dirk's boots didn't save him and they still work, near as we can tell. And some of you lot still have your magic things that still work, right? The wizard's the only oddball in the whole thing."
All he could do was sigh heavily. "Thank you for sharing your view, Ulfren."
Phineas rather liked the crew he was with, and it was a rare thing for him to find a place among other Dwarves. He decided that Ulfren was probably right and they'd all be frozen long enough for a more organized response to save these people. But, he resolved himself to draw a firmer line if they should encounter darker frozen tableaus.
Phineas took one last look at the old man and the orc before departing with the group.
"Anyone else have a bad feeling about this place thawing? We haven't found the orc army yet and I'd hate to get stuck inland when they wake up. Still, I don't see any way but forward."
As he pulls the sled to follow the group, Ulfren mutters, "By my hoary backside, Dirk, I thought I told ya to lay off the sweetrolls. You weigh a ton."
The forced smile on his face has become transparent to all as he says, Make no mistake, boys, it's a bad business we're about and it's gonna get worse.
For those who have gotten to know the normally energetic and playful Dwarf, Billy's increasingly somber attitude may be even more disturbing than the frozen war zone they have found themselves in.
Phineas decides to the best of his ability, he is going to try to sing a Dwarven song.
If they all end up laughing at me, at least they'll be laughing.
"We come from the land of the ice and snow
From the midnight sun, where the hot springs flow
The hammer of the gods
W'ell drive our ships to new lands
To fight the horde, and sing and cry
Valhalla, I am coming!"
Rolls
Performance check for singing my heart out - (1d20+1, 1d20+1)
1d20+1 : (15) + 1 = 16
1d20+1 : (14) + 1 = 15
The song, however, does. "More from the stomach," he advises, poking himself near his diaphragm as an example of where. "But keep going. They've got to hear you."
Rolls
Stealth - (1d20+4)
(5) + 4 = 9
They've found something?
He walks quickly to catch up to the rest, and sees Billy walking straight up to the door and hears his greeting. It's nice to hear a smile in his voice again.
"More likely to be ghosts here than men. Watch yourself Billy!" Phineas calls out. Realizing too late that the occupant(s) of the house could hear him too, he hastily adds "Not that there's anything wrong with being a ghost!"
Phineas's Druidic training taught him that life and death are all part of the same eternal journey and nothing to fear. But now that he sees Ulfren's reaction he can't help but feel a bit jumpy too.
"Don't ye know how to knock!" an old frail voice squeaks.
I got some biscuits in my pack I c'n offer you if'n you can spare a cup of tea?
Whether she invites them in for tea or not, Billy will ask, Did you say we brung the cold with us? That means it's creepin' north. If we got ahead of what's causin' the ice, then it might not be safe to stay here.
Phineas stays back so as not to crowd the old human.
"If it's no trouble for this elderly human I'd be happy to take her offer of hospitality. Perhaps we can be of assistance to her as well"
Rolls
Investigation - (1d20-1)
(15) - 1 = 14
He digs into his BoH and pulls out some biscuits. It's been a spell since I had a good cup a tea and I right 'preciate it. I'd be more than grateful if I could offer you a couple biscuits.
Now I hate to get down ta business 'fore we had a chance to exchange all the civilized pleasantries, but there's bad business about an' we aim ta see what we can do about it. Did I hear ya right that it's been gettin' colder? Cause we just come from a direction where everythin's already froze solid. An' if'n the cold's headed this way, ya might not be safe stayin' here.
The old lady pulls out a crock and pours a brownish liquid into a pot and adds some leaves. "Yes, one second I was doing in that orc and then I turned around and there was ice and snow everywhere."
As the brew heats up, you can definitely smell some kind of liquor from the pot.
He looks at Phineas. Ya think mebbe we got ahead of it? That it might hit a deep freeze any minute? Or do ya think it's losin' power and slush is all we're gonna get?
Rolls
Insight - (1d20+5)
(5) + 5 = 10
Guidance - (1d4)
(3) = 3
The woman seems to be telling the truth. She pours the liquid into cups and offers it.
Phineas turns to Billy, his usually cheerful voice turned serious "Billy, I think we should be moving on soon."
And then, to the old woman: "We are trying to find out what happened here with the ice, honored grandmother. With luck we will be able to return soon. Is there anything you need before we leave? Firewood to chop? Food to fill your pantry? "
Billy gets up to leave but pauses when he notices a hairline fracture on his teacup. Always return somethin' in better shape than when ya got it, my ma always said.
Cast Mending.
If'n there's anything can use a bit a fixin', now's the time ta ask.
"Please accept these as a token of our gratitude. They are imbued with healing magic, and make a delicious pie. One is enough to fill you up for a whole day, but they'll wither away to nothing in 24 hours, so enjoy them while they last! May the old gods and the new keep you warm and safe." . With Eagle's Splendor still active, it is hard for him to stop waxing poetically.
Phineas bumps into Baern on his way out. "Let's move like the wind then." . Phineas moves after them at a jogging pace.
Hope someone else will offer to carry the crock of tea. Running is hard enough!
Tea?
He used to be so different.
Phineas recalls those halcyon days in the elven groves, how happy Baern had been, how alive he had been. This entire journey, even before all this freezing business, Phineas has struggled to talk with Baern, turning ideas over in his head, rehearsing sentences, phrases, anything.
How are you feeling, old friend? - no.
Looking forward to killing those - no.
This weather, amirite? - um, no.
Phineas had another thought. After rehearsing it several times, he opened his mouth and spoke:
"Next time we make camp, care for some sparing? I haven't wildshaped since the ice magic froze us, and I want to be certain all of my powers are functioning as I expect them to. Plus, might be healthy to blow off some steam."
The houses don't look that old, but ice and snow are melting off of them. All of her items seemed frozen in time and to not have aged.
Phineas offers to pull Dirk's sled for awhile.
"Say, do you recall that story of how Dirk once captured a Hobgoblin supply train, then ran the wagons stuffed full of his soldiers into the heart of the enemy's camp? That was a good tale."
Rolls
Survival (Favored Enemy Adv.) - (1d20+1, 1d20+1)
1d20+1 : (17) + 1 = 18
1d20+1 : (6) + 1 = 7
"Thanks Billy. I feel like this would have been easier on ice."
After they get it moving, Phineas follows Ryyrik as best he can.
With a chuckle and a shake of his head, he finally mutters, "Don't seem right, but I ain't hearing him complain." Ulfren continues forward.
Rolls
Medicine with Advantage and Guidance - (1d20+5, 1d20+5, 1d4)
1d20+5 : (8) + 5 = 13
1d20+5 : (8) + 5 = 13
1d4 : (2) = 2
It is a wonder that Billy can get any work done with Phineas yammering on.
It is a wonder that Billy can get any work done with Phineas yammering on.
Rolls
Arcana + Guidance - (1d20+5, 1d4)
"Gunnar, what did you make of the orcs?"
After some consideration, Ulfren continues, "Maybe Dirk died first, then we was froze? But then, he was off the ship, and we would'a seen if that happened. Don't make sense."
"Who knows, this may be an issue of distance rather than intelligence. Perhaps the closer we get to the source, the more lethal the freezing effect was?"
"Alas, all we have is conjecture at this point. Too many questions to form a theo... Hey! Ryyrik! Wait up!"
There is some movement ahead about 200'.
Gunnar rises. "So what's the p-- heads up, movement at 12 o'clock!"
he moves off and sets his gun's sights at the source of the movement .
He hoists his pack onto his shoulders and says, I reckon we ain't gonna learn any more from these-- Did ya hear that? He pauses at the sign of movement and casts Guidance on whichever of the party's skilled hunter/trackers investigate.
Rolls
stealth - (1d20+5)
(5) + 5 = 10
Rolls
Nature check - (1d20+5)
(10) + 5 = 15
Guidance - (1d4)
(2) = 2
Rolls
What is it? (Nature) - (1d20+3)
(10) + 3 = 13
Is this a scout trying to get back to its host, or is this an ambush we are being lead to?
Phineas calls out "It's a goblin! We aren't going to catch it in a foot race! And for the All-Father's sake, watch for ambush!"
Oh gods, we're awfully spread out. This could be a disaster!
Rolls
Perception + Guidance - (1d20+5, 1d4)
1d20+5 : (13) + 5 = 18
1d4 : (2) = 2
hiding amongst the bushes, shaking in your boots."
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6+4, 1d6)
1d20+6 : (8) + 6 = 14
2d6+4 : (24) + 4 = 10
1d6 : (6) = 6
Gunnar hits the goblin square in the back and the small figure explodes, arms and legs flying in all directions.
Rolls
Investigate the corpse and surrounding area - (1d20+5)
(8) + 5 = 13
Roll a d100, if you get 70-100, you'll find something special.
"In my experience, rarely do you encounter just one goblin."
"Um, guys? "
Rolls
Perception + Guidance - (1d20+5, 1d4)
1d20+5 : (11) + 5 = 16
1d4 : (2) = 2
Rolls
perception - (1d20+1)
(20) + 1 = 21
Rolls
Perception - (1d20+5)
(19) + 5 = 24
Gunnar and Baern can tell that this beast was once an orc, but has been perverted with magic into some kind of giant.
Gunnar can tell it has almost no intelligence by the way it hulks around, as if it always followed orders, but the orders ceased to come.
Phineas will keep his distance, but approach the behemoth quietly and observe what he can in the next while.
Rolls
Stealth, guidance - (1d20+1, 1d4)
1d20+1 : (13) + 1 = 14
1d4 : (1) = 1
Rolls
Skill check, aided by Baern with Guidance - (1d20, 1d20, 1d4)
1d20 : (14) = 14
1d20 : (13) = 13
1d4 : (4) = 4
It appears he is looking for something, but unsure what as it keeps checking the same rocks and items.
Phineas signals to the others that he is done his investigations with a resounding shrug.
"We's all keyed up. But everyone's running around wanting t' do their own thing." He semi-turns to address everyone else nearby. "You all forgettin' we's here for a job? You all forgettin' we's supposed to work together? Half-a ya'll go pokin' your nose into places without telling anyone, while the other half jus' want t' kill, and from what I see you all just thinking 'bout yourselves. Hells, if all you lads want to do is your own whims and desires, jus' go on home and do it like you already was; otherwise, why are you here?"
He raises a signal to Ulfren that he hasn't used since Dirk's passing:
I'm with you, Captain. Awaiting your lead.
The old dwarf slips his battleaxe from his belt loop and unslings his shield. "After you," he says politely to Ryyrik.
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6+4, 1d6)
1d20+6 : (7) + 6 = 13
2d6+4 : (26) + 4 = 12
1d6 : (4) = 4
Rolls
Attack, Sneak Advantage, Damage, Piercing Thorns - (1d20+5, 1d20+5, 1d8+3, 1d6)
1d20+5 : (12) + 5 = 17
1d20+5 : (6) + 5 = 11
1d8+3 : (6) + 3 = 9
1d6 : (5) = 5
Gunnar's attack misses.
Baern hits, causing 14 points of damage.
Roll initiative.
Rolls
Frost Orc - (1d20)
(7) = 7
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Frost Orc -- 7
Phineas
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Rolls
Initiative - (1d20+2)
(13) + 2 = 15
Total Frost Orc damage = 14
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Phineas -- 8
Frost Orc -- 7
The bigger they are, the harder they fall, right? Ugh, in the All-Father's name, why didn't I become a smith?!
Rolls
Initiative - (1d20+1)
(7) + 1 = 8
Waiting on Phineas
Total Frost Orc damage = 14
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Phineas -- 8
Frost Orc -- 7
I think he just copied/pasted his last post so he didn't have to type the initiative out to add you and just forgot to remove that bit.
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6+4, 1d6)
1d20+6 : (10) + 6 = 16
2d6+4 : (56) + 4 = 15
1d6 : (3) = 3
Bonus Action - Wild Shape into Brown Bear form.
Move 40 ft. to get in the Orc Giant's face.
Ulfren runs close into striking range.
Billy yells a blessing to his companions.
Ryyrik skids up next to Ulfren.
Bear Phineas's nose squeezes in between Ryyrik and Ulfren.
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Phineas -- 8
Frost Orc -- 7
Rolls
Attack - (1d20+9)
(7) + 9 = 16
Damage if applicable - (4d10+6)
(6778) + 6 = 34
Gunnar sees the huge orc hurl the rock but mistakenly thinks he's a safe distance away. The rock slams into him a moment later, knocking him cold.
Rolls
Attack, Bless, piercing damage, thunder damage - (1d20+6, 1d4, 2d6+4, 1d6)
1d20+6 : (2) + 6 = 8
1d4 : (1) = 1
2d6+4 : (16) + 4 = 11
1d6 : (5) = 5
Rolls
Attack, Damage I; Piercing Thorns - (1d20+5, 1d8+3, 1d6)
1d20+5 : (12) + 5 = 17
1d8+3 : (8) + 3 = 11
1d6 : (2) = 2
Attack, Damage II - (1d20+5, 1d8+3)
1d20+5 : (11) + 5 = 16
1d8+3 : (6) + 3 = 9
Rolls
Reckless Attack + Bless, Advantage + Bless, Slashing Damage - (1d20+5, 1d4, 1d20+5, 1d4, 1d8+5)
1d20+5 : (4) + 5 = 9
1d4 : (3) = 3
1d20+5 : (9) + 5 = 14
1d4 : (3) = 3
1d8+5 : (3) + 5 = 8
Rolls
Attack 2 disadvantage - (1d20+9)
(18) + 9 = 27
Both of Baern's attacks hit for 22 damage.
Ulfren's second attack hits for 8 damage.
Total Frost Orc damage =62
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Phineas -- 8
Frost Orc -- 7
So, if you have don't get two attacks, but can dual wield two handed weapons in large form, but take penalty for light weapons.
Rolls
Cure Wounds - (1d8+8)
(3) + 8 = 11
Rolls
Attack/Damage/Hunter's Mark - (1d20+7, 1d8+9, 1d6)
1d20+7 : (17) + 7 = 24
1d8+9 : (6) + 9 = 15
1d6 : (5) = 5
Flanking advantage? - (1d20+7)
(15) + 7 = 22
Claw attack roll: Crit, 22 slashing damage
Bite attack roll: 20, 10 piercing damage
- Wild Shaped into Brown Bear form.
- Concentrating on Barkskin, my AC is now 16.
- HP: Bear: 32/32, Phineas: 27/27
Rolls
Claw Attack (+5, 2d6+4 slashing) - (1d20+5, 2d6+4)
1d20+5 : (20) + 5 = 25
2d6+4 : (56) + 4 = 15
Bite Attack (+5, 1d8+4 piercing) - (1d20+5, 1d8+4)
1d20+5 : (15) + 5 = 20
1d8+4 : (6) + 4 = 10
Claw crit damage dice - (2d6)
(25) = 7
Gunnar can't take an action, he should have made a con roll, but is up now.
Phineas tears into the Frost orc with tenacity doing 32 damage
I believe Baern's attack was the last turn, not this one.
Total Frost Orc damage =114
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Phineas -- 8
Frost Orc -- 7
Rolls
Attack, Damage I; Piercing Thorns - (1d20+5, 1d8+3, 1d6)
1d20+5 : (13) + 5 = 18
1d8+3 : (6) + 3 = 9
1d6 : (3) = 3
Attack, Damage II - (1d20+5, 1d8+3)
1d20+5 : (3) + 5 = 8
1d8+3 : (7) + 3 = 10
Phineas is up
Total Frost Orc damage =126
Initiative:
Gunnar -- 22
Ulfren -- 18
Billy -- 15
Ryyrick -- 12
Baern -- 10
Phineas -- 8
Frost Orc -- 7
Rolls
Attack - (1d20+9)
(18) + 9 = 27
Damage if applicable - (3d12+6)
(5410) + 6 = 25
Rolls
Attack, Bless, piercing damage, thunder damage - (1d20+6, 1d4, 2d6+4, 1d6)
1d20+6 : (14) + 6 = 20
1d4 : (3) = 3
2d6+4 : (31) + 4 = 8
1d6 : (3) = 3
Rolls
Reckless + Bless, Advantage + Bless, Slashing Damage - (1d20+5, 1d4, 1d20+5, 1d4, 1d8+5)
1d20+5 : (20) + 5 = 25
1d4 : (3) = 3
1d20+5 : (6) + 5 = 11
1d4 : (3) = 3
1d8+5 : (4) + 5 = 9
Critical - (1d8)
(3) = 3
He casts Mockery, his own pacifist take on the Bard cantrip Vicious Mockery. It has to succeed on a Wisdom saving throw, DC 13, or have disadvantage on his next attack.
5 points force
18 total.
Rolls
Attack/Bless/Damage - (1d20+7, 1d4, 1d8+9)
1d20+7 : (19) + 7 = 26
1d4 : (4) = 4
1d8+9 : (2) + 9 = 11
Hunter's Mark/Planar Warrior - (2d6)
(25) = 7
As it sway Ulfren chops into it's leg almost cleaving it clear off.
Billy yells at the giant as it starts to topple.
Ryyrick brings his hammer down, just as hit starts bending in two and caves in the back of the monstrosity's skull.
Rolls
Attack, Damage I; Piercing Thorns - (1d20+5, 1d8+3, 1d6)
1d20+5 : (19) + 5 = 24
1d8+3 : (8) + 3 = 11
1d6 : (2) = 2
Attack, Damage II - (1d20+5, 1d8+3)
1d20+5 : (4) + 5 = 9
1d8+3 : (7) + 3 = 10
"... Thank you .... Brother."
The words seem foreign on his tongue, but he likes the sound of it.
"Baern! I think it's dead! You can stop smashing it now!"
Rolls
Cure wounds - (1d8+3)
(4) + 3 = 7
He looks back at Gunnar and shouts, What about you? How you feelin'?
-----
33/33
--------------------
Hit Dice (d8)
-----
3/3
--------------------
Spell Slots
-----
1/4 - 1st Level
2/2 - 2nd Level
-------------------
Rolls
Cure Wounds - (1d8+6)
(6) + 6 = 12
He turns to everyone else
"Anyone else wounded?"
Billy looks at the others in turn and speaks up.
That goes fer the lot a ya. We gotta be done with blindly followin' what we was told however long ago we was told it. Things've changed and we gotta change with 'em. We let rage or despair dictate our actions, we might as well walk ourselves off a cliff.
He smiles and starts digging in his pack. As he starts pulling out his cook gear, he motions to the giant-like orc and says, I know you girls are itchin' to find out what you can about that wretched creature over there, and this looks like as good a time as any ta fill our bellies. He motions to Gunnar and says, You took a pretty good hit ta that melon a yers. Why don't you come on over here and let me take another look at ya.
Rolls
Cure wounds - (1d8+6)
(2) + 6 = 8
Phineas touches the ground, and a small sprout begins growing, culminating in a small bush adorned with purple berries. After plucking the fruit, the tree withers and dies. He hands ten berries to Gunnar.
"As much as the stoic routine fits you, Gunnar, we need our marksman at his best."
"So, what's the plan?"
"Anyway, if you all are desiring to figure out your place in this world, and it don't include your king, you can tell me now."
As seems to often happen, Billy ate his fill while preparing the team's meal, so he sits and plays an upbeat ditty to keep up the boys' spirits.
"Maybe when you're lost in the woods, it's not about finding new paths but remembering which direction is true north."
"I've chosen a path that many of our people think is foolish at best, and heretical at worst - my Father among them. There have been many nights where I questioned whether I had gotten lost. But, being here with you all, I feel like I have found some peace in that. My talents may be Elven in nature and my courage a work in progress. But, my loyalty to my duty and kin are as set in stone as any good dwarf and that is my lodestone to find my way when I am lost."
"Billy, you're right that we might need to adapt to our situation, but in times like these it is just as important to stay true to our nature lest we become like a leaf on the wind."
But, he does not allow it to delay his preparations.
" Many thanks for the soup Billy, and the discussion everyone. I enjoyed them in equal measure. "
Let's call it stew.
Rolls
Investigation - (1d20-1)
(7) - 1 = 6
Rolls
Investigation - (1d20+5)
(1) + 5 = 6
"Would you like some assistance? The ice and wind sometimes sees what our eyes cannot."
Rolls
Investigation check with Guidance - (1d20+3, 1d4)
1d20+3 : (20) + 3 = 23
1d4 : (2) = 2
Phineas finds a pack barely attached to some tattered cloth on the giants back. In the pack are some very rotten and decayed rations, a letter in orcish and 6 gold pieces.
"Hmm, a communiqué was hidden among the creature's old victuals. And it reads, ahem:"
Reads the letter
Phineas plants the moldy rations in the ground for the worms to eat.
The surrounding area is spotted with houses, some burnt, some intact. The keep is off in the distance, but looks like it can be reached late evening. The buildings become more numerous, a many of them destroyed. A shoulder high wall is in the distance. It looks as if the road went through a gate and by two small buildings. The once ornate cobblestone wall is destroyed for most of the side, apparently the army came through here. People are milling about and look confused and misplaced.
Passing the wall reveals carnage the likes most have never seen. Bodies lay everywhere, torn in pieces and some have been reduced to pudding. Water pools and drips from the battlefield, the ramparts, siege engines, everything. The keep is on the other side of this charnel pit.
Is war a necessary consequence of civilization?
He follows behind Ulfren, silently pondering this question.
"Honestly, I am more worried about the destruction of the land. With the crops destroyed, how will these people be able to feed themselves? I suspect starvation might yet be the greatest foe this island nation faces. Fortunately, gold freezes just fine. Hopefully King Reinhel's coffers are full enough to afford to import food for a year as they rebuild. Perhaps we can assist in this regard as well?"
"Either way, King Reinhel is the man to speak to."
But after a moment, he pauses. "What?" he says, frowning. "What about that giant makes you think it was 'cause of the ice?"
"To start with, they are blue, and turning blue is a common reaction to cold. Most humanoids' extremities turn blue when exposed to excessive cold. Our bodies naturally conserve heat by decreasing blood flow to our hands and feet, which is why they turn blue. My father's texts on the medical were very clear on the subject."
"Also many ice creatures are blue: Blizzard Golems, Gelugon, Frost Giants, Frosteye Basilisks, Ice Elementals, Ice Mephits, Ice Toads, and others. I concede that I have never met any of these creatures in person, but the illustrations in Dimgol's Manual of Monsters are considered highly accurate by all Dwarven scholars in good standing." †
"And of course, they are giant: an unnatural condition and almost certainly the result of magic. I can think of no natural reason why an orc would be so large."
"So, I feel it is a reasonable hypothesis that giant blue orcs are the byproduct of a major ice magic event."
† Although admittedly, Blue Dragons are not associated with cold, nor are Genies or Blue Slaadi. Hmm, I'll have to consider that if I publish these findings at some point.
"Yes, we turn blue when it's cold and black when we freeze," says Ulfren, very familiar with such conditions. "Why is it that only the orc turned giant? All the other orcs we saw, frozen or not, stayed the same size. Why only orcs and we seen no humans get big and blue?"
The ground is still covered in gore, but most of the bodies are being cleared up. a dead gobling with a collar and chains is being carried through the court yard.
Rolls
Ability check to recognize regal fellow - (1d20)
(2) = 2
Guidance - (1d4)
(2) = 2
"Yes, yes, do as you see fit, you are my man at arms. Gather any advisors that are still here or around and we will have a meeting first thing tomorrow morning over breakfast." The man with the children says to several people following him around.
"Your pardon Ulfren, but this is the arena that Billy is most formidable in." Phineas turns to Billy to speak to both at the same time. "Perhaps we should stand aside and let him initiate relations?"
He claps Phineas on the back. If any of us got the words or education ta speak with eloquence to royalty, it's you, my boy! I have faith in you!
Billy gives Phineas Bardic Inspiration and Guidance, letting him add a d6 and a d4 to whatever ability roll he needs to work his magic with the king.
He carefully places the velvet ribbon bookmark between the pages of the entry on Humans, for quick reference or to make notes in the margins on the fly.
"Well met indeed my friends. I welcome you with open arms, welcome to my lands. Are any of you injured or in need of food?" The lord asks.
Being a dwarf of few words Gunnar seems exhausted by this (to him) long-winded speech. He coughs, and longs for the aforementioned ale.
Rolls
Insight on all non-dwarves in the room - (1d20+1)
(14) + 1 = 15
"Handmaiden please take the children to clean up."
They leave the room and the lord turns to the party,
"Yes, my ice. I have held my powerful magic back for most of my life as it is intoxicating and would certainly take me into it. When the army came to the gates, we exchanged words and they brought forth pikes with guards and my wife impaled upon them. I guess my restraint collapsed and magic surged from me. It changed everything into a barren land of ice. The only things not frozen were turned to my slaves to search for my children. Only orc blood should have died in the blast, so I am unsure as what happened to this Dirk you speak of."
"Speaking of helping, Billy, we should mention we have a ship offshore. Perhaps we can give passage to their envoys to re-establish trade? I fear this island is at risk of a terrible food shortage, and their fleets might have fared poorly in the ice."
"Um, pardon me your, erm, Lordship? On account of the thousand years of ice, it would seem your nation's agricultural output will be severely stunted for this year, maybe more. May I ask: how are your people going to manage this?"
Ulfren finds an empty crypt.
He grit his teeth, bowed, and bid the King a good rest.
Then Phineas joined Ulfren and others in the crypt.
"This isn't a worthy place for a hero like Dirk Clawhammer, Ulfren."
"So when do we leave for home?"
He looks away, and down to the ground. "I honestly have been trying not to think 'bout that."
"Fuck it. You think their ale froze? Gotta be a place to drink in this icy old keep. Probably where Ryyrik and the rest of them ended up anyway. The first round and the first song's on me!"
Phineas pauses.
"Though, it might be unwise to spend these coins of ours. They're a thousand years old! Might be worth something more these days! Never thought we'd get rich on army pay, but who knows eh?"
He begins pulling flask after flask out and handing it to every dwarf present. Without waiting, he breaks the flask top off and starts to chug it, he stops and places the flask next to Clawhammer "To Clawhammer!" he looks to the sky "Where ever you are you crazy fool, you better save some ale for me when I join you or I'm sending your ass back here to bring back more." He turns and begins to leave, he throws up two fingers above his head as he walks "I'm expectin' two free drinks now, ya woody basta'd."
What can be said about Dirk Clawhammer? Billy begins, attempting to give their fallen leader something resembling a eulogy. A fine leader. I pray to Berronar Truesilver that she bring him to her bosom. He died leading us... He pauses and appears to be chewing on his own words. An uncharacteristic anger mars his usually smiling face as the words turn to ash in his mouth. He died for nothing, he says, bitterly. The "noble" Dirk was leading us to caused his death. He committed genocide out of anger and revenge. He no more cares that he caused Dirk's death than he cares for the Orcs he killed. Or for his own people whose lands he has ravaged. Amen.
He turns and walks away before Ryyrik offers up drinks, going back to see what he can do to help alleviate the suffering he witnessed.
When they return to Ryyrik's room, he finds the meagre bottles of alcohol and starts pouring out rounds.
"We've all been holding ourselves together by focusing on our mission and now that it's done, we're falling apart. Maybe we got it wrong; we shouldn't be mourning for Dirk at all. Dirk is the lucky one, he's been off in the Halls of the All-Father all this time. Maybe he's down there mourning for us."
He looks at the label and reads the faded letters: Reinhel Estates Blackberry Wine. He takes a swig of the stuff, curious as to what the humans drink.
"What? Are you serious?"
He looks back at the label, confused, but finds no answers.
"It's just ... children's juice! It's gotta be less than 10% alcohol!"
Home.
but I want to pass the spotlight to anyone who wants it.
When he was left alone with Dirk, Ulfren stood in silence, hands clasped around his belt. After a minute of contemplation, he spoke quietly, "Sorry 'bout that. I know you were never one for words, but I felt the boys needed to speak. And you ain't getting any more rest 'cause I aim to say more.
"Billy said that this was a waste. He's right, in a way. We both woulda said something 'bout how no dwarf ever wasted a challenge, and a forfeit's just as good a win as hammerin' out a tight spot. But Billy's right. It's one thing for one of us to fall during battle, but the battle changed before we even got to the pitch, and now you're gone. And not just you, but a whole bunch of folk that, by all I see, ain't human. And that got me thinkin'.
"Did this ice reach the Sundershield? Me wife, me boy. Are they alive? Are they cold as the tomb, Dirk? Are they like you?"
Ulfren paused, and his words squeezed through his throat, tight and thin as though they've barely escaped his grip. "What am I going to find when I go home?"
The barbarian remained by the crypt, and shuddered quietly in the waning thaw.
Rolls
Bottle Attack - (1d20+7)
(3) + 7 = 10
We pick up as the group has just left the ship and night is approaching. The land still looks like you never left. The plains stretch out before you and in the far off distance, meet the great mountain you call home. Across the bay is still the wooded forests the elves lived in. The party is looking at a day and a half to 2 days ride from here to the entrance of their home.
He spoke little during the sea voyage, but it was not difficult to see that Ulfren looked upon their return with trepidation. The barbarian fidgeted with little things, perhaps trying to take his mind off the many possibilities they might expect.
Now back on familiar ground, Ulfren breathed deeply. Hefting the coffin, he took a single step forward.
Phineas prepares the following spells for the day:
1st Level: Detect Magic, Goodberry, Speak with Animals (R), Thunderwave
2nd Level: Locate Object, Pass Without Trace
Now that they arrived, the strangeness of the wild lands bothered him. His first instinct was to visit the Elves to find out what was going on, but he knew that there was no path but under the mountain for this group today. Unable to lift Dirk's coffin very effectively, he took up point and decided he would play the role of guide, and help find the easiest path for the funeral procession to embark upon.
"Hmm, what do you make of this water?"
Rolls
Nature (Int) Check + Guidance - (1d20+5, 1d4)
1d20+5 : (2) + 5 = 7
1d4 : (2) = 2
Rolls
Perception - (1d20+3)
(8) + 3 = 11
Rolls
Secret Roll
"We're wasting daylight. Anyone got a diff'ring opinion, you can voice it as we walk." He plods forward, hoping to cover as much ground as possible before the need to make camp.
Rolls
Nature - (1d20)
(10) = 10
Nature Advantage - (1d20)
(16) = 16
Guidance - (1d4)
(2) = 2
"Hmm, what do you make of this water?"
Traveling closer to the mountains, you see a once well worn stone path that led the way to the city, but now is overgrown and lays mostly unused. A boulder blocks too much view up ahead, but there should be an outpost just on the other side of it, if memories can be trusted.
As the path bends around the boulder, the outpost comes into view. The once master carved stone tower is crumbling at the edges and vines cover the majority of it. A slow shuffling figure moves into the doorway and slowly shambles inside, dragging a foot behind it.
Phineas doesn't get a response and has a feeling that the raven is not a real raven at all.
Rolls
History check with guidance - (1d4, 1d20+5)
1d4 : (2) = 2
1d20+5 : (17) + 5 = 22

