The Game
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Tossed about, helpless against the might of the sea, Frick had no choice but to hold on and hope that he survived the night. Hours passed and Frick eventually lost consciousness, unsure if he'd ever wake up.
This isn't how I die, she thought with a gleeful realization. She was Ygne, and Ygne was meant for something great. "You hear me now!" She shouted defiantly toward the sky; toward the gods, "This isn't how Ygne d-..!" Her words were cut off by the sound of splintering wood so loud is sounded like an explosion. She felt a white-hot, intense pain upon the back of her head for a split second, and the sudden weightlessness of free-fall, before all went black.
Ryte grabs his pack, flings it over his shoulder, and runs to the top of the ship's deck, sword ready to be drawn at a moment's notice. His battle-ready face fades as his eyes meet with reality, a storm to end all storms, ships in mid collision, and yelling all around him. To add to his shock, a woman's voice catches his ear "MAN ABOARD OUR SHIP!" she bellows. She was right, he was the only man aboard the ship. In an attempt to gain the upper hand and catch her off guard, he responds back "I promise you, I'm the prettiest of ladies." before sprinting for the ship's side...and does a beautiful dive off of it into the choppy waters below.
Rolls
Acrobatics - (1d20+7)
(12) + 7 = 19
The Sea Witch lurched upon the waves, sliding sideways with the wind. Elspa rode it out almost out of habit, focused as she was on their target. Soon, the distance would be close enough that she could leap across, and she lowered her stance ready to charge. Tightening her grip on her rain-soaked shield, her other hand lashed to a battleaxe, Elspa's excited howl was drowned out by the raging storm.
Suddenly the ship pitched forward, nearly catapulting itself onto the other vessel. Elspa thought it a neat trick of the captain to bring the boat so quickly around, and she sprinted forward to time her leap. Ignoring the splintering of wood around her, ignorant of the shattered mast above, she hurdled over fallen sail, planted a foot upon the rail, and soared into the air.
The other vessel then rose up to meet her. The unexpected embrace of storm-drenched timber stunned Elspa as she crashed into the deck, falling to her feet. She rose up, smacking her shield with her axe in challenge, and discovered a boat with nary a person onboard. She turned just in time to see someone dive overboard, and began to realize the gravity of the storm around her and the conditions of both the Sea Witch and the boat she stood upon.
That was when the hull cracked open like an egg, spilling Elspa into the dark water. It was all she could do to hold onto her shield, using it to float precipitously upon the roiling waves. She maintained enough composure to ride the current, though it would be quite a while before she knew whether it would take her to land, or out into the open ocean.
Soon she felt the waves break, and sand and coral sweep her sodden boots. Elspa's adrenaline still rushed through her veins, this time in a panic as she reached land, searching bodies of those washed ashore for her packmates.
Rolls
Athletics - (1d20+7)
(9) + 7 = 16
"Leave 'im be, lass! We're done for! The Witch is finished! Abandon ship!" Despite her words, the captain strained against the helm in a hopeless effort to wriggle the Sea Witch free of the trading ship.
"Ain' leavin' wi'out ye!" Jareena spit out in her mangled speech - the result of having had her tongue cut out it seemed a lifetime ago.
"ABANDON SHIP, I SAY!" Leatha roared. "Do it, or I'll toss ye o'erboard meself!"
Jarveena swallowed any further protests and obeyed, planting her right boot on the starboard rail and diving cleanly from the poop deck into the roiling sea.
She didn't hear her beloved captain bid her a whispered farewell moments before the Sea Witch broke apart and sank into the icy water...
As you come to, the rhythmic percussion of waves on sand clashes with a cacophony of vultures. As you blink away sand, you register the heat of the blinding sun beating down on you. You spit out a mouthful of sand, and inhale deeply the smell of soggy wood and the fishy tang of the ocean spray.
You remember the disastrous storm, the ships crashing into each other, and realize that against all odds you have survived.
It seems you washed up onto a beach, which now appears to be strewn with the wreckage of the storm-wracked ships. You are lying next to a stranger* who has also survived, both of you face down in the sand in the sand behind a heap of seaweed-strewn wreckage. You experimentally test your limbs and gear to make sure everything is intact - seems fine, miraculously.
Before you have a chance to process all this, you hear a new sound - language. Primitive, guttural grunts are coming from further up the beach and growing louder. From your current position you can only see each other and the sea behind you, but peering up above the wreckage might reveal your position.
