What do you do?
The Wilderness
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What do you do?
Aye, if'n ya got an orc problem, I be bettin' they be the cause o' your problems alright. Two birds and such.
Been some time since me got me hands on some of them orcs lads. Hope we be findin' them before we make camp.
Rolls
Survival Check - (1d20+5)
(7) + 5 = 12
Rolls
Survival, Advantage - (1d20+5, 1d20+5)
1d20+5 : (7) + 5 = 12
1d20+5 : (17) + 5 = 22
@Que
You notice a larger set of paw prints that unmistakably belong to a dire wolf. Also, there is something odd about the tracks but you're not sure what.
@Everyone
The tracks lead off into the forest.
What do you do?
Wait up there big fella. Something that be leaving prints that large is sure to put up a fight. Might be best if we be stickin' together.
Rolls
wisdom - (1d20)
(3) = 3
Something is strange but you're not exactly sure what it is.
@Saris, Que and Magak
You notice the silence. There is no sound coming from the cave or the surrounding forest. You would expect to hear the sounds of insects, small creatures and birds. You hear nothing.
What do you do?
Rolls
Perception - (1d20+2)
(2) + 2 = 4
As you walk across the cave floor, you gets to within ten feet of the mound of flesh when you hear a sickening sound and you look to see some of the flesh and bone begin to knit together. In a matter of moments you see four mid sized and one giant wolf like animal shape with patches of fur and rotten flesh spilling off their skeletal frames. They advance upon you as silent as the grave but with an unmistakably malicious intent.
@Everyone
The situation as I understand it:
In the cave: Harbek, Glorendil and Magak
In the woods: Saris and Que
Foes: four zombie wolfs and one dire zombie wolf.
Rolls
Initiative - (1d20+1)
(15) + 1 = 16
Attack - (1d20+5)
(3) + 5 = 8
Damage - (1d12+3)
(7) + 3 = 10
Pelor be with us against these unholy beasts. Guess I be testing me new axe against somethin' other than orcs then."
Rolls
Initiative - (1d20)
(8) = 8
You have lost sight of Que in the forest. Would you like to go back?
Rolls
Survival/Perception - (1d20+2)
(20) + 2 = 22
You realise almost instantly that you have lost Que. You double back and have no trouble finding her tracks. You follow them and realise your mistake. You went in one direction around a tree but she went in another. You follow her tracks and the stop abruptly. Yo look around for a moment but there is no sign of Que. However, you see new tracks made by some kind of huge cat. they come from the same tree and they are heading back towards the cave. You look into the distance and catch a flash of orange moving through the forest. What do you do?
@ Magak, Harbek and Glorendil
As your battle with the zombie wolves heats up you hear a large roar. You glance towards the entrance to the cave and see a large tiger enter the cave.
Combat
Rolls
Glorendil attacks wolf - (1D20+3)
(17) + 3 = 20
Damage - (1D8+1)
(7) + 1 = 8
Zombie wolf attacks Glorendil - (1d20+4)
(6) + 4 = 10
Damage - (2d4+2)
(12) + 2 = 5
Zombie wolf attacks Glorendil - (1d20+4)
(7) + 4 = 11
Zombie Dire wolf attacks Harbek - (1d20+5)
(5) + 5 = 10
Zombie Wolf attacks Magak - (1d20+4)
(3) + 4 = 7
Damage - (2d4+2)
(14) + 2 = 7
Zombie Wolf attacks Magak - (1d20+4)
(5) + 4 = 9
Damage - (2d4+2)
(21) + 2 = 5
Damage - (2d6+3)
(53) + 3 = 11
Initiative Zombie Wolves - (1D20-2)
(19) - 2 = 17
Rolls
Perception - (1d20+2)
(11) + 2 = 13
Rolls
Attack roll - (1d20+3)
(1) + 3 = 4
Dmg Roll (If Needed) - (1d8+1)
(1) + 1 = 2
Rolls
Attack - (1d20+5)
(11) + 5 = 16
Damage - (1d12+3)
(8) + 3 = 11
You find no evidence of a struggle but you also don't find any sign of Que. The only lead you have is the big cat's tracks which lead back towards the cave.
Rolls
Claw Attack, Damage - (1d20+5, 1d8+3)
1d20+5 : (19) + 5 = 24
1d8+3 : (1) + 3 = 4
In the cave: Magak Glòrendil Harbek
Outside: Saris Que
Magak is fighting two zombie wolves.
Glòrendil is fighting a zombie wolf.
A tiger is fighting a zombie wolf.
Harbek is fighting a zombie dire wolf.
Rolls
Strength Saving Throw - (1D20+1)
(20) + 1 = 21
Undead Fortitude DC 16 - (1D20+3)
(14) + 3 = 17
Glorendil's attack - (1D20+3)
(14) + 3 = 17
Damage (if needed) - (1D8+1)
(3) + 1 = 4
Zombie wolf attack against Glorendil - (1D20+3)
(4) + 3 = 7
Damage - (2d4+2)
(11) + 2 = 4
Zombie wolf attack against the tiger - (1D20+3)
(7) + 3 = 10
Damage - (2d4+2)
(44) + 2 = 10
Zombie wolf attack against Magak - (1D20+3)
(7) + 3 = 10
Damage - (2d4+2)
(24) + 2 = 8
Zombie wolf attack against Magak - (1D20+3)
(4) + 3 = 7
Damage - (2d4+2)
(13) + 2 = 6
Zombie Dire Wolf attack against Harbek - (1D20+5)
(4) + 5 = 9
Damage - (2d6+3)
(36) + 3 = 12
Undead Fortitude DC 10 - (1D20+3)
(9) + 3 = 12
Happy gaming and I'll see you in a few weeks,
Couch
Rolls
Attack - (1d20+5)
(20) + 5 = 25
Damage - (1d12+3)
(8) + 3 = 11
Crit damage - (1d12)
(7) = 7
Savage attacks - (1d12)
(8) = 8
Rolls
Attack Roll - (1d20+3)
(7) + 3 = 10
Dmg Roll (if needed) - (1d8+1)
(2) + 1 = 3
Do you follow the footprints back to the cave? What is Saris doing?
Combat
Magak swings his axe in a massive circle. It catches the first wolf in its jaws and cuts deep. The axe gets lodged somewhere in its skull and when he tries to pull it out he lifts the entire wolf off the ground. He takes a massive swing and the momentum pulls the wolf off the axe and sends it flying into the western wall of the cave where it shatters.
Glòrendil launches a barrage of savage words that have magical energy. The wolf seems effected but it fights on none-the-less.
Rolls
Vicious Mockery Saving Throw - (1D20)
(10) = 10
Vicious Mockery Damage - (1D4)
(1) = 1
Undead Fortitude DC 6 - (1D20)
(7) = 7
Tiger claw attack - (1D20+5)
(16) + 5 = 21
Damage (if needed) - (1D8+3)
(2) + 3 = 5
Zombie Wolf attacking Glorendil - (1D20+3)
(5) + 3 = 8
Damage - (2d4+2)
(42) + 2 = 8
Zombie Wolf attacking Magak - (1D20+3)
(9) + 3 = 12
Damage - (2d4+2)
(12) + 2 = 5
Zombie Wolf attacking tiger - (1D20+3)
(9) + 3 = 12
Damage - (2d4+2)
(41) + 2 = 7
Zombie Dire Wolf attacking Harbek - (1D20+5)
(5) + 5 = 10
Damage - (2d6+3)
(16) + 3 = 10
Strength Saving Throw - (1D20+1)
(15) + 1 = 16
Rolls
Attack - (1d20+5)
(12) + 5 = 17
Damage - (1d12+3)
(5) + 3 = 8
Rolls
Attack roll (+bardic inspiration) - (1d20+9)
(7) + 9 = 16
Dmg Roll (If Needed) - (1d8+1)
(1) + 1 = 2
Rolls
Bardic Inspiration - (1d6)
(4) = 4
Glòrendil slashes at the zombie wolf knocking another chunk of rotting flesh flying but the wolf ignores the pain and bites his leg.
Magak is engaged with a zombie wolf
Glòrendil is engaged with a zombie wolf
The tiger is engaged with a zombie wolf
Harbek is engaged with a zombie dire wolf
@Saris
What is Saris doing right now?
Rolls
Glorendil's attack - (1D20+3)
(17) + 3 = 20
Damage (if needed) - (1D8+1)
(1) + 1 = 2
Damage - (1D8+3)
(7) + 3 = 10
Zombie wolf attacking Glòrendil - (1D20+3)
(16) + 3 = 19
Damage - (2d4+2)
(14) + 2 = 7
Zombie wolf attacking the tiger - (1D20+3)
(10) + 3 = 13
Damage - (2d4+2)
(43) + 2 = 9
Zombie wolf attacking Magak - (1D20+3)
(14) + 3 = 17
Damage - (2d4+2)
(22) + 2 = 6
Zombie Dire Wolf attack against Harbek - (1D20+5)
(1) + 5 = 6
Damage - (2d6+3)
(14) + 3 = 8
Tiger's attack - (1D20+5)
(11) + 5 = 16
Strength Saving Throw - (1D20+1)
(18) + 1 = 19
Undead fortitude DC 7 - (1D20+3)
(13) + 3 = 16
Undead Fortitude DC 15 - (1D20+3)
(7) + 3 = 10
Rolls
Attack - (1d20+5)
(6) + 5 = 11
damage - (1d12+5)
(1) + 5 = 6
Pelor take they, ya foul beast.
With a primal scream, Harbek swings again at the creature before him.
Rolls
Attack Roll - (1d20+3)
(18) + 3 = 21
Dmg Roll (if needed) - (1d8+1)
(1) + 1 = 2
Harbek manages to carve another slice off the Dire wol's flank but it doesn't seem to care. Instead, it turns into the axe and leaps upon his chest and bites his head.
You arrive to a scene of absolute chaos. There's a tiger roaring which echoes terrifyingly around the cave, Magak, Glòrendil and Harbek are locked in combat with 3 undead wolves. The one fighting Harbek seems to be about to bite his head off. It's monstrously big and looks very dangerous. Magak is swinging away recklessly at a zombie wolf like creature. Glòrendil and the tiger seem to be fighting together against another
.What do you do?
Glòrendil and the tiger are engaging a wolf.
Magak is engaging a wolf.
