Chapter 2: Killing Some Stinky Trogs
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You currently staring up at a dead tree dangling with copper pots and other metal knick-knacks, all tied together with ropes. This is the third such tree you've seen. A single pull rope at the base of the tree looks like it can be pulled to bring the whole mess of metal bashing against each other like some kind of primitive alarm. A single troglodyte could have made quite the racket with this contraption.
The jungle is cooler and much darker than the beach, but also damper, stickier, and full of biting insects. The trees are unhealthy, having been chewed through by a passing swarm. Thick vines are choking out much of the vegetation, and thorny underbrush dominates the forest floor. Worst of all, the smell of Troglodyte hangs thick in the air.
Between the biting insects and Ygne's headache, she manages to lose the way. Luckily, with the help of Ryte's maps, you find yourself back on your way in about an hour.
Elspa diligently searches for useful plants to make her people's medicines with, but such plants are not flourishing in this sickly jungle and she finds nothing.
Frick has not seen or heard any sign of trogs along the way. However, on multiple occasions he guided the party around savage spiked pit traps that otherwise would have caused some nasty injuries.
Catching wind of the trogs has been easy; they haven't hid their tracks at all, and their potent odour and penchant for destruction has left telltale signs of their passing. Jarveena is pretty certain that the Trogs are holed up in a cave that opens out from a rocky outcropping that you can just make out through the underbrush up ahead. Frick has also spotted two concealed platforms that would have a good view of the terrain leading up to the cave entrance, one on either side of the cave but each one 30 feet high up in the trees.
What would you like to do?
Navigator: Ygne
Survival Check: 6, failure!
Tracker: Jarveena.
Survival Check: 10, success!
Sentry: Frick
Passive Perception 14
Cartographer: Ryte
Using cartography tools
Forager: Elspa.
Survival check: 10, failure!
Rolls
Ygne navigation check: (survival) - (1d20+5)
(1) + 5 = 6
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Darkvision: 60 feet. If you go in to a dark room with a Troglodyte, they can see you and you can't see them.
If you wanted to return for the rum, it wouldn't take as long because you have Ryte's map. Moving the 300 lbs. barrel might be a challenge: 3 or 4 strong characters taking turns could do it but it would make stealth pretty difficult. You could find a way to split it up into easier to manage containers as well.
So, roll your Athletics check and somebody roll a d6 for random encounter. If you roll a 5 or 6, roll a d20s for the type of encounter. I will be on around 8pm PST to resolve the trouble you get into :-)
Rolls
Athletics - (1d20+7)
(16) + 7 = 23
Encounter? - (1d6)
(1) = 1
Potential encounter on 5/6 - (1d20)
(11) = 11
Rolls
Athletics - (1d20+7)
(20) + 7 = 27
• Action Surge
• Sharpshooter: Take -5 to attack, deal +10 damage.
• Precision Attack: Roll superiority die, add to attack roll.
Rolls
Readied Attack, advantage from being hidden, Superiority die - (1d20+4, 1d20+4, 1d8)
1d20+4 : (14) + 4 = 18
1d20+4 : (11) + 4 = 15
1d8 : (7) = 7
Sharpshooter damage, Sneak attack - (1d8+14, 1d6)
1d8+14 : (6) + 14 = 20
1d6 : (1) = 1
Action Surge?, still advantage? - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (11) + 4 = 15
Sharpshooter damage, Sneak attack? - (1d8+14, 1d6)
1d8+14 : (6) + 14 = 20
1d6 : (1) = 1
Rolls
Stealth (Advantage) - (1d20+10, 1d20+10)
1d20+10 : (11) + 10 = 21
1d20+10 : (4) + 10 = 14
Rolls
Stealth (Advantage) - (1d20+2, 1d20+2)
1d20+2 : (19) + 2 = 21
1d20+2 : (17) + 2 = 19
Rolls
Investigation, Inspiration - (1d20-1, 1d20-1)
1d20-1 : (5) - 1 = 4
1d20-1 : (2) - 1 = 1
Meanwhile, Elspa gets lost in the beautiful sparkly metal that is catching the last rays of sunlight.
Crash!
As the watch trog swings from the cord, it continues to yank on the cord, ringing the alarms repeatedly. In response, howls erupt from the cave, unmistakably trogs. Dozens of trogs.
Rolls
Int Check x3! - (1d20, 1d20, 1d20)
1d20 : (18) = 18
1d20 : (2) = 2
1d20 : (1) = 1
When the barel blows, you feel the ground below your feet lurch. A flash of orange light explodes from the cave, followed by a cloud of dirt, debris, and a stench so strong it nearly knocks you off your feet. The whole jungle goes so quiet that you have to test your ears to make sure they didn't rupture in the deafening blast.
The silence is soon pierced by the wails of troglodytes below. It sounds like the cries of the dying in the aftermath of a particularly brutal battlefield.
The orange light continues to flicker from beneath the earth.
After the the ramparts, the natural cave opens up into a 100' x 50' irregularly shaped cavern with low ceilings. Strange, rotruding crystals glint dull light off your torch, filling the space with a dim light.
Interspersed between stalactites and stalagmites (great hiding spots for ambushed you note), human bodies are suspended upside down, naked save for random metal trinkets dangling from various parts. They hang from metal rings driven into the ceiling. Copper pots collect the blood draining from their corpses, mostly full.
50 feet away is an artificially carved opening in the stone wall, carved to look like the gaping maw of a snake. Torchlight burns bright from the opening, illuminating four figures that dash out from the other side. These creatures look like bigger, meaner older brothers of the trogs you encountered on the beach. They scream with pure rage and break out into a full run at you.

Rolls
Broodguard 1 - (1d20)
(17) = 17
Broodguard 2 - (1d20)
(13) = 13
Broodguard 3 - (1d20)
(11) = 11
Broodguard 4 - (1d20)
(20) = 20
Rolls
Initiative - (1d20+2)
(10) + 2 = 12
Rolls
Initiative - (1d20+4)
(8) + 4 = 12
Rolls
Initiative - (1d20+2)
(2) + 2 = 4
Attack if they enter my reach (Polearm master) - (1d20+7, 1d10+4)
1d20+7 : (14) + 7 = 21
1d10+4 : (2) + 4 = 6
1. Ygne the Wicked
2. Jarveena the Maimed Archer
3. Broodguard w/ Broadsword
4. Broodguard w/ Battleaxe
5. Broodguard w/ Khopesh
6. Ryte Colkter
7. Elspa
8. Broodguard w/ Sabre
9. Frick
Battlefield Features
Thick stalagmites & stalactites
Strange crystals
Suspended corpses
Buckets of blood
Rolls
Ygne's initiative (+9 omg) - (1d20+9)
(13) + 9 = 22
Rolls
Elspa - (1d20-1)
(12) - 1 = 11
Ryte - (1d20-1)
(5) - 1 = 4
Jarveena - (1d20)
(8) = 8
Ygne - (1d20)
(7) = 7
Frick - (1d20)
(3) = 3
Rolls
Attack/Damage - (1d20+7, 1d8+4)
1d20+7 : (20) + 7 = 27
1d8+4 : (8) + 4 = 12
Extra Attack/Damage - (1d20+7, 1d8+4)
1d20+7 : (14) + 7 = 21
1d8+4 : (1) + 4 = 5
Bonus Attack/Damage - (1d20+7, 1d8+4)
1d20+7 : (7) + 7 = 14
1d8+4 : (4) + 4 = 8
1st attack crit - (1d8)
(1) = 1
Rolls
Stealth - (1d20+10)
(19) + 10 = 29
Attack - (1d20+7, 1d20+7, 1d6+4, 3d6)
1d20+7 : (19) + 7 = 26
1d20+7 : (1) + 7 = 8
1d6+4 : (6) + 4 = 10
3d6 : (646) = 16
The Broadsword and Battleaxe wielding Broodguards dart between the stalagmites and corpses with practiced precision. They take their time, making use of the cover and shadows of their home turf.
The Kopesh wielder moves to the right flank where it is surprised by Ygne, who drives her dagger home deep in it's back. It lets loose a horrible wail. At the same time, Jarveena lets her arrow fly, but the eye-burning stench and the low light combine to make a hellish condition for archery. The arrow sails wide.
The Kopesh wielder retaliates with a horrible fury against Ygne. She deftly dodges all the attacks but one, which does not cut much more than armour. (4 slashing damage, feel free to declare uncanny dodge).
2. Rolling for Jarveena... miss. 1 superiority die used up.
3. Kopesh moves 20 feet up and is shanked by Ygne. It uses "Reckless Attack." Like the barbarian: all attacks it makes this turn have advantage, but all attacks against it also have advantage until the start of its next turn. Forgot to include the +4 attack modifier in the roll, used mental math instead. Kopesh has half cover (+2 AC) vs. ranged attacks.