Frick is woken unceremoniously as a large weight is tossed upon him.
As strength returns to your limbs, you roll the weight off yourselves. Overpowered by the smell of rotting flesh and excrement, you look around to see you are in a damp, shallow cave atop a pile of corpses. The weight that landed on you was a dead body
Suddenly, one of those corpses starts to moan. You recognize Ygne from the Black Lotus. Ygne fights off a powerful headache as she struggles to rise, the back of her head sporting an angry red gash.
The sun is rising and the storm clouds are retreating rapidly over the western horizon. You are waist-deep in crimson surf, fighting off vultures as you search for survivors from the Sea Witch. Your search meets with only disappointment and horrible mutilations. Bodies torn in half by snapped rigging, impaled by wrist-thick splinters, or crushed by rolling ships and violent waves are the norm. However, you find nothing recognizable as female.
Taking a moment to wipe the brine and blood from your face, you see you are on the southern tip of a medium-sized island. The coast is mostly a 100-foot strip of sandy beach which abruptly disappears into dense jungle inland. Looking up the coast to the north, you see the wreckage strewn across the beach that stretches for miles, a testament to destructive forces that brought about the end of the Sea Witch. The wreckage does not spread down the north-east facing side of the island.
You note that the jungle is not healthy. Many of the palm trees are blackened and diseased, while others are yellowed and tattered as if beset by a plague of insatiable locusts.
Much further north you see a larger island, huge in scope. Savage mountains covered in sprawling jungle rise from the ocean, interrupted by primordial volcanoes belching black smoke into the sky.
Rolls
Perception - (1d20+4)
(2) + 4 = 6
You search the pile of junk for your glaive and other items. Being on the top of the pile you reason your gear is at the top, and you are rewarded with success. You retrieve your glaive and the rest of your gear. However, in the dim light you cut yourself on an exposed dagger, cutting your off hand.
Rolls
Cut from dagger (slashing) - (1d4)
(1) = 1
Rolls
Stealth - (1d20+2)
(15) + 2 = 17
Rolls
Perception - (1d20+4)
(3) + 4 = 7
Rolls
Recognized Ryte? Insight vs. 10 - (1d20+5)
(7) + 5 = 12
Stealth - (1d20+7)
(20) + 7 = 27
You also see a lot of peculiar artifacts from the wreck - a pewter mug, a dead rat, a slop bucket. Nothing particularly valuable, just odd to see artifacts of your former day-to-day life tossed haphazardly along the sand.

Jarveena gestures to the stranger's twin rapiers. "Ye any good w' tho'h?" She sheathes her dagger and readies her longbow, draws an arrow and checks the fletching. She doesn't intend to wait til the troglodytes are near.
Rolls
Nature - (1d20)
(20) = 20
He smiles at the lady, draws his rapiers "As long as you're good with that." he slides out from the cover of the debris, putting distance between himself and the archers hiding spot, he calls out to the reptile creatures, hoping to get their focus on him and not his hidden "ally" "Over here, you overgrown geckos. Which of you wants to die first?" he draws his bow, nocking an arrow and releasing it towards a lizard.
Rolls
Stealth - (1d20+7)
(17) + 7 = 24
Readied attack (when/if needed) - (1d20+7, 1d8+4)
1d20+7 : (15) + 7 = 22
1d8+4 : (2) + 4 = 6
Instead of readying an attack outside of combat, we'll reward Ryte and Jarveena's stealth checks with a surprise round when combat begins. We will still use your attack roll when your turn begins.
Previous roll:
Readied attack (when/if needed) Use as surprise round? - (1d20+7, 1d8+4)
1d20+7 - ( 15 ) + 7 = 22
1d8+4 - ( 2 ) + 4 = 6
Rolls
Surprise advantage? - (1d20+7)
(18) + 7 = 25
• Sharpshooter: Take -5 to attack, deal +10 damage.
• Precision Attack: Roll superiority die, add to attack roll.
Rolls
1st Attack, advantage from being hidden?, Superiority die - (1d20+4, 1d20+4, 1d8)
1d20+4 : (17) + 4 = 21
1d20+4 : (11) + 4 = 15
1d8 : (1) = 1
Damage (add 10), Sneak attack? - (1d8+4, 1d6)
1d8+4 : (4) + 4 = 8
1d6 : (1) = 1
2nd Attack, advantage from being hidden?, Superiority die - (1d20+4, 1d20+4, 1d8)
1d20+4 : (16) + 4 = 20
1d20+4 : (18) + 4 = 22
1d8 : (2) = 2
Damage (add 10) - (1d8+4)
(3) + 4 = 7
Hide again if possible - (1d20+7)
(7) + 7 = 14
"Where are we?"