http://www.talosrpg.com/images/dwarvenoutpost.jpg
The figure turns around and stares at Ryyrik, the flesh not all there, but a vengeful look in it's eyes. The thing resembles an elf somewhat and holds a longsword in one gauntleted hand.
Also...wow, four fours; what are the odds.
Rolls
Attack/Damage - (1d20+7, 1d8+7)
1d20+7 : (4) + 7 = 11
1d8+7 : (4) + 7 = 11
Hunter's Mark/ Planar Warrior - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (4) = 4
Roll initiative.
Rolls
initiaive for thing - (1d20)
(18) = 18
Rolls
Initiative - (1d20+3)
(20) + 3 = 23
Rolls
Initiative - (1d20+1)
(12) + 1 = 13
Initiative:
Gunnar - 24
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Initiative:
Gunnar - 24
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6+4, 1d6)
1d20+6 : (2) + 6 = 8
2d6+4 : (22) + 4 = 8
1d6 : (6) = 6
Rolls
Attack/Damage (+2 if humanoid) - (1d20+7, 1d8+7)
1d20+7 : (5) + 7 = 12
1d8+7 : (2) + 7 = 9
Hunter's Mark/ Planar Warrior - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (5) = 5
Rolls
Long sword attack 1 - (1d20+4)
(10) + 4 = 14
Long sword attack 2 - (1d20+4)
(3) + 4 = 7
"Stop! The elves and dwarves are not enemies! Is your honour lost in your grief and anger? Stand down, everyone! Please!"
Ulfren is up.
Rolls
Reckless Battleaxe vs Elf-Thing, Advantage, Non-Lethal Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (4) + 5 = 9
1d20+5 : (17) + 5 = 22
1d8+5 : (5) + 5 = 10
HP - 33/33
HD (d8) - 3/3
Bardic Inspiration (d6) - 2/3
--------------------
Spell Slots
3/4 - 1st Level
2/2 - 2nd Level
Baern is still mia, Gunner is up.
Initiative:
Gunnar - 24
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6+4, 1d6)
1d20+6 : (7) + 6 = 13
2d6+4 : (13) + 4 = 8
1d6 : (1) = 1
Bardic Inspiration - (1d6)
(5) = 5
23 bludgeoning if humanoid.
21 bludgeoning if not.
Rolls
Attack/Bless/Damage - (1d20+7, 1d4, 1d8+9)
1d20+7 : (15) + 7 = 22
1d4 : (3) = 3
1d8+9 : (5) + 9 = 14
Hunter's Mark/Planar Warrior - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (5) = 5
Initiative:
Gunnar - 24
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Rolls
Long sword attack 1 - (1d20+4)
(15) + 4 = 19
Long sword attack 2 - (1d20+4)
(19) + 4 = 23
damage 1 - (1d8+2)
(6) + 2 = 8
Damage 2 - (1d8+2)
(8) + 2 = 10
Rolls
Reckless Battleaxe vs Elf-Thing, Advantage, Non-Lethal Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (13) + 5 = 18
1d20+5 : (11) + 5 = 16
1d8+5 : (8) + 5 = 13
Initiative:
Gunnar - 24
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Rolls
Religion - (1d20+3)
(12) + 3 = 15
Rolls
Attack, advantage, piercing damage, thunder damage - (1d20+6, 1d20+6, 2d6+4, 1d6)
1d20+6 : (10) + 6 = 16
1d20+6 : (7) + 6 = 13
2d6+4 : (56) + 4 = 15
1d6 : (6) = 6
Rolls
Attack/Bless/Damage - (1d20+7, 1d4, 1d8+7)
1d20+7 : (2) + 7 = 9
1d4 : (2) = 2
1d8+7 : (2) + 7 = 9
Hunter's Mark/Planar Warrior - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (1) = 1
Gunnar connects and takes a good chunk out of the wight.
Ryyrik narrowly misses as the thing moves from Gunnar's shot.
Initiative:
Gunnar - 24
Ryyrik -- 23
Elf -- 18
Phineas -- 16
Ulfren -- 13
Billy -- 4
Rolls
Lifedrain - (1d20+4)
(15) + 4 = 19
Necrotic damage if applicable - (1d6+2)
(4) + 2 = 6
Rolls
Con. Save - (1d20+4)
(8) + 4 = 12
Whatever justice can be had in using the magic of the Elves against this abomination, I will carry out. There is nothing left for it.
He ignites a flame in his hand and hurls it at the creature.
Rolls
Produce flame: ranged spell attack on elf thing - (1d20+5)
(14) + 5 = 19
+ bless - (1d4)
(4) = 4
Potential fire damage - (1d8)
(5) = 5
Rolls
Reckless Battleaxe vs Elf-Thing, Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (13) + 5 = 18
1d20+5 : (9) + 5 = 14
1d8+5 : (3) + 5 = 8
Bless - (1d4)
(4) = 4
Rolls
Attack, advantage, piercing damage, thunder damage - (1d20+6, 1d20+6, 2d6+4, 1d6)
1d20+6 : (20) + 6 = 26
1d20+6 : (18) + 6 = 24
2d6+4 : (26) + 4 = 12
1d6 : (4) = 4
"Our halls may yet be full and warm! Our outer defences are clearly compromised, but perhaps there is an attack under way? Perhaps they have yet to breach our gates?"
http://www.talosrpg.com/images/dwarvenoutpost.jpg