Rolls
Jarveena's longbow attack at Kopesh - (1d20+4)
(4) + 4 = 8
Damage - (1d8+14)
(2) + 14 = 16
Sneak Attack - (1d6)
(6) = 6
Precision Attack Superiority Die if needed - (1d8)
(4) = 4
Kopesh weapon attack 1 vs. Ygne - (1d20, 1d20)
1d20 : (11) = 11
1d20 : (10) = 10
Kopesh claw attack 1 vs. Ygne - (1d20, 1d20)
1d20 : (3) = 3
1d20 : (9) = 9
Kopesh claw attack 2 vs. Ygne - (1d20, 1d20)
1d20 : (3) = 3
1d20 : (19) = 19
Kopesh slashing damage from claw - (1d6+2)
(2) + 2 = 4
* all attacks against broadsword and battleaxe have disadvantage, range attacks suffer from half cover (+2 AC).
** you may make use of these battlefield features:
Thick stalagmites & stalactites
Strange crystals
Suspended corpses
Buckets of blood
Reminder, any ally who wishes to attack BattleaxeBroodguard or BroadswordBroodguard gets advantage since they're now within 5' of me, which ought to help negate the disadvantage.
Rolls
Battleaxe vs BattleaxeBroodguard, Damage - (1d20+7, 1d8+6)
1d20+7 : (11) + 7 = 18
1d8+6 : (5) + 6 = 11
Extra Attack vs BattleaxeBroodguard, Damage - (1d20+7, 1d8+6)
1d20+7 : (13) + 7 = 20
1d8+6 : (6) + 6 = 12
Rolls
Sabre's attack on Ygne (weapon attack, piercing) - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (17) + 4 = 21
Sabre's attack on Ygne (claw attack, slashing) - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (18) + 4 = 22
Sabre's attack on Ygne (claw attack, slashing) - (1d20+4, 1d20+4)
1d20+4 : (4) + 4 = 8
1d20+4 : (2) + 4 = 6
Piercing damage from sabre - (1d8+2)
(8) + 2 = 10
Slashing damage from claw - (1d6+2)
(1) + 2 = 3
On the right, Ryte and Ygne are tangling with the Kopesh and Sabre wielders 30 feet away. The Kopesh wielder lies dead, while the Sabre wielder is heaping damage on Ygne. Jarveena stands by your side looking none-to-happy after having missed a shot.
Rolls
Attack 1 - (1d20+7, 1d10+4)
1d20+7 : (10) + 7 = 17
1d10+4 : (1) + 4 = 5
Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (3) + 7 = 10
1d10+4 : (1) + 4 = 5
Haft attack - (1d20+7, 1d4+4)
1d20+7 : (12) + 7 = 19
1d4+4 : (3) + 4 = 7
Great weapon fighting reroll 1 - (1d10+4)
(1) + 4 = 5
Rolls
Advantage roll on attack 1, 2, 3 - (1d20+7, 1d20+7, 1d20+7)
1d20+7 : (17) + 7 = 24
1d20+7 : (7) + 7 = 14
1d20+7 : (5) + 7 = 12
GWF reroll #2 - (1d10+4)
(1) + 4 = 5
1. Ygne the Wicked
2. Jarveena the Maimed Archer
3. Broodguard w/ Broadsword (AC: 14, 45/45) *
4. Broodguard w/ Battleaxe (AC: 14, HP: 22/45) *
5. Broodguard w/ Khopesh
6. Ryte Colkter
7. Elspa
8. Broodguard w/ Sabre (AC: 14, HP: 28/45)
9. Frick
* until start of their turn, adv / disadv on melee attacks against this creature cancelled out, ranged attacks at disadv.
** melee attacks against this creature have advantage until the start of its turn
Battlefield Features
Thick stalagmites & stalactites
Strange crystals
Suspended corpses
Buckets of blood
Rolls
DC 12 Con Save - (1d20+2)
(16) + 2 = 18
Attack 1 - (1d20+7, 1d4+4, 3d6)
1d20+7 : (17) + 7 = 24
1d4+4 : (1) + 4 = 5
3d6 : (365) = 14
Attack 2 - (1d20+7, 1d6)
1d20+7 : (4) + 7 = 11
1d6 : (3) = 3
Rolls
Longbow Attack - (1d20+4)
(9) + 4 = 13
Superiority Die (Precision) - (1d8)
(3) = 3
Sharpshooter damage - (1d8+14)
(2) + 14 = 16
Sneak Attack - (1d6)
(2) = 2
On the left flank, broadswords and battleaxes flash as the Broodguards fight for their lives. They level everything they have against the big woman with the axe.
Elspa takes 27/2 = 13 damage.
Rolls
Broadsword attack 1 (weapon) - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (3) + 4 = 7
Broadsword attack 2 (claw) - (1d20+4, 1d20+4)
1d20+4 : (17) + 4 = 21
1d20+4 : (15) + 4 = 19
Broadsword attack 3 (claw) - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (5) + 4 = 9
Battleaxe attack 1 (weapon) - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (13) + 4 = 17
Battleaxe attack 2 (claw) - (1d20+4, 1d20+4)
1d20+4 : (8) + 4 = 12
1d20+4 : (7) + 4 = 11
Battleaxe attack 3 (claw) - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (18) + 4 = 22
2 weapon attacks and 3 claw attacks including 1 crit get through - (2d8+4, 4d6+6)
2d8+4 : (32) + 4 = 9
4d6+6 : (4341) + 6 = 18
Starting your turn next to a Trog means you need to make a con save (DC 12). Failure means you are poisoned for 1 turn, success makes you immune to Trog stench for 1 hour.
Sabre stands before you, nearly dead. Its reckless attack leaves it vulnerable - all melee attacks have advantage. Two more level vicious attacks against Elspa 15 feet away to your left. Broadsword is unscathed while Battleaxe has taken considerable wounds from Elspa's axe.
Rolls
Poison save - (1d20+3)
(19) + 3 = 22
Attack/Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (5) + 7 = 12
1d20+7 : (10) + 7 = 17
1d8+4 : (6) + 4 = 10
Extra Attack/Damage - (1d20+7, 1d8+4)
1d20+7 : (13) + 7 = 20
1d8+4 : (1) + 4 = 5
Bonus Attack/ Damage - (1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d8+4 : (7) + 4 = 11
Exta/Bonus advantage - (1d20+7, 1d20+7)
1d20+7 : (9) + 7 = 16
1d20+7 : (13) + 7 = 20
Rolls
Con Save - (1d20+5)
(19) + 5 = 24
Attack 2 - (1d20+7, 1d20+7, 1d10+4)
1d20+7 : (9) + 7 = 16
1d20+7 : (16) + 7 = 23
1d10+4 : (4) + 4 = 8
Haft attack - (1d20+7, 1d20+7, 1d14+4)
1d20+7 : (16) + 7 = 23
1d20+7 : (3) + 7 = 10
1d14+4 : (8) + 4 = 12
Attack 1 - (1d20+7, 1d20+7, 1d10+4)
1d20+7 : (4) + 7 = 11
1d20+7 : (5) + 7 = 12
1d10+4 : (5) + 4 = 9
Rolls
Consititution - (1d20+5)
(20) + 5 = 25
Bonus Action Shield Shove - (1d20+7)
(17) + 7 = 24
Reckless Attack vs BattleaxeBroodguard, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (20) + 7 = 27
1d20+7 : (4) + 7 = 11
1d8+4 : (1) + 4 = 5
Extra Reckless Attack vs BattleaxeBroodguard, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (15) + 7 = 22
1d20+7 : (12) + 7 = 19
1d8+4 : (8) + 4 = 12
Critical Damage - (1d8)
(1) = 1
The snake-shaped doorway remains at the far end of the cavern, bright orange firelight spilling from the maw. It dawns on you that it is strange for Trogs to use torches down here since they can see in the dark. The headless corpses continue to sway in the orange light, and you see a red scarf dangling from the waist of one, most certainly belonging to Captain Leatha "Fishwife" Gabranth. The strange crystals continue to reflect the light in the cavern, although they seem to flicker with a life of their own. And there is of course, the exit toward the way you came in.
It is just past 7 and night is falling. What next, brave adventurers?
Rolls
Investigation - (1d20+3)
(17) + 3 = 20
Ygne's search is a disgusting one, but fruitful. Aside from their weapons, the Troglodytes have adorned themselves with metal fetishes, much of which is silver and gold. Much of this is coins strung together with sinew (50 gp), but you also find a silver dagger tucked behind a leathery skin fold in one of the creature's tail. Its handle and crosspiece is worked to look like intertwined snakes.
Ygne also notices that one of the Trogs has had some recent surgery. Stiches patch up a wound on the side of one's head, the work of a competent surgeon.
Ryte
Ryte begins cutting down the bodies. They are pale and stiff, much of their mass drained into the pots on the ground. You are pretty certain the cords tying the bodies are intestines.
Elspa & Frick
Elspa and Frick follow a short hall down the gullet of the snakehead entrance that leads to a well-lit square antechamber. The room has been wall-to-wall smeared in blood. Dozens of oil lamps, candles, and other sources of light sit on the floor around the perimeter of the room.
The north-facing wall of the antechamber is dominated by a massive carving which depicts dozens of humanoid creatures with snake heads looking up to a human male on an massive elevated throne. Majestic beams of light leap forth from the throne and the mysterious seated figure. The scene overlooks a massive pit with giant, bizarre monsters writhing about, emanating from a dark, swirling hole. Fountains pour liquid into the pit, and naked human bodies are being tossed in as well for good measure. All of this is far too elaborate to have ever been created by a Troglodyte.