Rolls
Startin' off strong! - (3d6)
(334) = 10
"Don't get up too quickly, you got a pretty nasty bump on your head."
With that, he heads toward the entrance and takes a look outside.
Rolls
Perception - (1d20+4)
(3) + 4 = 7
The Troglodytes are caught unawares. Ryte fires into their ranks hitting the lead runner square in the chest. As it gurgles in horror, the whole pod stops in confusion, their skin colouration instinctively shifting to a colour matching the sand and wreckage around them. Then, Jarveena makes use of Ryte's distraction; her arrows find their targets. She finishes off Ryte's target and a second target, both arrows skewering eye sockets.
Initiative order:
1. Jarveena
2. Ryte
3. Troglodyte with two daggers
4. Troglodyte with spear
5. Troglodyte with stone axe
6. Troglodyte with copper pot
Battlefield Features: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time advantage. Monsters can also make use of these features. For example, you don't have to ask me if there is cover available - just say you take cover behind debris.
1. Shipwreck Debris
2. Sand
3. Corpses
4. Brilliant Sun
Jabes & HypCo: We'll call that the surprise round, and you can start again. I assumed you killed off the top two creatures in the initiative order, reflecting you picking out the two most competent of their group. I'll post something in a separate thread about how we as a group will handle ambushes so everyone knows how to operate smoothly and not make just-in-case rolls - I take it from the characters you have built that this will be a common tactic!
Jabes: I'm going to narrate every kill you do with sharpshooting as a magnificent shot, such as through the eye. Feel free to call that shot. Also, you can't hide again this round because you used your actions to attack and hiding costs an action. Until you get a second level of rogue, you can't hide as a bonus action.
Rolls
Troglodyte C - (1d20)
(12) = 12
Troglodyte B - (1d20)
(8) = 8
Troglodyte D - (1d20)
(8) = 8
Troglodyte E - (1d20)
(10) = 10
Troglodyte F - (1d20)
(20) = 20
Jarveena - (1d20+4)
(17) + 4 = 21
Ryte - (1d20+4)
(13) + 4 = 17
You reach the stone berm. At this range you can tell it is clearly man made; there are even cylindrical stone pilings that look like they might have supported a large dock here at one point in time, but the planks have long rotted away.
You climb over the stones, which provide good cover as you peer on the other side. This section of beach is also checkered with debris and bodies, but there are creatures busying themselves with hauling corpses from the beach up to the jungle. Four reptilian creatures are on the beach simultaneously looting the bodies and dragging them up to the edge of the jungle. At the edge of the jungle, another six creatures are hacking off the heads from a pile of bodies in front of a shallow cave, which looks like is one of several along the jungle's edge. There is a pile of valuables beside a neatly stacked pyramid of decapitated heads.
The looting trio is 50 feet away from you, and the decapitating trio is 100 feet away from you.
Enjoy your pewter cup. Feel free to add narrative details to it, such as a slogan printed on the side or special shape.
Frick gingerly peaks his head outside of the cave. You are greeted with the sounds of surf and beach and birds, and a bit of fresh air that relieves the stench of death that you've been breathing in for the past while. The beach is covered in wreckage and four reptilian creatures busy themselves with looting bodies and dragging them up to edge of the jungle. Another group of six are at the edge in front of a cave that looks similar to yours, except the ground is covered in blood. They are busy chopping off the heads of the corpses with primitive stone tools.
Between you and the head choppers, there are another 2 caves, and another two caves in the opposite direction as well (six total).
The head choppers are 20 feet away from you, while the looting party is 100 feet away.
Rolls
Nature - (1d20-1)
(3) - 1 = 2
Rolls
Nature (for when I can see them) - (1d20+0)
(5) = 5
The barbarian has to get past these creatures, but it is foolish to charge without first looking for an angle of attack. Having decided that she will need to engage, Elspa attempts to find a way to get closer to the four individuals on the beach without being detected, until she is about 40 feet away.
Rolls
Stealth - (1d20+2)
(8) + 2 = 10
Frick, however, does not have terrible eyesight and plainly sees a strapping young woman sneaking along the wreckage toward the looters.
Elspa is now within 40 feet of the gang of looters, and 100 feet from the head choppers by the jungle.