He follows at a distance. Although he's not much help hauling rubble, he bestows Guidance upon the strong dwarves in front of him so they might hear the stone whisper which boulders will move easily and which will cause a cave-in. He follows the others into the hole.
He then proceeds forward.
Rolls
Investigation - (1d20+5)
(8) + 5 = 13
Guidance - (1d4)
(1) = 1
As an aside, "Gunnar, mind your sights. If they be dwarves, they ain't so polite. C'mon Ryyrik, let's see what they have to say."
Rolls
Perception - (1d20+3)
(7) + 3 = 10
Rolls
Perception - (1d20+1)
(10) + 1 = 11
Rolls
Perception with Guidance - (1d20+3, 1d4)
1d20+3 : (8) + 3 = 11
1d4 : (1) = 1
Rolls
History/stonecunning check with Guidance - (1d20+5, 1d4)
1d20+5 : (10) + 5 = 15
1d4 : (3) = 3
Arcana check with Guidance - (1d20+1, 1d4)
1d20+1 : (15) + 1 = 16
1d4 : (4) = 4
Rolls
Arcana check - (1d20+5)
(17) + 5 = 22
Guidance - (1d4)
(2) = 2
The statues are perfect, every hair is exactly right. There is some spell been placed on these once living dwarves.
"Does anyone recognize these Dwarves? Are they from our time?"
He looks around and only sees scowls.
"Don't you see? They are frozen, just like we were. Not in ice, but in stone! What if this happened within decades of when we were frozen? What if it happened to everyone under the mountain?"
Phineas pauses for a moment to let it sink in, and then finishes his thought.
"All of our loved ones would still be alive, just trapped in stone! If we find a way to break the spell, we may yet hold them in our arms once again!"
"I never thought of that Ulfren! I can't say if our kin warded themselves, or whether this was something inflicted upon them, but the magic they used, merging earth magicks with the arcane, that is knott that I can undo. I don't know how long it will take, but I will devote the rest of my life to that task."
"If there were ever a purpose for Wizard's son turned Druid, this is it!"
Rolls
Dwarf recognition - (1d100)
(93) = 93
Rolls
Dwarven Recognition - (1d100)
(86) = 86
He did, however, state aloud the implication. "Hold onto that thought, Phineas. Our kin here might-a turned into stone at the same time we was in ice, but we ain't sure if it was the doing of Lord Rain-Hell or not."
Phineas stops mid-sentence as it suddenly dawns on him that one of the statues is his clan. He rushes to embrace it but his hands fall short of touching the stones.
"This is Fimblebraun Feldsparr, Master of Arms of the Feldsparr clan! He tried for five years to teach me to swing an axe. Said he never had a worse student in his whole life."
He stares in amazement at the statue, looking at every detail while beaming a hopeful smile on his face.
Uncle, I will not fail you now.
Rolls
Recognition - (1d100)
(17) = 17
History (if needed?) - (1d20)
(14) = 14
"Even if it was only these few Dwarves that were frozen in stone, that is more Dwarves than I was expecting to find from our time. We should continue to investigate of course, go to the heart of the mountain halls and see what we see.
Are we ready? We should take the most direct route possible."
Rolls
Perception - (1d20+3)
(3) + 3 = 6
The darkness in the corner of the wall, just above a doorway seems endless. Two spiders come out of the darkness, followed by a large spider leg, followed by more. A slender, pale arm emerges from above the spider legs and a voice breakers the silence.
"I haven't had any play things for quite some time. Tonight we shall feast upon their flesh!"
Rolls
Initiative - (1d20+1)
(12) + 1 = 13
Rolls
Initiative - (1d20+1)
(3) + 1 = 4
Rolls
Initiative - (1d20+4)
(18) + 4 = 22
Rolls
Initiative - (1d20+3)
(1) + 3 = 4
Initiative:
Gunnar -- 22
Ulfre -- 13
Billy -- 5
Phineas --4
Ryyrick -- 4
Rolls
Drider - (1d20)
(1) = 1
Spider - (1d20)
(2) = 2
Spider - (1d20)
(20) = 20
Initiative:
Gunnar -- 22
Spider 1 -- 20
Ulfre -- 13
Billy -- 5
Phineas --4
Ryyrick -- 4
Spider 2 -- 2
Drider -- 1
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6, 1d6)
1d20+6 : (17) + 6 = 23
2d6 : (56) = 11
1d6 : (6) = 6
Rolls
Bite attempt - (1d20+4)
(2) + 4 = 6
Damage if applicable - (1d4)
(3) = 3
AC: 16 (Unarmored, Shield, Dexterity, Constitution)
Rage: 1/3
Special: Rage (10 rounds remaining)
Rolls
Reckless Attack vs Spider, Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (19) + 5 = 24
1d8+5 : (3) + 5 = 8
Giving Bardic Inspiration to Ryyrik (once within the next 10 minutes, Ryyrik can add a d6 to one ability check, attack roll, or saving throw) and casting Animal Friendship at 2nd level. The spiders have to make a DC 13 Wisdom save or be charmed by me for the next 24 hours.
The armoured bear roars at the Drider, a bestial challenge of dominance.
AC: 16 (barkskin)
Concentration: Barkskin
Spell Slots: Level 1: 3/4; Level 2: 1/2
Bonus Action: Wild Shape into brown bear
11 Force
Total: 32 (ignores resistance)(34 if humanoid)
Rolls
Attack/Damage/Planar Warrior - (1d20+7, 1d8+7, 1d6)
1d20+7 : (20) + 7 = 27
1d8+7 : (6) + 7 = 13
1d6 : (6) = 6
Crit - (1d8, 1d6)
1d8 : (8) = 8
1d6 : (5) = 5
Billy calms the second spider.
Ryyrick closes the gap and gets into melee range, striking the Monstrosity.
Rolls
Spider saving throw - (1d20)
(8) = 8
Initiative:
Gunnar -- 22
Spider 1 -- 20 Dead
Ulfre -- 13
Billy -- 5
Phineas --4
Ryyrick -- 4
Spider 2 -- 2 charmed
Drider -- 1
Rolls
Longsword attack 1 - (1d20+6)
(12) + 6 = 18
Damage if applicable - (1d8+3)
(6) + 3 = 9
Longsword attack 2 - (1d20+6)
(6) + 6 = 12
Damage if applicable - (1d8+3)
(3) + 3 = 6
Bite - (1d20+6)
(12) + 6 = 18
Damage if applicable - (1d4, 2d8)
1d4 : (4) = 4
2d8 : (73) = 10
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6, 1d6)
1d20+6 : (4) + 6 = 10
2d6 : (55) = 10
1d6 : (5) = 5
AC: 16 (Unarmored, Shield, Dexterity, Constitution)
Rage: 1/3
Special: Rage (9 rounds remaining)
Rolls
Reckless Attack, Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (10) + 5 = 15
1d20+5 : (18) + 5 = 23
1d8+5 : (1) + 5 = 6
Rolls
Cure Wounds - (1d8+6)
(8) + 6 = 14
Rolls
Bite attack - (1d20+5)
(9) + 5 = 14
Bite damage - piercing - (1d8+4)
(5) + 4 = 9
Claw attack - (1d20+5)
(11) + 5 = 16
Claw damage - slashing - (2d6+4)
(64) + 4 = 14
5 force
Total: 17 damage (ignore resistances).
Rolls
Attack/Damage/Planar Warrior - (1d20+7, 1d8+7, 1d6)
1d20+7 : (16) + 7 = 23
1d8+7 : (5) + 7 = 12
1d6 : (5) = 5
Ulfren hits doing 6 damage.
Billy Heals Ryyrick for 14.
Phineas misse as the Drider swiftly darts away from the attacks.
Ryyrick smashes the Drider for 17 damage.
Initiative:
Gunnar -- 22
Spider 1 -- 20 Dead
Ulfre -- 13
Billy -- 5
Phineas --4
Ryyrick -- 4
Spider 2 -- 2 charmed
Drider -- 1
Rolls
Longsword attack 1 - (1d20+6)
(17) + 6 = 23
Damage if applicable slashing - (1d8+3)
(5) + 3 = 8
Longsword attack 2 - (1d20+6)
(2) + 6 = 8
Damage if applicable Slashing - (1d8+3)
(4) + 3 = 7
Bite - (1d20+6)
(5) + 6 = 11
Damage if applicable -- Piercing/Poison - (1d4, 2d8)
1d4 : (4) = 4
2d8 : (32) = 5
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6, 1d6)
1d20+6 : (15) + 6 = 21
2d6 : (14) = 5
1d6 : (1) = 1
AC: 16 (Unarmored, Shield, Dexterity, Constitution)
Rage: 1/3
Special: Rage (8 rounds remaining)
Rolls
Reckless Attack vs Monster, Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (5) + 5 = 10
1d20+5 : (9) + 5 = 14
1d8+5 : (8) + 5 = 13
Phineas hears his old mentor's voice in his ears:
"It is not enough to let the bear emerge, Phineas. You must become one with your form. Let it into your mind, feel its power and instincts. You cannot guide it if you do not become it, body and mind."
Bite attack roll with bless: 11
Claw attack roll with bless: 13
Rolls
Bite attack - (1d20+5)
(3) + 5 = 8
Bite damage - piercing - (1d8+4)
(7) + 4 = 11
Bite bless (+1d4) - (1d4)
(3) = 3
Claw attack - (1d20+5)
(7) + 5 = 12
Claw damage - slashing - (2d6+4)
(35) + 4 = 12
Claw bless (+1d4) - (1d4)
(1) = 1
Ulfren swings, but the Drider side steps and he misses.
Phineas moves in, but narrowly misses his target.
Ryyrick is up.
11 bludgeoning
3 force
Total: 14 (ignores resistance).
Rolls
Attack/Damage/Planar Warrior - (1d20+7, 1d8+7, 1d6)
1d20+7 : (17) + 7 = 24
1d8+7 : (4) + 7 = 11
1d6 : (3) = 3
Bless - (1d4)
(1) = 1
Initiative:
Gunnar -- 22
Spider 1 -- 20 Dead
Ulfre -- 13
Billy -- 5
Phineas --4
Ryyrick -- 4
Spider 2 -- 2 charmed
Drider -- 1
Rolls
Longsword attack 1 (Ryyrick) - (1d20+6)
(4) + 6 = 10
Damage if applicable - (1d8+3)
(1) + 3 = 4
Longsword attack 2 (Ulfren) - (1d20+6)
(13) + 6 = 19
Damage if applicable - (1d8+3)
(3) + 3 = 6
Bite (Phineas) - (1d20+6)
(7) + 6 = 13
Damage if applicable -- Piercing/Poison - (1d4, 2d8)
1d4 : (1) = 1
2d8 : (26) = 8
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6, 1d6)
1d20+6 : (2) + 6 = 8
2d6 : (34) = 7
1d6 : (6) = 6
Bless bonus to attack - (1d4)
(2) = 2
Rolls
Reckless vs Drider, Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (9) + 5 = 14
1d8+5 : (5) + 5 = 10
Bite attack: rolled total 14.
Rolls
Claw attack (with advantage from Aid), + bless, slashing damage - (1d20+5, 1d20+5, 1d4, 2d6+4)
1d20+5 : (13) + 5 = 18
1d20+5 : (11) + 5 = 16
1d4 : (3) = 3
2d6+4 : (53) + 4 = 12
Bite attack, + bless, piercing damage - (1d20+5, 1d4, 1d8+4)
1d20+5 : (6) + 5 = 11
1d4 : (3) = 3
1d8+4 : (7) + 4 = 11
9 bludgeoning
6 force
Total: 15 (ignores resistances)
Rolls
Attack/Damage/Planar Warrior - (1d20+7, 1d8+7, 1d6)
1d20+7 : (16) + 7 = 23
1d8+7 : (2) + 7 = 9
1d6 : (6) = 6
Bless - (1d4)
(4) = 4
Rolls
Perception to check for nearby monsters - (1d20+6, 1d20+6)
1d20+6 : (17) + 6 = 23
1d20+6 : (11) + 6 = 17
"Say Billy, do recall any stories of Driders in our land? Wars or conflicts we've had with them? I was just thinking about the drow ...."
"Ryyrik, you look a little worse for wear. Would you like some goodberries to help ease your injuries? Or perhaps you need to take a rest?
Rolls
History with advantage - (1d20+1, 1d20+1)
1d20+1 : (6) + 1 = 7
1d20+1 : (8) + 1 = 9
Guidance - (1d4)
(2) = 2
Phineas creates a burning flame in his palm. Much to his surprise, it is cerulean blue.
"Curious... I'm not sure what's happening here. It feels ..." Phineas runs his other hand over the flame, and it recoils in surprise.
"Cold! Like ice ..."
He shakes the icy fire away, and wipes his hands on his armour.
"Maybe I'll just use my handaxes for a change. Seeing my old Master-of-Arms back there reminds me I should be practicing more with them anyway."
Phineas sets to hacking a path through the webbing, examining the skeletons as he gets closer.
Rolls
Perception to examine skeletons - (1d20+5)
(20) + 5 = 25
Phineas can tell the skeletons are a mixture of dwarf, elf and a few humans. The dwarves look older and are kin, the others are a little newer.
Rolls
Cure Wounds - (1d8+3)
(1) + 3 = 4
Rolls
Investigation - (1d20-1)
(3) - 1 = 2
"What kind of animal are you? Are you a baby Drider? Do those even get ... born, or ... hatched or whatever?" he whispers quietly to the egg.
Rolls
Nature to identify the eggs - (1d20+5)
(1) + 5 = 6
Rolls
Nature check with aid, bless - (1d20+5, 1d4)
1d20+5 : (3) + 5 = 8
1d4 : (4) = 4
Phineas is unsure of what the eggs hold and after they are opened by a boot, it is hard to tell what is ichor or baby.
Rolls
Perception - (1d20+1)
(20) + 1 = 21
Billy casts Cure Wounds on Ryyrik.
HP - 33/33
HD (d8) - 3/3
Bardic Inspiration (d6) - 2/3
--------------------
Spell Slots
0/4 - 1st Level
2/2 - 2nd Level
Rolls
Cure Wounds - (1d8+6)
(8) + 6 = 14
You are in the room with the stairs.
http://www.talosrpg.com/images/dwarvenoutpost.jpg

We will relight the hearth fires and fill this mountain with earnest joy once again!
With Billy's music, he finds it easy to keep up with Ulfren for a change.
The road turns a few more times in front of you, and you ind more and more rubble leading up the way. The gates should be just around the bend past the meadow.
Instead, he contents himself with matching his stride with mighty Ulfren's, and attunes his mind with the rock and wind around him.
"Ulfren! The gates ... "
Somehow he had expected the gates to outlast time itself, so grand and strong were they. He pulls himself to his feet at Ulfren's steady words, and stares at him for a moment, as if seeing the strength in Ulfren's worn features could grant him the strength to carry on.
Nothing seems to come from that except Ulfren looking at him like he's a being a nit. But when courage fails, sometimes embarrassment can substitute. "Yes, I'll investigate right away" he mumbles. Then he shakes himself and approaches the massive rubble-strewn terrace.
Phineas surveys the massive boulders that choke the grand entrance of his ancestral home, but instead of focusing on those, he picks up a mere pebble. "You don't belong here," he whispers. "Tell me your tale, sad stone."
Rolls
Perception + Guidance - (1d20+6, 1d4)
1d20+6 : (5) + 6 = 11
1d4 : (1) = 1
Rolls
Advantage - (1d20+6)
(8) + 6 = 14
Rolls
Arcana - (1d20+5)
(13) + 5 = 18
"I can't imagine it was natural, what with the vigilance of the Engineering Corps, but there's that possibility. Either that or something magic, but I can't say what.
He pulls out his light hammer. "Phin, where's the closest spot to the doors that I can get to? Maybe we can't get in, but there's a chance the tunnels ain't collapsed. And if them tunnels are open, maybe someone's down there that's got ears to the ol' dwarvish mine code." Ulfren smacks one of the rocks with his hammer as an example of his intent.
After finding the closest spot, he pulls out his bag of still-fresh goodberries and pops one in his mouth.
"How come you guys never want to eat these things? It's like a meal and a health potion wrapped up into one tiny, delicious package! And you remember they just turn to ash in the morning, right? That's why we can't make alcohol out of them."
He lets out a quiet, satisfied burp.
"I mean, that whole Pass Without Trace spell went to waste today. Are we not doing the whole sneak around the enemy thing? 'Dwarven honor' and all that? If so, I'll drop it. But it's pretty damn strong, and can turn us all sneakier than a halfling in a pie shop."
"I also prepared this spell - Locate Object. It lets me sense the direction to an object familiar to me. I think I can push the range out to about 1000 feet, give or take. Anyone think of a use for that tonight?"
"Anyway, I've been preparing all this utility stuff. You think I should I scrap for more, you know, like 'firepower' type spells tomorrow?"
Without waiting for a reply, he looks back at Phineas. "We don't know what to expect. I only knows the land is familiar, but different, and I ain't seen any other bearded short-stack since the trip started. Whatever fiddly magic stuff you think is useful, you use it. I trust your judgment to know what it is the rest of us does best, and since this ain't no competition to see who can do it better, you figure out what your best is that can work with ours.
"As for your object finding thing, I guess if you knows something somebody always has, you can use it to see where they are. Or where they dropped it, I suppose."
He will return to tapping against the stone to hopefully send signals into the chambers beyond.
He's not sure if Ulfren can read all this in his eyes, but he figures actions speak louder than words in his present company. All he says is a humble "I understand," accompanied by a curt nod and a confident smile. He vows to do right by this new philosophy
"You figure out what your best is that can work with ours."
"I guess a thousand feet kinda seems small when y'got an entire kingdom to look through," Ulfren says between taps.
Level 1: Goodberry, Thunderwave, Healing Word
Level 2, Barkskin, Flaming Sphere, Lesser Restoration, Locate Object
"I feel like I've been asleep for weeks!"
Nothing like sleeping on home soil, he reflects. He rises and assists taken down the camp, and follows behind Ulfren swiftly.
He is human.
"To my youth? Happened to what youngin?" The man replies.
Rolls
Perception, guidance - (1d20+6, 1d4)
1d20+6 : (3) + 6 = 9
1d4 : (1) = 1
Phineas feels no danger.
"So maybe we's start from the top. What's y'r name, and what place is this?"
Rolls
Arcana check with Guidance - (1d20+5, 1d4)
1d20+5 : (20) + 5 = 25
1d4 : (3) = 3
Phineas gets the feeling this is a curse or reward from a missing god or goddess put upon these people.
"Goodberry smoothies, anyone? Maybe they got an immortal cow around here we can milk."
Once camp is set, he will sit down at the campfire.
"This is an auspicious night. Tomorrow, dwarves will once again walk beneath The Mountain. Does anyone know a song that might mark this moment?"
He sits with the berry uneaten in his palm, in uncomfortable thought. Finally, he says, "There is an old song we would sing when our fellows had the wanderin' hearts, the ones that thought it best to see the sky instead-a the stone beneath the feet. We used to sing it to the families they left behind as cons'lation, so maybe it's not ow-spicious like ye said."
Ulfren coughs, uncertain. After a furtive glance around, he begins, "It goes like this..."
In the morning, Ulfren silently breaks camp and packs his equipment. When all is ready, he ties the drider scalp to his belt and hefts a javelin. "If you lads be ready, let's get movin'. There's a mine we aim to find!"
Phineas prepares the same spells as yesterday. Before going to bed last night, he made 60 fresh goodberries and gave 2 to each party member, keeping the remaining 54.
http://www.talosrpg.com/images/dwarvenminefog.jpg

The opening is obscured behind some rocks and plants, but the ancient stone door lays open and unguarded.
"Oh gosh, you're running? Like, right in there huh? Oh dear."