Exits lead east and west from the antechamber. The eastern one is a downward spiralling stair carved into the rock. The west is slightly obscured doorway with a crude curtain fashioned from a sail. The light that spills into the room beyond illuminates some kind of statues hanging from the walls, as well as a good deal of debris on the ground, some of which glints brilliantly in the candlelight like metal.
Rolls
Perception - (1d20+4)
(13) + 4 = 17
You work together quickly to set the day's second funeral pyre ablaze. As Ryte watches out for trouble brought upon by the fire, he notices the sounds of the jungle are starting to get quieter.
Frick
Frick examines the stone brick floor washed in blood. There are only candles and lamps on the stone, but you also notice track marks left in the dried blood. Most are the kind left by sharp claws and scaled feet, but you do notice one unmistakable boot print pressed into the cruor heading down the stair.
You also notice a single loose brick. Prying it up, you reveal that the stone floor was laid upon another surface - black, cold, and perfectly smooth.
Elspa
Elspa peers beyond the curtain. The statues are revealed to be figureheads of old ships, mounted on the walls like trophies. Bare-chested mermaids and heavenly angels all stare down at the room in horror: this appears to be the troglodytes' dining hall. As if a macabre parody of a lordly feast, the hall is filled with shining bronze platters full of half-eaten limbs and copper pots filled with hearts and spleens. The spaces between are littered with cracked bones sucked clean of marrow.
At the back, you spy the Sea Witch's figurehead, cracked down the middle, waiting to be mounted on the wall.
It is 7:45pm. What would you like to do?
She steps over to Frick, looking somewhat uncomfortable and grumpy. As she watches him work with the loose brick, Ygne is reaching into her mouth and wiggling a loose tooth. She spits the bad taste from her mouth once more, and asks Frick, "Find anything good?"
Ygne walks toward Elspa and, somewhat petulantly, offers the lantern out toward her without a word.
As the tunnel winds its way through the earth, you begin to hear the sound of cascading water ahead. The tunnel eventually levels out, the bottom submerged within several feet of saltwater and dripping through the ceiling. As you slosh through it waist-deep, you see a light at the end of the tunnel. Turning off your lights, you make your way to the source.
Peering around the corner, you see that the tunnel opens up into a volumous, torchlit cavern with a cracked, rounded dome. Water is gushing in through that wide crack with a deafening roar, filling the cavern with a thick mist. At the centre of the cavern, about 40 feet from your location, a large stack of crates and barrels has created an artificial island.
Atop the island, a haggard looking man sits in a modest wooden throne. He looks weary, his head in one of his hands.

Rolls
Longbow Attack - (1d20+4)
(2) + 4 = 6
Me ? King ? You could put it that way... Honestly I've been thinking about resigning but the alternative offered was less than pleasant... I don't suppose you would care disposing of my subjects for me ?
And everyone, welcome deadpool_qc to the game! We've been setting this up for weeks through PM, hope it was a fun surprise! I'll tell you more in OOC Chat later.
Rolls
Moss sleight of hand check for surprise - (1d20+4)
(19) + 4 = 23
Player initiative - (1d20+4)
(6) + 4 = 10
Monster initiative - (1d20)
(8) = 8
Rolls
Longbow Attack - (1d20+4)
(20) + 4 = 24
Sharpshooter damage - (1d8+14)
(6) + 14 = 20
Crit damage - (1d8)
(7) = 7
Sneak attack - (1d6)
(4) = 4
Rolls
Javelin attack - (1d20+7, 1d6+4)
1d20+7 : (5) + 7 = 12
1d6+4 : (5) + 4 = 9
Javelin attack 2 - (1d20+7, 1d6+4)
1d20+7 : (20) + 7 = 27
1d6+4 : (3) + 4 = 7
Crit? - (1d6)
(1) = 1
Rolls
Javelin vs Broodguard, Piercing Damage - (1d20+7, 1d6+6)
1d20+7 : (16) + 7 = 23
1d6+6 : (5) + 6 = 11
Extra Attack Javelin vs Broodguard, Piercing Damage - (1d20+7, 1d6+6)
1d20+7 : (7) + 7 = 14
1d6+6 : (6) + 6 = 12
Did my two turns in the same post, hope nobody minds...
Rolls
Assassinate attack(advantage) / blowgun damage / sneak attack damage - (1d20+7, 1d20+7, 6d6)
1d20+7 : (18) + 7 = 25
1d20+7 : (3) + 7 = 10
6d6 : (222432) = 15
2nd round attack(advantage) / blowgun damage / sneak attack damage - (1d20+7, 1d20+7, 3d6)
1d20+7 : (3) + 7 = 10
1d20+7 : (5) + 7 = 12
3d6 : (122) = 5
Rolls
Stealth - (1d20+10)
(7) + 10 = 17
The troglodytes seek retribution. One-eye turns to the man on the throne and unleashes a horrible series of blows (16 damage). The two-tailed one pulls out spears of its own and hurls them back at Frick - one connects (8 damage). The rapier wielder pulls out a nautical whistle, and blows loudly. It then falls back, climbing down the back-side of the platform and hides (gaining total cover for now and a hide DC of 17).
As if summoned by the whistle, a massive, twisted abomination bursts forth from under behind the waterfall. It shambles forward in the water, its speed unimpeded by the water. It makes its way towards a corpse floating in the water, then sees live prey and dashes towards Frick and Elspa, screaming inhumanly loud enough to drown out the roaring waterfall.

For future reference, I do like to adhere to the interaction rules in the PHB (and all rules) when possible, thanks for asking first!
Rolls
Attack 1 on Moss, Reckless - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (17) + 4 = 21
Attack 2 on Moss, Reckless - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (18) + 4 = 22
Attack 3 on Moss, Reckless - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (3) + 4 = 7
Spear throw 1 at Frick - (1d20+4)
(18) + 4 = 22
Spear throw 2 at Frick - (1d20+4)
(7) + 4 = 11
Spear throw 3 at Frick - (1d20+4)
(10) + 4 = 14
Rapier Trog's attempt to hide (chameleon skin gives adv) - (1d20+2, 1d20+2)
1d20+2 : (15) + 2 = 17
1d20+2 : (1) + 2 = 3
DAMAGE: 1 spear hit on Frick - (1d6+2)
(6) + 2 = 8
DAMAGE: 3 attacks hit on Moss, including 1 crit claw attack - (1d8+2, 3d6+4)
1d8+2 : (2) + 2 = 4
3d6+4 : (512) + 4 = 12
Initiative
1. PCs
2. Broodguard with Rapier (AC: 14, HP: 14/45, hiding w/ spot DC 17)
3. One-eyed Broodguard (AC: 14, HP: 25/45, Melee attacks have advantage, on platform)
4. Two-tailed Broodguard (AC: 14, HP: 35/45, on platform)
5. Shambling Mound (AC: 15, HP: 136/136, beside Frick and Elspa)
Interesting Features
Waist-deep bloody water (difficult terrain)
Heavy mist (everything lightly obscured)
Deafening Waterfall
Makeshift platform made of crates (climb up: DC 10 athletics)
Notes:
1. To climb up the platform will take a successful DC 10 athletics check.
2. You cannot attack Rapier Trog unless you Passive Perception is 23 or higher (-5 because of mist) until it reveals itself or you use an action to spot it (Perception check, disadvantage)
One a side note, I hope these summaries aren't information overload. I'm trying to find a good balance to succinctly summarize info so we can have some meaty tactical combats with interesting features without slowing the game down.
As you watch for odd behaviour drawn by the smoke and light of the funeral pyre, the sounds of the jungle fade away. As the sun sets completely, the only sound in the whole forest is the crackling of burning bodies on the pyre. You feel weirdly exposed, as if something is watching you.
Suddenly, the silence is broken. You hear movement in the cave behind you, and the hiss-click sound of troglodyte speech.
What do you do?
Rolls
Stealth - (1d20+7)
(16) + 7 = 23
Rolls
Bonus Action Shove Prone - (1d20+7)
(5) + 7 = 12
Battleaxe, Slashing Damage - (1d20+7, 1d8+6)
1d20+7 : (12) + 7 = 19
1d8+6 : (5) + 6 = 11
Extra Attack Battleaxe, Slashing Damage - (1d20+7, 1d8+6)
1d20+7 : (5) + 7 = 12
1d8+6 : (6) + 6 = 12
You duck behind and watch as the three corpses of the broodguards you just killed rise up, dripping gore from their wounds. The forth, impaled on the stalagmite, struggles to rise and thrashes about. Their movements are jerky and irregular like a puppet on strings. If they notice you they make no indication.
Rolls
Contested athletics check vs. Elspa's shove - (1d20+4)
(19) + 4 = 23
Rolls
Stealth (if needed again) - (1d20+7)
(12) + 7 = 19
The troglodyte corpses stagger towards the sound, their speed and predatory gait unhindered by their awkward movements. They arrive at the pyre and look and sniff about for the source of the sound, but fail to find anything.
The noiseless jungle continues its silent vigil on the ghoulish scene.