Rolls
Attack, advantage? - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (14) + 4 = 18
damage - (1d8+14)
(6) + 14 = 20
Sneak attack if applicable - (1d6)
(6) = 6
Rolls
First Attack - (1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d8+4 : (3) + 4 = 7
Second Attack - (1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d8+4 : (7) + 4 = 11
Bonus Attack - (1d20+7, 1d8+4)
1d20+7 : (9) + 7 = 16
1d8+4 : (8) + 4 = 12
With that, he rushes out to engage the nearby monsters, howling as he closes in on his prey. The way he moves, he appears to be out of control. In reality, every strike is in perfect balance and planned for as he stabs at one enemy, then whips his glaive across in a wide slash, then striking out with the haft of his glaive to end his dizzying flurry.
Rolls
Attack - (1d20+7, 1d10+4)
1d20+7 : (16) + 7 = 23
1d10+4 : (4) + 4 = 8
Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (4) + 7 = 11
1d10+4 : (5) + 4 = 9
Bonus action attack w/ haft - (1d20+7, 1d4+4)
1d20+7 : (7) + 7 = 14
1d4+4 : (2) + 4 = 6
Nature - (1d20)
(16) = 16
Reroll 2 for great weapon fighting style - (1d4)
(3) = 3
The barbarian lashes out, focusing her attacks on one troglodyte at a time even as she swings her battleaxe in a frenzy.
I'm assuming Frick is also attacking the four looters? If so, he has advantage on any attack made against a creature within 5 feet of me.
Rolls
Reckless Attack, Advantage, Damage - (1d20+7, 1d20+7, 1d8+6)
1d20+7 : (19) + 7 = 26
1d20+7 : (12) + 7 = 19
1d8+6 : (7) + 6 = 13
Reckless Extra Attack, Advantage, Damage - (1d20+7, 1d20+7, 1d8+6)
1d20+7 : (9) + 7 = 16
1d20+7 : (2) + 7 = 9
1d8+6 : (7) + 6 = 13
The three begin their attack. Elspa falls upon the looters with a primal ferocity: The first creature's body doesn't have time to fall before Elspa has cleaved through the second. At this range, their stench is unbearable.
Frick falls upon the head choppers (CancerMan: these are the only ones in his range) catching them off guard. Two slashes of his massive glaive and he's added one of their own heads to the pile. A second Troglodyte is doubled over, ribs fractured by a savage blow from the blunt end of his glaive. You as well reel from the stench of these foul creatures.
Initiative Order:
1. Elspa
2. Ygne
3. Six Five Head Choppers (HP: 7, 13, 13, 13, 13)
4. Frick
5. Four Two Looters (HP: 13, 13)
Battlefield Features: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time advantage. Monsters can also make use of these features. For example, you don't have to ask me if there is cover available - just say you take cover behind debris.
1. Shipwreck Debris
2. Sand
3. Corpses (and a pyramid of heads)
4. Brilliant Sun
This will also apply to Ygne if she ends up next to a Troglodyte at the beginning of her next turn.
Rolls
Elspa - (1d20+2)
(20) + 2 = 22
Ygne - (1d20+4)
(15) + 4 = 19
Frick - (1d20+2)
(10) + 2 = 12
4 Looter Troglodytes - (1d20)
(4) = 4
6 Head Chopper Troglodytes - (1d20)
(14) = 14
The dagger wielder manages to bring up its knives to parry Ryte's first two blows - no easy feat! But doing so left it unbalanced, and Ryte takes advantage, piercing it's side. The creature barely manages to stay standing.
The Troglodytes with the daggers and the axe counterattack with a flurry of blows against Ryte. Though disadvantaged by their sensitivity to sun light, their ferocity manages to get two savage blows through Ryte's defenses (11 damage to Ryte).
The Troglodyte with the copper pot disengages, runs for a short distance and dives behind some large rocks. Immediately it starts smashing it's pot against the rock making a horrible racket, as if sounding an alarm.
Starting Round 2 ...
1. Jarveena
2. Ryte
3. Troglodyte with two daggers (HP: 1)
4. Troglodyte with stone axe (HP: 13)
5. Troglodyte with copper pot (HP: 13 - 3/4's cover [+5 AC vs. ranged] and prone [ranged attacks have disadvantage, melee has advantage])
Note: Ryte will have to make a DC 12 Con save to avoid being poisoned until the start of the Troglodyte's your turn.