Harbek is engaging a dire wolf
Rolls
Glorendil's attack - (1D20+3)
(14) + 3 = 17
Damage (if needed) - (1D8+1)
(6) + 1 = 7
Tiger's attack - (1D20+5)
(11) + 5 = 16
Damage - (1D8+3)
(6) + 3 = 9
Zombie Wolf attacks Glorendil - (1D20+3)
(5) + 3 = 8
Damage - (2d4+2)
(33) + 2 = 8
Zombie wolf attacks Magak - (1D20+3)
(1) + 3 = 4
Damage - (2d4+2)
(32) + 2 = 7
Zombie Dire wolf attacks Harbek - (1D20+5)
(17) + 5 = 22
Damage - (2d6+3)
(14) + 3 = 8
Undead Fortitude - (1D20+3)
(13) + 3 = 16
Undead Fortitude - (1D20+3)
(18) + 3 = 21
Rolls
Attack - (1d20+5)
(10) + 5 = 15
Damage - (1d12+5)
(3) + 5 = 8
Rolls
Initiative - (1d20+1)
(5) + 1 = 6
Handaxe 1 - (1d20+5, 1d6+3)
1d20+5 : (12) + 5 = 17
1d6+3 : (2) + 3 = 5
Handaxe 2 - (1d20+5, 1d6+3)
1d20+5 : (15) + 5 = 20
1d6+3 : (3) + 3 = 6
[ooc] Casting vicious mockery [/b]
Summary
Magak is unengaged
The tiger and Glòrendil are engaging a zombie wolf.
Saris and Harbek are engaging a zombie dire wolf.
Rolls
Harbek's attack - (1D20+3)
(18) + 3 = 21
Damage (if needed) - (1D8+1)
(7) + 1 = 8
Save vs viscious mockery - (1D20+1)
(6) + 1 = 7
Tiger's attack - (1D20+5)
(8) + 5 = 13
Damage - (1D8+3)
(8) + 3 = 11
Zombie wolf attacks Glòrendil - (1D20+3)
(18) + 3 = 21
Damage - (2d4+2)
(11) + 2 = 4
Zombie wolf attacks Magak - (1D20+3)
(2) + 3 = 5
Damage - (2d4+2)
(33) + 2 = 8
Zombie dire wolf attacks Harbek - (1D20+5)
(18) + 5 = 23
Damage - (2d6+3)
(15) + 3 = 9
Undead Fortitude DC 13 - (1D20+3)
(3) + 3 = 6
Strength Saving Throw Dc 13 vs tiger attack - (1D20+1)
(13) + 1 = 14
Viscious mockery damage - (1D4)
(3) = 3
Undead Fortitude DC 8 - (1D20+3)
(5) + 3 = 8
Undead Fortitude DC 16 - (1D20+3)
(20) + 3 = 23
Rolls
attack - (1d20+5)
(4) + 5 = 9
damage - (1d12+3)
(8) + 3 = 11
With that last hit Harbek is at -3 HP
Skipping DC, since he lost consciousness (unless you still want it).
Rolls
Death Save - (1d20)
(11) = 11
Rolls
Handaxe 1 - (1d20+5, 1d6+3)
1d20+5 : (15) + 5 = 20
1d6+3 : (1) + 3 = 4
Handaxe 2 - (1d20+5, 1d6+3)
1d20+5 : (18) + 5 = 23
1d6+3 : (5) + 3 = 8
Seeing this, Magak charges the Zombie Dire Wolf but he isn't quite used to the weight of his new axe. Saris silently moves gis two weapons in an almost mesmerizing arc and scores two deep wounds on the wolf's flank.
Magak and Saris are engaging the zombie dire wolf.
Glòrendil and the tiger are attacking a zombie wolf.
Harbek is uncounscious.
Another death save please Harbek.
Rolls
Glorendil's attack - (1D20+3)
(14) + 3 = 17
Damage (if needed) - (1D8+1)
(1) + 1 = 2
Tiger's attack - (1D20+5)
(3) + 5 = 8
Damage - (1D8+3)
(8) + 3 = 11
Zombie Wolf attacks Glorendil - (1D20+3)
(1) + 3 = 4
Damage - (2d4+2)
(31) + 2 = 6
Dire Zombie wolf attacks Saris - (1D20+5)
(4) + 5 = 9
Damage - (2d6+3)
(62) + 3 = 11
Undead Fortitude DC 7 - (1D20+3)
(15) + 3 = 18
Rolls
attack - (1d20+5)
(6) + 5 = 11
damage - (1d12+3)
(6) + 3 = 9
Rolls
Handaxe 2 - (1d20+5, 1d6+3)
1d20+5 : (6) + 5 = 11
1d6+3 : (6) + 3 = 9
Handaxe 1 - (1d20+5, 1d6+3)
1d20+5 : (15) + 5 = 20
1d6+3 : (2) + 3 = 5
Saris manages to land another nasty slash on the undead monstrosity but it ignores the damage and leaps for his throat. Saris feels the teeth clamp down and it tries to knock him to the ground.
Summary
Glòrendil and the tiger are engaging a zombie wolf
Magak and Saris are engaging a zombie dire wolf
Harbek is unconscious. Death saving throw please
Rolls
Vicious Mockery Saving Throw - (1D20+1)
(18) + 1 = 19
Tiger's attack - (1D20+5)
(5) + 5 = 10
Damage (if needed) - (1D8+3)
(7) + 3 = 10
Zombie Wolf attacks Glorendil - (1D20+3)
(2) + 3 = 5
Damage - (2d4+2)
(42) + 2 = 8
Zombie Dire Wolf attacks Saris - (1D20+5)
(13) + 5 = 18
Damage - (2d6+3)
(65) + 3 = 14
Rolls
attack - (1d20+5)
(5) + 5 = 10
damage - (1d12+3)
(8) + 3 = 11
Rolls
Handaxe 1 - (1d20+5, 1d6+3)
1d20+5 : (14) + 5 = 19
1d6+3 : (1) + 3 = 4
Handaxe 2 - (1d20+5, 1d6+3)
1d20+5 : (9) + 5 = 14
1d6+3 : (4) + 3 = 7
The Tiger and Glòrendil are engaging a zombie wolf.
Magak and Saris is engaging a dire zombie wolf.
Harbek is unconscious
Rolls
Vicious Mockery Saving Throw - (1D20+1)
(13) + 1 = 14
Tiger's Attack - (1D20+5)
(13) + 5 = 18
Damage - (1D8+3)
(1) + 3 = 4
Zombie Wolf attacks Glòrendil - (1D20+3)
(9) + 3 = 12
Damage - (2d4+2)
(12) + 2 = 5
Zombie dire wolf attacks Saris - (1D20+5)
(1) + 5 = 6
Damage - (2d6+3)
(24) + 3 = 9
Undead Fortitude DC 9 - (1D20+3)
(10) + 3 = 13
Strength Saving Throw DC 13 - (1D20+1)
(7) + 1 = 8
Tiger's Bite attack - (1D20+5)
(18) + 5 = 23
Damage (if needed) - (1D10+3)
(9) + 3 = 12
Undead Fortitude DC 17 - (1D20+3)
(19) + 3 = 22
Rolls
Second Wind - (1d10+2)
(6) + 2 = 8
Rolls
Attack - (1d20+5)
(2) + 5 = 7
damage - (1d12+3)
(3) + 3 = 6
You groggily come to your senses and the first thing you see is an Angel from your dream of Palor's Choir. The face is beautiful and smiles at you serenely. You blink and the Angel's face is replaced by Saris'. However, the aura is still there. As it slowly begins to fade you feel there's something more to this companion of yours. That thought disappears as the pain comes flooding back. You remember the fight and it's not over yet...
Rolls
Magic Missle - (1d4+1)
(3) + 1 = 4
Magic Missle - (1d4+1)
(1) + 1 = 2
Magic Missle - (1d4+1)
(4) + 1 = 5
Summary
The tiger is battling a zombie wolf.
Magak, Harbek and Saris are unengaged.
Glòrendil is unconscious: Death saving throw please
Rolls
Glorendil's attack - (1D20+3)
(5) + 3 = 8
Damage (if needed) - (1D8+1)
(7) + 1 = 8
Tiger's attack - (1D20+5)
(18) + 5 = 23
Damage - (1D8+3)
(3) + 3 = 6
Zombie Wolf attacks Glorendil - (1D20+3)
(19) + 3 = 22
Damage - (2d4+2)
(44) + 2 = 10
Dire Zombie wolf attacks Magak - (1D20+5)
(19) + 5 = 24
Damage - (2d6+3)
(25) + 3 = 10
Undead Fortitude DC 16 - (1D20+4)
(9) + 4 = 13
Strength saving throw DC 13 - (1D20+1)
(18) + 1 = 19
Undead Fortitude DC 11 - (1D20+3)
(20) + 3 = 23
Rolls
attack - (1d20+5)
(4) + 5 = 9
damage - (1d12+3)
(1) + 3 = 4
Rolls
Strength Check - (1d20+3)
(12) + 3 = 15
The tiger, Magak and Saris are engaged with a zombie wolf.
Harbek is unengaged.
Glòrendil is unconscious but stable.
Rolls
Tiger's attack - (1D20+5)
(7) + 5 = 12
Damage (if needed) - (1D8+3)
(4) + 3 = 7
Zombie wolf attacks the tiger - (1D20+3)
(19) + 3 = 22
Damage - (2d4+2)
(11) + 2 = 4
Zombie Wolf opposed grapple check Dex - (1D20+2)
(13) + 2 = 15
Rolls
attack - (1d20+5)
(2) + 5 = 7
damage - (1d12+3)
(5) + 3 = 8
It's ok. Harbek stabilised you so you're not gonna die.
@Magak
That's how I felt when rolling attacks for the pirates. Those guys couldn't hit a freaking wall.
@Magak
You know you could use reckless attacks right?
Rolls
Handaxe 1 - (1d20+5, 1d6+3)
1d20+5 : (19) + 5 = 24
1d6+3 : (6) + 3 = 9
Handaxe 2 - (1d20+5, 1d6+3)
1d20+5 : (16) + 5 = 21
1d6+3 : (3) + 3 = 6
Then the tiger races out of the cave. A few minutes later you see Que enter the cave. You wouldn't believe the beautiful grove I foun... she stops midsentence as if taking in the situation. What the hell happened here?