Rolls
Perception check - (1d20+0)
(7) = 7
If possible I'll use Uncanny Dodge on the crit I received, I just don't know how much it did...
I'm not your King anymore, so leave me alone !!
Using the distraction and the mist, Moss tries to hide behind is throne since it's probably the only place he can reach with his chain, and hope One-eye is just dumb enough not to look there with the other threats around.
Rolls
Dagger Attack(advantage) / Dagger damage / Sneak Attack Damage - (1d20+7, 1d20+7, 1d4+4, 3d6)
1d20+7 : (7) + 7 = 14
1d20+7 : (20) + 7 = 27
1d4+4 : (1) + 4 = 5
3d6 : (523) = 10
Bonus action to hide behind throne - (1d20+10)
(2) + 10 = 12
added damage for crit - (1d4, 3d6)
1d4 : (3) = 3
3d6 : (564) = 15
Rolls
Attack 1 - (1d20+7, 1d10+4)
1d20+7 : (18) + 7 = 25
1d10+4 : (10) + 4 = 14
Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (18) + 7 = 25
1d10+4 : (7) + 4 = 11
Haft Attack - (1d20+7, 1d4+4)
1d20+7 : (4) + 7 = 11
1d4+4 : (3) + 4 = 7
Action Surge Attack 1 - (1d20+7, 1d10+4)
1d20+7 : (12) + 7 = 19
1d10+4 : (3) + 4 = 7
Action Surge Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (17) + 7 = 24
1d10+4 : (10) + 4 = 14
Advantage - (1d20+7, 1d20+7, 1d20+7, 1d20+7, 1d20+7)
1d20+7 : (11) + 7 = 18
1d20+7 : (8) + 7 = 15
1d20+7 : (20) + 7 = 27
1d20+7 : (5) + 7 = 12
1d20+7 : (11) + 7 = 18
Haft critical - (1d4)
(3) = 3
Rolls
sneak attack damage - (1d6)
(3) = 3
The troglodyte corpses stagger towards the sound, their speed and predatory gait unhindered by their awkward movements. They arrive at the pyre and look and sniff about for the source of the sound, but fail to find anything.
The noiseless jungle continues its silent vigil on the ghoulish scene.
Rolls
Attack/Damage/trip (Surprise advantage?) - (1d20+7, 1d20+7, 1d8+4, 1d8)
1d20+7 : (19) + 7 = 26
1d20+7 : (8) + 7 = 15
1d8+4 : (4) + 4 = 8
1d8 : (1) = 1
Attack/Damage (Surprise advantage?) - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (1) + 7 = 8
1d20+7 : (14) + 7 = 21
1d8+4 : (3) + 4 = 7
The Rapier-wielding trog gives up its hiding spot, and crawls back onto the platform. It sees Moss hiding behind the throne, and hisses in draconic:
Meanwhile, the shambling mound reels in the face of Frick's furious attack. Entire clumps of vines severed from its body, it manages to stabalize and counterattack. But the small target is too fast, and its massive fists miss their target!
Rolls
Two-Tails attack on Frick, bite attack (reckless) - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (20) + 4 = 24
Two-Tails attack on Frick, claw attack 1 (reckless) - (1d20+4, 1d20+4)
1d20+4 : (1) + 4 = 5
1d20+4 : (17) + 4 = 21
Two-Tails attack on Frick, claw attack 2 (reckless) - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (7) + 4 = 11
TWO TAILS DAMAGE: Crit bite and 2 claws hit - (2d8+2, 2d6+4)
2d8+2 : (78) + 2 = 17
2d6+4 : (22) + 4 = 8
Rapier's weapon attack on Moss (reckless) - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (2) + 5 = 7
Rapier's claw attack on Moss (reckless) - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (13) + 4 = 17
Rapier's claw attack on Moss (reckless) - (1d20+4, 1d20+4)
1d20+4 : (4) + 4 = 8
1d20+4 : (12) + 4 = 16
RAPIER DAMAGE: 2 claw attacks get through - (1d6+2, 1d6+2)
1d6+2 : (2) + 2 = 4
1d6+2 : (6) + 2 = 8
Shambling mound on Frick slam attack 1 - (1d20+7)
(4) + 7 = 11
Shambling mound on Frick slam attack 2 - (1d20+7)
(2) + 7 = 9
Initiative
1. PCs
2. Broodguard with Rapier (AC: 14, HP: 14/45, Reckless*, beside Moss on platform)
3. One-eyed Broodguard
4. Two-tailed Broodguard (AC: 14, HP: 35/45, Reckless*, beside Elspa)
5. Shambling Mound (AC: 15, HP: 35(!)/136, beside Frick and Elspa)
* Melee attacks against this creature have advantage
Interesting Features
Waist-deep bloody water (difficult terrain)
Heavy mist (everything lightly obscured)
Deafening Waterfall
Makeshift platform made of crates (climb up: DC 10 athletics)
Start of Round 3:
Initiative Order
1. Ryte
2. Undead Kopesh (AC: 14, HP: 38/45, 30 feet away)
3. Undead Battleaxe (AC: 14, HP: 36/45, 30 feet away)
4. Undead Sabre (AC: 14, HP: HP: 45/45, 60 feet away)
Rolls
Ryte's Initiative - (1d20+4)
(12) + 4 = 16
Monster's Initiative - (1d20)
(3) = 3
Rolls
Bonus Action Shield Shove - (1d20+7)
(7) + 7 = 14
Battleaxe vs Two-Tails, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+6)
1d20+7 : (9) + 7 = 16
1d20+7 : (9) + 7 = 16
1d8+6 : (8) + 6 = 14
Extra Attack Battleaxe vs Two-Tails, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+6)
1d20+7 : (20) + 7 = 27
1d20+7 : (11) + 7 = 18
1d8+6 : (3) + 6 = 9
Critical - (1d8)
(1) = 1
Rolls
Attack 1 - (1d20+7, 1d20+7, 1d10+4)
1d20+7 : (12) + 7 = 19
1d20+7 : (6) + 7 = 13
1d10+4 : (7) + 4 = 11
Attack 2 - (1d20+7, 1d20+7, 1d10+4)
1d20+7 : (3) + 7 = 10
1d20+7 : (2) + 7 = 9
1d10+4 : (3) + 4 = 7
Haft Attack - (1d20+7, 1d20+7, 1d4+4)
1d20+7 : (12) + 7 = 19
1d20+7 : (2) + 7 = 9
1d4+4 : (2) + 4 = 6
Re-roll of the 2 - (1d4)
(3) = 3
Rolls
Dagger attack w/ advantage, dagger damage, sneak attack damage - (1d20+7, 1d20+7, 1d4+4, 3d6)
1d20+7 : (17) + 7 = 24
1d20+7 : (3) + 7 = 10
1d4+4 : (2) + 4 = 6
3d6 : (465) = 15
Rolls
Longbow attack - (1d20+4)
(5) + 4 = 9
Superiority Die (Precision) - (1d8)
(5) = 5
Two-Tails keeps coming at Elspa, even though it's bloodied and bleeding badly, raking claws against flesh (10/2 = 5 damage).
The shambling mound takes a few more hits and stands on the edge of collapse, driven solely by its murderous rage. It manages to finally connect with Frick despite his gleeful maneuvering (10 damage).
Round Four
Initiative
1. PCs
2. Broodguard with Rapier
3. One-eyed Broodguard
4. Two-tailed Broodguard (AC: 14, HP: 11/45, Reckless*, beside Elspa)
5. Shambling Mound (AC: 15, HP: 17/136, beside Frick and Elspa)
* Melee attacks against this creature have advantage
Interesting Features
Waist-deep bloody water (difficult terrain)
Heavy mist (everything lightly obscured)
Deafening Waterfall
Makeshift platform made of crates (climb up: DC 10 athletics)
Rolls
Two Tails vs. Elspa bite attack - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (4) + 4 = 8
Two Tails vs. Elspa claw attack 1 - (1d20+4, 1d20+4)
1d20+4 : (17) + 4 = 21
1d20+4 : (2) + 4 = 6
Two Tails vs. Elspa claw attack 2 - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (14) + 4 = 18
Shambling Mound vs. Frick slam attack 1 - (1d20+7)
(7) + 7 = 14
Shambling Mound vs. Frick slam attack 2 - (1d20+7)
(15) + 7 = 22
TWO TAILS DAMAGE: 2 claws hit - (2d6+2)
(33) + 2 = 8
SHAMBLING MOUND DAMAGE: 1 slam hit - (2d8+4)
(24) + 4 = 10
Finding a spot through all of the disgusting matter covering its mass, Ygne makes two needle-like stabs with her shortswords toward the mound.