Rolls
Two Daggers attack 1 - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (18) + 4 = 22
Two Daggers attack 2 - (1d20+4, 1d20+4)
1d20+4 : (17) + 4 = 21
1d20+4 : (15) + 4 = 19
Two Daggers attack 3 - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (4) + 4 = 8
Stone Axe attack 1 - (1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (6) + 4 = 10
Stone Axe attack 2 - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (7) + 4 = 11
Stone Axe attack 3 - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (19) + 4 = 23
2 hits get through: - (2d4+4)
(34) + 4 = 11
*By the skin of my teeth.
Rolls
Con. save - (1d20+3)
(9) + 3 = 12
Rolls
Attack, advantage from ally being 5ft from target - (1d20+9, 1d20+9)
1d20+9 : (10) + 9 = 19
1d20+9 : (8) + 9 = 17
damage, sneak attack damage - (1d8+4, 1d6)
1d8+4 : (4) + 4 = 8
1d6 : (4) = 4
Rolls
Riposte to axe - (1d20+7)
(11) + 7 = 18
Damage on hit - (2d8+4)
(42) + 4 = 10
Rolls
First Attack - (1d20+7, 1d8+4)
1d20+7 : (19) + 7 = 26
1d8+4 : (6) + 4 = 10
Bonus Attack - (1d20+7, 1d8+4)
1d20+7 : (3) + 7 = 10
1d8+4 : (6) + 4 = 10
Second Attack - (1d20+7, 1d8+4)
1d20+7 : (13) + 7 = 20
1d8+4 : (2) + 4 = 6
Rolls
Stealth (Hide as Cunning Action) - (1d20+10)
(20) + 10 = 30
Acrobatics, if needed (Second Story Work benefit) - (1d20+10)
(7) + 10 = 17
Attack (added 2nd roll in case of advantage) - (1d20+7, 1d20+7)
1d20+7 : (19) + 7 = 26
1d20+7 : (17) + 7 = 24
Damage and Sneak Attack (if applicable) - (1d6+4, 3d6)
1d6+4 : (1) + 4 = 5
3d6 : (136) = 10
Rolls
Constitution - (1d20+5)
(5) + 5 = 10
Bonus Action Shove vs Looter - (1d20+7)
(12) + 7 = 19
Reckless Attack vs Looter, Damage - (1d20+7, 1d8+6)
1d20+7 : (16) + 7 = 23
1d8+6 : (2) + 6 = 8
Extra Reckless Attack vs Looter, Damage - (1d20+7, 1d8+6)
1d20+7 : (2) + 7 = 9
1d8+6 : (2) + 6 = 8
Advantage if Looter is Prone (for both attacks) - (1d20+7, 1d20+7)
1d20+7 : (17) + 7 = 24
1d20+7 : (8) + 7 = 15
Ygne joins the fray in blinding flash, leaving a dead Troglodyte in her wake.
Round 2:
1. Elspa
2. Ygne
3. Five Four Head Choppers (HP: 7, 13, 13, 13)
4. Frick
5. Two Looters (HP: 13, 13)
Battlefield Features:
1. Shipwreck Debris
2. Sand
3. Corpses (and a pyramid of heads)
4. Brilliant Sun
Rolls
Attack 1 (Advantage for distracting head) - (1d20+7, 1d20+7, 1d10+4)
1d20+7 : (18) + 7 = 25
1d20+7 : (13) + 7 = 20
1d10+4 : (2) + 4 = 6
Haft attack - (1d20+7, 1d4+4)
1d20+7 : (11) + 7 = 18
1d4+4 : (2) + 4 = 6
Re-roll 2 on main attack - (1d10+4)
(1) + 4 = 5
Re-roll 2 on haft attack - (1d4+4)
(3) + 4 = 7
Rolls
Shove contested roll - (1d20+2)
(7) + 2 = 9
With the last Troglodyte slain, you pause to get your breath. It appears that the ruckus that Troglodyte made with the copper pot was not long enough to cause any alarm to be raised - at least, there is no visible or audible reaction.
With imminent danger passing, you are able to take in your surroundings better. The debris-strewn beach is a mere 100-foot strip of land that runs into a sickly jungle of yellowing and blackened palm trees. It stretches for a several miles to the north and another mile the south. Beyond the southern end is endless ocean, but to the north looms a massive island of savage mountains covered in verdant jungles, with sporadic primordial volcanoes belching thick black smoke into the sky.