You take stock of the situation. Glòrendil is unconscious. The rotting pile of beast flesh sitting in the middle of the cave is unmoving but smells terrible. On the far side of the cave you can see a massive painting. You see pictures of a strange lizard like creature with a massive club like tail performing a series of strange tasks.
If you wish to examine the painting then please click on the spoiler.
In the first picture the lizard seems to be fighting some strange beasts in some kind of arena. When it is victorious it approaches a stone pedastal in the center of the arena and places its bloody hand on a stone obelisk. There is an open door framing the image.
Then, the painting divides in half. In the top half of the picture, the lizard is swimming. In the bottom picture it is dodging streams of fire. At the end of both pictures is an open door.
In the third picture. it is confronting some kind of huge bone dragon with a massive mouth and a protuding tongue. The dragon like creature seems to be sitting in judgement. There is a pile of lizard like corpses next to the dragon but it seems satisfied with the lizard and it points towards another open door.
In the fourth picture, some kind of deity is handing the lizard what must be some kind of weapon. It's hard to say exactly what the weapon is. It's huge. It definitely requires two hands to wield. It could be either a sword or a club but the end of the hilt is shapped like some kind of spear. It is glowing green.
In the final picture, the lizard has joined countless other lizards who are all weilding the same glowing green weapons and they are battling a horde of undead creatures.
If you are examining this painting then please give me a history check. Your background may have given you insight into these lizard like creatures. Harbek you have advantage on this roll.
What do you do?
Rolls
Tiger's attack - (1D20+5)
(9) + 5 = 14
Damage (if needed) - (1D8+3)
(7) + 3 = 10
Zombie wolf attacks Magak - (1D20+3)
(11) + 3 = 14
Damage - (2d4+2)
(31) + 2 = 6
Strength Saving Throw DC 13 - (1D20+1)
(18) + 1 = 19
Undead Fortitude DC 14 - (1D20+3)
(11) + 3 = 14
Undead Fortitude DC 11 - (1D20+3)
(14) + 3 = 17
Undead Fortitude DC 15 - (1D20+3)
(11) + 3 = 14
I have exhausted my Pelor provided abilities for this day lads. I believe, if this place be safe, we should rest and recover.
Finishing his thoughts, Harbek sits before the painting and looks over it to see if he can gain any useful bit of knowledge from what is contained within the details.
other than cantrips.
Rolls
Cure Wounds - (1d8+5)
(6) + 5 = 11
History Check - (1d20+1)
(6) + 1 = 7
Perception checks please everyone!
Perception checks please everyone!
"Hey, .... here!"
What do you do?
Rolls
Que's perception - (1D20+5)
(15) + 5 = 20
A lot of you have taken significant damage from the last fight. I think you can at least spare the time to take a short rest. Spend hit dice as you will.
@Harbek
By my count you have used two spells today. One cure wounds and one magic missile. That still leaves you with your channel divinity and one more spell no? Am I missing something?
It's still quite early in the day and no one else has used a single spell today but if you would like to take a longer rest then please type "long rest" in an ooc font at the beginning of your post. If we get 4+ long rest votes then we will take a long rest.
Casting Produce Flame Cantrip.
Just when ya be thinkin' it can't be any worse.
"Oh gods, thank you, thank you! Please, I hate to be a bother, but we fell into a pit, and it was actually a slide that dropped us here, and we've been stuck for hours. I need to get back to my family at the inn, please, I'll repay you in any way I can."
Rolls
Perception - (1d20+5)
(20) + 5 = 25
You see that the cell door is a large series of stone bars topped with a very heavy stone that looks impossible to lift. A rope hangs from the top and disappears onto a landing above the cell. You guess that there's almost certainly some kind of mechanism on a landing on the roof of the cell. You climb up a set of stairs and into the stadium. You make your way around until you are on the roof of the cell. There you see a massive stone wheel and a set of pulleys. Assuming the rope could take the strain of the weight, then you're certain that turning the wheel would open the door to the cell. However, it looks pretty hard to move.
Rabe motions above the cell.
"I think there's a platform up there with a rope on it. I have to imagine it opens the cell; if you can get up there I'll do what I can down here."
Rolls
Athletics (+4) - (1d20+4)
(5) + 4 = 9
Rolls
Athletics - (1d20+4)
(3) + 4 = 7
Rolls
Short rest - (1d12)
(5) = 5
@Everyone
Everyone please take a short rest. Use any mechanics that you need to and you can spend any number of hit dice to heal yourselves.
You stand at the far end of the arena. Next to you there is a stone door which you see no obvious way to open. In the middle of the arena there is a small stone obelisk. Surrounding the arena is a series of stone seats. On the opposite side of the arena there is a door leading back to the cave with the pile of dead animal corpses and the wall painting.
What do you do?
Rolls
1d8+2
(7) + 2 = 9
1d6
(4) = 4
"Thank you so much. ...I'm sorry, I guess I don't know what else to say. We couldn't have done that on our own, we owe our lives to you..."
Rabe looks back at the orc, his muscles still bulging from the effort of having lifted the door.
"And to you, too."
He turns back to Que.
"What are you doing here? ...Miara didn't send you, did she?"
Rolls
Song of rest bonus - (1d6)
(2) = 2
Rolls
Hit die - (1d10+1)
(2) + 1 = 3
"Thank you, thank you friend. What is your name, good sir?"
Upon being released their scent the air of the arena by flicking their tongue out and then say: "Thank you freedom. Good out." in common heavily accented with draconic.
I think it's fair for everyone to use Glòrendil's roll for his song of rest ability so take another 2 hps.
17/20
@Que
She only took damage while in her tiger form so she's still at full health :)
What do you do?
Rolls
Investigation - (1d20+1)
(7) + 1 = 8
Puts me at 12/13 hp.
Rolls
Short rest - (1d8+4)
(6) + 4 = 10
I know these two be needin' to be gettin' back to family and all, but I feel compelled to find what it is that be makin' so many undead beasties and put a stop to it.
With that, he begins to search in earnest to learn what he can about the door while the rest of the group continues to rest up.
Rolls
Investigation Check - (1d20+1)
(11) + 1 = 12
I'm just gonna move your post about wild shape to the ooc thread. I'll throw in my 2 cents when I get the chance.
Rabe puts his palm on the door and tries to sense any magical energies.
Rolls
Arcana check (+3) - (1D20+3)
(9) + 3 = 12
Rolls
Perception - (1d20+4)
(10) + 4 = 14
You spend a large part of your short rest examining the door and indeed the entire wall for some oddity, something that looks like an opening mechanism but you find nothing.
@Rabe
You sit down with your legs crossed and your arms folded tightly accross your waist. You meditate and open yourself to the ebbs and flows of magic. You close your eyes for a moment and feel the sockets fill with energy. When you open your eyes you see what appears to be a trail of dark magic leading through the door. The door itself seems unmagical so you turn and follow the trail of dark magic as it leaves the room and heads up the tunnel towards the entrance. As it does, you notice the magic gives the pedastal in the center of the arena a wide berth. The obelisk on the center of the pedastal is glowing with a brilliant red light. It is also, clearly magical and clearly powerful.
Rolls
Arcana - (1d20+2)
(1) + 2 = 3
Rabe gestures to the far entrance of the arena.
"Somewhere, but it's going right around the obelisk--the whole pedestal, in fact--and the obelisk is glowing with this red light. I have no idea what any of that means though."
Usually, devices such as these require some kind of interaction to activate. It could have a password, it could have to be touched in a certain way. You're not entirely sure.
No arcana roll will tell you any more than this. There's nothing in its magical signature that will let you know how to activate it. To learn more you could either explore and look for clues or experiment.
Rabe walks over to the obelisk and looks for anything that could be deciphered or interpreted as instructions, running his hand along it as he does so.
Rolls
Investigation Check (+3) - (1d20+3)
(12) + 3 = 15
Oye. Anyone else be noticin' that this place be lookin' a lot like the one what was drawn in the paintin' back where we was in the scrap with them muts? I wonder if there be some clue about this in the paintin'?
Looking around at the others, Harbek pauses for a moment before going back towards the painting to take a closer look for clues.
Perfect. I was worried for a moment that no one would touch it.
Greetings aspiring warrior. You blood is strong. If you think your ability matches your will then enter Aspirant. You will be tested. Survive and you will be granted the favour of the gods. Leave now and you will feel regret until the end of your days.
I have reposted the 'examine the painting' spoiler from before. If you would like to follow Harbek and examine the painting then please click on the spoiler :)
In the first picture the lizard seems to be fighting some strange beasts in some kind of arena. When it is victorious it approaches a stone pedastal in the center of the arena and places its bloody hand on a stone obelisk. There is an open door framing the image.
Then, the painting divides in half. In the top half of the picture, the lizard is swimming. In the bottom picture it is dodging streams of fire. At the end of both pictures is an open door.
In the third picture. it is confronting some kind of huge bone dragon with a massive mouth and a protuding tongue. The dragon like creature seems to be sitting in judgement. There is a pile of lizard like corpses next to the dragon but it seems satisfied with the lizard and it points towards another open door.
In the fourth picture, some kind of deity is handing the lizard what must be some kind of weapon. It's hard to say exactly what the weapon is. It's huge. It definitely requires two hands to wield. It could be either a sword or a club but the end of the hilt is shapped like some kind of spear. It is glowing green.
In the final picture, the lizard has joined countless other lizards who are all weilding the same glowing green weapons and they are battling a horde of undead creatures.
If you are examining this painting then please give me a history check. Your background may have given you insight into these lizard like creatures. Harbek you have advantage on this roll.
You ignore the sound and press forward. Eventually you come to a T intersection. There is a carved scupture of a lizard creature with its head bowed it seems to be offering you two items. In its left hand there is a flaming torch and in its right hand there is a chalice full of some kind of liquid. To the left of the scupture the wall is filled with carvings which seem to be some kind of depictions of stone flames. To the right of the picture the wall is filled with waves, swirls and circles as if the carver was trying to depict some kind of body of water.
You have three options.
Take the passage to the left (fire)
Take the passage to the right (water)
Go back
What do you do?
"Well, I think we're obliged to help our rescuers finish their mission. Up for a little more exploring?"
Rabe patted his friend on the shoulder before striding through the door. He reaches the intersection just in time to see Que stride confidently down the right path. Of the two, the water passage was his first instinct as well, and emboldened by Que's confidence--and remembering how she blushed when he hugged her--Rabe took a step to follow in her wake.