Phineas follows behind, darkvision replacing the light. He allows the contours and geometries of the stone to guide his eyes.
Rolls
Perception (if useful or interesting) - (1d20+6)
(7) + 6 = 13
Guidance - (1d4)
(3) = 3
Rolls
Perception - (1d20+3)
(10) + 3 = 13
Guidance - (1d4)
(4) = 4
Roll initiative.
Rolls
Drow R - (1d20)
(1) = 1
Drow M - (1d20)
(15) = 15
Drow S - (1d20)
(6) = 6
Rolls
Initiative - (1d20+1)
(7) + 1 = 8
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(13 damage)
Billy -- 14
Ulfren -- 8
Phineas -- 7
Drow S -- 6
Drow R -- 1
Baern -- 0
3 force (regardless)
Rolls
Attack/Damage/Planar - (1d20+7, 1d8+7, 1d6)
1d20+7 : (11) + 7 = 18
1d8+7 : (1) + 7 = 8
1d6 : (3) = 3
Rolls
Initiative - (1d20+2)
(9) + 2 = 11
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(36 damage)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- 6
Drow R -- 1
Baern -- 0
Rolls
Attack, piercing damage, thunder damage - (1d20+1, 2d6+10, 1d6)
1d20+1 : (16) + 1 = 17
2d6+10 : (25) + 10 = 17
1d6 : (6) = 6
She fires her crossbow back at Gunnar.
Gunnar must make a con save dc 17 or be poisoned for 1 hour. If you roll 5 or more under the save, you will be unconscious from the poison. You can be awaken by someone using an action to wake you or by taking damage.
Rolls
To hit with Crossbow - (1d20+8)
(13) + 8 = 21
Damage if applicable - (1d5+5)
(2) + 5 = 7
Rolls
CON save vs Poison vs. DC 17 (Advantage) - (1d20+6, 1d20+6)
1d20+6 : (17) + 6 = 23
1d20+6 : (16) + 6 = 22
Roll initiative.
Or do you mean you'd like to see the combatants laid out on the map?
Action: Reckless Attack
Bonus Action: Rage
Movement: As far as I can to get to the nearest drow.
AC: 17 (Unarmored, Shield, Dexterity, Constitution)
Rage: 2/3 (10 rounds)
Special: Reckless Attack (enemy have Advantage on Ulfren)
Rolls
Reckless Attack, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (5) + 5 = 10
1d8+5 : (2) + 5 = 7
Bless - (1d4)
(1) = 1
Phineas is up.
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(36 damage)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- 6(4 damage)
Drow R -- 1
Baern -- 0
Rolls
Frostbite - (1d6)
(4) = 4
Phineas needs to make a dc 16 Con save or be poisoned, if he fails by 5 or more, he will fall unconscious.
Rolls
Saving throw - (1d20+6)
(3) + 6 = 9
To hit with Crossbow with disadvantage - (1d20+8, 1d20+8)
1d20+8 : (19) + 8 = 27
1d20+8 : (14) + 8 = 22
Damage if applicable - (1d6+4)
(4) + 4 = 8
Rolls
To hit with Dagger 1 - (1d20+5)
(2) + 5 = 7
Damage if applicable piercing/poison - (1d4+3, 2d6)
1d4+3 : (2) + 3 = 5
2d6 : (21) = 3
To hit with Dagger 2 - (1d20+5)
(2) + 5 = 7
Damage if applicable piercing/poison - (1d4+3, 2d6)
1d4+3 : (3) + 3 = 6
2d6 : (51) = 6
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(36 damage)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- 6(4 damage)
Drow R -- 1
HP: 31/39
Rolls
Con save - (1d20+3, 1d20+3)
1d20+3 : (18) + 3 = 21
1d20+3 : (16) + 3 = 19
Bludgeoning: 17
Force: 4
Total: 21
Rolls
Attack/Damage/Planar - (1d20+7, 1d8+9, 1d6)
1d20+7 : (12) + 7 = 19
1d8+9 : (8) + 9 = 17
1d6 : (4) = 4
Bless - (1d4)
(3) = 3
Rolls
Attack, Bardic Inspiration, piercing damage, thunder damage - (1d20+1, 1d8, 2d6+10, 1d6)
1d20+1 : (13) + 1 = 14
1d8 : (8) = 8
2d6+10 : (36) + 10 = 19
1d6 : (6) = 6
Gunnar's shot goes right into the drow.
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(57 damage)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- 6(28 damage)
Drow R -- 1
Doing 18 piercing and 14 poison for a total of 32.
Rolls
Attack short sword 1 - (1d20+10)
(19) + 10 = 29
Damage if applicable piercing/poison - (1d8+3, 3d6)
1d8+3 : (4) + 3 = 7
3d6 : (331) = 7
Attack short sword 2 - (1d20+10)
(17) + 10 = 27
Damage if applicable piercing/poison - (1d8+3, 3d6)
1d8+3 : (8) + 3 = 11
3d6 : (412) = 7
Rolls
Cure wounds - (1d8+6)
(7) + 6 = 13
I appeared to see that wrong, it hits and have adjusted the damage.
Baern is still on the ground unless he jumps in, Ulfren is up.
AC: 17 (Unarmored, Shield, Dexterity, Constitution)
Rage: 2/3 (9 rounds)
Special: Reckless Attack (enemies have Advantage on Ulfren)
Rolls
Battleaxe, Advantage, Bless, Slashing Damage - (1d20+5, 1d20+5, 1d4, 1d8+5)
1d20+5 : (9) + 5 = 14
1d20+5 : (12) + 5 = 17
1d4 : (1) = 1
1d8+5 : (4) + 5 = 9
Action: Frostbite on Drow S, requires a DC 14 con check and on fail takes 1 ice damage and has disadvantage on next weapon attack
Rolls
Healing word - (1d4+4)
(2) + 4 = 6
Frostbite - (1d6)
(1) = 1
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(dead)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- 6(28 damage)
Drow R -- 1
Rolls
Drow S saving throw - (1d20+2)
(12) + 2 = 14
Rolls
Scimitar attack - (1d20+9)
(11) + 9 = 20
Damage if applicable slashing/poison - (1d6+5, 3d6)
1d6+5 : (4) + 5 = 9
3d6 : (435) = 12
Rolls
Attack short sword - (1d20+5)
(13) + 5 = 18
Damage if applicable piercing/poison - (1d6+3, 1d6)
1d6+3 : (4) + 3 = 7
1d6 : (3) = 3
Spell slots: One: 3/4, Two: 3/3
Rolls
Attack/Damage/Planar - (1d20+7, 1d8+9, 1d6)
1d20+7 : (7) + 7 = 14
1d8+9 : (1) + 9 = 10
1d6 : (2) = 2
Bless - (1d4)
(4) = 4
Gunnar is next.
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(dead)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- 6(40 damage)
Drow R -- 1
Rolls
Attack, piercing damage, thunder damage - (1d20+1, 2d6+10, 1d6)
1d20+1 : (9) + 1 = 10
2d6+10 : (34) + 10 = 17
1d6 : (1) = 1
Rolls
Healing Word (2nd level, Disciple of Life) - (2d4+7)
(42) + 7 = 13
AC: 17 (Unarmored, Shield, Dexterity, Constitution)
Rage: 2/3 (8 rounds)
Special: Reckless Attack (enemies have Advantage on Ulfren)
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (13) + 5 = 18
1d20+5 : (11) + 5 = 16
1d8+5 : (1) + 5 = 6
HP: 16/39
AC: 17
Spell slots: One: 3/4, Two: 3/3
Rolls
damage - (1d6)
(6) = 6
Ulfren cuts down the Drow, almost cleaving it in two.
Cold fingers reach towards the remaining drow.
Rolls
saving throw for drow - (1d20)
(12) = 12
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(dead)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- dead
Drow R -- 23
Rolls
swift strike - (1d20+5)
(5) + 5 = 10
Damage if applicable piercing/poison - (1d6+3, 1d6)
1d6+3 : (3) + 3 = 6
1d6 : (4) = 4
Rolls
Attack/Damage/Planar - (1d20+7, 1d8+9, 1d6)
1d20+7 : (15) + 7 = 22
1d8+9 : (4) + 9 = 13
1d6 : (3) = 3
Edit: Ow, my stomach! HAHA!
Rolls
Watch. - (1d20)
(1) = 1
Billy is up as Gunnar seems to freeze in place.
Rolls
Attack, piercing damage, thunder damage - (1d20+1, 2d6+10, 1d6)
1d20+1 : (9) + 1 = 10
2d6+10 : (21) + 10 = 13
1d6 : (5) = 5
I'm going for non-lethal damage to try and knock this drow out.
Hit Points 47/52 (HD: 4/4d12+16)
Speed 25
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Rage 2/3 (7 rounds)
Conditions Reckless Attack (advantage on melee weapon attacks using Strength, but attacks against also have advantage)
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (5) + 5 = 10
1d8+5 : (8) + 5 = 13
Initiative:
Ryrrick -- 22
Gunnar -- 19
Drow M -- 15(dead)
Billy -- 14
Baern -- 11
Ulfren -- 8
Phineas -- 7
Drow S -- dead
Drow R -- 23
Let it go, let it go!
Can't hold it back anymore,
Let it go, let it go!
Turn away and slam the door
I don't care what they're going to say.
Let the storm rage ooooooon!
The cold never bothered me anyway!
HP: 16/39
AC: 17 +2
Spell slots: One: 3/4, Two: 3/3
Rolls
damage - (1d6)
(6) = 6
Counters back with his peoples attack song and deftly dodges your attack.
I'm Mister Sun.
I'm Mister Heat Blister, I'm Mister 101.
They call me Heat Miser, whatever I touch
Starts to melt in my clutch.
I'm too much.
Rolls
dc 14 saving throw - (1d20)
(20) = 20
Rolls
Attack short sword 1 - (1d20+5)
(11) + 5 = 16
Damage if applicable piercing/poison - (1d6+3, 1d6)
1d6+3 : (2) + 3 = 5
1d6 : (5) = 5
Attack short sword 2 - (1d20+5)
(8) + 5 = 13
Damage if applicable piercing/poison - (1d6+3, 1d6)
1d6+3 : (4) + 3 = 7
1d6 : (4) = 4
Rolls
Attack/Damage/Planar - (1d20+7, 1d8+9, 1d6)
1d20+7 : (2) + 7 = 9
1d8+9 : (1) + 9 = 10
1d6 : (1) = 1
Rolls
Help reroll - (1d20+7)
(19) + 7 = 26
Rolls
Attack, piercing damage, thunder damage - (1d20+1, 2d6+10, 1d6)
1d20+1 : (4) + 1 = 5
2d6+10 : (44) + 10 = 18
1d6 : (5) = 5
Rolls
Perception? - (1d20+3)
(18) + 3 = 21
Investigation? - (1d20-1)
(13) - 1 = 12
"C'mon. Blood's fresh and there's prob'ly more to beat answers out of further down." He starts to make his way down the hall.
The barbarian spares a passing glance at the two southern-most doors, his attention more on the unknown area around the south corner.
Rolls
Perception - (1d20+3)
(13) + 3 = 16
Phineas casts a spell upon Ulfren to aid his perception.
Rolls
Guidance - (1d4)
(3) = 3
Rolls
Athletics to bash open door if it's locked - (1d20+5)
(14) + 5 = 19
While Ulfren bashes at the door, Phineas notes "Hmm, the poor fellow here died recently. At least one Dwarf was still active here then."
Then, he produces the yellow potions from the sack and scrutinizes them with an enhanced eye (arcana check result is 28).
Rolls
Attempt to identify potion (arcana check?) + guidance - (1d20+6, 1d4)
1d20+6 : (20) + 6 = 26
1d4 : (2) = 2
Phineas instantly knows the yellow is a potion of invisibility and the other is a Potion of supreme healing due to the nat 20.
Rolls
Medicine with guidance - (1d20+4, 1d4)
1d20+4 : (5) + 4 = 9
1d4 : (1) = 1
He heads for the unexplored regions of the hallway.
Rolls
Athletics - (1d20+5)
(2) + 5 = 7
Rolls
Athletics, Advantage from Help - (1d20+5, 1d20+5)
1d20+5 : (14) + 5 = 19
1d20+5 : (15) + 5 = 20
"Easy fella. We killed those drow guards. Just eat the berries and breathe deep. Once you're ready, would you mind sharing your story, friend?"
Rolls
Perception - (1d20+3)
(14) + 3 = 17
He urges the gnome to tell them more about this place, while not yet revealing their true mission.
Rolls
Perception - (1d20+1)
(4) + 1 = 5
http://www.talosrpg.com/images/dwarvenminefog.jpg

Rolls
Medicine with guidance to figure out what's going on - (1d20+4, 1d4)
1d20+4 : (1) + 4 = 5
1d4 : (3) = 3
It appears that he was healed, but his broken bones weren't set and healed the way they had been laying.
Rolls
Perception (North door) - (1d20+1)
(4) + 1 = 5
Perception (South door) - (1d20+1)
(13) + 1 = 14
Rolls
Guidance - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (2) = 2
http://www.talosrpg.com/images/dwarvenminefog.jpg

Rolls
Insight - (1d20+4)
(16) + 4 = 20
http://www.talosrpg.com/images/dwarvenminefog.jpg

"Careful Gunnar, might be a trap."
Phineas tries to spot anything that might be dangerous to his friends, letting the drafty air guide his eyes.
Rolls
Perception - (1d20+7, 1d4)
1d20+7 : (6) + 7 = 13
1d4 : (2) = 2
Phineas sees nothing as a trap, but the body is old, and a little different from the drow you faced earlier.
He grunts. "C'mon, let's see if we can't find someone to beat the answers out of, for all these questions."
http://www.talosrpg.com/images/dwarvenminefog.jpg

He peeks around the corner at the next branch, midway down the corridor.
"That's what good ol' Baern would have done, Moradin bless his soul"
Rolls
Perception + guidance - (1d20+7, 1d4)
1d20+7 : (10) + 7 = 17
1d4 : (3) = 3
Phineas doesn't know what to make of this leaking fluid. He turns to their new Gnome travelling companion.
"Say, what do you make of this fluid?"
He lets his nerd flag fly and discusses many possibilities... all while mystically enhanced.
Rolls
Investigation - (1d20+3, 1d4)
1d20+3 : (4) + 3 = 7
1d4 : (3) = 3
Arcana - (1d20+6, 1d4)
1d20+6 : (18) + 6 = 24
1d4 : (2) = 2
Nature - (1d20+6, 1d4)
1d20+6 : (19) + 6 = 25
1d4 : (1) = 1
Religion - (1d20+3, 1d4)
1d20+3 : (14) + 3 = 17
1d4 : (2) = 2
History - (1d20+6, 1d4)
1d20+6 : (8) + 6 = 14
1d4 : (3) = 3
The gnome walks up and reaches out to touch the liquid, "The best way to find out is to touch, smell and sometimes taste the substance."
Phineas looks at the substance, then at the chest, then back to the substance and gets a look like he has something,
"It feels slippery and yet warm, with a mild smell to it, if I didn't know better I'd say it's...." The gnome starts, but get interrupted as the chest opens wide and bites the top half of the gnome off.
Phineas is about to say that the chest is probably a mimic, just as the gnome is cut in two and devoured.
He charges with his shield and swings his axe overhead upon the mimic.
Hit Points 51/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Rage 1/3
Conditions None
Rolls
Reckless Attack, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (2) + 5 = 7
1d20+5 : (18) + 5 = 23
1d8+5 : (1) + 5 = 6
Reckless Extra Attack, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (10) + 5 = 15
1d20+5 : (7) + 5 = 12
1d8+5 : (4) + 5 = 9
Rolls
Attack, piercing damage, thunder damage - (1d20+6, 2d6+4, 2d6)
1d20+6 : (18) + 6 = 24
2d6+4 : (51) + 4 = 10
2d6 : (54) = 9
Phineas winces and cries out as the gnome is split in two.
"You are a terrible, terrible monster!"
He disengage and stumbles away, as far as he can go and still see the thing.
Roll initiative.
Rolls
mimic - (1d20)
(2) = 2
Rolls
initiative - (1d20+1)
(4) + 1 = 5
Phineas reveals his druidic focus and a jagged line of ice spreads across the ground, reaching the monster.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
Rolls
Frostbite damage - (2d6)
(15) = 6
Initiative order:
Ulfren -- 15
Gunnar -- 8
Phineas - 5
mimic -- 2
Rolls
mimic con save - (1d20+2)
(13) + 2 = 15
Top of the round, Ryyrick can jump in later.
Hit Points 51/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Rage 1/3
Conditions None
Rolls
Reckless Battleaxe, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (17) + 5 = 22
1d20+5 : (16) + 5 = 21
1d8+5 : (2) + 5 = 7
Extra Attack Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (17) + 5 = 22
1d8+5 : (5) + 5 = 10
After some time in silent contemplation, Ulfren methodically gathers up Billy's remains and sets his fallen brother to a place of honor in the storeroom, dulcimer upon his chest.
"I don't like leaving him here," says Ulfren, voice low like a water-filled cave. "But it's the nearest he is to home as we remember it."
He turns to the others. "This is gettin' to me patience. From now on, I'm taking two for ev'ry one of our cousins we find laid down like Billy, or me aunt turned to stone in the tunnel!" The barbarian turns and stomps off, heading further into the complex.
http://www.talosrpg.com/images/dwarvenminefog.jpg