Rolls
Attack 1 against Two-Tails - (1d20+7, 1d6+4, 3d6)
1d20+7 : (4) + 7 = 11
1d6+4 : (4) + 4 = 8
3d6 : (265) = 13
Advantage on Attack 1 due to surprise, reckless attack, Elspa, etc. - (1d20+7)
(6) + 7 = 13
Attack 2 as Bonus Action vs Two-Tails (adv. for above reasons) - (1d20+7, 1d6, 3d6)
1d20+7 : (19) + 7 = 26
1d6 : (6) = 6
3d6 : (245) = 11
Attack 1 (current turn) vs. Shambling Mound - (1d20+7, 1d20+7, 1d6+4, 3d6)
1d20+7 : (17) + 7 = 24
1d20+7 : (4) + 7 = 11
1d6+4 : (2) + 4 = 6
3d6 : (242) = 8
Attack 2 (current turn) vs. Shambling Mound - (1d20+7, 1d20+7, 1d6)
1d20+7 : (16) + 7 = 23
1d20+7 : (3) + 7 = 10
1d6 : (5) = 5
If there is a beneficial choke point I'll also drop my bow and draw my rapiers.
Rolls
Attack/Damage (1) - (1d20+7, 1d8+4)
1d20+7 : (5) + 7 = 12
1d8+4 : (8) + 4 = 12
Attack/Damage (2) - (1d20+7, 1d8+4)
1d20+7 : (9) + 7 = 16
1d8+4 : (6) + 4 = 10
Attack/Damage (3) - (1d20+7, 1d8+4)
1d20+7 : (4) + 7 = 11
1d8+4 : (8) + 4 = 12
Attack/Damage (4) - (1d20+7, 1d8+4)
1d20+7 : (19) + 7 = 26
1d8+4 : (1) + 4 = 5
Pausing to fire, Ryte gets two solid hits on Battleaxe (21/45 hp), but it doesn't even slow it down. You grab one of the lanterns on the floor and turn down the stairway, scattering some of the candles. As you turn to run again, Kopesh and Battleaxe manage to catch up to you, swinging wildly at your heels. There are no advantageous chokepoints in this damned 10-foot wide snake-like tunnel, but the sounds of water falling are getting louder.
What does Ryte do?
Ygne majestically carves through the last two dying creatures, pinpointing mortal weaknesses and gracefully stabbing them. The shambling mound stubbornly remains upright for a moment, then crashes into the bloody water with a massive splash, scattering corpses and other debris. The waterfall continues its thunderous assault on the rocks below.
Leathe's sword gleams brilliantly in the torchlight atop the platform.
What would everyone like to do?
Rolls
Attack/Damage (1) - (1d20+7, 1d8+4)
1d20+7 : (12) + 7 = 19
1d8+4 : (6) + 4 = 10
Attack/Damage (2) - (1d20+7, 1d8+4)
1d20+7 : (5) + 7 = 12
1d8+4 : (3) + 4 = 7
Attack/Damage (3) - (1d20+7, 1d8+4)
1d20+7 : (5) + 7 = 12
1d8+4 : (7) + 4 = 11
Moss looks to be calculating in his head
...I think it was a few months ago give or take. They found me and instead of eating me, they made me their King because of some kind of old prophesy.
Lifting my leg attached to a chain...
They wouldn't take no for an answer... Now, I don't suppose anyone has some tools to get me out of here ?
The zombie trogs throw you off ... not even trying to defend their bodies like a living creature, they take your rapier stabs in order to get a better chance to extinguish your life (30 damage).
Start of Round 4:
Initiative Order
1. Ryte
2. Undead Kopesh (AC: 14, HP: 38/45, 5 feet away)
3. Undead Battleaxe (AC: 14, HP: 11/45, 5 feet away)
4. Undead Sabre (AC: 14, HP: HP: 45/45, 5 feet away)
Rolls
Kopesh weapon attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (3) + 4 = 7
Kopesh claw attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (12) + 4 = 16
Kopesh claw attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (5) + 4 = 9
Battleaxe weapon attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (7) + 4 = 11
Battleaxe claw attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (4) + 4 = 8
1d20+4 : (3) + 4 = 7
Battleaxe claw attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (19) + 4 = 23
KOPESH DAMAGE - (1d8+2, 2d6+2)
1d8+2 : (2) + 2 = 4
2d6+2 : (55) + 2 = 12
BATTLEAXE DAMAGE - (1d8+2, 1d6+2)
1d8+2 : (7) + 2 = 9
1d6+2 : (3) + 2 = 5
Battle takes 11 from riposte.
Kopesh takes 29 from attacks.
Sabre takes 4 from sweep.
Rolls
Riposte (Kopesh) - (1d20+7, 1d20+7, 1d8+4, 1d8)
1d20+7 : (6) + 7 = 13
1d20+7 : (19) + 7 = 26
1d8+4 : (5) + 4 = 9
1d8 : (2) = 2
Attack/Damage (1) - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (8) + 7 = 15
1d20+7 : (10) + 7 = 17
1d8+4 : (8) + 4 = 12
Attack/Damage (2) - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (4) + 7 = 11
1d20+7 : (11) + 7 = 18
1d8+4 : (2) + 4 = 6
Sweep - (1d8)
(4) = 4
Attack/Damage (b) - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (15) + 7 = 22
1d20+7 : (11) + 7 = 18
1d8+4 : (7) + 4 = 11
Well, that's my favourite 1 i've ever rolled on a d20 :) . So you take 5 less damage! But you're not out of hot water yet ...
Rolls
Battleaxe Undead Fortitude save - (1d20+2)
(1) + 2 = 3
And yet they keep coming.
Ryte dodges as many attacks as he can, but no human could withstand all of those flailing arms and teeth (23 damage, unless you have any more tricks up your sleeve?).
Rolls
Kopesh bite attack reckless - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (5) + 4 = 9
Kopesh claw attack 1, reckless - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (12) + 4 = 16
Kopesh claw attack 2, reckless - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (6) + 4 = 10
Sabre weapon attack, reckless - (1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (19) + 4 = 23
Sabre claw attack 1, reckless - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (2) + 4 = 6
Sabre claw attack2, reckless - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (20) + 4 = 24
KOPESH DAMAGE: 1 crit bite - (2d8+2)
(21) + 2 = 5
SABRE DAMAGE: 1 weapon, 1 crit claw - (1d8+2, 2d6+2)
1d8+2 : (5) + 2 = 7
2d6+2 : (45) + 2 = 11
*Also, stop taking all the good rolls. Thanks.
*Also, stop taking all the good rolls. Thanks.
Falied: x
Saved:
Rolls
Death Save Numero uno - (1d20)
(7) = 7
Rolls
Athletics to climb - (1d20+7)
(9) + 7 = 16
As for the food... you really don't wanna know...but let me tell you that if I had the choice, I did not take the meat...
Nothing grand, you see all I had to do is show them a few tricks. Primitive as they are, it was more than enough to impress them. I showed them how to do a basic alarm with pots and rope and healed a few of them that would have died. I managed to study a few of their dead enough to be able to work my arts. But the weird thing is each time they brought me a body to study it it was missing the head. Never telled me why, each time I asked they started praying...
"Weird." Ygne chimes at Moss' story, with no hint given at the secret conversation with Jarveena (entirely unaware that Moss can likely pick up on this hidden dialogue), "Weird and gross." She wipes her nose on her sleeve and then gestures to the dead lizards, addressing Moss once more, "You're a bad king."
Afterward she approaches him and adds, "But even bad kings can be rich kings, so you owe me two gold bits for this." She'll then pull out the appropriate tools and set to picking Moss' ankle free.
Rolls
Thieves' Tools - (1d20+7)
(9) + 7 = 16
Athletics (if I need to roll to climb while not under pressure) - (1d20+4)
(19) + 4 = 23
Bowing to them all....
Moss, king of the deceased troglodytes...I don't suppose you four would be polite enough to give me yours ?
She pauses and looks puzzled toward Jarveena, mumbling, "Actually, I don't remember her name, neither."
"There's also a coxcomb around here somewhere, named something with an 'R'. He'll give you gold if you listen to him lecture."
Then I'l make sure to listen long enough to pay you back your two golds !! I don't see him, is he near ?
Then turning to Elspa,
The rapier I could use but even then I prefer to stay away from conflict.
Walking to a hidden crate containing the rest of his stuff...
The rest of my stuff was here, they never wanted me to have my weapons so they left them here...
Taking a backpack, a few pouches and a shortbow from the crate...
Well I'm ready to go and I'd really like to sleep somewhere less...humid...
Rolls
Climb vs DC 10 - (1d20-1)
(18) - 1 = 17
She sniffs, and spits into the water, "Might be you think you're shipwrecked and stranded, but Frick an' I are right where we want to be." She glances over toward Frick, as though for confirmation.
Moss scans the four of them, looking for something...
Ygne, however, looks to be one of the most disagreeable patients that a healer could ask for.
Rage remaining: 0
Rolls
Second Wind - (1d10+5)
(5) + 5 = 10
You seem to be loosing some blood, can I see your wounds ? I might be able to do something about them if you let me...
Following the sound of the explosion, you made your way into this disgusting smelling cave. Your heart is racing ... could this be the cave the witch woman was talking about? As you make your way down the gullet of the snake-shaped cave, you hear the sound of sword play. Two horrific shapes illuminated by a lantern on the floor are hunched over a body, feasting on its flesh. A second body, more a shattered collection of body parts, lies in a heap. They hear you as you approach, and rise unnaturally.
As you partake in you discussion, you suddenly feel the air grow colder. Without warning, the corpses of the Troglodytes suddenly snap to attention and jerk upright.