Something gave him pause, however. The last time he brazenly walked down a dungeon hallway he ended up trapped in a gladiatorial holding cell. Caution seemed to be the order of the day down here.
"Um, Que," he called, "perhaps we should try to find out what's down there first? And if these offerings can help us?"
Rolls
Arcana (+3) - (1d20+3)
(18) + 3 = 21
Regarding the magic in the tunnel. You notice that the dark magic heads off in both directions towards the fire and water portals. There's also a large trace of some other magic source but there's no obvious arcane mechanism so you conclude that this other source is either designed for some kind of passive purpose or it has leaked from some other source that may be found deeper in the complex. The sculpture is clearly non-magical.
Rolls
Investigation - (1d20+1)
(13) + 1 = 14
If you would like to take another option then please let me know in the ooc thread and I'll open a new thread for you. For everyone else click on the spoiler in the next post.
"Uh, just so you know, there's a lot of magic in this tunnel, so... um, be careful. Not that you weren't going to, or that you couldn't take care of yourself if you got in trouble, but just to... let you know, I guess."
Rabe clears his throat.
"So what brought you down here? I mean, not you--well, yes you, but not you specifically, like--what brought all of you down here?"
You follow the right tunnel covered in water motifs. The tunnel opens up into a roughly sixty foot square room. As the last member of your party enters the room you look back and see a stone slab slowly lower over the entrance. You see a stone door directly across the room from your position. In the center of the stone door there is a rune which is glowing with a pulsing blue light. Once the door has fully closed you hear the thunderous sound of a waterfall or perhaps flood gates being released. Either way, water begins to fall from four large pipes: one in each corner of the room.
Water is flooding into the room at an astonishing rate.
Please click on the link to see a map of the room. Hopefully, you can all see the link. The entrance to the room is marked 'Enter' and each square is, of course, five feet.
Your text to link here...
Please take your turn as if in combat even though your only current enemy is time.
Once they've all entered the room and the door begins to close, Que raises an eyebrow. "That doesn't look good." As the water begins flooding up to their ankles, she furrows her brow. "We need to find a way to stop that inflow," she says, suddenly much more serious than when she had been talking to Rabe. She splashes over to the rune and begins inspecting it.
@Rabe, when it comes to Que in that little interaction, think a Disney princess. She's not always that way, but that's just her at the moment. She has several drastically different sides to her personality, two of which you get to see here. She's also kind of flirting without even knowing it. xD
Rolls
Dexterity Check - (1d20+3)
(13) + 3 = 16
Perception - (1d20+5)
(11) + 5 = 16
Rabe moves as fast as he can on a beeline for the rune on the slab opposite the party.
@CouchLord: I promise that I wrote this before I read Que's full action :)
Also, all I see in the image in the link is a grid marked 'Enter' and 'Exit'--should I see more?
Rolls
Perception - (1d20+4)
(8) + 4 = 12
Although you do notice that the water is pooling and flowing in odd directions.
You are also sprinting but you are a couple of seconds behind the others. You see them hit something hard and collapse. You try to stop yourself from stomping on them and hitting the invisible wall.
@Everyone
The water level in the room has risen two feet. You can still move unimpeeded. I will mark everyone's position on the map when I get the chance but you should be able to figure it out enough to take your turn today.
What do you do?
Rolls
Force Damage - (1D6)
(4) = 4
Rolls
Reflex Save - (1d20)
(18) = 18
1- is there water on the other side of the barrier
2- is there anything else in the room of interest
3- is there anything strange going on
Rolls
Perception - (1d20+5)
(16) + 5 = 21
He quickly gets up and rests his hands on the barrier. Not yet in a panic, but certainly with urgency, he moves to his right, dragging his left hand along the wall as he does so, and studying the floor for signs of waves making contact with other invisible barriers.
Rolls
Perception - (1D20+3)
(3) + 3 = 6
1- There seems to be water on the other side of the barrier. You can certainly see water all around you.
2- There is a large pipe on the ceiling of each corner of the room. Water is pouring, evan cascading in through the pipes. There is the glowing rune on the wall now just 45 feet infront of your position. You see nothing else of interest.
3- You mean apart from an invisible barrier blocking your path? No, not really.
Certainly, the wall feels very solid just like the stone tunnels. It doesn't hurt when you kick it. You assume the only reason you got hurt was because you were sprinting when you hit it. The wall does seem to go right down to the floor.
You do not currently know how large the wall of force is. You would have to do some investigating to figure that out.
Standing up costs half of your movement. You can move 15 more feet. If you want you can dash but if you hit another wall you will take more damage. I have moved you 15 feet. Let me know if you would like to move any further :)
Saris stops as he begins to feel the water come over his shoes
With a sigh I suppose this is better than Fire Saris looks up to everyone seeing them all looking strangely at nothing.
Saris Cast Light in order to see better as he looks about the room.
edit. JK Saris has somehow set the water on fire and everyone explodes
Rolls
Searching - (1d20)
(1) = 1
When your light spell hits the water a spark emerges and TPK
Just kidding of course.
You can move if you like. Take your turn as if in combat.
Pelor's judgement, what have we here?
Working his way to his right, Harbek keeps his hand along the unseen wall, while thinking back if he is aware of anything that might help the group figure out the source and a way around it.
Rolls
Arcana Check - (1d20+1)
(19) + 1 = 20
It's strange. The barriers are obviously magical yet they give off no magical signature. You should be able to detect something but you can't. Either they were made in some way that you are unfamilar with or they were made by creatures of extraordinary magical power.
@Everyone
As the water fills the room Rabe and Harbek make their way around the unseen wall keeping their right hands on the wall. Que, places her left hand on the wall and goes in the opposite direction. The water keeps piling in. There is now four feet of water in the room. You must swim. Your swimming speed is equal to half of your movement so 15 feet for most of you. You may take your action to dash. Your total movement is 30 feet (if you dash).
Here are your positions. I have marked the known barriers with an XXX.
Your text to link here...
What do you do?
"We should probably take separate paths to improve our chances of reaching the exit. I'll go this way."
Rabe swims toward the rune, frog-paddling with his arms leading the way to catch any barriers. After swimming about fifteen feet, he pauses and sweeps his quarterstaff in a wide horizontal arc to detect any barriers in the vicinity.
Saris begins to outline the wall with rope using a caltrop to hopefully keep the rope in place.
Round 4 Swim!
Water Tunnel
If you make it to the exit square without dashing feel free to click on the spoiler.
Round 5 Swim!
Rolls
Athletics - (1d20)
(13) = 13
Rolls
athletics check - (1d20+1)
(19) + 1 = 20
Rolls
Athletics - (1d20+5)
(8) + 5 = 13
Rabe thought back to the beginning of his second year at the Academy. Intermediate Runic Application was one of the classes he had been most excited to take, and if the syllabus was any indication it would have been a fascinating and informative class indeed, but two weeks in the letter came, and Rabe returned home. He flipped through the textbook every now and again, during nights he couldn't sleep, but as firm as his grasp of the theory had become over those many nights, it was no substitute for actual practice.
Which was why he, a bona fide caster, was now staring up at a Water Rune, lungs burning and wondering what to do next.
Well... here goes nothing.
Rolls
Arcana Check (Non-Proficient) +3 - (1d20+3)
(7) + 3 = 10
If you make it to the exit square without dashing feel free to click on the spoiler.
Round 6 swim!
Rolls
Thieve's tools (proficient)(Dexterity) - (1d20+2)
(1) + 2 = 3
Rolls
Strength Check - (1d20+1)
(13) + 1 = 14
Rolls
Athletics - (1d20+4)
(16) + 4 = 20
Arcana - (1d20+1)
(17) + 1 = 18
"Dammit Rabe. Concentrate. You know how to do this.
He paused to catch his breath--metaphorically, of course--and tried again.
Rolls
Arcana Check (+3) Take Two! - (1D20+3)
(13) + 3 = 16
Rolls
Athletics - (1d20+5)
(9) + 5 = 14
Rolls
Athletics - (1d20+3)
(6) + 3 = 9
It’s been an emotional journey and you know that you have only just begun. It all started with your decision to leave Lion’s Gate and embark on an adventure to the new world. It was supposed to take you about a month to get there. A pleasant little voyage. Things did not go to plan. Your ship, the Indomitable, was attacked by the Dreadship, a vicious, bloodthirsty group of pirates known for never taking prisoners. You managed to sneak aboard the ship and blow it sky high. Unfortunately, you were caught in the blast and it seemed as though your life was through. However, fate, it seems, has other plans for you. You each experienced some kind of strange dream or vision before you woke up and found that somehow, you had washed ashore near Berda Trading Post, a small frontier town of the Imerald Empire, a continental power found South West of the Saphire Isles. Through the help of the townsfolk you managed to get back on your feet and while seeking passage to the new world you accepted a job offer to go and hunt a group of orcs who annually raid the nearby farming settlements . On the way, you found yourself tracking a group of wild animals that had broken into a farmer’s house and stolen some sheep. Tracking the beasts to their lair you discovered that they were some kind of undead wolf pack. Something had brought them back from the dead and you are trying to find out how and why. Towards the back of the cave you noticed a large mural depicting an ancient lizard like race battling the forces of the undead. It seems this cave was more than meets the eye. A simple detect magic spell revealed a strong source of necromantic energy coming from deep within the cave. You journeyed deeper and found that it was some kind of ancient proving grounds for a long extinct race. You decided to take the trial by water as it seemed safer than the fiery alternative. You made your way through an invisible, underwater maze and came out through a magical door.
Now our adventure continues...
You look around to see that not all of your companions made it. The magical door behind you is sealed. You have no choice but to continue forwards.
Suddenly, a section of the wall opens up and water comes spilling out of it. Shortly afterwards, a humanoid figure is dumped unceremoniously in a heap at your feet. He groans a bit before coming groggily to his feet.
What do you do?
Rolls
Perception - (1d20+5)
(18) + 5 = 23
@Herod: could you let Que know what she sees?
He rubs the welt and winces in pain.
Where are we? I remember being on the Dreadship, fighting for my life, and I was tossed overboard. There was this fish man, but it’s pretty fuzzy.
Kneeling down, facing the wall between the group and the area they passed through, Harbek begins a prayer for the soul of their departed friend. As he finishes, he turns towards the newcomer and gives him a somber nod.
