As everyone in Ten Towns knows, Icewind Dale is a dangerous place to travel. As the winds blow and the cold rages, travelers must always be alert for whatever they might encounter on the road.
The Hills
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As everyone in Ten Towns knows, Icewind Dale is a dangerous place to travel. As the winds blow and the cold rages, travelers must always be alert for whatever they might encounter on the road.
Front - Alalla
Middle - Zenithral, Maverick, Tulfgyr
Back - Ug
Rolls
Survival (Notice indications of tracks or things buried in the snow) - (1d20+4)
(6) + 4 = 10
Rolls
Perception - (1d20+1)
(9) + 1 = 10
Survival - (1d20+3)
(13) + 3 = 16
Rolls
perception scanning for anything - (1d20+2)
(17) + 2 = 19
Alalla, on the other hand, was raised in the Dale and is also familiar with the way that caravans move between the towns. Her instincts tell her that ahead between two craggy hills there might be a place that would offer some shelter to a caravan in bad shape.
Bel the familiar confirms this after a quick flyby. It claims to see some sort of wooden construct between those two hills, but is too grumpy about being half-frozen to offer much more detail.
Upon drawing closer to this scene, the party discovers that yes, there are remains of a caravan wagon here. The wood of the carriage is splintered, one wheel broken off and half covered in snow nearby, and there are bodies of several humans scattered about. From their wounds, they appear to have died from wrought weapons and arrows. Apparently a place for shelter from the weather also makes a decent location for an ambush.
While the group surveys the wreckage, Father Tulfgyr notices a figure up on one of the hills, watching. The person quickly ducks away from sight.
Rolls
Looking for clues as to the aftermath of the assault - (1d20+4)
(1) + 4 = 5
Rolls
Survival - (1d20+3)
(11) + 3 = 14
As Father Tulfgyr scans the hilltop where the figure disappeared, three tall figures stand up, empty hands raised above their heads. Their leathery faces, blonde hair, and wrapped furs mark them as barbarian tribesmen, though from which tribe remains to be seen. Zenithral and Alalla know well that most tribes in Icewind Dale refuse contact with the people of Ten Towns, and many are outright hostile.
Rolls
Intimidate - (1d20+3)
(8) + 3 = 11
Alalla recognizes the name of this tribe. Of all the barbarian tribes in Icewind Dale, the Tribe of the Elk is usually the most sociable towards the people of Ten Towns, even so far as coming in to trade furs and supplies. Still, they are proud warriors with strange customs.
Rolls
schmooze over barbarian with charisma - (1d20+2)
(14) + 2 = 16
Rolls
Persuasion - (1d20+4)
(1) + 4 = 5
Rolls
Persuasion - (1d20+4)
(1) + 4 = 5
"be calm little Ug,
"All will be well,
"Sleep peaceful tonight,
"For tomorrow we destroy ugly monsters!"
Rolls
Performance - (1d20+1)
(1) + 1 = 2
Rolls
Intimidate - (1d20+3)
(6) + 3 = 9
"I will speak to them, Bjornegar," she says. He turns to her in shock, arms falling to his sides. He glances back at Zenithral with a murderous glare, and then stands aside and bows to the woman.
The woman steps forward. She is younger than the other two tribesmen, but the deference and respect they show her implies authority. "I am Tansia, Chieftain's Daughter," she says to Alalla in an imperious tone. "Never have I beheld such rudeness and sarcasm from the people of the Towns..." At this point, Ug begins his song.
Unfortunately, without anyone present under the influence of alcohol, Ug's singing is revealed for what it truly is - absolutely, incredibly, mind-blowingly awful. The tribesmen can only assume that the lullaby is a taunt of the poorest taste.
When Ug finishes there is a moment of silence. Bjornegar's eyes seem to be popping from his head, and a vein in his temple looks close to bursting. Tansia's lips tighten, and then she announces, "No more will the Tribe of the Elk deal with the people of Ten Towns. No more will we bring meat and furs to your starving villages. No more will we protect your pathetic weakness from the other tribes of the Dale. No more will we tolerate your hunting of our herds."