Even more horrifyingly, the Shambling Mound's vines suddenly return to life, twitching and flailing as if each one is trying to squirm away from the monster beneath. It ponderously rises, bloody water streaming from its body.
Initiative Order: PCs have surprise to act as the monsters are rising.
1. Rapier Trog (AC: 14, HP: 45/45, on platform)
2. One Eyed Trog (AC: 14, HP: 45/45, on platform)
3. Two Tails Trog (AC: 14, HP: 45/45, in water below platform)
4. Shambling Mound (AC: 15, HP: 136/136 in water below platform)
5. Kopesh Trog (AC: 14, HP: 9/45, in tunnel)
6. Sabre Trog (AC: 14, HP: 41/45, in tunnel)
7. PCs: Jarveena, Elspa, Moss on platform; Frick in water bellow platform; Rygnar in tunnel)
Interesting Features
Waist-deep bloody water (difficult terrain)
Heavy mist (everything lightly obscured)
Deafening Waterfall
Makeshift platform made of crates (climb up: DC 10 athletics)
Rolls
PC Initiative - (1d20+4)
(2) + 4 = 6
Monster's Initiative - (1d20)
(12) = 12
-- My worries grow, the witches words echo through my mind, the only thing that echoes through my mind now. "Horrible end in a cave on a godforsaken island." That is not her end, not while I'm still alive; as long as I have breath to give, her end will be of old age.
-- Hearing from a trade ship of a godforsaken island, Rygnar "employs" a fisherman to take him there. The trip is long and choppy, the fisherman says I should give thanks we just missed a storm. He dares not travel to the island for superstitious fears and says I should tread carefully. My only fear is the bone witch's words coming true, if he will not take me the rest of the way, I will take myself.
Seeing the hunched over body, Rygnar's mind races I'm too late, I have failed her. He tightens his grip on his greatsword, as his vision starts to turn a blurry red, an animalistic roar is let out as he charges the ones who killed his kid sister.
2nd attack: Kopesh (if miss or still alive), Sabre else
(GWM: Reduce a creature to 0) Bonus attack: Sabre
Sabre: 21
Rolls
Attack/Damage (Reckless) - (1d20+7, 1d20+7, 2d6+6)
1d20+7 : (18) + 7 = 25
1d20+7 : (18) + 7 = 25
2d6+6 : (23) + 6 = 11
Extra Attack/Damage (Reckless) - (1d20+7, 1d20+7, 2d6+6)
1d20+7 : (7) + 7 = 14
1d20+7 : (6) + 7 = 13
2d6+6 : (12) + 6 = 9
Bonus Attack/Damage (Reckless) - (1d20+7, 1d20+7, 2d6+6)
1d20+7 : (15) + 7 = 22
1d20+7 : (3) + 7 = 10
2d6+6 : (51) + 6 = 12
Also, because everyone else has posted it, Ygne is at 13/38.
Rolls
Acrobatics (to land safely in difficult terrain); DC 10 according to PHB - (1d20+10)
(4) + 10 = 14
Attack 1 - (1d20+7, 1d20+7, 1d6+4, 3d6)
1d20+7 : (12) + 7 = 19
1d20+7 : (11) + 7 = 18
1d6+4 : (4) + 4 = 8
3d6 : (316) = 10
Stealth - (1d20+10)
(5) + 10 = 15
Rolls
Climb - (1d20-1)
(12) - 1 = 11
Longbow attack - (1d20+4)
(4) + 4 = 8
Spending Inspiration - (1d20+4)
(18) + 4 = 22
Sharpshooter damage - (1d8+14)
(6) + 14 = 20
He puts his glaive back into motion, slicing the shambling mound into bits.
Rolls
Attack 1 - (1d20+7, 1d10+4)
1d20+7 : (14) + 7 = 21
1d10+4 : (6) + 4 = 10
Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (11) + 7 = 18
1d10+4 : (8) + 4 = 12
Haft Attack - (1d20+7, 1d4+4)
1d20+7 : (18) + 7 = 25
1d4+4 : (2) + 4 = 6
Re-roll of the 2 - (1d4+4)
(2) + 4 = 6
Rolls
Attack(w/ adv.), bow damage, sneak damage - (1d20+7, 1d20+7, 2d6+4, 6d6)
1d20+7 : (4) + 7 = 11
1d20+7 : (2) + 7 = 9
2d6+4 : (56) + 4 = 15
6d6 : (155643) = 24
attack (inspiration) - (1d20+7)
(8) + 7 = 15
Rolls
Battleaxe vs Rapier Trog, Slashing Damage - (1d20+7, 1d8+4)
1d20+7 : (18) + 7 = 25
1d8+4 : (2) + 4 = 6
Extra Attack Battleaxe vs Rapier Trog, Slashing Damage - (1d20+7, 1d8+4)
1d20+7 : (19) + 7 = 26
1d8+4 : (3) + 4 = 7
Bonus Action Shield Shove vs One-Eye - (1d20+7)
(8) + 7 = 15
One-Eye resists shove attempt.
Rolls
One-Eye resisting Elspa's shove (must beat 15) - (1d20+2)
(20) + 2 = 22
Rygnar smashes through the half-corpses that Ryte left standing and barrels into the sabre-wielding, leaving it grievously wounded were it alive. It turns to him without anger or fear, only hunger and strikes. (8/2 = 4 damage)
Rolls
Sabre weapon attack (reckless) - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (11) + 4 = 15
Sabre claw attack 1 (reckless) - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (16) + 4 = 20
Sabre claw attack 2 (reckless) - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (4) + 4 = 8
DAMAGE: 1 weapon and 1 claw - (1d8+2, 1d6+2)
1d8+2 : (1) + 2 = 3
1d6+2 : (3) + 2 = 5
Frick cleaves of more dead matter but the monster ignores it. Ygne stabs deep into Two-Tails' back, leaving its upper torso hanging at an odd angle. She dives into the water unseen ... (hide check successful)
The mound screams at Frick, ruffling his hair and spattering his helm with flecks of dead foliage. It slams a vine from beneath the surface into Frick's side (11 damage).
Two-Tails scrambles up the platform and runs at Jarveena, savagely mauling her (18 damage)
Rolls
Shambling Mound slam attack 1 - (1d20+7)
(12) + 7 = 19
Shambling Mound slam attack 2 - (1d20+7)
(3) + 7 = 10
DAMAGE: 1 slam - (2d8+4)
(61) + 4 = 11
Two-Tails climb check - (1d20+2)
(12) + 2 = 14
2 Tails weapon attack (reckless) - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (2) + 4 = 6
2 Tails claw attack 1 (reckless) - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (1) + 4 = 5
2 Tails claw attack 2 (reckless) - (1d20+4, 1d20+4)
1d20+4 : (1) + 4 = 5
1d20+4 : (10) + 4 = 14
TWO TAILS DAMAGE: 1 weapon and 1 claw hit - (1d8+2, 1d6+2)
1d8+2 : (8) + 2 = 10
1d6+2 : (4) + 2 = 6
Rolls
Attack/Damage (Reckless GWM) - (1d20+2, 1d20+2, 2d6+16)
1d20+2 : (15) + 2 = 17
1d20+2 : (6) + 2 = 8
2d6+16 : (63) + 16 = 25
Extra Attack/Damage (Reckless GWM) - (1d20+2, 1d20+2, 2d6+16)
1d20+2 : (8) + 2 = 10
1d20+2 : (1) + 2 = 3
2d6+16 : (62) + 16 = 24
(If 0 or crit) Bonus Attack - (1d20+7, 1d20+7, 2d6+6)
1d20+7 : (11) + 7 = 18
1d20+7 : (1) + 7 = 8
2d6+6 : (25) + 6 = 13
Moss gets the jump on the One-Eyed Troglodyte. He skewers the abomination with expert precision, but the creature continues moving.
Jarveena follows up on troglodyte formerly known as Rapier right through the throat as Elpsa savages it with blows. But, she is caught off guard by Two-Tails, which sinks its claws into her.
Elspa rallies, trying to drive One-Eye from the platform, but she is weak from her wounds and it holds on! Rapier takes advantage of her shield being turned against One-Eye and digs its fangs into her undefended flank (17 damage). As Elspa reels, One Eye gets a claw past her shield and digs deep, knocking her unconscious (6 damage).
Rolls
Rapier bite attack - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (16) + 4 = 20
Rapier claw attack 1 - (1d20+4, 1d20+4)
1d20+4 : (7) + 4 = 11
1d20+4 : (16) + 4 = 20
Rapier claw attack 2 - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (7) + 4 = 11
One-eye bite attack - (1d20+4, 1d20+4)
1d20+4 : (4) + 4 = 8
1d20+4 : (6) + 4 = 10
One-eye claw attack 1 - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (20) + 4 = 24
One-eye claw attack 2 - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (11) + 4 = 15
RAPIER DAMAGE: 1 bite and 2 claws get through - (1d8+2, 2d6+2)
1d8+2 : (8) + 2 = 10
2d6+2 : (32) + 2 = 7
DAMAGE ONE-EYE: 1 crit claw got through - (2d6+2)
(13) + 2 = 6
Initiative Order: Monsters have already taken their turns.