@Everyone else: Let me know if you wish to investigate either the bridge or the stream.
Rolls
Medicine - (1d20+3)
(15) + 3 = 18
Rolls
Stone cunning Check (Int + Profx2) - (1d20+5)
(12) + 5 = 17
@Saris: As you approach the stream in the middle of the cavern you notice steam rising from the glowing blue liquid. The temperature increases dramatically and you feel your clothes begin to dry. Looking at the river itself, you see that it is approximately twenty feet wide and filled with some kind of liquid that you have never seen before. It is obviously very hot.
@Harbek: You approach the bridge spanning the river and examine the stonework. It is clearly not of dwarven make. The stone has been crudely hacked and shaped using very primitive tools. There are no decorations or motifs to let you know who built it. Interestingly, there is no motar and the cut of the stones seems to be the only thing holding it all together. Still, the bridge looks perfectly safe and you are certain it could support your weight. Other than that, the bridge is quite narrow and there is only enough space to cross it one at a time.
What do you do?
As you contemplate their meaning You hear the sound of stone grating against stone coming from above you. You look up and see a gargantuan creature climbing across the ceiling. In an instant it is directly above you. It turns to look at you with its huge glowing yellow eyes. Suddenly, it drops and lands, with a thunderous crunch, right in front of you blocking your path. It is obviously some kind of construct as it seems to be made entirely of dark grey stone. It looks a little like a huge wingless dragon. There’s certainly a reptilian element to it’s body as it’s very long and snake like. It does has four large legs tipped with dagger like claws. It’s most striking feature is it’s gigantic mouth and long protruding tongue. You hear its mighty voice echo throughout the room.
By what right do you claim Heaven’s Call? By right or by deed? State your case and accept judgement.
It addresses you in your native language whatever that may be.
It is the same voice you heard in the arena when you touched the obelisk.
In Lion’s Gate, the royal family has ruled by the divine decree of Pelor since time immemorial but through your studies or travels you have heard of similar cases of uncivilised tribes possessing interesting requirements of their leaders. Some require their leaders to either undertake some legendary test of prowess or to claim descent from some god or demi-god figure. This creature seems to be asking you for something similar. This is a test of legitimacy. You must prove to the creature that you have the authority to claim the favour of the gods. You must either state the greatest task you have ever accomplished or state the deeds performed by your forebears to gain admission to the next chamber.
Rolls
Insight - (1d20+3)
(8) + 3 = 11
Dropping to one knee, Harbek begins a prayer of blessing and protection for the group to Pelor.
Rolls
Guidance - (1d4)
(3) = 3
You will have help.
Then it moves to let you, and only you, pass.
"Oye there. I too be claiming Heaven's call by deed and dedication. I be Harbek Soulaxe, dedicated follower to Pelor, Lord of Light.
I can be bearin' witness to her claims against them pirates, as I too be on that ship and risked me life puttin them mongrels into their watery grave, justly deserved mind ya."
Rolls
Insight - (1d20)
(20) = 20
With that roll you know that you are being tested. Also, you can feel the machinations of the Celestial Plane at work here.
The creature nods solemly and allows you both to pass.
In the next chamber you will find an offering from your god. Find it, take it, learn, grow and fight. The fate of all living things is in your hands. The enemy is coming.
What do you do?
You stand at the entrance of the door to the next chamber. It is freezing cold but you see no alternative but to push ahead.
You feel the cold emanating from the next room before you even get to the door. As you pass through the portal you find yourself in a large space, slightly smaller than the cavern you are leaving behind. The floor is littered with old bones and broken weapons. Your attention is immediately drawn to some kind of layered hill in the center of the chamber. It’s quite large, you’d guess that it’s about fifteen feet high and maybe double that in circumference. You see a pale green light glowing from the top of the mound. In front of it you can make out some kind of strange symbol carved into the stone. Looking to the left of the mound, you see a large block of glowing blue ice. Surrounding the block of Ice is a 20 foot circle of water frozen to the ground. It is clearly the source of the freezing temperature of the room.
There is no obvious exit from the room.
What do you do?
The layered hill is obviously some kind of burial mound. You know that in many cultures great warriors are buried with the arms of their conquered foes. That probably accounts for the bones littering the ground. If that is the case then whoever was buried here must have been a mighty warrior indeed.
Rolls
Investigation check on ice - (1d20+1)
(15) + 1 = 16
Rolls
Religion Check (d20 +1) - (1d20+1)
(12) + 1 = 13
The symbols are old, yet they don't seem to be as old as the other carvings you have seen elsewhere in the proving grounds. They seem somewhat out of place as they do not seem to serve any religious purpose. You think that this is quite strange considering the nature of the mound. The carvings seem more arcane in nature.
If you wish to investigate the symbols further please give me an arcana or stonecunning check (Int+double proficiency) or both :)
You make your way to the mound in the center of the chamber. It is clearly man-made or at least un-natural as the earth has been piled into two separate mounds one on top of the other. You walk up the mounds towards the source of the pale green light. On the very top, in the very center of the second tier of the mound is a stone pedastal. It is filled with intricate carvings and you see five glowing green lines pointing in different directions away from the mound. Floating about a foot above the pedastal is what appears to be a green, glowing shard of some kind of semi-translucent rock that you do not recognise. It is clearly magical.
You feel the room get even colder as you approach the glowing block of blue ice. The light intensifies to match the change in temperature and it is difficult to focus, let alone investigate.You think that touching the ice would not be a good idea. Being this close to something this cold causes you some discomfort but you steel your nerves, quiet your chattering teeth and peer inside. You make out some kind of object. But you have no idea what it is. It is simply too difficult to make out. It is definitely solid and maybe one foot long, possibly two. It is not moving soit is unlikely to be alive but it's difficult to tell anything else.
Rolls
Religion - (1d20+2)
(4) + 2 = 6
Rolls
religon check - (1d20)
(17) = 17
Rolls
Religion - (1d20+1)
(14) + 1 = 15
@Herod: The green power slams into the ice and something triggers inside of it. The ice shatters sending fragments everywhere.
Rolls
@Que: Fall damage - (1D6)
(5) = 5
@Herod: exploding ice shards (dex save for half damage - (1D8)
(4) = 4
@Everyone: Necrotic damage from the pulsing energy (wisdom save for no damage) - (1D4)
(4) = 4
Rolls
Wisdom Save - (1d20+5)
(19) + 5 = 24
totally honest I have no idea what my hp was at...
Rolls
Save - (1d20)
(4) = 4
Harbek: you are at 12/13 hps and you're down to 1 spell slot.
Glòrendil: You are at full health.
Saris: You have used your healing hands but you are at 17 hps.
Que: To my knowledge the only damage Que has taken was in her Tiger form and when she touched the statue so she should have been at 9hps minus the fall damage. Unless I'm missing something?
Rolls
Wis Save (d20 +5) - (1d20+5)
(17) + 5 = 22
Rolls
Initiative - (1d20+3)
(13) + 3 = 16
Quarterstaff attack - (1d20+5)
(9) + 5 = 14
Quarterstaff damage - (1d8+3)
(5) + 3 = 8
Unarmed strike - (1d20+5)
(9) + 5 = 14
Unarmed strike damage - (1d4+3)
(4) + 3 = 7
Action to cast Produce Flame Cantrip and hurl the fireball, bonus action to cast Healing Word on self.
Rolls
Flame Attack - (1d20+5)
(10) + 5 = 15
Healing Word - (1d20+3)
(14) + 3 = 17
Healing Word (actual) - (1d4+3)
(1) + 3 = 4
Flame Damage - (1d8)
(5) = 5
Initiative - (1d20+3)
(15) + 3 = 18
Rolls
Initiative - (1d20+2)
(10) + 2 = 12
Sword Attack - (1d20+3)
(1) + 3 = 4
Sword Damage - (1d8+1)
(1) + 1 = 2
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Handaxe 1, Damage - (1d20+3, 1d6+1)
1d20+3 : (20) + 3 = 23
1d6+1 : (6) + 1 = 7
Handaxe 2, Damage - (1d20+3, 1d6+1)
1d20+3 : (2) + 3 = 5
1d6+1 : (4) + 1 = 5
Handaxe 1 Nat 20 Extra Damage - (1d6+1)
(4) + 1 = 5
Rolls
To Hit with Axe - (1d20+3)
(15) + 3 = 18
Dmg if Needed - (1d8+1)
(4) + 1 = 5
Rolls
Initiative (Harbek) - (1D20)
(15) = 15
Que mutters a word of power and her wounds begins to knit together. You watch as a nasty gash above her right eye stops bleeding, then a scab forms, then the scab fades until the only remaining evidence of a wound is a small line of soft pink tissue. Then she looks down at her hand, she clenches her fist and a ball of flame appears, she eyes up a skeleton and hurls it. Her aim is true and the skeleton erupts in flames. It burns for a few moments before falling apart.
Herod leaps into the fray. He takes a giant leap and smashes his staff down in a massive strike, he then uses his momentum to spin, aiming a round-house kick at the skeleton but it has already collapsed, so he continues his momentum further and aims a kick at a second skeleton. He strikes it in the center of its solar plexus and it too collapses into a pile of dust.
Glòredil draws his longsword and attempts to hit the skeleton. Unfortunately, his blow is wide and the skeleton moves in and aims a blow at his mid-section. Glòrendil manages to deflect the blow but it slices him across the arm.
You notice that these skeletons seem to be pretty fragile.
As you pause to catch your breath another wave of sickly green energy washes over you. This time it seems a little more powerful.
Also, can everyone please give me an arcana check DC 13
This is happening after the first round and before the second round. Please do not take your second turn yet.
Summary:
1 skeleton remains and it is fighting Glòrendil.
Rolls
Skeleton attack against Glòrendil - (1D20+4)
(16) + 4 = 20
Damage - (1d6+2)
(1) + 2 = 3
Wave of necrotic energy (Save DC 11. Successful save takes no damage) - (1D4)
(1) = 1
Rolls
Wisdom save - (1d20+2)
(6) + 2 = 8
Arcana check - (1d20+1)
(19) + 1 = 20
Rolls
Wisdom Save - (1d20+5)
(16) + 5 = 21
Arcana - (1d20+1)
(17) + 1 = 18
Rolls
Wis Save (d20 +5) - (1d20+5)
(12) + 5 = 17
Rolls
Wisdom Save - (1d20)
(2) = 2
Arcana Check - (1d20+2)
(4) + 2 = 6
@Everyone: You see three new skeletons begin to form at the base of the hill.