Roll initiative.
Rolls
Ferrek -- Male Drow - (1d20)
(5) = 5
Elvar -- Female Drow - (1d20)
(17) = 17
Doresli -- Female drow - (1d20)
(10) = 10
Ulfren -- 21
Elvar -- 17
Ryyrick -- 17
Phineas -- 11
Doresli -- 10
Gunnar -- 6
Ferrek -- 5
Hit Points 51/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (19) + 5 = 24
1d20+5 : (9) + 5 = 14
1d8+5 : (3) + 5 = 8
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (20) + 5 = 25
1d20+5 : (20) + 5 = 25
1d8+5 : (6) + 5 = 11
Critical - (1d8)
(1) = 1
One of the drow (Elvar) casts firebolt at Ulfren.
Rolls
Firebolt - (1d20+9)
(4) + 9 = 13
Damage if Applicable - (2d10)
(910) = 19
Also in the corners, you see 2 large cells with figures laying on the floor. The doors are shut and barred from the outside.
Phineas flashes his druidic focus and attempts to fill Doresli's and Ferrek's veins with ice to freeze them in place. He waits a moment to see if it works before charging across to the barred cells.
"Hey! You okay in there? Hold on a bit, we'll get you out in a giffy!"
If that clears an opportunity-attack-free path, I'll run over and open a barred cell door.
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* The creature automatically fails Strength and Dexterity Saving Throws.
* Attack rolls against the creature have advantage.
* Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
HP: 48/48
Temp HP: 0/0
Wildshapes: 2/2
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 1/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic, Erupting Earth
Rolls
Elvar Wisdom Save - (1d20)
(15) = 15
Ferreck wisdom save - (1d20-1)
(12) - 1 = 11
Both drow are paralyzed, but one is still in motion.
Rolls
Attack 1 - (1d20+4)
(20) + 4 = 24
Damage if Applicable - (1d8+1)
(5) + 1 = 6
Attack 2 - (1d20+4)
(1) + 4 = 5
Damage if Applicable - (1d8+1)
(3) + 1 = 4
Attack 3 - (1d20+4)
(10) + 4 = 14
Damage if Applicable - (1d8+1)
(6) + 1 = 7
Attack 4 - (1d20+4)
(16) + 4 = 20
Damage if Applicable - (1d8+1)
(1) + 1 = 2
Extra damage for Crit - (1d8)
(2) = 2
Gunnar is up
Initiative:
Ulfren -- 21
Elvar -- 17
Ryyrick -- 17
Phineas -- 11
Doresli -- 10
Gunnar -- 6
Ferrek -- 5
Ulfren is up.
Hit Points 46/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (13) + 5 = 18
1d20+5 : (11) + 5 = 16
1d8+5 : (2) + 5 = 7
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (4) + 5 = 9
1d20+5 : (3) + 5 = 8
1d8+5 : (5) + 5 = 10
Ulfren -- 21
Elvar -- 17 -- dead
Ryyrick -- 17
Wuknit -- 15
Phineas -- 11
Doresli -- 10 -- (63 damage)
Gunnar -- 6
Ferrek -- 5 -- dead
I'd like to throw a proper post up but I'm at work and only have about 15 minutes and don't want to bog the game down any more than I have so I'll just throw the relevant rolls and attack the closest enemy near me.
Rolls
Attack 1 (+2 if humanoid) - (1d20+7, 1d8+7)
1d20+7 : (14) + 7 = 21
1d8+7 : (3) + 7 = 10
Attack 2 (+2 if humanoid) - (1d20+7, 1d8+7)
1d20+7 : (20) + 7 = 27
1d8+7 : (2) + 7 = 9
Planar Warrior - (1d6)
(6) = 6
Crit - (1d8)
(7) = 7
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaeous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
Frostbite damage (DC 15 Con Save to negate) - (2d6)
(13) = 4
Woo hoo, it's great to have him back. And what's this?
As Wuknit announces himself and his intentions, Phineas turns to him and smiles. "Hey, welcome to the team Wuknit! Just a sec..."
Then, Phineas wildshapes into a brown bear and mauls the hell out of the paralyzed Drow.
Bonus Action: Wildshape
Action: Multiattack (hit for 26 damage if a 20 and 17 hit)
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
* The creature automatically fails Strength and Dexterity saving throws.
* Attack rolls against the creature have advantage.
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Rolls
Brown Bear bite attack - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (14) + 6 = 20
bite damage (auto crit if hit) - (2d8+4)
(21) + 4 = 7
Brown Bear claw attack - (1d20+6, 1d20+6)
1d20+6 : (9) + 6 = 15
1d20+6 : (11) + 6 = 17
claw damage (auto crit if hit) - (4d6+4)
(6315) + 4 = 19
Ulfren -- 21
Elvar -- 17 -- dead
Ryyrick -- 17
Wuknit -- 15
Phineas -- 11
Doresli -- 10 -- (85 damage)
Gunnar -- 6
Ferrek -- 5 -- dead
Rolls
Attack 1 - (1d20+4)
(14) + 4 = 18
Damage if Applicable - (1d6+2)
(2) + 2 = 4
Attack 2 - (1d20+4)
(3) + 4 = 7
Damage if Applicable - (1d6+2)
(2) + 2 = 4
Attack 3 - (1d20+4)
(1) + 4 = 5
Damage if Applicable - (1d6+2)
(5) + 2 = 7
Attack 4 - (1d20+4)
(15) + 4 = 19
Damage if Applicable - (1d6+2)
(4) + 2 = 6
Hit Points 41/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (5) + 5 = 10
1d20+5 : (14) + 5 = 19
1d8+5 : (8) + 5 = 13
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (17) + 5 = 22
1d20+5 : (5) + 5 = 10
1d8+5 : (4) + 5 = 9
Gunnar can jump in anytime if present.
Rolls
Att1 - (1d20+7, 1d8+9)
1d20+7 : (7) + 7 = 14
1d8+9 : (2) + 9 = 11
Att2 - (1d20+7, 1d8+9)
1d20+7 : (5) + 7 = 12
1d8+9 : (2) + 9 = 11
Planar War - (1d6)
(1) = 1
Wuknit is up, still locked in the cell.
Initiative:
Ulfren -- 21
Elvar -- 17 -- dead
Ryyrick -- 17
Wuknit -- 15
Phineas -- 11
Doresli -- 10 -- (85 damage)
Gunnar -- 6
Ferrek -- 5 -- dead
Sorcery Points - Max: 5, Current: 5
Spell Slots
1st: 4, Used: 1
2nd: 3, Used: 0
3rd: 2, Used: 0
Rolls
Magic Missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (4) + 1 = 5
1d4+1 : (3) + 1 = 4
1d4+1 : (1) + 1 = 2
Rolls
Bite - (1d20+6, 1d8+4)
1d20+6 : (15) + 6 = 21
1d8+4 : (8) + 4 = 12
Claw - (1d20+6, 2d6+4)
1d20+6 : (7) + 6 = 13
2d6+4 : (14) + 4 = 9
A bear jumps and starts ripping into his stomach. The drow looks down as his intenstines are hung about the bear, before sliding down to the ground.
Combat ends.
"Bleh! I really need to learn a new form that doesn't bite things to death!"
He spits out a few more times before he recovers completely.
"I'm sorry, where are my manners! Nice to meet you, Wuknit! How'd you end up here? Can you tell us what happened to the ancestral Dwarf clan and their king that resided in these halls? I'm Phineas by the way, and this Ulfren, Ryyrik, and Gunnar."
Phineas opens Wuknit's cell.
"Wuknit, come with us! We could use your skills. Ours is a noble cause; these halls were our home long ago. But, we were frozen in time, and you can imagine our surprise when we returned to find our mountain in its current condition instead of the thriving Dwarven stronghold we knew. I am hopeful we can still rescue some of clansmen, perhaps petrified or frozen in time in our own way. Regardless, we will avenge our clan for whatever evil befell them."
"High probability of death. Small chance of success. You in?"
Leaving Phineas to negotiate with Wuknit, Ulfren pokes through the bodies of the drow. "Lessee if they gots anything interesting on 'em."
Ulfren finds a Scimitar, shortbow, quarterstaff, a spellbook, light crossbow, shortsword, two silk armor, a long gray cloak that has a black lining, a strange silver ring appears tarnished in the light, but when viewed in the shadow, it gleams as if highly polished and 6 bottles of common wine.
He takes one of the bottles of wine and uncorks it to take a sniff.
http://www.talosrpg.com/images/dwarvenminefog.jpg

Phineas looks at the lustrous silk armour, and then down at his tattered, frost-bitten hide armour, and wonders if that silk armour might smell better. It wasn't every day a druid came by a decent suit of non-metal armour.
He sets the bottle down and checks the door to the room. "We can hole up in here for a bit, let Ryyrik and Wukkit or whoever get their legs back. Meantime, I needs a nap. Wake me when it's my turn to watch." Ulfren gingerly seats himself, wincing with the effort as he leans against a wall, and closes his eyes while sitting upright with his battleaxe across his lap.
Rolls
Perception - (1d20+3)
(13) + 3 = 16
AC: 15
HP: 48/48
Temp HP: 0/0
Wildshapes: 2/2
Goodberries: 80
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 2/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic
Ring Of Drow Blood
This strange silver ring appears tarnished in the light, but when viewed in the shadow, it gleams as if highly polished.
A ring of drow blood grants you the ability to use dancing lights, darkness, and faerie fire as spell-like abilities, each once per day. If you already have the ability to use these spells as spell-like abilities, you gain an additional daily use for each at your normal caster level.
Shadow Cloak
This black cloak writhes as if it were alive.
A shadow cloak grants a +1 bonus to AC.
If you are attacked, you can use the cloak three times per day to produce one or the other of the following effects. You can gain concealment for 1 round, or you can teleport to a space you can see clearly up to 10 feet in any direction.
Rolls
History - (1d20-1)
(10) - 1 = 9
Common Dwarf knowledge, no roll really needed. They were carved out by the dwarves and never did any drow inhabit or wander them.
I can't honestly think of a worse multiclass for a moon druid than wizard but it might be thematic :)
He looks at the elven corpses, tipping his head to indicate the subject of his speech. "We think they've overstayed their welcome, so we're politely asking them to leave. If, after knowing which way was out, you still wanna come along and help us be gracious hosts, you have my thanks."
Ryyrik looks back down on the gnome "Just don't give me a reason, and you won't end up looking like this
He hands the Shadow Cloak to Wuknit as a present.
"Welcome to the team!"
Rolls
Perception, guidance - (1d20+7, 1d4)
1d20+7 : (9) + 7 = 16
1d4 : (3) = 3
"Shhh... let the stone speak."
He walks out into the hall, and makes way for everyone to get into breach-and-clear position before opening the door across the hall.
As the door opens, a female drow looks at you from across the room and a male drow stands up, maybe expecting the patrol.
Gunnar can get a surprise shot, and Ulfren can charge, but will be getting in the line of sight of the rifle.
Roll initiative.
Rolls
Rhytil initiative - (1d20+1)
(19) + 1 = 20
Vandevries initiative - (1d20+3)
(17) + 3 = 20
Rolls
Initiative - (1d20+1)
(9) + 1 = 10
Does the Ring of Drow Blood require attunement?
Well that shot looks like a miss.
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+6, 2d6+4, 2d6)
1d20+6 : (3) + 6 = 9
2d6+4 : (56) + 4 = 15
2d6 : (46) = 10
Initiative - (1d20+4)
(7) + 4 = 11
Rhytil 10 damage -- 20
Vandevries(van) 18 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Rolls
Attack - (1d20+5)
(10) + 5 = 15
Damage if Applicable piercing - (1d6+3)
(1) + 3 = 4
Rolls
Attack 1 - (1d20+6)
(4) + 6 = 10
Damage if Applicable piercing - (1d8+4)
(3) + 4 = 7
[color]="green"]Sorcery Points - Max: 5, Current: 5
Spell Slots
1st: 4, Used: 0
2nd: 3, Used: 0
3rd: 2, Used: 1[/color]
Rolls
Magic Missile (3rd Level) - (5d4+5)
(11344) + 5 = 18
Rolls
Planar warrior - (1d6)
(1) = 1
Attack 1 - (1d20+7, 1d8+9)
1d20+7 : (6) + 7 = 13
1d8+9 : (1) + 9 = 10
Attack 2 - (1d20+7, 1d8+9)
1d20+7 : (4) + 7 = 11
1d8+9 : (1) + 9 = 10
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+6, 2d6+4, 2d6)
1d20+6 : (16) + 6 = 22
2d6+4 : (43) + 4 = 11
2d6 : (25) = 7
Rhytil 10 damage -- 20
Vandevries(van) 36 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
Hit Points 60/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Damage Resistances Poison; While raging, resistance to all damage except psychic
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Rage-Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (6) + 5 = 11
1d20+5 : (3) + 5 = 8
1d8+5 : (6) + 5 = 11
Extra Attack, Reckless, Rage-Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (1) + 5 = 6
1d8+5 : (5) + 5 = 10
"Hey, I hear you Drow like spiders!"
Phineas leaps onto a wall and morphs into a giant spider in mid-air. The Feldspiderr skitters up the wall and onto the ceiling, where it promptly sprays webbing out of its abdominal spinnerets onto the female Drow.
Character:
AC: 15
HP: 48/48
Temp HP: 0/0
Spider Form:
AC: 14
HP: 26/26
Temp HP: 0/0
Wildshapes: 1/2
Goodberries: 80
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 2/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic

Rolls
Web attack on Female Drow - (1d20+5)
(14) + 5 = 19
Phineas sprays the drow covering her in his sticky stream.
Rolls
strength roll - (1d20+3)
(1) + 3 = 4
Rolls
Ranged attack 1 - (1d20+6)
(13) + 6 = 19
Damage if Applicable piercing - (1d8+4)
(4) + 4 = 8
Ranged attack 2 - (1d20+6)
(14) + 6 = 20
Damage if Applicable piercing - (1d8+4)
(2) + 4 = 6
Ranged attack 3 - (1d20+6)
(18) + 6 = 24
Damage if Applicable piercing - (1d8+4)
(3) + 4 = 7
Ranged attack 4 - (1d20+6)
(2) + 6 = 8
Damage if Applicable piercing - (1d8+4)
(7) + 4 = 11
disadvantage 1 - (1d20+6)
(9) + 6 = 15
disadvantage 2 - (1d20+6)
(5) + 6 = 11
disadvantage 3 - (1d20+6)
(1) + 6 = 7
disadvantage 4 - (1d20+6)
(8) + 6 = 14
Wuknit is also up.
Initiative
Rhytil 22 damage -- 20
Vandevries(van) 41 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
[color]="green"]Sorcery Points - Max: 5, Current: 5
Spell Slots
1st: 4, Used: 0
2nd: 3, Used: 0
3rd: 2, Used: 1[/color]
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaeous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
Frostbite damage (DC 15 Con Save to negate) - (2d6)
(23) = 5
Rolls
Attack 1 - (1d20+7, 1d8+9)
1d20+7 : (3) + 7 = 10
1d8+9 : (5) + 9 = 14
Attack 2 - (1d20+7, 1d8+9)
1d20+7 : (3) + 7 = 10
1d8+9 : (2) + 9 = 11
Planar War - (1d6)
(1) = 1
Forgot advantage (a1/a2) - (1d20+7, 1d20+7)
1d20+7 : (1) + 7 = 8
1d20+7 : (8) + 7 = 15
Gunnar is up.
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder, +10 Sharpshooter damage - (1d20, 2d6+4, 2d6+10)
1d20 : (2) = 2
2d6+4 : (16) + 4 = 11
2d6+10 : (63) + 10 = 19
Initiative
Rhytil 31 damage -- 20
Vandevries(van) 53 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
Hit Points 60/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (9) + 5 = 14
1d20+5 : (20) + 5 = 25
1d8+3 : (1) + 3 = 4
Extra Attack, Reckless Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (18) + 5 = 23
1d20+5 : (19) + 5 = 24
1d8+3 : (2) + 3 = 5
Critical Hit - (1d8)
(3) = 3
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.[spoiler="Giant Spider bite attack"]
Character:
AC: 15
HP: 48/48
Temp HP: 0/0
Spider Form:
AC: 14
HP: 26/26
Temp HP: 0/0
Wildshapes: 1/2
Goodberries: 80
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 2/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic

Rolls
Web recharge 5-6 - (1d6)
(4) = 4
Attack on F. Drow, advantage from restrained condition - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (3) + 5 = 8
1d20+5 : (13) + 5 = 18
1d8+3 : (2) + 3 = 5
Poison (unless F Drow makes DC 11 con save) - (2d6)
(22) = 4
Phineas attacks and connects doing 5 damage and poisoning her for 4.
Rolls
con save - (1d20+2)
(2) + 2 = 4
Rolls
dc 12 strength - (1d20+3)
(16) + 3 = 19
Rolls
Axe attack - (1d20+5)
(13) + 5 = 18
Damage if Applicable - (1d8+5)
(6) + 5 = 11
Rolls
Frostbite - (2d6)
(14) = 5
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaeous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A2: Attack (Possible advantage)
BA: Planar Warrior
Rolls
Att1: Shove - (1d20+7)
(16) + 7 = 23
Att2: Warhammer - (1d20+7, 1d8+9)
1d20+7 : (2) + 7 = 9
1d8+9 : (1) + 9 = 10
BA: Planar War - (1d6)
(5) = 5
A2 prone advantage - (1d20+7)
(1) + 7 = 8
Rolls
Con save - (1d20+1)
(18) + 1 = 19
Rhytil 31 damage -- 20
Vandevries(van) 77 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
Rolls
TThunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+7, 2d6+4, 2d6)
1d20+7 : (1) + 7 = 8
2d6+4 : (11) + 4 = 6
2d6 : (62) = 8
Hit Points 55/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (6) + 5 = 11
1d20+5 : (17) + 5 = 22
1d8+5 : (7) + 5 = 12
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (9) + 5 = 14
1d20+5 : (12) + 5 = 17
1d8+5 : (7) + 5 = 12
Rolls
Recharge web (5-6) - (1d6)
(3) = 3
Bite - (1d20+5, 1d8+3, 2d8)
1d20+5 : (4) + 5 = 9
1d8+3 : (6) + 3 = 9
2d8 : (62) = 8
The female drow makes a multi-attack on the spider
Rolls
Dagger 1 - (1d20+5)
(2) + 5 = 7
Damage if Applicable piercing - (1d4+3)
(1) + 3 = 4
Dagger 2 - (1d20+5)
(10) + 5 = 15
Damage if Applicable piercing - (1d4+3)
(2) + 3 = 5
Dagger 3 - (1d20+5)
(2) + 5 = 7
Damage if Applicable piercing - (1d4+3)
(1) + 3 = 4
Dagger 4 - (1d20+5)
(19) + 5 = 24
Damage if Applicable piercing - (1d4+3)
(4) + 3 = 7
Rolls
Dagger 1 - (1d20+6)
(4) + 6 = 10
Damage if Applicable piercing - (1d4+4)
(4) + 4 = 8
Dagger 2 - (1d20+6)
(4) + 6 = 10
Damage if Applicable piercing - (1d4+4)
(3) + 4 = 7
Dagger 3 - (1d20+6)
(9) + 6 = 15
Damage if Applicable piercing - (1d4+4)
(3) + 4 = 7
Dagger 4 - (1d20+6)
(14) + 6 = 20
Damage if Applicable piercing - (1d4+4)
(4) + 4 = 8
advantage 2 - (1d20+6)
(8) + 6 = 14
advantage 3 - (1d20+6)
(8) + 6 = 14
advantage 4 - (1d20+6)
(13) + 6 = 19
Initiative
Rhytil 31 damage -- 20
Vandevries(van) 77 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
[color]="green"]Sorcery Points - Max: 5, Current: 5
Spell Slots
1st: 4, Used: 0
2nd: 3, Used: 1
3rd: 2, Used: 1[/color]
Rolls
Magic Missile (2nd level) - (4d4+4)
(2413) + 4 = 14
The male drow gets hit in the chest with Wuknit's balls of light.
Initiative
Rhytil 48 damage -- 20
Vandevries(van) 91 damage-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
Rolls
Attack 1 - (1d20+7, 1d8+9)
1d20+7 : (19) + 7 = 26
1d8+9 : (6) + 9 = 15
Attack 2 - (1d20+7, 1d8+9)
1d20+7 : (2) + 7 = 9
1d8+9 : (8) + 9 = 17
Planar War - (1d6)
(2) = 2
Gunnar is up.
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+7, 2d6+4, 2d6)
1d20+7 : (9) + 7 = 16
2d6+4 : (43) + 4 = 11
2d6 : (55) = 10
Hit Points 51/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (13) + 5 = 18
1d8+5 : (2) + 5 = 7
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (17) + 5 = 22
1d20+5 : (9) + 5 = 14
1d8+5 : (7) + 5 = 12
Then Phineas is up.
Initiative
Rhytil 48 damage -- 20
Vandevries(van) 110 damage -- dead-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
Rolls
Web recharge 5-6 - (1d6)
(4) = 4
Bite - (1d20+5, 1d8+3, 2d8)
1d20+5 : (3) + 5 = 8
1d8+3 : (8) + 3 = 11
2d8 : (31) = 4
Rolls
Dagger 1 - (1d20+5)
(2) + 5 = 7
Damage if Applicable piercing - (1d6+3)
(4) + 3 = 7
Dagger 2 - (1d20+5)
(13) + 5 = 18
Damage if Applicable piercing - (1d6+3)
(6) + 3 = 9
Dagger 3 - (1d20+5)
(14) + 5 = 19
Damage if Applicable piercing - (1d6+3)
(4) + 3 = 7
Dagger 4 - (1d20+5)
(14) + 5 = 19
Damage if Applicable piercing - (1d6+3)
(6) + 3 = 9
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaeous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
Frostbite damage - (1d6)
(6) = 6
"Squeeeeeeeeee ... by Moradin's beard you're stabbing me a lot!"
HP: 34/48
Temp HP: 0/0
Wildshapes: 2/2
Goodberries: 80
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 2/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic
Rolls
Attack 1 - (1d20+7, 1d8+9)
1d20+7 : (10) + 7 = 17
1d8+9 : (7) + 9 = 16
Attack 2 - (1d20+7, 1d8+9)
1d20+7 : (11) + 7 = 18
1d8+9 : (6) + 9 = 15
Planar War - (1d6)
(1) = 1
Rolls
Con save - (1d20+2)
(6) + 2 = 8
Initiative
Rhytil 86 damage -- 20
Vandevries(van) 110 damage -- dead-- 20
Wuknit -- 16
Ryyrik -- 12
Gunnar -- 11
Ulfren -- 10
Phineas -- 6
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+7, 2d6+4, 2d6)
1d20+7 : (7) + 7 = 14
2d6+4 : (36) + 4 = 13
2d6 : (42) = 6
Hit Points 51/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (14) + 5 = 19
1d8+5 : (2) + 5 = 7
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (15) + 5 = 20
1d8+5 : (7) + 5 = 12
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Produce Flame (disadvantage for range attack within 5 feet) - (1d20+7, 1d20+7, 2d8)
1d20+7 : (19) + 7 = 26
1d20+7 : (15) + 7 = 22
2d8 : (21) = 3
Out of combat
"Yes, let's move on."
AC: 15
HP: 48/48
Temp HP: 0/0
Wildshapes: 2/2
Goodberries: 66
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 2/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic
Now that he has another relatively-intact head, Ulfren comes to a conclusion and uses his blade to scalp the male drow. Once his gruesome trophy is collected, he proceeds to scalp the drider's head as well.
"Ryyrik, we need to dust off your moonshine still. Think about this: Goodberry Wine! You could drink as much as you like, it would cure your hangover! I call it... Wait for it.... 'Homebrew!' "
Rolls
Investigation if needed - (1d20)
(8) = 8
"Thanks Ulfren. Sure, make it ale instead of wine. I'm not talking about serving it in halls though, Dwarven or otherwise. I'm talking about military applications! Alcoholic healing potions. What's un-Dwarven about that? Honestly, the fact that they haven't been invented yet is an obvious oversight in Dwarven engineering."
"Do not forget the wisdom of Oathkeer Dvvalik, master strategist!"
He switches to Olde Dvvwarfish to quote the honoured elder:
"Baruk Khazâd! Khazâd ai-mêntuk!"
Finished with his meal, he secures his scalps upon his harness and looks about the room, specifically for a way out.
"Noted! Now I deeply regret taking stoneworking rather than brewing as my elective back in school..."
Phineas exits the room and once everyone is good to go, moves to the next one.
http://www.talosrpg.com/images/dwarvenminefog.jpg

http://www.talosrpg.com/images/dwarven ruins.jpg

Rolls
Perception? - (1d20+3)
(16) + 3 = 19
Initiative? - (1d20+1)
(18) + 1 = 19
Rolls
Perception - (1d20+1)
(7) + 1 = 8
Initiative? - (1d20+4)
(12) + 4 = 16
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Initiative
Ulfren -- 19
Archidius -- 19
Domarian -- 17
Gunnar -- 16
Ryyrik -- 13
Phineas -- 5
Shalbarain -- 5
Wuknit -- 2
Veklani -- 1
Rolls
Veklani init - (1d20)
(1) = 1
Archidius init - (1d20)
(19) = 19
Shalbarain init - (1d20)
(5) = 5
Domarian init - (1d20)
(17) = 17
Hit Points 60/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None

Hit Points 60/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 1/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless Advantage, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (7) + 5 = 12
1d8+5 : (2) + 5 = 7
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (2) + 5 = 7
1d20+5 : (12) + 5 = 17
1d8+5 : (4) + 5 = 9
Rolls
Initiative - (1d20+1)
(6) + 1 = 7
Attack 2 and 3 hit doing 9 damage.
Rolls
Short Sword Attack #1 - (1d20+5)
(3) + 5 = 8
Damage if Applicable - (1d6+3)
(2) + 3 = 5
Short Sword Attack #2 - (1d20+5)
(2) + 5 = 7
Damage if Applicable - (1d6+3)
(1) + 3 = 4
Short Sword Attack #3 - (1d20+5)
(17) + 5 = 22
Damage if Applicable - (1d6+3)
(1) + 3 = 4
Short Sword Attack #4 - (1d20+5)
(10) + 5 = 15
Damage if Applicable - (1d6+3)
(6) + 3 = 9
Attack 1 advantage - (1d20+5)
(3) + 5 = 8
Attack 2 advantage - (1d20+5)
(13) + 5 = 18
Attack 4 advantage - (1d20+5)
(6) + 5 = 11
Rolls
Thorn whip attack - (1d20+8)
(1) + 8 = 9
Thorn whip attack advantage - (1d20+8)
(8) + 8 = 16
Initiative
Ulfren -- 19
Archidius -- 19
Domarian -- 17
Gunnar -- 16
Ryyrik -- 13
Phineas -- 5
Shalbarain -- 5
Wuknit -- 2
Veklani -- 1

If not, Gunnar casts Shield of Faith on Ulfren instead.
Rolls
V dex save - (1d20)
(18) = 18
S dex save - (1d20+1)
(2) + 1 = 3
A dex save - (1d20+3)
(6) + 3 = 9
D dex save - (1d20+2)
(7) + 2 = 9
Rolls
Attack 1+HM - (1d20+7, 1d20+7, 1d8+9, 1d6)
1d20+7 : (3) + 7 = 10
1d20+7 : (10) + 7 = 17
1d8+9 : (1) + 9 = 10
1d6 : (5) = 5
Attack 2+HM - (1d20+7, 1d20+7, 1d8+9, 1d6)
1d20+7 : (20) + 7 = 27
1d20+7 : (4) + 7 = 11
1d8+9 : (1) + 9 = 10
1d6 : (4) = 4
Crit - (1d8)
(7) = 7
Bonus Action: Wild shape into Brown Bear form.
Move: End up behind a pillar on the left side of the map.
HP: Phineas: 48/48, Bear: 34/34
Temp HP: 0/0
Concentration: Flaming Sphere
Wildshapes: 0/2
Goodberries: 57
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 1/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic
Range 60 feet
Components V S M (Tallow, brimstone, powdered iron)
Duration Conc. Up to 1 minute
A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save. It takes 2d6 fire damage on a fail, or half damage on a success.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, it can go over barriers up to 5 feet tall and jump across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light for 20 feet and dim light for an extra 20 feet.
At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.
Large beast, unaligned
Armor Class 11 (Natural Armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.
STR 19 (+4)
DEX 10 (+0)
CON 16 (+3)
Skills Perception +3
Senses Passive Perception 13
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Rolls
Flaming Sphere damage (fire) - (3d6)
(152) = 8
Phineas sphere is in the corner, and the fireball is cast at other red orb.
Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw dc 15 half damage if save full if not. Unless behind a pillar, you'll have to save.