In your immediate vicinity, you take a look at the Troglodyte's handiwork. Many bodies have been dragged to the edge of the jungle and appear to have been decapitated. There is a pile of heads stack in a pyramid that easily outnumbers the pile of bodies. There is also a pile of loot stacked beside the headless bodies, likely taken from the corpses as well as from the beached cargos of both ships that now litters the hot sand.
Rolls
Attack 1 (with Adv. if applicable) - (1d20+7, 1d20+7)
1d20+7 : (7) + 7 = 14
1d20+7 : (13) + 7 = 20
Damage 1 - (1d6+4)
(6) + 4 = 10
Attack 2 - (1d20+7)
(1) + 7 = 8
Damage 2 - (1d6)
(6) = 6
Sneak Attack Damage (Applied to first connecting strike) - (3d6)
(231) = 6
Ygne guts two more Troglodytes, leaving two more bodies convulsing in pools of blood.
The remaining two Head Choppers blood lust in unleashed, and fly uncontrollably at Frick. Their ferocity is no match for Frick's well-honed defences, and they barely scratch him (6 slashing damage). He breaks up their strike with a well-timed head toss, and as the Troglodyte instinctively catches the head in the air, he meets with two blows to his body that end his malodorous existence.
***
On the beach, Elspa faces the two remaining looters. The one on its back flips itself back to its feet with its tail, and screams its fury as it swings wildly at Elspa. For all its anger, It barely manages to scratch Elspa (5 slashing damage / 2 = 2 damage total). The other troglodyte looter has other ideas. It takes advantage of its ally's strike and disengages, putting 30 feet of distance between itself and Elspa. It then produces a shiny nautical signal whistle from its necklace of fetishes and blows an ear-splitting note into the air.
Rolls
Troglodyte A, attack 1 - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (9) + 4 = 13
Troglodyte A, attack 2 - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (13) + 4 = 17
Troglodyte A, attack 3 - (1d20+4, 1d20+4)
1d20+4 : (17) + 4 = 21
1d20+4 : (16) + 4 = 20
Troglodyte B, attack 1 - (1d20+4, 1d20+4)
1d20+4 : (1) + 4 = 5
1d20+4 : (12) + 4 = 16
Troglodyte B, attack 2 - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (19) + 4 = 23
Troglodyte B, attack 3 - (1d20+4, 1d20+4)
1d20+4 : (1) + 4 = 5
1d20+4 : (19) + 4 = 23
Damage - 1 slashing attack gets through - (1d4+2)
(4) + 2 = 6
Looter A attack 1 on Elspa - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (14) + 4 = 18
Looter A attack 2 on Elspa - (1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (7) + 4 = 11
Looter A attack 3 on Elspa - (1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (8) + 4 = 12
Elspa Damage - 1 hit gets through - (1d4+2)
(3) + 2 = 5
Round 3:
1. Elspa
2. Ygne
3. Four One Head Chopper (HP: 13)
4. Frick
5. Scrappy Looter (HP: 5)
6. Whistling Looter (HP: 13) (30 feet from Elspa)
Battlefield Features:
1. Shipwreck Debris
2. Sand
3. Corpses (and a pyramid of heads)
4. Brilliant Sun
Once the looting lizard-thing is defeated, Elspa turns her attention to the other one. She charges the troglodyte, quickly closing the 30-foot distance and shoulder-checking the creature with her shield.
Rolls
Reckless Attack vs Looter, Damage - (1d20+7, 1d8+6)
1d20+7 : (15) + 7 = 22
1d8+6 : (7) + 6 = 13
Extra Reckless Attack vs Looter, Damage - (1d20+7, 1d8+6)
1d20+7 : (8) + 7 = 15
1d8+6 : (5) + 6 = 11
Bonus Action Shield Shove Prone - (1d20+7)
(3) + 7 = 10
Rolls
Contesting shove - (1d20+2)
(3) + 2 = 5
Rolls
Attack 1 (Advantage/Disadvantage canceled out) - (1d20+7)
(18) + 7 = 25
Damage - (1d4+4, 3d6)
1d4+4 : (1) + 4 = 5
3d6 : (614) = 11
Also moving my full speed at the trog
Rolls
Attack (disadvantage due to range) - (1d20+7, 1d20+7, 1d6+4)
1d20+7 : (2) + 7 = 9
1d20+7 : (6) + 7 = 13
1d6+4 : (3) + 4 = 7
Rolls
Attack 1 - (1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (19) + 4 = 23
Attack 2 - (1d20+4, 1d20+4)
1d20+4 : (7) + 4 = 11
1d20+4 : (14) + 4 = 18
Attack 3 - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (19) + 4 = 23
Rolls
Bonus Action Shield Shove - (1d20+7)
(11) + 7 = 18
Reckless Attack vs Looter, Damage - (1d20+7, 1d8+6)
1d20+7 : (8) + 7 = 15
1d8+6 : (3) + 6 = 9
Extra Reckless Attack vs Looter, Damage - (1d20+7, 1d8+6)
1d20+7 : (1) + 7 = 8
1d8+6 : (3) + 6 = 9
Rolls
Contested strength - (1d20+2)
(5) + 2 = 7
As the last troglodyte falls, you take a minute to listen to hear if its alarm call was heard. For a handful of heartbeats, you hear nothingAs you take a sigh of relief, you hear a clanging of metal from within the jungle, followed by another, and then another. A cacophony of clanging erupts through the jungle.