You see the lines of enery travelling from the 5 strange symbols directly into the barrier. They must be acting as some kind of power force. You think that if you were to disrupt the runes somehow then the barrier might collapse.
You notice a connection between the strands of energy seeping out of your comrades and the number of skeletons being created. It seems as if the barrier is somehow converting their life energy into these undead creatures.
Rolls
Quarterstaff Attack - (1d20+5)
(9) + 5 = 14
Quarterstaff Damage - (1d8+3)
(3) + 3 = 6
Unarmed Strike Attack - (1d20+5)
(20) + 5 = 25
Unarmed Strike Damage - (1d4+3)
(4) + 3 = 7
Rolls
Produce Flame - (1d20+5, 1d8)
1d20+5 : (3) + 5 = 8
1d8 : (8) = 8
Rolls
1d20+3
(9) + 3 = 12
1d8+1
(5) + 1 = 6
Rolls
Handaxe (Thrown), Damage - (1d20+3, 1d6+1)
1d20+3 : (8) + 3 = 11
1d6+1 : (3) + 1 = 4
Shortsword - (1d20+5, 1d6+3)
1d20+5 : (17) + 5 = 22
1d6+3 : (4) + 3 = 7
Rolls
Arcana Check (+3) - (1d20+3)
(11) + 3 = 14
Que produces another ball of flame and hurls it at the closest symbol to her position. The flame burns for a few moments and then expires. It, seemingly, had no effect on the symbol which continues to flare with green energy.
Taking an altogether different approach, Harbek studies the complicated symobl carved into the stone. Within moments he begins to see a pattern. He traces the powerlines until he finds a conduit, then he takes his hammer and dagger and chissels an imperfection into the rune. The symbol flickers for a few moments and then goes dark. You look at the barrier and it seems as if it's luminescence has dimmed somewhat.
Glòrendil desperarely fights for his life against the skeleton. He thrusts but falis to connect with the skeleton. In retribution, the skeleton launches an attack of its own.
As you pause to catch your breath another wave of necrotic energy emerges from the barrier.
If you roll an 11 or a 15 or higher click on the spoiler(s) above.
4 out of the five symbols continue to flare, powering the barricade.
Glòrendil is fighting against a skeleton.
Rolls
Skeleton attack against Glòrendil - (1D20+4)
(12) + 4 = 16
Damage - (1D6+2)
(4) + 2 = 6
Necrotic Shard Damage (DC 11: No damage on a successful save) - (1D4)
(1) = 1
Rolls
Wisdom Save - (1d20)
(8) = 8
Arcana Check (Disadvantage) - (1d20+2, 1d20+2)
1d20+2 : (4) + 2 = 6
1d20+2 : (2) + 2 = 4
Shortsword - (1d20+5, 1d6+3)
1d20+5 : (6) + 5 = 11
1d6+3 : (3) + 3 = 6
Rolls
1d8+3
(8) + 3 = 11
Still need saving throws from Harbek and Que.
Rolls
Wis Save (d20 +5) - (1d20+5)
(14) + 5 = 19
Rolls
Wisdom Save - (1d20+5)
(16) + 5 = 21
@Herod and Glòrendil: you are no longer exhausted.
Glòrendil takes a cautious step away from the skeleton, pulls out his lute and strums a few chords. Energy radiates out and heals his wounds.
Saris moves in to attack the skeleton. Unfortunately, his strikes lack his usual precision.
4/5 of the symbols are still glowing. Saris is in combat with a single skeleton.
Que, Harbek, Herod, please take your turns.
Anyone who wishes to make an arcana check to figure out what is going on may do so once again. The target DCs are 11 and 15.
Rolls
Arcana - (1d20+1)
(5) + 1 = 6
Quarterstaff Attack - (1d20+5)
(8) + 5 = 13
Quarterstaff Damage - (1d6+3)
(5) + 3 = 8
Kick (Unarmed Strike) Attack - (1d20+5)
(18) + 5 = 23
Kick (Unarmed Strike) Damage - (1d4+3)
(2) + 3 = 5
I understand. Real life hits us all every now and then. You can take your turn now though. Just waiting on you and Que
Rolls
Arcana - (1d20+1)
(20) + 1 = 21
Que looks at the arcane rune etched into the ground. The blade sinks deep and creates some kind of negative feedback that pulses through the barrier and shorts out another symbol.
Another beam of green energy strikes out of the barrier and strikes you dead in the center of your chest.
Rolls
Necrotic Shard Damage (DC 13: No damage on a successful save) - (1D4)
(1) = 1
Rolls
Wis Save (d20 +5) - (1d20+5)
(4) + 5 = 9
Rolls
Wisdom Save - (1d20+5)
(10) + 5 = 15
Arcana - (1d20+1)
(2) + 1 = 3
Then Que rushes off and tries to destroy the last symbol but her precision is off. Instead feedback from the symbol slams into her and you watch as some of her blood is pulled into the barrier...
5 skeletons form at the base of the mound. They grab weapons and move in to attack.
1/5 symbols are active.
There are 5 skeletons.
I need actions from everyone except for Que.
Rolls
Que feedback damage (Necrotic) - (1D4)
(3) = 3
Rolls
Quarterstaff attack - (1d20+5)
(18) + 5 = 23
Quarterstaff damage - (1d6+3)
(1) + 3 = 4
Unarmed attack 1 - (1d20+5)
(16) + 5 = 21
Unarmed Damage 1 - (1d4+3)
(4) + 3 = 7
Unarmed Attack 2 - (1d20+5)
(1) + 5 = 6
Unarmed Damage 2 - (1d4+3)
(1) + 3 = 4
Rolls
Athletics (Grapple) - (1d20+3)
(11) + 3 = 14
Athletics (Swing if applicable) - (1d20+3)
(19) + 3 = 22
Rolls
Grapple (contested) - (1D20)
(1) = 1
Rolls
1d4
(1) = 1
"Lord Pelor, give strength to your faithful servant and give these fellow travelers the final rest they deserve."
When he gets within range, Harbek growls and swings his warhammer at the nearest target.
Rolls
Standard Attack Roll (d20+3) - (1d20+3)
(12) + 3 = 15
Guidance Roll (d4) - (1d4)
(4) = 4
Not that it really matters as your attack roll is good enough.
Also, normally I'll need a damage roll too but not for these skeletons. They're pretty weak.
Harbek finishes off the last skeleton, smashing his hammer down upon its fragile skull.
Glòrendil taunts their dessicated corpses.
Thee green barrier begins flickering. It has clearly lost most of its power. One single green rune remains powering the barrier.
As if in a last ditch effort, a massive surge of green energy strikes into you.
Rolls
Necrotic Shard Damage (DC 15: No damage on a successful save) - (1D4)
(1) = 1
Rolls
Wisdom Save - (1d20)
(3) = 3
Rolls
Attack Roll - (1d20+5)
(5) + 5 = 10
Dmg Roll if needed (2h - 1d10) - (1d10+1)
(5) + 1 = 6
There is one skeleton.
1/5 of the runes are still functioning.
The barrier is flickering but still active.
Rolls
Quarterstaff attack - (1d20+5, 1d6+3)
1d20+5 : (17) + 5 = 22
1d6+3 : (4) + 3 = 7
Unarmed strike - (1d20+5, 1d4+3)
1d20+5 : (10) + 5 = 15
1d4+3 : (2) + 3 = 5
Rolls
Charging attack - (1d20+3)
(4) + 3 = 7
Rolls
1d4
(1) = 1
Rolls
Arcana - (1d20+1)
(13) + 1 = 14
Que and Harbek destroy the last symbol and the green barrier shriks and condenses into a small ball on the top of the mound.
In a matter of seconds, a strong wind begins to blow and fragments of bone are sucked into the small glowing green energy on the top of the mound.
The bone fragments form into some kind of solid pile, then refine as a new monstrosity begins to take shape. The first thing you notice is a massive set of bone pauldrons made from humanoid skulls. Then you notice the full plate-like bone white armour and helmet. You can see the glowing green energy shooting out from between the cracks in the armour. The figure is quite large. It's about the size of a tall goliath (maybe 8 feet tall). It weilds a nasty looking two handed bone club and chages down the mound.
Rolls
Quarterstaff (two handed) - (1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d8+3 : (8) + 3 = 11
Unarmed strike - (1d20+5, 1d4+3)
1d20+5 : (6) + 5 = 11
1d4+3 : (3) + 3 = 6
Rolls
Initiative - (1d20+3)
(19) + 3 = 22
Rolls
Initiative Roll - (1d20)
(19) = 19
Magic Missile Dart Dmg - (1d4+1)
(3) + 1 = 4
Magic Missile Dart Dmg - (1d4+1)
(1) + 1 = 2
Casting Ice Shard at 1st level. Ranged spell attack, take 1d10 damage on a hit. Then, regardless of hit or miss, the shard explodes for 2d6 cold damage on a failed DC 13 save.
Rolls
Initiative - (1d20+3)
(7) + 3 = 10
Ice Shard Attack, Damage - (1d20+5, 1d10)
1d20+5 : (3) + 5 = 8
1d10 : (2) = 2
Shard Explosion - (2d6)
(63) = 9
Bones are supposed to stay in the ground buried not walking around like the living
Sarid leaps into the air attempting to bring down both axes into the skeletons armor
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Handaxe 1, Damage - (1d20+5, 1d6+3)
1d20+5 : (15) + 5 = 20
1d6+3 : (3) + 3 = 6
Handaxe 2, Damage - (1d20+5, 1d6+3)
1d20+5 : (8) + 5 = 13
1d6+3 : (2) + 3 = 5
Harbek mutters a prayer to Pelor and points at the monster. Two beams of silver light streak out and strike the creature.
Then the monster reacts. Turning its attention to the one who struck it, it launches two attacks with it's massive club like staff.
It turns its head to regard Que. It raises its club and salutes her. Then Saris creeps up behind the creature and strikes at it with his axes. One lands between the greaves and curiass and it screams again.
Round 2 fight!