Rolls
Fireball damage - (10d6)
(6155543651) = 41
Rolls
S dex save - (1d20+3)
(15) + 3 = 18
D dex save - (1d20)
(9) = 9
Rolls
DEX save vs. DC 15 - (1d20+4)
(2) + 4 = 6
Concentration check vs. 20 - (1d20+7)
(11) + 7 = 18
Rolls
Dex save, Danger Sense - (1d20+1, 1d20+1)
1d20+1 : (20) + 1 = 21
1d20+1 : (19) + 1 = 20
HP: Phineas: 40/48,
Temp HP: 0/0
Concentration: Flaming Sphere
Wildshapes: 0/2
Goodberries: 57
Spell Attack: +7 Spell Save DC: 15
Spell Slots:
Level 1: 4/4
Level 2: 3/3
Level 3: 1/2
Prepared Spells:
Cantrips: Guidance, Produce Flame, Frostbite
Level 1: Goodberry, Thunderwave, Healing Word, Identify
Level 2: Barkskin, Flaming Sphere, Lesser Restoration, Hold Person
Level 3: Dispel Magic
Rolls
Dex save DC 15 - (1d20)
(5) = 5
Concentration DC 20 - (1d20+3)
(17) + 3 = 20
Initiative
Ulfren -- 19
Archidius -- 19
Domarian -- 17
Gunnar -- 16
Ryyrik -- 13
Phineas -- 5
Shalbarain -- 5
Wuknit -- 2
Veklani -- 1
Death saves - Pass: 0, Fail: 0
[color]="green"]Sorcery Points - Max: 5, Current: 5
Spell Slots
1st: 4, Used: 0
2nd: 3, Used: 2
3rd: 2, Used: 1[/color]
Rolls
Dex save - (1d20+2)
(4) + 2 = 6
He hacks away recklessly at (A)rchidius, all while roaring, "Ya hear that, boys?! Seems like we got some miners to free!"
Hit Points 46/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 1/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Battleaxe, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (10) + 5 = 15
1d20+5 : (4) + 5 = 9
1d8+5 : (8) + 5 = 13
Extra Attack, Reckless, Slashing Damage - (1d20+5, 1d20+5, 1d8+5)
1d20+5 : (2) + 5 = 7
1d20+5 : (13) + 5 = 18
1d8+5 : (1) + 5 = 6
Rolls
Short Sword Attack #1 - (1d20+5)
(6) + 5 = 11
Attack 1 advantage - (1d20+5)
(20) + 5 = 25
damage if applicable - (1d6+3)
(6) + 3 = 9
Short Sword Attack #2 - (1d20+5)
(9) + 5 = 14
Short Sword Attack #2 Advantage - (1d20+5)
(1) + 5 = 6
Damage if Applicable - (1d6+3)
(4) + 3 = 7
Crit damage - (1d6)
(3) = 3
25ft movement to take cover.
Potion of Supreme Healing.
Rolls
Potion of Supreme Healing - (10d4+20)
(1222123222) + 20 = 39
Rolls
Attack 1 (A)+hunters mark - (1d20+7, 1d8+9, 1d6)
1d20+7 : (15) + 7 = 22
1d8+9 : (8) + 9 = 17
1d6 : (5) = 5
Attack 2 (V) - (1d20+7, 1d8+9)
1d20+7 : (17) + 7 = 24
1d8+9 : (7) + 9 = 16
BA: Planar War (A) - (1d6)
(6) = 6
EDIT: After seeing coordinates, I believe I'm at E13.
Coordinate update: D11.
Initiative
Ulfren -- 19
Archidius -- 19
Domarian -- 17
Gunnar -- 16
Ryyrik -- 13
Phineas -- 5
Shalbarain -- 5
Wuknit -- 2
Veklani -- 1
"I came here to kick ass and chew goodberries. AND I'M ALL OUT OF GOODBERRIES!"
He steps around the west side of his pillar and gestures curtly to his 3rd level flaming sphere, hurling it at Domarian. (5 fire damage, DC 15 dex save to take 2 damage, triggers DC 10 concentration throw)
Rolls
Flaming Sphere damage (fire) - (3d6)
(131) = 5
Thunderwave 3rd level to S and D (thunder) - (4d8)
(4181) = 14
Dispel Magic DC 13 - (1d20+4)
(13) + 4 = 17
Rolls
Concentration - (1d20+1)
(14) + 1 = 15
Saving throw - (1d20)
(5) = 5
Dances around, so I believe 30' would include everyone but Wuknit, since he is down.
Wisdom saving throw dc 15
Rolls
D Wisdom save - (1d20+2)
(20) + 2 = 22
v Wisdom save - (1d20+2)
(9) + 2 = 11
A wisdom save - (1d20+1)
(15) + 1 = 16
V racial ability advantage against charmed - (1d20+2)
(6) + 2 = 8
Rolls
Wisdom Save - (1d20+1)
(13) + 1 = 14
Rolls
Wis save DC 15 - (1d20+7)
(16) + 7 = 23
Rolls
Save - (1d20+1)
(13) + 1 = 14
Wuknit death save and it's Archidius' turn.
Rolls
Deathsaves - (1d20, 1d20)
1d20 : (10) = 10
1d20 : (16) = 16
Lunitar! Quick question: would a loud noise like a Thunderwave that "emmits a thunderous boom" or the firing a gun right by a hypnotized character be enough to shake them out of it?
Somehow, I missed the sphere ramming.... I'll have them take damage this turn as I didn't move them.
Thunderwave would, if it hit them, causing damage as the force goes through. A gun, I'd say no, unless the concussion from the gun hurt them, or was so big it would physically move them, say a cannon. It says use an action to shake, so it would have to be physical movement, with that understanding, I'd say any spell that used an action and moved them in any way would free them.
Initiative
Ulfren *-- 19
Archidius -- 19
Domarian -- 17
Gunnar -- 16
Ryyrik *-- 13
Phineas -- 5
Shalbarain -- 5
Wuknit -- 2
Veklani -- 1
Rolls
Roll to make sure it doesn't crit miss. - (1d20)
(12) = 12
"So you like fire little one?"
Rolls
Fireball damage - (4d6)
(3451) = 13
Radiant Damage - (4d6)
(6565) = 22
Rolls
Dex save - (1d20+1)
(3) + 1 = 4
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+6, 2d6+4, 2d6)
1d20+6 : (14) + 6 = 20
2d6+4 : (23) + 4 = 9
2d6 : (45) = 9
Crit damage - (4d6)
(3662) = 17
She holds her hand out towards Gunnar and a brilliant light emanates from it, casting sunbeam.
Spell dc 15 constitution save
Rolls
Radiant damage - (6d8)
(586253) = 29
Veklani moves to D15 and fires his crossbow at Gunnar
Rolls
Crossbow attack - (1d20+5)
(14) + 5 = 19
Damage if Applicable - (1d6+3)
(5) + 3 = 8
Rolls
Death save - (1d20)
(17) = 17
2 x Success
1 x Fail
Rolls
Deathsave - (1d20)
(9) = 9
Shalbarian needs to make a Concentration check against Gunnar's crit shot (DC 17) to maintain her Hypnotic Pattern.
Rolls
CON save (DC 15) - (1d20+7)
(18) + 7 = 25
Rolls
long bow attack - (1d20+5)
(1) + 5 = 6
Damage if Applicable - (1d8+3)
(2) + 3 = 5
The damage should still trigger a Concentration check though. Unless 20 missed!
Rolls
Thunder Cannon, 2d6+4 piercing, 2d6 thunder - (1d20+6, 2d6+4, 2d6)
1d20+6 : (8) + 6 = 14
2d6+4 : (64) + 4 = 14
2d6 : (61) = 7
and I'd take it you are still attacking Shalbarain, another concentration roll dc 11 right?
Rolls
Concentration - (1d20+2)
(12) + 2 = 14
Concentration - (1d20+2)
(19) + 2 = 21
Ulfren *-- 19
Archidius -- 19
Domarian -- 17
Gunnar -- 16
Ryyrik *-- 13
Phineas -- 5
Shalbarain -- 5
Wuknit -- 2
Veklani -- 1
Phineas and Wuknit death saves
Veklani crossbow attack on Gunnar
Rolls
Crossbow attack - (1d20+5)
(15) + 5 = 20
Damage if Applicable - (1d6+3)
(4) + 3 = 7
Rolls
long bow attack - (1d20+5)
(14) + 5 = 19
Damage if Applicable - (1d8+3)
(2) + 3 = 5
Rolls
Death save - (1d20)
(14) = 14
2 x Successes
2 x Fails
Rolls
Death Save - (1d20)
(6) = 6
Rolls
Spell attack - (1d20+8)
(16) + 8 = 24
Damage if Applicable - (4d10)
(10557) = 27
Everyone is at full health, all of your equipment is gone and you are wearing cloth clothes and seem to be in a bed area of sorts. The walls are grey rock, chiseled and dwarven carved. The beds are just straw mats laying on the floor, and there is a bucket in the corner of the room. There is also a table. A Door stands open and is the only entrance, exit from the room.
"Blast," he croaks, finding his voice. Ulfren looks around, his gaze falling upon the familiar faces of his fellow dwarves. "How long was I out?"
"I don't know," he answers both Wuknit and Ulfren at the same time. "Wherever we are, I bet we're not going to like it."
Phineas quests for his wild shape power, to see if he has rejuvenated his ability.
Though he realizes that the drow may not have been referring to dwarves and that other races might be included, Ulfren holds out hope that they'll get some answers.
Phineas will search the place for anything useful as a tool or weapon, or any secret entrances/exits (unlikely!).
Rolls
Perception, Guidance - (1d20+7, 1d4)
1d20+7 : (14) + 7 = 21
1d4 : (4) = 4
Rolls
Perception - (1d20+1)
(13) + 1 = 14
Stealth - (1d20+4)
(15) + 4 = 19
I don't worry about components, so none needed
We'll consider it a rest.
On either side of the door, you see two fully armored drow. They haven't seen you yet.
Rolls
Stealth - (1d20+11)
(8) + 11 = 19
[color]="green"]Sorcery Points - Max: 5, Current: 5
Spell Slots
1st: 4, Used: 0
2nd: 3, Used: 0
3rd: 2, Used: 1[/color]
Rolls
Athletics, Advantage from Rage - (1d20+5, 1d20+5)
1d20+5 : (19) + 5 = 24
1d20+5 : (9) + 5 = 14
Rolls
Shove DC = - (1d20+7, 1d20+7)
1d20+7 : (14) + 7 = 21
1d20+7 : (16) + 7 = 23
Grapple DC = - (1d20+7, 1d20+7)
1d20+7 : (8) + 7 = 15
1d20+7 : (17) + 7 = 24
Rolls
Attack 1 (claw) - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (5) + 6 = 11
1d20+6 : (12) + 6 = 18
1d8+4 : (4) + 4 = 8
Attack 2 (bite) - (1d20+6, 1d20+6, 2d6+4)
1d20+6 : (10) + 6 = 16
1d20+6 : (13) + 6 = 19
2d6+4 : (56) + 4 = 15
Ulfren jumps on the guard and wraps his arm around the neck and mouth of him. His eyes open in bewildered shock.
Ryyrick grabs the drow and she lets out a gasp as her legs are pulled out. She tries to get her arms up, but isn't quick enough and her face smacks the stone floor. (Con Roll)
Rolls
Female Con roll for concious dc 15 - (1d20+3)
(14) + 3 = 17
Roll initiative.
Rolls
Male guard - (1d20)
(7) = 7
Female guard - (1d20)
(5) = 5
Rolls
Initiative - (1d20+4)
(17) + 4 = 21
Ryyrick -- 21
Ulfren -- 9
Gunnar -- 9
Wuknit -- 7
Male guard -- 7
Female guard --5
Phineas -- 2
Rolls
Slam 1 - (1d20+5)
(18) + 5 = 23
Slam 2 - (1d20+5)
(14) + 5 = 19
Roll to make sure you don't Crit miss, she fumbled.
Rolls
Strength attack 1 - (1d20+3)
(1) + 3 = 4
Strength attack 1 - (1d20+3)
(3) + 3 = 6
Strength attack 2 - (1d20+3)
(10) + 3 = 13
Strength attack 2 - (1d20+3)
(15) + 3 = 18
Action: Reckless Attack, unarmed.
I'll add a contested Grapple to this post if the guard tries to escape.
Rolls
Action unarmed attack, Reckless, bludgeoning damage - (1d20+3, 1d20+3, 1d4+5)
1d20+3 : (3) + 3 = 6
1d20+3 : (17) + 3 = 20
1d4+5 : (1) + 5 = 6
Extra Attack unarmed, Reckless, bludgeoning damage - (1d20+3, 1d20+3, 1d4+5)
1d20+3 : (7) + 3 = 10
1d20+3 : (7) + 3 = 10
1d4+5 : (3) + 5 = 8
Contested Grapple if needed, Advantage (Rage) - (1d20+5, 1d20+5)
1d20+5 : (9) + 5 = 14
1d20+5 : (7) + 5 = 12
Rolls
Trying to break free - (1d20+3)
(12) + 3 = 15
disadvantage - (1d20+3)
(5) + 3 = 8
[color]="green"]Sorcery Points - Max: 5, Current: 4
Spell Slots
1st: 4, Used: 1
2nd: 3, Used: 0
3rd: 2, Used: 1[/color]
Rolls
Magic Missile - (3d4+3)
(133) + 3 = 10
The male drow tries to break free struggling with Ulfren.
Oppose strength
Rolls
Strength - (1d20+3)
(1) + 3 = 4
Initiative:
Ryyrick -- 21
Ulfren -- 9
Gunnar -- 9
Wuknit -- 7
Male guard -- 7
Female guard --5
Phineas -- 2
Rolls
Attack (bite) - (1d20+6, 1d8+4)
1d20+6 : (18) + 6 = 24
1d8+4 : (3) + 4 = 7
Attack (claw) - (1d20+6, 2d6+4)
1d20+6 : (8) + 6 = 14
2d6+4 : (24) + 4 = 10
advantage (bite, claw) - (1d20+6, 1d20+6)
1d20+6 : (12) + 6 = 18
1d20+6 : (19) + 6 = 25
Rolls
Grapple dc - (1d20+7)
(10) + 7 = 17
Ulfren is still grappling with the drow, use that as attack roll instead?
Rolls
Attack - (1d20+7, 1d6+5)
1d20+7 : (10) + 7 = 17
1d6+5 : (4) + 5 = 9
Bonus action: Planar - (1d6)
(2) = 2
Rolls
Unarmed Strike, Reckless, Bludgeoning Damage - (1d20+3, 1d20+3, 1d4+5)
1d20+3 : (12) + 3 = 15
1d20+3 : (8) + 3 = 11
1d4+5 : (2) + 5 = 7
Extra Attack Unarmed, Reckless, Bludgeoning Damage - (1d20+3, 1d20+3, 1d4+5)
1d20+3 : (2) + 3 = 5
1d20+3 : (18) + 3 = 21
1d4+5 : (4) + 5 = 9
Contested Grapple if needed, Advantage (Rage) - (1d20+5, 1d20+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (5) + 5 = 10
Ryyrik grabs a shield and does another look over the armor.
Rolls
Stealth - (1d20+16)
(19) + 16 = 35
Rolls
Perception with advantage - (1d20+1, 1d20+1)
1d20+1 : (3) + 1 = 4
1d20+1 : (11) + 1 = 12
A stone I died, and rose again a plant.
A plant I died, and rose an animal.
An animal I died, and was born a Dwarf.
Why should I fear? What have I lost from death?
Ryyrik grabs his swords handle and releases with his off-hand then begins after the cart pusher.
He breaks the embrace, pausing to tap the butt of his axe against Phineas's chest. "Don't go getting lost. We'll be back for ya."
Rolls
Stealth - (1d20+1)
(10) + 1 = 11
Rolls
Stealth - (1d20+4)
(17) + 4 = 21
Rolls
Stealth - (1d20+16)
(5) + 16 = 21
Rolls
Stealth - (1d20+2)
(5) + 2 = 7
Stealth Advantage (Due to Stone Camouflage) - (1d20+2)
(13) + 2 = 15
Seeing his friend turn to stone just pissed him off more haha.
Rolls
Con save - (1d20+5, 1d20+5)
1d20+5 : (17) + 5 = 22
1d20+5 : (20) + 5 = 25
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Rolls
Initiative - (1d20+4)
(1) + 4 = 5
Rolls
Initiative - (1d20+2)
(2) + 2 = 4
Ryyrick -- 16
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Rolls
Guard 1 - (1d20)
(18) = 18
Guard 2 - (1d20)
(11) = 11
Guard 3 - (1d20)
(8) = 8
Initiative:
Guard 1 -- 18
Ryyrick -- 16
Guard 2 -- 11
Guard 3 -- 8
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Shortsword, Reckless Attack, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (4) + 5 = 9
1d6+5 : (3) + 5 = 8
[color]="green"]Sorcery Points - Max: 5, Current: 4
Spell Slots
1st: 4, Used: 1
2nd: 3, Used: 1
3rd: 2, Used: 1[/color]
Rolls
Magic Missile (level 2 slot) - (1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (1) + 1 = 2
1d4+1 : (2) + 1 = 3
1d4+1 : (4) + 1 = 5
Rolls
Light Crossbow - (1d20+7, 1d8+4)
1d20+7 : (20) + 7 = 27
1d8+4 : (1) + 4 = 5
crit damage - (1d8)
(7) = 7
Ryyrick grows three times the size he was.
Wuknit hits guard 2 (you wanted a different guard correct?) -- 13 damage
Gunnar hits guard 1 -- 12 damage
Ryyrick casts alter self -- causing the guards to roll at disadvantage
Rolls
Attack 1 - (1d20+6)
(1) + 6 = 7
Attack 1 disadvantage - (1d20+6)
(19) + 6 = 25
Attack 2 - (1d20+6)
(3) + 6 = 9
Attack 2 disadvantage - (1d20+6)
(20) + 6 = 26
Rolls
Attack 1 - (1d20+7)
(17) + 7 = 24
Damage if Applicable - (1d8+9)
(2) + 9 = 11
Guard 1 -- 18 (31 damage)
Ryyrick -- 16
Guard 2 -- 11 (13 damage)
Guard 3 -- 8
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Rolls
Attack 1 - (1d20+4)
(20) + 4 = 24
Attack 1 disadvantage - (1d20+4)
(7) + 4 = 11
damage if applicable - (1d8+2)
(1) + 2 = 3
Rolls
Attack 1 - (1d20+6)
(8) + 6 = 14
Attack 1 disadvantage - (1d20+6)
(11) + 6 = 17
Attack 2 - (1d20+6)
(7) + 6 = 13
Attack 2 disadvantage - (1d20+6)
(9) + 6 = 15
Damage if applicable attack 1 - (2d6+3)
(55) + 3 = 13
Damage if applicable attack 2 - (2d6+3)
(41) + 3 = 8
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Shortsword, Reckless Attack, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (4) + 5 = 9
1d20+5 : (2) + 5 = 7
1d6+5 : (6) + 5 = 11
Extra Attack Shortsword, Reckless, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (9) + 5 = 14
1d20+5 : (4) + 5 = 9
1d6+5 : (6) + 5 = 11
Rolls
Light Crossbow (Sharpshooter) - (1d20+2, 1d8+14)
1d20+2 : (2) + 2 = 4
1d8+14 : (1) + 14 = 15
Wuknit is up
[color]="green"]Sorcery Points - Max: 5, Current: 4
Spell Slots
1st: 4, Used: 2
2nd: 3, Used: 1
3rd: 2, Used: 1[/color]
Rolls
Level 1 magic missile - (3d4+3)
(123) + 3 = 9
Guard 1 attacks Ryyrick again.
Rolls
Attack 1 - (1d20+6)
(19) + 6 = 25
Damage if Applicable - (1d8+3)
(5) + 3 = 8
Attack 2 - (1d20+6)
(6) + 6 = 12
Damage if Applicable - (1d8+3)
(8) + 3 = 11
Rolls
Attack 1 - (1d20+7)
(12) + 7 = 19
Damage if Applicable - (1d8+7)
(5) + 7 = 12
Guard 2 and 3 attack Ryyrick
Rolls
Guard 2 attack 1 - (1d20+4)
(14) + 4 = 18
Damage if Applicable - (1d8+2)
(8) + 2 = 10
Guard 2 attack 2 - (1d20+4)
(6) + 4 = 10
Damage if Applicable - (1d8+2)
(8) + 2 = 10
Guard 3 attack 1 - (1d20+6)
(19) + 6 = 25
Damage if Applicable - (2d6+3)
(34) + 3 = 10
Guard 3 attack 2 - (1d20+6)
(13) + 6 = 19
Damage if Applicable - (2d6+3)
(23) + 3 = 8
Ulfren is up.
Initiative:
Guard 1 -- 18 (dead)
Ryyrick -- 16
Guard 2 -- 11 (27 damage)
Guard 3 -- 8
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Shortsword vs Guard2, Reckless, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (10) + 5 = 15
1d20+5 : (2) + 5 = 7
1d6+5 : (2) + 5 = 7
Extra Attack vs Guard2, Reckless, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (7) + 5 = 12
1d20+5 : (7) + 5 = 12
1d6+5 : (4) + 5 = 9
Rolls
Light Crossbow (Sharpshooter) - (1d20+2, 1d8+14)
1d20+2 : (14) + 2 = 16
1d8+14 : (1) + 14 = 15
[color]="green"]Sorcery Points - Max: 5, Current: 4
Spell Slots
1st: 4, Used: 1
2nd: 3, Used: 2
3rd: 2, Used: 1[/color]
Rolls
Magic Missile (2nd Level) - (4d4+4)
(2224) + 4 = 14
Rolls
Attack - (1d20+7)
(10) + 7 = 17
Damage if Applicable, planar warrior - (1d8+7, 1d6)
1d8+7 : (7) + 7 = 14
1d6 : (5) = 5
Guard 2 swings at Ryyrick , but misses
Rolls
Attack 1 - (1d20+4)
(6) + 4 = 10
Damage if Applicable - (1d8+2)
(2) + 2 = 4
Attack 1 - (1d20+6)
Attack 2 - (1d20+6)
Damage if applicable attack 1 - (2d6+3)
Damage if applicable attack 2 - (2d6+3)
Rolls
Attack 1 - (1d20+6)
(2) + 6 = 8
Damage if Applicable - (2d6+3)
(62) + 3 = 11
Attack 2 - (1d20+6)
(5) + 6 = 11
Damage if Applicable - (2d6+3)
(51) + 3 = 9
Ulfren is up.
Initiative:
Guard 1 -- 18 (dead)
Ryyrick -- 16
Guard 2 -- 11 (36 damage)
Guard 3 -- 8
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Shortsword, Reckless, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (10) + 5 = 15
1d20+5 : (18) + 5 = 23
1d6+5 : (5) + 5 = 10
Extra Attack, Reckless, Piercing Rage Damage - (1d20+6, 1d20+5, 1d6+5)
1d20+6 : (4) + 6 = 10
1d20+5 : (14) + 5 = 19
1d6+5 : (2) + 5 = 7
Rolls
Light Crossbow - (1d20+2, 1d8+4)
1d20+2 : (14) + 2 = 16
1d8+4 : (5) + 4 = 9
[color]="green"]Sorcery Points - Max: 5, Current: 4
Spell Slots
1st: 4, Used: 2
2nd: 3, Used: 2
3rd: 2, Used: 1[/color]
Rolls
Magic Missile (1st Level) - (3d4+3)
(223) + 3 = 10
Initiative:
Guard 1 -- 18 (dead)
Ryyrick -- 16
Guard 2 -- 11 (46 damage)
Guard 3 -- 8
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
He connects, crushing the guards skull in.
Rolls
Attack 1 - (1d20+4)
(15) + 4 = 19
Damage if Applicable - (1d8+2)
(7) + 2 = 9
Rolls
Attack 2 - (1d20+6)
(18) + 6 = 24
damage if applicable - (2d6+3)
(44) + 3 = 11
Damage if Applicable - (2d6+3)
(55) + 3 = 13
Attack 1 - (1d20+6)
(10) + 6 = 16
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions None
Rolls
Shortsword, Reckless, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (19) + 5 = 24
1d6+5 : (6) + 5 = 11
Extra Attack Shortsword, Reckless, Piercing Rage Damage - (1d20+5, 1d20+5, 1d6+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (7) + 5 = 12
1d6+5 : (6) + 5 = 11
Guard 1 -- 18 (dead)
Ryyrick -- 16
Guard 2 -- 11 (dead)
Guard 3 -- 8(29 damage)
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Rolls
Light Crossbow - (1d20+7, 1d8+4)
1d20+7 : (14) + 7 = 21
1d8+4 : (3) + 4 = 7
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaeous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
Forstbite (DC 15 Con Save to negate) - (2d6)
(43) = 7
Wuknit casts frostbite on guard 3, and he takes 7 damage.
Rolls
Con save - (1d20+2)
(8) + 2 = 10
Rolls
Attack - (1d20+4)
(15) + 4 = 19
Damage if Applicable - (1d8+2)
(6) + 2 = 8
Guard 1 -- 18 (dead)
Ryyrick -- 16
Guard 2 -- 11 (dead)
Guard 3 -- 8(37 damage)
Ulfren -- 5
Gunnar -- 5
Wuknit -- 4
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions Rage
Rolls
Reckless Shortsword, Piercing Rage Damage - (1d20+5, 1d6+5)
1d20+5 : (11) + 5 = 16
1d6+5 : (5) + 5 = 10
Extra Attack Reckless Shortsword, Piercing Rage Damage - (1d20+5, 1d6+5)
1d20+5 : (13) + 5 = 18
1d6+5 : (6) + 5 = 11
Hit Points 40/60 (HD: 5/5d12+20)
Speed 35
STR 16 (+3); DEX 13 (+1); CON 18 (+4); INT 9 (-1); WIS 13 (+1); CHA 13 (+1)
Saving Throws Str +5, Con +6
Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3
Damage Resistances Poison; While raging, resistance to all damage except psychic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarvish, Goblin
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Brass instrument (horn), smith's tools
Dwarven Resilience Advantage on saving throws against poison.
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Actions
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Reckless Attack Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
-- Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Light Hammer Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 0/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions Raging
Rolls
Perception - (1d20+1)
(2) + 1 = 3
Rolls
Investigation - (1d20+6)
(3) + 6 = 9
3 Javelins
A war hammer
A maul
A long sword
3 sets of chainmail
A belt pouch on each containing a total of 1200 gold pieces
2 shields
I think there are three active players? 400 gold each?
He looks at the water. "Don't know where this goes, but it's s'posed to take the stuff somewhere for processing. So we'd see who's running the joint, at the least."
Turning back to the party, Ulfren says, "I'm inclined to find our kin. Maybe we can free them from these pointy-eared bastards and let them get revenge for their enslavement. And if they ain't our kin, we free 'em anyways and their numbers will be more 'n welcome."
Rolls
Perception - (1d20+3)
(2) + 3 = 5
Give me an perception check dc 8, unless you passive is that high.
"Yes, all of my elders have gone to serve the queen, as all do if worthy by age 100. Were you not worthy?"
"So, I think we have a problem," is all he says.
Rolls
Stealth - (1d20+1)
(7) + 1 = 8
There is a footlocker at the bottom of the bed, but you see no weapons out in view.
Rolls
Warhammer, Advantage, Bludgeoning Damage - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (6) + 5 = 11
1d20+5 : (6) + 5 = 11
1d8+3 : (2) + 3 = 5
Rolls
Extra Attack, non-lethal bludgeoning damage - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (17) + 5 = 22
1d20+5 : (6) + 5 = 11
1d8+3 : (3) + 3 = 6
Rolls
Con versus 13 - (1d20)
(3) = 3
He tries to open the door.
He moves to the adjacent door opposite their current position.
Rolls
Perception - (1d20+1)
(10) + 1 = 11
This is my rifle. There are many like it, but this one is mine.My rifle is my best friend. It is my life. I must master it as I must master my life.Without me, my rifle is useless. Without my rifle, I am useless. I must fire my rifle true. I must shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me. I will ...
He shoulders his magical bag of holding. "When you're done being intimate with your fire-piece, let's check out the last door."
1 Greataxe (Small) (+2 weapon)
3 Potion of Cure Light Wounds
25 gp
A letter from the occupants girl Henrietta declaring her undying love for him
Hearing the noise of approaching figures Wuknit mutters a quick incantation and turns both Ulfren and Gunnar invisible before sliding himself under the bed to hide and wait.
[color]="green"]Sorcery Points - Max: 6, Current: 6
Spell Slots
1st: 4, Used: 0
2nd: 3, Used: 0
3rd: 3, Used: 1[/color]
Rolls
Stealth + advantage if relevant - (1d20+2, 1d20+2)
1d20+2 : (12) + 2 = 14
1d20+2 : (7) + 2 = 9
Rolls
Stealth, Advantage if needed - (1d20+1, 1d20+1)
1d20+1 : (7) + 1 = 8
1d20+1 : (3) + 1 = 4
He starts to disrobe quickly.
Rolls
Warhammer, Advantage, non-lethal bludgeoning - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (19) + 5 = 24
1d20+5 : (3) + 5 = 8
1d8+3 : (3) + 3 = 6
Grapple (Athletics check) - (1d20+5)
(1) + 5 = 6
"Wuknit! Gunnar! Where you at?" he asks.
He points to the tied-up drow. "Anyway, we bagged us another pretty boy, and this one don't got his face caved in... much. See what he's got on his person, as he was so helpful in taking off his clothes."
WHAT THE HELLS IS GOING ON?!"
He hefts his warhammer for emphasis.
He stalks towards the elf. "All that hair's getting in your eyes, so I'll just trim those bangs."
Rolls
Initiative if needed - (1d20+1)
(3) + 1 = 4
Warhammer, Bludgeoning Damage (non-lethal) - (1d20+6, 1d8+3)
1d20+6 : (9) + 6 = 15
1d8+3 : (2) + 3 = 5
Extra Attack, non-lethal - (1d20+6, 1d8+3)
1d20+6 : (1) + 6 = 7
1d8+3 : (1) + 3 = 4
Rolls
Frostbite damage on Drow - (2d6)
(54) = 9
With a snarled maw, she looks left, then right, and as her snarled face transforms into a look of confusion (if a bear can muster that kind of look), she then relaxes her body. She sees a drow on the floor unconscious, as well as a fellow dwarf and another who seems like a friend. She puts her head down towards the dwarf and places her head into his free hand gently.
Yu! Wha did ye do to me?! Darion quickly joins Ulfren to confront, or beat up, the drow.