She gestures to her two companions and the three begin walking away, Bjornegar grudgingly. Tansia calls out over her shoulder, "And if you interfere in our hunt of the orcs, I will let Bjornegar kill you."
"...and I'm a half-elf..." he grumbles, then she speaks again.
"My dear lady, now wait just—" He cuts off at her icy glare which chills him even more than the freezing winds. He stumbles backwards, speechless and in shock.
"WAIT!!!! UG HAS FREE BEER!!!!!!"
Rolls
Charisma - (1d20+1)
(20) + 1 = 21
He looks off into the frozen tundra. "I have walked this land for many years, and have seen truces and wars come and go. Chieftain's Daughter is a proud one, but she has been given a difficult task. These orcs we hunt raided our tribe while the warriors were away, and butchered her mother. They took from her body a family heirloom, a symbol of the tribe. It is a sash that glitters and glows. She has been sent to retrieve it. Find it and return it to Chieftain's Daughter, and perhaps she will forgive this slight."
He offers a smile and turns to go. "I would not let her catch sight of you before then," he offers as one last piece of advice.
"If only her ale could fill every mug!
All hail! all hail! To the mother of Ug!"
Rolls
Perception - (1d20+4)
(12) + 4 = 16
Rolls
Scavenging (perception) - (1d20)
(8) = 8
Maverick picks through the wreckage of the caravan, but finds little to salvage. In fact, it appears that most of the boxes and crates that would have filled the wagon are missing. Perhaps the supplies are intact, wherever they are.
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
Also, Maverick rolled a nat 20 on his Constitution save for hour 2, so the next time he needs to roll a Con save (whatever the reason) he gets advantage on the roll.
Rolls
Maverick Constitution save - (1d20+2)
(20) + 2 = 22
Rolls
Stealth check - (1d20+1)
(4) + 1 = 5
Just within the entrance of the cave, Bel sees two orcs taking shelter from the weather and keeping watch. They are brutish figures, with pallid green skin and tusks protruding from their jaws. Maverick (looking through Bel's eyes) sees how close they are to his hiding place and can't help but let out a little squeak. One of the orcs turns its head sharply towards the sound, then grabs its axe. The other orc looks more skeptical that anyone would be out in this weather, but then shrugs and reaches for a javelin and backs up, ready to spear any would-be intruders.
Behind this second orc, Bel can see that the cave continues on into another chamber.
Rolls
Orc 1 Perception - (1d20)
(18) = 18
Orc 2 Perception - (1d20)
(15) = 15
Rolls
Luring the orks (deception6 - (1d20+4)
(3) + 4 = 7
"A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
Rolls
Ug moons the orxs - (1d20+2)
(2) + 2 = 4
Inspiration mooning - (1d20+2)
(5) + 2 = 7
Rolls
Orc javelin at Maverick - (1d20+5)
(1) + 5 = 6
Orc axe at goliabutt - (1d20+5)
(10) + 5 = 15
Orc axe damage - (1d12+3)
(4) + 3 = 7
Orc javelin damage - (1d6+3)
(3) + 3 = 6
When the goliath appears, however, the orcs take the threat more seriously. The closer one swings at the offending buttocks with his axe (dealing 7 slashing damage to Ug) and the other turns to flee deeper into the cave - though his distraction at seeing the goliath's butt means he hasn't passed out of sight just yet.
Ug - you can activate your Stone's Endurance to deflect some of that damage with your butt. If you want. It's a "reaction", so it doesn't take up your turn to do it.
HP: 9/15
AC: 13
Orc 2 (farther back, turning to run)
HP: 15/15
AC: 13
"for the ten towns!" Tulfgyr yells
Rolls
Mace - (1D20+4)
(16) + 4 = 20
EDIT: Scratch that- killed the dude.