1. Rapier Trog (AC: 14, HP: 12/45, on platform & reckless*)
2. One Eyed Trog (AC: 14, HP: 6/45, on platform & reckless*)
3. Two Tails Trog (AC: 14, HP: 27/45, on platform & reckless*)
4. Shambling Mound (AC: 15, HP: 108/136 in water below platform)
5. Kopesh Trog
6. Sabre Trog
7. PCs: Jarveena, Elspa (unconscious), Moss on platform; Frick and Ygne (hidden) in water bellow platform; Rygnar in tunnel)
* Melee attacks against creatures that were reckless have advantage
Interesting Features
Waist-deep bloody water (difficult terrain)
Heavy mist (everything lightly obscured)
Deafening Waterfall
Makeshift platform made of crates (climb up: DC 10 athletics)
Rolls
Death Save - (1d20)
(9) = 9
The pathetic abomination crumbles as your sword rips through its innards. There are only pieces of it left in the tunnel.
If I'm able to tell it isn't Elspa...
Rygnar looks upon the body in slight confusion before throwing it aside and sprinting down the tunnel.
If I'm able to tell it isn't Elspa...
Rygnar looks upon the body in slight confusion before throwing it aside and sprinting down the tunnel.
Oh, lastly, if there's a way to get to the pile without suffering an OA from the mound, I'd much prefer to do that. If that's impossible, Ygne will suffer an OA to do what she did.
Oh, and lastly-lastly, if this is okay, since I would have noticed that I got a crit on my first attack, could I have decided to hold my sneak attack roll for One-Eye, that way he (hopefully) dies, or at least has to test Undead Fortitude? I can start rolling attacks and damage separately so that this isn't an issue in the future. Just wondering. No biggy if it's too finicky with rules or something.
Rolls
Athletics (DC 10), INSPIRATION - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (19) + 4 = 23
Attack (Sneak Attack), w/ advantage - (1d20+7, 1d20+7, 1d6+4, 3d6)
1d20+7 : (5) + 7 = 12
1d20+7 : (20) + 7 = 27
1d6+4 : (5) + 4 = 9
3d6 : (316) = 10
Crit damage - (4d6)
(6355) = 19
Bonus Action Dual Wield attack (Adv/Disadv cancel out, I imagine?) - (1d20+7, 1d4+4)
1d20+7 : (13) + 7 = 20
1d4+4 : (4) + 4 = 8
Rolls
Attack 1 - (1d20+7, 1d10+4)
1d20+7 : (7) + 7 = 14
1d10+4 : (2) + 4 = 6
Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (8) + 7 = 15
1d10+4 : (4) + 4 = 8
Haft Attack - (1d20+7, 1d4+4)
1d20+7 : (18) + 7 = 25
1d4+4 : (4) + 4 = 8
Inspiration for attack 1 - (1d20+7)
(7) + 7 = 14
Jarveena !!! Keep him off me !!
Then in record time he uses his dagger to rip open the side off her shirt, takes a big glob of greenish paste that he puts on the wound and ties some of her own clothes tight so it stays. he slaps her hard in the face and shouts...
Come on wake up !! We still need you to get out of here !!
2)moved near Elspa
3)stabilize with healing kit... since I got Healer's feat, Eslpa gain 1 hp back and that means you wake up !
• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
1. No op attack. You were hidden.
2. Yes you can hold your sneak for second attack. Finicky rules are fun!
So, I'm to tired too add correctly right now! I think what you were asking all checks out so let us know what the damage was on each target (fairly sure you can kill Rapier and One Eye). I'll roll undead fortitude for the non-critted trog now and we can compare the results to your damage after and it will fail spectacularly.
Rolls
Undead fortitude - (1d20+2)
(1) + 2 = 3
Frick levels a few more good hits against his foe, but if this horror felt any pain from these grievous wounds, it did not show it. It looms closer now, towering above Frick, tentacle vines circling from either side in the filthy water.
Moss's quick thinking and deft maneuvers are successful; Elspa wakens with a start.
1. Two-Tails (AC: 14, HP: 27/45, reckless) on platform
2. Shambling Mound (AC: 15, HP: 92/136) in water
Rolls
Battleaxe vs Two-Tails, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (3) + 7 = 10
1d20+7 : (2) + 7 = 9
1d8+4 : (3) + 4 = 7
Extra Attack Battleaxe vs Two-Tails, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d20+7 : (14) + 7 = 21
1d8+4 : (4) + 4 = 8
Rolls
Longbow attack, damage, sneak attack damage - (1d20+9, 1d8+4, 1d6)
1d20+9 : (13) + 9 = 22
1d8+4 : (4) + 4 = 8
1d6 : (6) = 6
Second Wind - (1d10+3)
(8) + 3 = 11
Disadvantage roll - (1d20+9)
(7) + 9 = 16
The Shambling Mound sends everything it has at Frick. Frick intercepts the first tangle of vines, but he doesn't have enough strength left to intercept the second strike from the opposite side (16 damage). Somehow, Frick still manages to stay standing.
The wreck of a corpse in front of Jarveena continues to hack away at her, even though it is barely able to stand. (11 damage).
Rolls
Shambling Mound slam attack 1 - (1d20+7)
(3) + 7 = 10
Shambling Mound slam attack 2 - (1d20+7)
(11) + 7 = 18
SHAMBLING MOUND DAMAGE: 1 slam attack hit - (2d8+4)
(75) + 4 = 16
Trog weapon attack - (1d20+4, 1d20+4)
1d20+4 : (3) + 4 = 7
1d20+4 : (16) + 4 = 20
Trog claw attack 1 - (1d20+4, 1d20+4)
1d20+4 : (3) + 4 = 7
1d20+4 : (6) + 4 = 10
Trog claw attack 2 - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (14) + 4 = 18
TROG DAMAGE - (1d8+2, 1d6+2)
1d8+2 : (1) + 2 = 3
1d6+2 : (6) + 2 = 8
Initiative Order: Monsters have already taken their turns.
1. Two Tails Trog (AC: 14, HP: 5/45, on platform & reckless*)
2. Shambling Mound (AC: 15, HP: 92/136 in water below platform)
3. PCs: Jarveena, Elspa, Moss, and Ygne on platform; Frick and Rygnar in water bellow platform
* Melee attacks against creatures that were reckless have advantage
Interesting Features
Waist-deep bloody water (difficult terrain)
Heavy mist (everything lightly obscured)
Deafening Waterfall
Makeshift platform made of crates (climb up: DC 10 athletics)
Rolls
Athletics - (1d20+7)
(13) + 7 = 20
Rolls
attack, advantage, bow damage, sneak attack... - (1d20+7, 1d20+7, 1d6+4, 3d6)
1d20+7 : (6) + 7 = 13
1d20+7 : (2) + 7 = 9
1d6+4 : (2) + 4 = 6
3d6 : (231) = 6
Rolls
Attack 1 - (1d20+7, 1d10+4)
1d20+7 : (20) + 7 = 27
1d10+4 : (6) + 4 = 10
Haft attack - (1d20+7, 1d4+4)
1d20+7 : (12) + 7 = 19
1d4+4 : (3) + 4 = 7
Attack 1 Crit - (1d10)
(3) = 3
Attack 2 - (1d20+7, 1d10+4)
1d20+7 : (2) + 7 = 9
1d10+4 : (8) + 4 = 12
8 slashing
Rolls
Shove prone Shambler - (1d20+7, 1d20+7)
1d20+7 : (1) + 7 = 8
1d20+7 : (3) + 7 = 10
Extra Attack/Damage - (1d20+7, 2d6+6)
1d20+7 : (17) + 7 = 24
2d6+6 : (11) + 6 = 8
(If prone) Advantage - (1d20+7)
(17) + 7 = 24
Moss's arrow gets lost in the debris from the platform, while Frick stubbornly beats on the monster's backside. The confused monster struggles to turn toward Frick to finish him off, then topples as Rygnar runs into him, landing with an enormous splash. He drives home his greatsword into the monstrosity for good measure.
Rolls
Trog dex save for 1/2 damage - (1d20+0)
(16) = 16
Damage from falling crates - (3d6)
(536) = 14
Shambling mound resisting Rygnar's shove - (1d20+3)
(4) + 3 = 7
Rolls
Attack 1 - (1d20+7, 1d20+7, 1d6+4)
1d20+7 : (5) + 7 = 12
1d20+7 : (3) + 7 = 10
1d6+4 : (6) + 4 = 10
Attack 2 - (1d20+7, 1d20+7, 1d6)
1d20+7 : (4) + 7 = 11
1d20+7 : (19) + 7 = 26
1d6 : (4) = 4
Sneak Attack Damage (Used on the first successful attack) - (3d6)
(663) = 15
Ryte opened his eyes. He could feel the throbbing black cord almost immediately, pumping corruption and power into his body. An incredible hunger drove him to his feet. He picked up the two rapiers he had wielded in life and stalked silently down the tunnel toward the waterfall.
He turned the corner, and saw the battle raging in the cavern beyond. His former comrades gathered around a great monstrosity, hacking and slashing at it as it pummelled them with tumored tentacles. He could see the monstrosity's own black cord too, trailing off in the same direction as his own.