She tries to smile with her bear mouth, and she stands on her two back legs and waves hi.
She’s still in bear form, but she is trying to prompt some conversation through paw gestures and bear faces.
Finally getting his wits about him, Hannibal realizes that a) he is not in the same place as the last thing he remembers, b) only a few of his companions are stirring the rest are statues, and c) there is are strangers in his midst. At least strangers to him. Still a dwarf is always a friend to Hannibal, unless he owes them money. Gnomes are hit-or-miss, but it doesn't seem to be bothering Darion, Frigga, and Albiofer so he doesn't assume he's a threat.
He stands idle, waiting in case Darion needs "help" with their captive.
Darion grunts
Now lass, count the sharp objects around your elf neck and start ANSWERING questions instead of putting them. What did you do to us?
"Seems like that bottle the elf threw is one of the keys."
Rolls
Arcana check - (1d20+4)
(17) + 4 = 21
Once the remains have been found, he examines the glass and residue.
Rolls
Intelligence check + alkymi/herbalisme proff - (1d20+4)
(1) + 4 = 5
The drow looks confused, like too many knocks on the old noggin. "If any of you want your meals tonight, you had better get back to work. Remember what an honor it would be to be chosen? You don't have to be an elder to get chosen, hard work and you can get there early!"
He tests the wall the drow was pushing against, to see if there's a secret panel or something.
Rolls
perception - (1d20+9)
(13) + 9 = 22
At Ulfren's words he shudders. "Proud and noble dwarves serving a bunch of deep dwelling knife ears? What a horrible fate. I can't believe I lived to see the day." Anger at the prospect of his kin under their boot-heel he will readily agree with Albiofer. "Frigga I'm done with it too, eat it if you want."
At the discovery of the passageway he whistles, "Blimey. Did you know that was there?"
After a pause. "I mean, he seems a bit dull, now."
Rolls
Perception check for traps - (1d20+9)
(9) + 9 = 18
Disarm/unlock if necessary - (1d20+10)
(9) + 10 = 19
He pulls open the secret door.
Rolls
Perception for traps - (1d20+9)
(11) + 9 = 20
Thieves tools if necessary - (1d20+10)
(12) + 10 = 22
Still he grip his weapon tightly, ready to help his kin. Whilst they wait he'll whisper to Wuknit, "How'd you get roped into this?"
Rolls
Stealth - (1d20+10)
(6) + 10 = 16
Perception - (1d20+9)
(15) + 9 = 24
Rolls
Perception (Adv. w/ Keen Smell) - (1d20+7, 1d20+7)
1d20+7 : (17) + 7 = 24
1d20+7 : (3) + 7 = 10
He pauses. "Oh yeah," he says, letting the weight of his words sink in, "we've been gone a long time."
Hannibal steadies himself on a wall and clutches his chest. "My friends, my family..." He swallows hard, trying to recollect himself.
The old woman walks over with the aid of her walking stick, and rubs Hannibal’s back to comfort him.
"I think what is more of a shock is to see what sorts of technological enhancements have occurred since our internment in stone."
After a minute or two he says aloud "Don't worry," whipping sweat from his brow and straitening himself up, "I won't hold us back" His eyes are misty, but he marches on pushing his grief to the side for now.
Rolls
Initiative if required - (1d20+1)
(8) + 1 = 9
Warhammer, Bludgeoning Damage - (1d20+6, 1d8+3)
1d20+6 : (4) + 6 = 10
1d8+3 : (5) + 3 = 8
Rolls
Initiative - (1d20+4)
(20) + 4 = 24
Attack - (1d20+7)
(19) + 7 = 26
Damage if hit - (1d6+4)
(1) + 4 = 5
Sneak attack damage if hit - (3d6)
(111) = 3
Rolls
Initiative - (1d20+2)
(5) + 2 = 7
Stealth (Advantage for Stone Camouflage) - (1d20+2, 1d20+2)
1d20+2 : (12) + 2 = 14
1d20+2 : (1) + 2 = 3
She picks a flea from her hair and flicks it at the drow being attacked by Ulfren, then speaking in Druidic: "Mela-Kdos ba Drow."
Range/Area: 30ft.
Components: V, S, M(a living flea)
Duration: Instantaneous
Attack/Save: CON 15
Source: XGtE, pg. 158
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
Poison Damage (Con save DC15 negates) - (2d6)
(55) = 10
Jump in random direction - (1d4)
(4) = 4
Initiative - (1d20+2)
(17) + 2 = 19
Albiofer -- 24
Frigga -- 19
Ulfren -- 9
Drow 1 -- 9
Drow 2 -- 8
Wuknit -- 7
Rolls
Drow 1 init - (1d20)
(9) = 9
Drow 2 init - (1d20)
(8) = 8
Rolls
Save from fleas - (1d20+2)
(2) + 2 = 4
Albiofer -- 24
Frigga -- 19
Ulfren -- 9
Drow 1 -- 9 (18 Damage)
Drow 2 -- 8
Wuknit -- 7
Albiofer proceed and we will add Hannibal in later
Rolls
Attack with Shortsword - (1d20+7)
(16) + 7 = 23
Damage if hit - (1d6+4)
(2) + 4 = 6
Sneak Attack from flanking - (3d6)
(364) = 13
She cackles an evil, shrill cackle as she flicks the flea.
Range/Area: 30ft.
Components: V, S, M(a living flea)
Duration: Instantaneous
Attack/Save: CON 15
Source: XGtE, pg. 158
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Ulfren is up.
Rolls
Warhammer, Bludgeoning Damage - (1d20+6, 1d8+3)
1d20+6 : (8) + 6 = 14
1d8+3 : (4) + 3 = 7
Extra Attack, Bludgeoning Damage - (1d20+6, 1d8+3)
1d20+6 : (20) + 6 = 26
1d8+3 : (5) + 3 = 8
Critical Hit - (1d8)
(3) = 3
Ulfren needs to make a Con save versus poison dc13
Drow Poison
Albiofer -- 24
Frigga -- 19
Ulfren -- 9
Drow 1 -- 9 (dead)
Drow 2 -- 8(18 damage)
Wuknit -- 7
Rolls
Attack - (1d20+8)
(15) + 8 = 23
Damage - (1d6+3)
(3) + 3 = 6
Hit Points: 34/68 (HD: 6/6d12+24)
Speed: 35
STR: 16 (+3); DEX: 13 (+1); CON: 18 (+4); INT: 9 (-1); WIS: 13 (+1); CHA: 13 (+1)
Saving Throws: Str +6, Con +7
Skills: Animal Handling +4, Athletics +6, Perception +4, Survival +4
Damage Resistances: Poison; While raging, resistance to all damage except psychic
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Dwarvish, Goblin
Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tool Proficiencies: Brass instrument (horn), smith's tools
Dwarven Resilience: Advantage on saving throws against poison.
Danger Sense: Advantage on Dexterity saving throws against effects that can be seen.
Beast Sense: Ritual Spell; 11 minutes; Touch; S; Concentration 1 hour.
Speak with Animals: Ritual Spell; 11 minutes; Self; VS; 10 minutes.
Aspect of the Beast, Bear: Double carrying capacity, max load, max lift. Advantage on STR checks to push, pull, lift, or break objects.
Actions:
-- Extra Attack. Attack twice instead of once when taking the Attack action.
-- Reckless Attack. Advantage on melee weapon attack rolls using Strength, attacks against have advantage until next turn.
-- Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage, or 1d10+3 bludgeoning damage if used with two hands to make a melee attack.
-- Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+3 bludgeoning damage.
-- Javelin (3). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions:
-- Rage. 0/4 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions: NONE
Rolls
Constitution Save vs Poison DC 13, Advantage - (1d20+7, 1d20+7)
1d20+7 : (10) + 7 = 17
1d20+7 : (13) + 7 = 20
[color]="green"]Sorcery Points - Max: 6, Current: 6
Spell Slots
1st: 4, Used: 1
2nd: 3, Used: 0
3rd: 3, Used: 1[/color]
Rolls
Magic Missile - (3d4+3)
(141) + 3 = 9
Rolls
Persuasuon - (1d20+2)
(20) + 2 = 22
Rolls
Perception for loot - (1d20+9)
(19) + 9 = 28
Between the two of them you find:
2 mithral shirts, +1 light steel shield, +1 short sword, dagger, hand crossbow and 10 bolts, drow poison (4 doses), 28 gold
"Here, each of you get one berry. This will sustain you. Fight alongside us and we will provide for you."
Range/Area: Touch
Components: V, S, M(a sprig of mistletoe)
Duration: Instantaneous
Source: PHB, pg. 246
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
To the others, he says, "Aye, if you can use this gear better than the rest of us, put it to good use. I don't know about the rest of you, but I like the shield and weapon combination, so I'd like to use that steel arrow-catcher."
She looks to the servant dwarves and says, "Come with us, and we will help each other have a better life than you have known."
Rolls
Thieves tools - (1d20+10)
(13) + 10 = 23
"They have rooms? We usually sleep in the mines."
Rolls
Perception - (1d20+4)
(13) + 4 = 17
Rolls
Lockpick - (1d20+10)
(2) + 10 = 12
Rolls
Medicine check - (1d20+7)
(11) + 7 = 18
Rolls
Persuasion - (1d20+2)
(19) + 2 = 21
Investigation - (1d20+1)
(14) + 1 = 15
Perception - (1d20+4)
(13) + 4 = 17
Stonecunning (if that applies) - (1d20+7)
(20) + 7 = 27
Range/Area: 60ft.
Components: V, S
Duration: Concentration, up to 1 hour
Source: PHB, pg. 127
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics. Sample creatures can be found below.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
She holds her hand out and casts Druidcraft to get a sense of the weather, and she observes the sky this day/night.
She whistles, calling her pack of wolves to her.
She then tells Ulfren, "Do you think there are others, like us, still in these vaults? Perhaps we should go back in and find them."
Frigga is going to verbally command the wolves to scout ahead stealthily, about 60 feet ahead of Ulfren and I. If they are to find someone, they are to come back to let us know.
Kurnd is very confused a vial of poison empty in his hand. he looks around for the first time.
He pauses as if to say something, but continues, "There's supposed to be this Queen that resides here. Any dwarf that gets too old, or maybe too ornery, gets sent to see her. 'A great honor,' they say, and then they're never seen again.
"We want to find answers, I figure we gotta get to her, or her generals. So far we've only found the slaves and the supervisors."
"Well, we went on to see this Lord Rain-Hall and found out we didn't have anything to do 'cause all the orcs got frozen, too. So we came back to make our report and see if anybody had a lick of an idea of what's going on, when we find out that in our long absence a bunch of drow came in and took over, using some kind of liquid to turn folk into stone.
"We found some young dwarves that were working as slaves in this mine, and after speaking with them we sorta pieced together that they been addlepated with whatever drow nonsense was put into their heads. I mean, they liked working for the drow!
"So now we're looking to bash the head off whatever spider-queen is running the joint, ask some questions, and see if we can't put things back the way they were."
He looks at Frigga. "Did I forget anything?"
He lets that sink in.
Knurd Shakes his head at Ulfren wondering how he could call him not dwarven
An expression of wistful nostalgia passes momentarily over Arnvik's face before his granite scowl slams down again. "I agree with Battlehammer. A dwarf's blow must be true and direct. We should strike at the heart of this infestation."
Knurd will attempt to pick the lock.
Rolls
Theif's tool's - (1d20+5)
(10) + 5 = 15
Rolls
Stealth - (1d20-8)
(13) - 8 = 5
Rolls
Perception - (1d20+10)
(5) + 10 = 15
Rolls
Stealth - (1d20+5)
(1) + 5 = 6
He looks ahead to Knurd and says, "So if you wanna smash rocks with your face, you be the best damn rock-eater there is."
As they approach the strange floor, he kneels down to inspect the substance, holding his torch above for more light.
He then glances up to the tunnel ceiling.
Rolls
Nature - (1d20+5)
(15) + 5 = 20