Rolls
Attack Roll - (1d20+5)
(16) + 5 = 21
Superiority Die - (1d8)
(5) = 5
Damage Roll - (1d10+3)
(5) + 3 = 8
Rolls
Throwing hand axe - (1d20+5)
(3) + 5 = 8
Slashing damage - (1d6+3)
(3) + 3 = 6
Rolls
Throwing hand axe - (1d20+5)
(20) + 5 = 25
Slashing damage - (1d6+3)
(3) + 3 = 6
Rolls
Longbow - (1d20+6)
(9) + 6 = 15
Damage - (1d8+2)
(7) + 2 = 9
Beyond the dead orcs is a passage to another natural stone chamber, from which torchlight can be seen flickering and casting shadows.
There are a handful of orcs spread throughout the place, each armed and armored, though currently engaged in various activities. Several are playing a game of dice, while another is napping in a corner and yet another is busy preparing food at the fire.
Against one wall are stacked a large pile of crates, boxes, and barrels - some of which have been cracked open and their contents strewn about.
Next to the stack of supplies is another exit from this cavern, leading further down into the earth.
That was a stealth roll . . .
Rolls
Goliath goliath - (1d20+1)
(13) + 1 = 14
Rolls
Scaulding Stew assault - (1d20+5)
(1) + 5 = 6
Advantage scaulding stew assault - (1d20+5)
(5) + 5 = 10
Tulfgyrs blessing - (1d4)
(4) = 4
Rolls
Longbow - (1d20+1, 1d4+6)
1d20+1 : (15) + 1 = 16
1d4+6 : (2) + 6 = 8
Longbow Damage - (1d8+2)
(6) + 2 = 8
Bursting Arrow Damage (To target and creatures within 10 feet) - (2d6)
(32) = 5
The explosion of Zenithral's shot rings throughout the cavern. The gambling orcs suffer the brunt of the shockwave, one of them groping at a massive wound in its chest, the other two reeling as they are pummeled with arcane energy (13 damage to the one, 5 force damage to each of the two others.).
The orc sleeping by the far wall wakes and stands up, glaring with a single eye - the other appears to have been gouged out - and shouts of alarm are heard from deeper into the cave.
HP: 10/15
AC: 13
Gambler 1
HP: 2/15
AC: 13
Gambler 2
HP: 10/15
AC: 13
Gambler 3
HP: 10/15
AC: 13
One-eyed Sleeper
HP: ???
AC: 16
Rolls
Stew acid damage - (2d4)
(11) = 2
Rolls
Attack gambler 2 - (1d20+5)
(11) + 5 = 16
Damage - (1d20+3)
(7) + 3 = 10
Rolls
Swing at gambler 3 - (1D20+4)
(17) + 4 = 21
Damage - (1d6+2)
(3) + 2 = 5
Rolls
Hitting one eyed ork - (1d20+4)
(1) + 4 = 5
Damage (If successful) - (1d12)
(10) = 10
One More Time! (Hitting the one eyed ork) - (1d20+4)
(14) + 4 = 18
The one-eyed orc priest roars in challenge and begins a guttural chant, pointing a thick finger at Alalla, who starts to feel a mental intrusion attempt to take control of her body - the divine power of the One-Eyed God compelling her to freeze in place and offer no resistance...