He observed their tactics, their tricks, their movements, all the while gripping his swords tightly. He had never felt stronger, and he knew at once he could take them all. He ached so badly to extinguish their lives. But, that was not to be, for this night he felt the silent summons that called him to the source of his black cord. He took one last look at the battle before departing.
"Tuin man lende, tir nia ammen" he spat, his voice cracking.
Those who leave, watch over us.
Rolls
Longbow attack, damage - (1d20+9, 1d20+9, 1d8+4)
1d20+9 : (2) + 9 = 11
1d20+9 : (1) + 9 = 10
1d8+4 : (2) + 4 = 6
Rolls
Slam attack vs. Ygne - (1d20+7)
(5) + 7 = 12
Slam attack vs. Frick - (1d20+7)
(10) + 7 = 17
DAMAGE: 1 slam hits Frick - (2d8+4)
(52) + 4 = 11
Rolls
Shove prone - (1d20+7, 1d20+7)
1d20+7 : (20) + 7 = 27
1d20+7 : (17) + 7 = 24
Attack/Damage - (1d20+2, 1d20+2, 2d6+16)
1d20+2 : (8) + 2 = 10
1d20+2 : (17) + 2 = 19
2d6+16 : (16) + 16 = 23
Rolls
Attack vs Mound, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (5) + 7 = 12
1d20+7 : (3) + 7 = 10
1d8+4 : (5) + 4 = 9
Extra Attack vs Mound, Advantage, Slashing Damage - (1d20+7, 1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d20+7 : (20) + 7 = 27
1d8+4 : (5) + 4 = 9
Critical - (1d8)
(8) = 8
You seem to like fighting. I have a deal for you, keep trouble far from me and I'll make sure to keep you alive so you can fight some more...
Turning to the others...
I don't know when we'll get to rest so if anyone needs me to check their wounds, now's the time !!
Once Moss is finished with those who needs it, he takes care of some of his own wounds.
Moss will heal everybody who ask. Regain 1d6+9 hp
• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
healer's kit 12 uses left
Rolls
Hp regained with healer's kit - (1d6+9)
(4) + 9 = 13
"I'm fine," she says to Moss at his offer. Then something dawns on her, and a chill creeps up her spine. She, in an attempt to sound casual, asks Rygnar, "How did you get down here? Wasn't there someone guarding the way?"
Rolls
Does Jarveena know you need to burn zombies? - (1d20)
(9) = 9
As talk turns to the corpses that come back to life, Elspa suggests, "Maybe chop off their heads. They's did that to the others that washed up, and I never see them start walking again."
She pauses a moment, trying to remember the name, and then shouts, "What'd you do to Ryte, you overgrown scab?!" Ygne grits her teeth, stepping up toward Rygnar angrily. The difference in size and the ease by which Rygnar could crush her seems to either not occur to her, or not concern her. Likely it is the former.
Can't look at your wounds while we're in the water, now be still it won't take long...
Moss examines Elspa's body thoroughly but definitely in practiced and professional way. Then applies some poultice on the wounds most likely to infect and stiches close the biggest one...
Frick, come back here, I'm not finished with you.
Moss goes in the same motions on Frick.
Rolls
healing on Elspa - (1d6+9)
(4) + 9 = 13
healing on Frick - (1d6+9)
(4) + 9 = 13
Her eyes never leave Rygnar, even as she's staring up at him. "Well?" She asks again, "You kill him?"
Ygne did her best to hide the reaction, speaking through gritted teeth, "Did you do it?" Her hands are, noticeably, wrapped more firmly about her weapons.
Without another word, she'll depart toward where Ryte had been.
She's right, we should move out. It's not safe to stay here...
You pass the mural of the throne and snake men and the pit of monsters. The candles and lanterns have all snuffed out now. You casually avoid stumbling over the loose brick in the floor as you walk past the trophy room filled with ships' figureheads and body parts.
At the mouth of the tunnel, which still smells of rum and burnt flesh, you discover a zombie broodguard which Elspa impaled on stalagmite. It is unable to right itself and flails in futility, neither alive nor dead.
Just outside the cavern the fresh jungle air is hot and moist, which never tasted so sweet. The clanging tree makes soft chiming sounds in the warm breeze that are nearly drowned out by the orchestra of nocturnal insects and frogs.
If you want to keep moving before you take a long rest, it will be 2 hours to return to the beach, and 2 hours to get to the other side of the island that you haven't explored yet.
Because you have already done much travelling and hard work today, you risk exhaustion from further exertion. You will have to do Con saves of escalating difficulty for each additional hour of travelling. Also, navigating will be at disadvantage because it is night. Also, you don't have Ryte's maps anymore so getting lost will be more difficult to deal with.
If you prefer to make camp somewhere nearby the troglodytes' cave, you can set up camp and we will roll for random encounters (1d6: a roll of 5 or 6 indicates one of 1d20 possible encounters occurs).
Ryte cared, didn't he? Sure, maybe he was kind of a prick, acting all high-and-mighty, making assumptions, but he was saying it out of care, wasn't he? Like I give a shit about that, the thief thought, even going so far as to smirk inwardly. The smile waned though, and a sinking feeling tugged at her chest. Her face drooped somewhat as a sadness dawned on her, and she cast her eyes downward. She cursed herself for being so angry at the time of her confrontation with Ryte that she didn't see he was at least paying her some mind. It's more than the others have done. To them, Ygne bet, she was just a suspicious, mischievous sewer rat, like she'd always been before getting on that boat with Frick. Ryte at least talked to her like a teammate; expected her to be something more, rather than less.
There was a pause, as Ygne's mouth twisted a bit and she seemed to chew the words over before speaking them. Finally, she settled upon what to say. "I'm sorry you died alone," she spoke aloud, confidently, and with finality. She uncrossed her arms and tucked her fingers into her pockets, giving herself a nod, as if she'd done a good deed.
I'll be back in an hour, somebody should secure the entrance and throw the bodies out.
Stopping at the entrance for his eyes to adjust to the night, Moss whispers to Ygne
Don't fool yourself, we all die alone...
And then steps into the darkness to scout around the entrance...
Rolls
Perception - (1d20+8, 1d20+8)
Stealth - (1d20+10, 1d20+10)
Survival - (1d20+5, 1d20+5)
1d20+5 : (17) + 5 = 22
1d20+5 : (1) + 5 = 6
There's a pause, a moment where it seems that she might just leave it at that, but then she adds more. As if to "cover her emotional tracks," Ygne says with poorly feigned humor, "I don't want you to come back after dying. Wouldn't want to fight you again. You're not bad at it."
Moss stalks off into the dark jungle and returns with the alarm ropes that trigger the clanging trees. He then stalks off again into the dark to check the perimeter.
Rolls
Random Encounter? - (1d6)
(1) = 1
Random Encounter Table - (1d20)
(17) = 17
I don't suppose anyone has some spare food ? I won't be picky, it can't be worse compared to what I ate in the last months...

I don't know for the undead trogs but there is at least two other tribes of troglodytes numbering in the 30, maybe 40 individuals.... So the idea of a boat or a raft to go to another isle is pretty much a good one from my point of view.
Rolls
Survival - (1d20+5)
(3) + 5 = 8
After we find out how long it takes, I'll roll random encounters.
BTW: If you wanted to construct a vessel capable of extended ocean-going travel, that would be an entirely different sort of task
Rolls
Time it takes to walk to the shore and build a boat - (2d4+2)
(42) + 2 = 8
Random Encounter check 1 - (1d6)
(4) = 4
Random Encounter check 2 - (1d6)
(4) = 4
How well did the boat turn out? - (1d20+4)

It is now 2pm in the afternoon. The weather is sunny and breezy. You have 6 hour before the sun goes down.
For Reference:
MAP

If nobody stops Moss, he turns and enters the jungle for some hunting/foraging...
Rolls
survival check - (1d20+5, 1d20+5)
perception check - (1d20+8, 1d20+8)
nature check - (1d20+5, 1d20+5)
stealth check - (1d20+10, 1d20+10)
attack / damage with shortbow - (1d20+7, 1d20+7, 1d6+4, 3d6)
Rolls
Survival, Advantage if Rygnar helps - (1d20+4, 1d20+4)
1d20+4 : (7) + 4 = 11
1d20+4 : (4) + 4 = 8
As night approaches, you set up camp on the exposed beach, prepared to keep your new watercraft safe. The sun is setting, and the gorgeous sky paired with the rolling waves and the smell of cooked meat is making this feel quite comfortable. East from your island, you can see cook fires lighting at two distant settlements.

Frick, Ygne, and anyone else who did not get a chance to act are welcome to retroactively post what activity they performed during this time.
Rolls
Random Encounter? - (1d6)
(3) = 3
Random Encounter, Night? - (1d6)
(3) = 3
Since we do not know for sure how stable the raft is , I suggest we go for the closest island. But I'll admit that just leaving this one will be good enough for me.
Rolls
nature check - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (16) + 5 = 21
Moss is looking at the water and shivers for a few seconds...
You shove off from land and hop onto your humble vessel, setting sail for the nearby island village. On a beautiful day like today, what could go wrong?
Rolls
Random encounter - (1d6)
(3) = 3