JARVEENA AND RYTE
You also hear the metal cacophony. It originates south of your position, and then reverberates all through the jungle.
Elspa rises, stifling a cough as she watches another individual running full tilt towards her. Likely this one was attracted to the fight, or called by the alarm. Fine, she will face this new challenge. "Come on, then!" she yells out to Frick, rushing forward to meet the man, eager to engage.
What stopped her was that it didn't seem like what she'd imagine one of these trogdolytes to sound like. There were no slithery S sounds or hisses, for one. Ygne chose, instead, to be diplomatic in the most "Ygne" of ways, "Hey, you want t' die?!"
Jarveena had been orphaned as a child, and had had to fend for herself for most of her life. Thankfully, her tight-knit community had helped sustain her. That is, up until the night they betrayed her. After that, the Sea Witch had given her a new hme and a new life. Jarveena had become slow to trust the rest of the crew but she had been making some progress. But she did trust the captain - Leatha had become her family. Now Jarveena had lost her family and her home again. On her knees on the bloody sand she rocked back and forth, making chocked, anguished sounds.
Just then, a clanging noise erupts all over the jungle. Jarveena looks up, and the pained look in her eyes hardens to one of hate. "I'm goan kill every fuckin' trog." She stands and turns to Ryte. "I'm goan' kill 'em all."
Is she going to be more trouble than help? A quick sword down her neck, from this angle it'd be quick and painless; put her out of her misery. No, what would mother think if she heard me thinking like that; she needs a shoulder to lean on, an open hand to help her... his thoughts are cut short as the forest clanging erupts. He smiles at Jarveena, a hint of sadness behind it. He starts in for a hug but decides against it and instead, places a firm hand on her shoulder and with an even firmer tone, he mutters "You won't be able to do that..." a smile cracks across his face and he lightly shakes her shoulder "because I'm going to be able to kill at least a couple before you get through all of them." With a playful release of his hand from her shoulder, Ryte takes off towards the noise.
Jarveena and Ryte move quickly down the beach as the sun beats down on them, and they encountering similar wreckage-strewn beaches being pecked at by vultures. Occasionally you encounter a cache of weapons and junk beside a pile of dead bodies, but they have been abandoned by the Troglodytes that stacked them.
ELSPA, FRICK, AND YGNE
After the battle, the three of you are facing each other down among a field of corpses. Threats hang in the air, weapons are drawn. How does this resolve?
The man looks like he is turning to flee, and Elspa hears another challenge from the cave. She turns slightly to face Ygne, slaps the head of her axe against her shield, and says as she lopes towards the woman, "Very well! Let's go!"
Rolls
Stealth (if needed) - (1d20+7)
(12) + 7 = 19
Elspa lopes forward, eager to engage. However, the time spent to close the distance has eased her bloodlust, and as she passes by the splayed-open bodies of troglodytes, Elspa slows her pace. She looks around at the corpses, to Frick and Ygne, and finally stops.
"You are not with them?" she asks, eyes narrowed as she points her axe at Frick.
As Jarveena and Ryte watch, the tension on the beach eases: weapons are lowered and a handshake is offered. More allies? Good, they'll stand a better chance against the trogs clanging in the jungle. At the same time, Jarveena is acutely aware that if those two are Ryte's friends then she and Elspa are now outnumbered. Jarveena rises and calls out, right hand raised in greeting. "OY, EL'HPA!"