Rolls
Bone monster (Initiative) - (1D20)
(14) = 14
Club attack 1 against Herod - (1D20+5)
(16) + 5 = 21
Damage - (1D6+2)
(3) + 2 = 5
Club attack 2 against Herod - (1D20+5)
(15) + 5 = 20
Damage - (1D6+2)
(2) + 2 = 4
Glòrendil's initiative - (1D20+2)
(20) + 2 = 22
Vicious Mockery - (1D4)
(1) = 1
Wisdom save vs Vicious Mockery - (1D20-4)
(8) - 4 = 4
Disadvantage attack 1 vs Herod - (1D20+5)
(18) + 5 = 23
Dex Save vs Ice Shard - (1D20)
(10) = 10
Rolls
Disarm (Athletics) - (1d20+3)
(20) + 3 = 23
Rolls
Initiative Roll - (1d20)
(4) = 4
Attack Roll - (1d20+3)
(15) + 3 = 18
Dmg Roll If Needed - (1d8+1)
(2) + 1 = 3
Rolls
Init - (1d20+2)
(14) + 2 = 16
1d4
(3) = 3
Rolls
Initiative - (1d20+3)
(8) + 3 = 11
Quarterstaff (two-handed) - (1d20+5, 1d8+3)
1d20+5 : (15) + 5 = 20
1d8+3 : (5) + 3 = 8
Unarmed Strike - (1d20+5, 1d4+3)
1d20+5 : (1) + 5 = 6
1d4+3 : (1) + 3 = 4
List of possible Items:
Heaven's Call
This weapon is made from a single piece of jade. Looking along the weapon you see swirls of green lines flowing up and down the weapon as if they were channeling magical energies throughout the length of the weapon. One side of the weapon has been carved into as sharp of an edge as stone can take which is to say not very sharp at all but it will work to focus the power into more precise strikes.
Dawn's Tears
This tin flute enchants almost all who hear its haunting melodies. It’s intricately carved handle is covered with mythical fey dancing and playing.
Lucky Coin
This small gold coin fits easily into the palm of your hand. The balance is amazing. You feel an almost unstoppable desire to perform something edgy or dangerous. As you examine the coin, you see that both sides have an almost identical smiling face on it.
Frostblood
The wicked looking blade of this dagger is formed from solid ice. A strange blue light shines iridescently throughout the blade.
A Firestone
You have found a warm red glowing stone about the size of an ostrich egg. The stone is sprinkled with orange and yellow fragments.
Bronze Bracers of Arethena
This pair of bronze bracers was used by an ancient celestial being during the Elemental War. At some point during an ancient battle, her bracers were cut from her and they fell to the material plane.
Rolls
Wisdom Saving Throw - (1d20-3)
(12) - 3 = 9
Rolls
Secrect d20 rolls - (1d20, 1d20, 1d20)
As an aside everyone seemed to want the bracers which is quite odd. Perhaps I need to work on my descriptions of the other items? However, I assure you, all of these items are quite strong. You will not be disappointed.
What do you do?
You enter the Hunter's Mark inn and your are warmly greeted by the innkeeper Lena Lionheart, a small halfling woman with short red hair and a large scar across the left side of her face.
Welcome back travellers. How did you fare?
Rolls
Secret Roll
Happily, the rooms will not be a problem. I'll put it on your tab shall I?
You stick around the common room for a while and after an hour or so a boisterous lot come bustling into the tavern. Lena gives you a nod.
Rolls
Insight - (1d20+5)
(10) + 5 = 15
It is quite similar to poker but you roll three D6s rather than use a deck of cards.
The highest roll you can get is 3x3
Then it's 3 x 6s and then three of a kind in descending value.
The next highest rank is a straight of 4,5,6. Then it's a straight in descending order.
The next highest rank is 2 X 6s and then another pair in descending order.
The lowest rank is a single 6 and then a high single in descending order.
Those are the hand ranks. The real skill comes from insight and deception. A successful player tries to hide their hand so the opponent thinks they have the winning hand.
To play roll 3d6
Make a deception check to hide your hand.
Roll an insight check to guess your opponent's hand.
Betting continues until one player either calls or folds.
Does that make sense?
3-3-3
6-6-6
5-5-5
4-4-4
2-2-2
1-1-1
4-5-6
3-4-5
2-3-4
1-2-3
6-6
5-5
4-4
3-3
2-2
1-1
6
5
4
3
2
1
Is that right?
How will my coin play into the game?
Will I get to roll the 3d6 twice and get the better result?
It's those bloody foxes again. They've gotten into me cellar Lena says and curses under her breath.
After a few moments the sound stops. Then you hear the sound of footsteps coming up the stairs. Lena cocks her head inquisitively.
What do you do?
Rolls
Unarmed Strike 1 - (1d20+5, 1d4+3)
1d20+5 : (4) + 5 = 9
1d4+3 : (3) + 3 = 6
Unarmed Strike 2 - (1d20+5, 1d4+3)
1d20+5 : (11) + 5 = 16
1d4+3 : (4) + 3 = 7
Rolls
Grapple (Athletics check) - (1d20+3)
(19) + 3 = 22
Saris notices the skeleton bones on the floor and Herod knocking on the door and assks Whats going on why is there a skeleton on the floor?
He walks back to the common hall of the Hunter’s Mark, sits at the table again, and takes a deep breath. He puts another 2 silver in the middle and says, Let us play again, Cheery.
Rolls
Investigation - (1d20)
(2) = 2
Perception - (1d20+2)
(16) + 2 = 18
"What we got here? Someone be bringin' some of them bones back as a trophy?"
@Herod: as you head back down into the common room.you heat Lena's voice:
Did you get the bastard?
You notice that all of the eyes in the common room are looking at you and all of the patrons have produced weapons of some kind or other.
Ya friend Glòrendil said that ya fought some undead beasties tonight. Strange. I've heard a undead wanderin' the Barren Downs but they're a good three days south a here. We've never had a problem with em. Anyway it looks like one a them followed ya home. We're gonna take a look outside and make sure there aint any more a them. We'd sure love some help. Could ya show us where ya found the beasties?
@Sinnj: if you'd like to make one of your checks (arcana or nature) you may. You would have had enough time to study it.
There is a cave which leads directly to the room with the mound. Bones still litter the floor but there are no signs of life. Undead or otherwise. After about an hour of inactivity the group decides to head back to Berda. It takes most of the night. The group decides to set a watch rotation around the Trading post for the next few nights.
However, on your way back you spot signs of wolf prints in the muddy river bank. The prints are much larger than a normal wolf's and you remember hearing somewhere that Dire Wolf pelts sell for a premium in the Saphire Isles.
You think that you could probably either sell this information to the trackers in Berda or perhaps even hunt the wolves yourself with the party.
@Sinnj. Again, this would be the perfect time to study your item.
You think that you could probably either sell this information to the trackers in Berda or perhaps even hunt the wolves yourself with the party.
What cha got?
Herod is wondering how his accent is coming back so thick. He may need to spend some time meditating and refocusing. Maybe that will help.
He then explains where the tracks were.
He then heads to his room and ponders on the teachings of his monastery, and how he has begun sliding away from those teachings. After some time, he begins feeling depressed, so he headed downstairs, he asks for a cheap bottle of hard liquor, and retreats into the recesses of his bottle as he heads back into his room.
You recall two things. First that you have a commission to stop a raiding band of young orcs before they reach the farms to the north. Also, you managed to stop the creatures who were stealing the famer's sheep. You believe there was some sort of reward offered but you never discussed the terms.
What do you do?
You ask around and find that the Sergeant at arms (Bella Fraught) is currently in her office. You know the way well, and take the stairs to the second floor and knock on her door.
She opens it with a slight look of surprise.
Hello gentlemen. Ladies. I thought you were going to solve my orc problem? Why haven't you left yet? They could attack any day now!
Hello. I hope you can please give us some additional direction. Our priority is this orc problem, and we will deal with it post-haste, but we wanted to get some more information from you on the matter.
Herod turns to Bella.
Sergeant, who are your best hunters in town? We may need some assistance in luring some creatures to fight some orcs for us...
Herod begins walking out, headed towards the lumber mill.
Saris and Glor, head to the inn to talk to Lena. We can meet back together at the northern end of town when you finish.
@Harbek and Que. You can join me there too if you like. I'm sure that your characters would have woken up by now.
The other night, I encountered some dire wolf tracks nearby. Wouldn’t it be a shame if the orcish war party was beset by dire wolves, slaughtering the lot of them?
I wanted to have you help us lure these dire wolves to the camp of the orc war band.
Sound like fun to you?
Rolls
Persuasion - (1d20+4)
(20) + 4 = 24
Herod heads towards the northern entrance of town, waiting for his group.
The woman you spoke to last night adresses you
Woah, Nyx. Nice to see ya! Heading back to town? Get bored of big stuff over there?
Rolls
Secret Roll
Change of plans with these dire wolves. There is a greater threat to the community, and we are enlisting people to help us draw the dire wolves to attack the threat. I want you and your group in. In exchange, my cut of the dire wolf pelts that we recover is yours.
What do you say?
Let's head back to the rest of the group and fill them in.
Herod heads towards the inn, with a ranger and group of hunters in tow.
What do you do?
I hev peepl here to hhhelp os. We shud get ready to go now.
Que pipes up. Me too, well sort of. I want to head back into the woods for a bit. I'll go with you some of the way, then I'll head off too. She looks very distracted as if she is having a hard time concentrating on the conversation.
You nod at yer words and leave Berda Trading Post for the second time today. You head north to the place where you found the tracks.
Ok everyone. Split up. Find as much game as you can and meet back here in 6 hours. Then we'll find the puppies!
Rolls
Survival - (1d20+2)
(1) + 2 = 3
Rolls
Survival - (1d20+2)
(16) + 2 = 18
After you assemble and compare your successes or lack there of, Nyx gathers everyone together and explains her strategy.
The pass is directly north of here at the base of that mountain, she says pointing towards one of the mountains. It's impossible to say exactly where the pack are but the tracks seem to be heading in a north-eastish direction, so that's very fortunate for us.
I'm not gonna lie. This plan has plenty of opportunities to fail, so if anyone has some suggestions, I'd love to hear them. Anyway, this is my plan.
1. We follow the tracks, and find the Dire Wolves. It is really important that we find them before they find us. That means we movel slowly, and always down wind of the tracks. We also need to move quietly.
2. Once we find the wolves we need to lure them with the smell of freshly killed meat. We take the bait and drop it at certain intervals say every few hundred feet and lure them to the pass. The pass isn't too far from here. Maybe 4-6 hours away. So let's allow for 8 hours. In phase 2 we are going to spread out. Half of us will lure the wolves and half of us will follow them and make sure that they are following the trail.
