Ug sighs and gestures to Al, "Go Kill ugly orcs?"
The Hills
Ug sighs and gestures to Al, "Go Kill ugly orcs?"
The task is made more difficult by the arrival of stormy weather - the herald of a fierce winter to come. As howling wind rises and snow flurries violently, the heroes feel the temperature begin to drop even further. Continuing the search now - rather than seeking shelter - will mean risking exposure to the elements. However, the tribesmen who are also hunting the orcs face the same choice.
Rolls
Orc Tracking/ Pathfinding (Survival) - (1d20+3)
(8) + 3 = 11
Rolls
Motivates team to join him - (1d20+4)
(4) + 4 = 8
Survival - (1d20+4)
(7) + 4 = 11
Inspiration motivation - (1d20+4)
(17) + 4 = 21
Squinting against the gelid gales, Alalla and Ug each try to determine the orcs' whereabouts, but so far are fruitless in their efforts to find a definite sign of where they might be.
Everyone except Ug needs to roll a Constitution saving throw (Tulfgyr has advantage), anyone who gets lower than a 10 gets a level of exhaustion. If your save doesn't get rolled in the next 24 hours realtime, I'll roll it for you.
How hard could it be to find a band of blundering orcs?
Rolls
Investigation - (1d20+4)
(7) + 4 = 11
Constitution saving throw - (1d20+3)
(11) + 3 = 14
Inspiration for Investigation - (1d20+4)
(19) + 4 = 23
Rolls
Constitution Save - (1d20+5)
(3) + 5 = 8
Inspiration Re-Roll - (1d20+5)
(12) + 5 = 17
Rolls
Seeking aid - (1d20+4)
(5) + 4 = 9
The party's bold venture into the storm at first yields no substantial gain, in spite of their best tracking efforts. Even Father Tulfgyr's prayers seem to be lost in the roar of the wind. Still, in their determination to help Easthaven and the other towns they manage to fight off the bitter cold remarkably well - except for Maverick.
This land of ice and snow is much colder than the Underdark, and Maverick is nearly overwhelmed by the buffeting wind. If not for his sturdy companions, the gnome might be blown away completely! Even just maintaining his footing is exhausting.
Rolls
Maverick Con save - (1d20+2)
(2) + 2 = 4
Tulfgyr Con save - (1d20+2)
(12) + 2 = 14
Tulfgyr Con save advantage from Helm - (1d20+2)
(6) + 2 = 8
Rolls
hour two saves - (1d20+2, 1d20+2)
1d20+2 : (16) + 2 = 18
1d20+2 : (18) + 2 = 20
"What's this?" he says, bending down. He scoops a few handfuls of snow out, revealing a hole, a few feet deep, with the faint trace of a bootprint at the bottom. He glances around and spots some angular divets and depressions in the snow. "It appears they tripped and dropped one of the crates here," he concludes. "Caused some snow to collapse over the print instead of leaving it open to get filled up by the snow. Almost a miracle we came across it..." He sweeps his sword through the surrounding snow a few more times, but finds nothing. He points in a direction perpendicular to their current path with his sword. "The other bootprints were likely filled, but it seems they were at least heading in this direction."
Rolls
Constitution saving throw - (1d20+3)
(2) + 3 = 5
"I-i-i-t, a-a-ppears th-there's a r-r-rock there."
As Zenithral trips she reaches out to try and catch him, but loses her footing and falls into the snow as well. She pulls off her scarf, now askew, and shakes the snow out of her dreads, but can't prevent a fair amount from falling down into her clothes. She shivers as she helps Zenithral up, almost tripping again, and turns to follow the direction the orcs travelled, muttering about snow in uncomfortable places.
Rolls
Hr 2 Con Save - (1d20+5)
(4) + 5 = 9
Encouraged by Zenithral's find, the companions continue their search. The cold continues to wear at them, however, and their resistance starts to wear thin as they make their way through the storm. Visibility is hindered both by the heavily falling snow and the waning light - though it is only mid-afternoon. Still, the heroes are sure they are on the right trail, and each shivering step hopefully brings them closer to their goal. The orcs (and supplies) have to be somewhere near! The search continues...
Zen and Al, you gain your level of exhaustion after this hour, so your skill check for this second hour doesn't have disadvantage from the exhaustion. However, if you do not find the orcs soon then your attempts next hour WILL suffer disadvantage from the exhaustion.
Rolls
Survival - (1d20+4)
(6) + 4 = 10
Rolls
searching - (1d20+2)
(3) + 2 = 5
"This must be from the caravan goods. We are on the right track!" Al shouts to the party over the wind. She continues on the path, emboldened.
Rolls
Survival - (1d20+3)
(10) + 3 = 13