"Sounds fine by me. Lets just either kill the rest of these, uh... whatever these are, or leave this place. I can't stand this noise right now."
Ryte reaches into his pouch once more, pulling out another coin and dropping it into the sand below "As long as you ignore your limits, you will always be a kid to me." He places a hand on her shoulder before walking off the join up with the rest.
The barbarian turns and addresses the others scavenging for materials. "Oy! Don't take too long. We gots to find someplace to hole up!"
Frick checks out the cave; 10 dead bodies and a pile of gear stacked high. Frick and Ygne can retrieve their starting gear in its entirety. Most of the rest of the pile consists of metal weapons (scimitars and daggers mostly) and various metal junk like belt buckles and barrel hoops.
Sticking out of the bottom of the pile you find a familiar item: the leather satchel that Jaracusso, captain of the Black Lotus, always wore around his shoulder. You open the water-tight case to reveal a leather bound journal with the initials "RB" inscribed on the cover in gold. A quick foray into the pages reveals a dense tome that will take time to read. Not all of it is written in low Atlantean either. As you flip through, a map falls out of the book and lands in the blood-soaked sand beside the dead bodies.

She continues to shout, even as she scoops up the coin in the sand and follows after him back to the rest of the group, "You think you're just givin' a person - someone you don't even know - some fool's advice that don't apply to her, but here you are angering someone you're gonna need to watch over you while ya sleep; Someone with knives and a habit for cutting throats."
She mutters, quieter, but loud enough to be heard as she walks behind Ryte to meet with everyone else, "And if you think to call me kid again, you better have some steel in your hand when you do it."
With that, she walks past the group without so much as a glance, and begins to move toward whatever pile of wreckage she can find. She busies herself with scavenging, absolutely fuming too much to converse with the others.
Rolls
Scavenging - (1d100)
(11) = 11

"Besides," she adds, "I need to find some supplies." Elspa pats the side of her herbalism kit, now bereft of any useful supplies.
Rolls
Scavenge for herbs - (1d100)
(8) = 8
Rolls
Scavenging while Ygne was scavenging - (1d100)
(52) = 52
Jarveena and Elspa join Ygne in searching the beach:
Elspa finds: (8) a few dented copper pots.
Jarveena finds: (52) a cloth-wrapped bundle of 20 arrows, wet but intact. Each arrow has a different curse word painted on the bronze head.
PUTTING THE DEAD TO REST
Let's assume you can salvage supplies while gathering dead bodies. There are a lot of bodies, so it will take everyone working together 2 hours to get the corpses together and set them ablaze. So, everybody can do two searching d100 rolls (Elspa, Jarveena, and Ygne already gave 1) and then we can move into the jungle with the dead bodies laid to rest. How does that sound?
Rolls
Rolls! - (1d100, 1d100)
1d100 : (12) = 12
1d100 : (7) = 7
(7) a child's wooden puzzle of a dragon that missing a few pieces.
(12) two more dented copper pots. It's like the trading ship was carrying a ton of these.
Woo! More pots!
Rolls
Scavenge - (1d100, 1d100)
1d100 : (8) = 8
1d100 : (46) = 46
1. A navigator will make survival checks to make sure you don't get lost. YGNE
2. A tracker will try to find where the Trogs are going. JARVEENA
3. A sentry will look out for attacks and traps with their passive perception. FRICK
4. A cartographer will make a map that will help reduce the cost of getting lost (even better with cartography tools). RYTE
5. A forager gets to do a survival check to gather food and water so you don't have to use up your own supplies. ELSPA
You can leave any role unfilled except navigator. Multiple people can sign up for the same role; having one or more assistant can give advantage to rolling the ability checks for that role.
I'm assuming you'll be travelling at slow pace so you can stealth, but let me know if that's wrong.
(8) a few dented copper pots.
(46) the Sea Witch's flag tied to 50 ft. of hemp rope.
Rolls
Survival - (1d20+4)
(6) + 4 = 10
Rolls
Scavenging - (1d100)
(7) = 7
Tracking (Survival) - (1d20+2)
(8) + 2 = 10
Elspa discovers: (53) A 30-gallon barrel of rum (300 lbs.)
Ygne discovers: (38) Framed oil painting of scantily-clad pirate woman. She is clunking one poor sap on the head with a mug of ale and running through another with a rapier.
Rolls
Elspa (2nd hour) - (1d100)
(53) = 53
Ygne (2nd hour) - (1d100)
(38) = 38