3. We lead the wolves in a circular route at the base of the pass until the orcs show up. Then we lead them to the orc's camp at night and let nature take its course.
Questions? Comments? Suggestions?
Rolls
Survival (Nyx) - (1D20+8)
(5) + 8 = 13
Survival - (1D20+5)
(13) + 5 = 18
Survival - (1D20+5)
(15) + 5 = 20
Survival - (1D20+5)
(2) + 5 = 7
Survival - (1D20+4)
(17) + 4 = 21
Survival - (1D20+4)
(20) + 4 = 24
Also, the beasts are wild and unpredictable. The second group will partner up but if the wolves set upon you then you'll have to hold your own for a few minutes until help can arrive. I'll definitely be in the first group leading the wolves. Which group would you like to join?
You follow the tracks deep into the wilderness until the come to a small stream. Nyx expertly leads you up the stream until she sees a small cave. Then she holds up a hand and listens. After a few moments she seems satisfied. She silently leads you away from the den.
That's the den. We're gonna separate now. Second group, partner off and for the love of the light always stay upwind of the pack. You three follow me. She takes some of the game and covers the three of you in blood and gore. Then she places a large chunk of meat on the stream bed.
Now, we run like hell. They'll be awake soon! I'll scout the area ahead of us and lay the next piece of meat. If the wolves come drop all of your meat and run north as fast as you can. The meat should give you enough time to get away. If we all run out of meat though, we're fucked. Ready?
Nyx is currently with you. Make your first roll!
Rolls
Dire Wolves - (1D20)
(18) = 18
Rolls
Animal Handling (Nyx's stats) - (1d20+5)
(17) + 5 = 22
They seem to be moving as intended towards your group.
Rolls
Dire Wolves - (1D20)
(6) = 6
Rolls
Animal Handling (Nyx's stats) - (1d20+5)
(13) + 5 = 18
Rolls
Dire Wolves - (1D20)
(12) = 12
Rolls
Animal Handling - (1d20+5)
(10) + 5 = 15
I've found the orcs, she says with a grin. It is late in the afternoon. I think we've got a couple of options. We could either (a) dump the rest of the meat upwind of their camp, wash off the blood in the small stream to the east and then book it out, and rejoin the others or (b), we could toy with the wolves a little more, until it gets dark, then sneak up and kill their sentry, and let the wolves get the drop on them at night. Either way, I think the wolves are toast but they'd definitely take more of the orcs down if we let them hit them while it's dark. Then we finish off whoever's left. What do you guys think?
Now, ai think that eet vood be best eeff we kill ze sentrrry. Aneee otherrr opeeeneeeons?
Herod does a motion that looks like him shooting a bow as he says this.
Herod starts to stretch a little bit, getting ready for this fight.
She leads Saris to a rocky outcropping. From there you can see the camp. There are about 20 orcs but most of them look quite young. Only about 5 or so look like fully matured adults.
Then she gestures to Herod and she points to where the sentry is watching the nearby forest. After she is certain that you can see him she signals that she wants you to grapple the orc while she stabs it.
He grips the coin in his pocket and whispers, Oh, Tymora, goddess of good fortune, bless my feet with silence as I sneak to do this deed.
Rolls
Stealth - (1d20+5)
(2) + 5 = 7
Stealth (advantage invoking Gambler's Coin ability) - (1d20+5)
(8) + 5 = 13
If you go for the grapple please give me either an strength or dexterity athletics check please.
Oh, Tymora, help me in my moment of need with good fortune!
Rolls
Strength (Athletics) Check - (1d20-1)
(4) - 1 = 3
Strength (Athletics) Check - (1d20-1)
(15) - 1 = 14
Then you wait for the fun to begin.
Rolls
Contested athletics check - (1D20+3)
(7) + 3 = 10
Rolls
Perception - (1d20+2)
(12) + 2 = 14
The Dire Wolves attack like a well co-ordinated assualt squad. Each wolf picks a sleeping target and pounces simultaniously.
Four orcs die instantly. The wolves do not hesitate. Each wolf moves on to a new target and four more orcs die before they manage to get to their weapons.
Then the wolves begin to co-ordinate their attacks, one distracts while the other goes for the killing blow. Several more orcs die befofe they manage to organise a propper line of defence.
Then the orcs hit back. One wolf takes several javelins and falls to the ground. The orcs waste no time in pouncing on the wounded creature.
The tide of the battlw turns. It is bloody and fierce but at the end of the fight all of the wolves are dead and only two orcs remain. The two orcs raise their bloody weapons to the air and bellow out into the night.
You could not have wished for a better performance from the direwolves. Nor could you ask for a better opportunity to attack.
What do you do?
Rolls
The Number of Orcs taken out by the dire wolves before they are killed. - (1D20)
(18) = 18
Rolls
Athletics - (1d20+3)
(20) + 3 = 23
Rolls
Quarterstaff attack vs orc - (1d20+5, 1d6+3)
1d20+5 : (10) + 5 = 15
1d6+3 : (4) + 3 = 7
Unarmed Strike vs orc - (1d20+5, 1d4+3)
1d20+5 : (2) + 5 = 7
1d4+3 : (3) + 3 = 6
Unarmed Strike vs orc - (1d20+5, 1d4+3)
1d20+5 : (13) + 5 = 18
1d4+3 : (4) + 3 = 7
After a few moments the combat is over and you are alone amongst a pile of orc and wolf corpses.
What do you do?
He is going to do it sneakily, if possible. Herod doesn't want to be found by any orcs that may have been out for one reason or another.
Rolls
Stealth - (1d20+5)
(14) + 5 = 19
Perception - (1d20+4)
(9) + 4 = 13
Investigation - (1d20+1)
(1) + 1 = 2
When you turn back and begin to search the bodies you find 127 gold pieces and 45 silver. The orcs have some provisions and othwr things but they are all crudely made and you doubt that they would be worth taking back with you.
Nyx begins skinning the Dire Wolves and after a short while the other hunters arrive and help her.
Once they have finished, Nyx takes you to a stream where you wash off the blood from your armour.
Camp here or head back to Berda? she asks.
It is well into the evening at this point.
It may be best to move away from here just in case another parry comes by
Herod is visibly and audibly exhausted.
As soon as you get back you make your way to the inn. It is currently deserted except for a single table where a dragonborn and a humanish looking creature are sharing a meal. The dragonborn has a beautiful blue bow and the human. The human appears to be in possession of a green shard, identical to the one you fought in the dungeon a few days ago. As Herod approaches, his coin begins to glow a soft golden colour and Saris Bracers begin to grow. The armour weaves and transforms into beautiful mithril gauntlets.
"I'm... not sure. It can speak. Said we saved it and then it helped us get out of the cave. I was talking to it some more while you were learning how to use your bow and it did something to me. My thoughts are... more complicated now. So is life."
Also, hello everybody. You can thank Arina for saving you from having to read some of former Tomas's dialogue. If you would care for a sample, feel free to check out the other thread. Tomas doesn't actually look as glamorous as in the photo. His beard is still growing in (not due to puberty, Tomas doesn't look that young) and his hair is in an awkward stage between short and long lengths. Take the picture to be what he'll eventually look like, after some time. Could you please physically describe your character too? Excited to play with you all.
He then notices the glowing in his pant pocket, and he pulls the coin out and flips it in the air and catches it.
Eeet seems zat ve ar ment to verk to-gezer. Ju shood come vith mee.
He stashes the coin in his pants pocket again and then walks out of the inn to find Bella Fraught to discuss the success of the mission.
Hmm I want to ask that man about his coin, but perhaps it is better to get to know him first
"Might as well. I'm Tomas, this is Sovelin, you're Herod, and this is...?"
He looks at the bald man's companion as he gets up, ready to follow the duo.
Enter!
Did you bring back any evidence?
You're more than welcome to take a trip out there to check. Saris says in a low but confident voice. Saris looks Ms Bella in the eyes That is if you don't trust us.
This is the last post for this chapter. Your next post will be in chapter 3. At the end of your post please give me a religion check.
@Tomas and Sovelin: The rest of the party are level 3 and I would like you to post how you manage to acquire the last two hundred points needed to level your characters.
@Arina: Is the Western Trading Company an organization from the Sapphire Isles? The "very lucrative work" she mentioned earlier, was that something which is occurring during this downtime or something that will occur in the new world?
Is there any dice gambling going on in this trading post? If he's doing some basic manual labor instead of "very lucrative work," would there be some money left over (since Tomas has had zero money since washing up on the shore) with which he could stand to lose or gain via Dice Set proficiency rolls (with the occasional Tides of Chaos thrown in there when the pot is really big and Tomas gets a bit stressed/hyperfocused)? If there is extra money, let me know what you'd like me to roll for the above circumstances.
@Herod and Saris: What do your two special magic items do? Would you share this info IC? Tomas's thing is some sort of sentient spellcasting focus that helped him not be an idiot and facilitates expressions of magic. He'd maybe share that info IC, depending on what you two would do.
Rolls
Religion - (1d20+2)
(20) + 2 = 22
Religion, with Tides of Chaos Advantage - (1d20+2)
(20) + 2 = 22
Secondly, no. The down time will not include any work from the Western Trading Company. Although, you can go out hunting for furs if you like. Yes, there us plenty of gambling that goes on at the Trading Post. There is a small inn called The Hunter's Mark. Most of the patrons there gamble. Just ask Herod.
I'll give you 50 gold to purchase some items from the Trading Post as part of your sign on bonus. Please feel free to purchase items from the PHB.
Oh, Tymora, goddess of good fortune, bless me with the religious knowledge that I do not have.
Rolls
Religion - (1d20+1)
(1) + 1 = 2
Religion (Gambler’s Coin advantage) - (1d20+1)
(15) + 1 = 16
Rolls
Religion - (1d20+1)
(20) + 1 = 21
Saris would begin to etch the handles of his axes with special marking spends about a day doing so. (Weapon Bond with 2 weapons 2 short rests worth of time)
Saris will search for Charcoal Incense and special herbs to which he will proceed to pray as he mixes and burns them all in a brass brazier. (Casting Find Familiar still thinking of which to take though. Going to be taking the Owl as a Familiar)
Rolls
Religion - (1d20+2)
(13) + 2 = 15