The two remaining gamblers are in bad shape, but are no strangers to battle. They take up their weapons and throw themselves into the fray. One crashes his axe into Alalla's side, a heavy blow that dents her armor. The other brings his weapon down onto Father Tulfgyr's helmeted head. (Al takes 14 slashing, Tulfgyr takes 11 slashing)
HP 10/15
AC 13
Gambler 1
HP 2/15
AC 13
Gambler 3
HP 5/15
AC 13
Eye of Gruumsh
HP 35/45
AC 16
Rolls
Al Wisdom Saving Throw - (1d20+1)
(20) + 1 = 21
Cook ladle Attack vs Ug - (1d20+5)
(19) + 5 = 24
Cook Attack disadvantage - (1d20+5)
(15) + 5 = 20
Gambler 1 vs Al - (1d20+5)
(16) + 5 = 21
Gambler 1 damage vs Al - (1d12+3)
(11) + 3 = 14
Gambler 3 vs Tulfgyr - (1d20+5)
(18) + 5 = 23
Gambler 2 damage vs Tulfgyr - (1d12+3)
(8) + 3 = 11
Cook damage roll vs Ug - (1d4+3)
(1) + 3 = 4
Tulfgyr concentration check for Bless - (1d20+2)
(4) + 2 = 6
Rolls
Longbow (Gambler 1) - (1d20+6, 1d8+2)
1d20+6 : (3) + 6 = 9
1d8+2 : (1) + 2 = 3
Longbow (Gambler 3) - (1d20+6, 1d8+2)
1d20+6 : (18) + 6 = 24
1d8+2 : (1) + 2 = 3
Inspiration for Longbow (Gambler 1) - (1d20+6)
(6) + 6 = 12
Rolls
Inflict wounds - (1D20+4)
(19) + 4 = 23
Damage - (4d10)
(6635) = 20
Seeing his friends take some serious blows, Ugs rage turns into a frenzy, lending him an extra attack next turn.
Rolls
Great axe to hit - (1d20+5)
(17) + 5 = 22
Axe advantage - (1d20+5)
(15) + 5 = 20
Axe danage - (1d12+5)
(3) + 5 = 8
Rolls
Gambler 3 opportunity Attack vs Tulfgyr - (1d20+5)
(11) + 5 = 16
Rolls
Witches bolt (auto hits) - (1d12)
(9) = 9
EDIT: Jk I keep spending superiority dice on dudes I'm already crushing.
Rolls
Attack - (1d20+5)
(14) + 5 = 19
Damage - (1d10+3)
(2) + 3 = 5
Superiority Die - (1d8)
(5) = 5
Damage Reroll - (1d10+3)
(4) + 3 = 7
Bonus Damage to Gruumsh Followers - (1d8)
(5) = 5
I really need to work on my firing stance...
Rolls
Strain Table - (1d100)
(47) = 47
The orc cook finally pulls the cauldron from his head and sees the enormous goliath before him. Realizing he is very overmatched, the orc flings the pot at Ug's head and uses the distraction to run past him towards the cave's entrance. (Takes the Disengage action and runs past Zen and Mav, fleeing the room)
The last gambler is fully caught up in the heat of the battle and ignores his wounds. Finding himself with no enemy immediately before him, he turns and makes a mad dash across the cavern, furiously swinging his axe at Zenithral. Still a bit shaken after his fall in the stew, Zenithral's desperate dodge does little to help him, and he feels the axe blade cut through his leather armor and slice deeply along his back. (Gambler deals 14 slashing damage to Zen)
The shouts from the next chamber climax as more monsters enter the battle: another one-eyed orc, flanked by two more orc warriors and followed by hulking figure carrying a club as large and heavy as a grown man - an ogre.
The two new orc warriors bellow challenges and charge towards Al and Tulfgyr. The first skids right into the stewpid mess on the floor and crashes in a tangled heap (prone and granting advantage). The second leaps over his fallen ally and slams into Tulfgyr, connecting but doing little damage (Tulfgyr takes 4 slashing)
The ogre steps into the torchlight, looking for the biggest enemy to pummel - and sees Ug. Taking up the massive club (practically a tree) the 9 foot tall monster brings it down in an overhead chop that misses widely.
The newcomer Eye of Gruumsh laughs wickedly and raises a gauntleted hand. The air above Maverick warps and twists, then tears with a crack. An enormous spear appears there, floating tip down and pulsing with an evil crimson glare. The orc priest clenches his fist, and the conjured weapon thrusts downwards towards the svirfneblin - who somehow manages to duck away from the evil conjuration, though it continues to hover menacingly. Grunting in dissatisfaction, the Eye of Gruumsh readies his own physical weapon and charges at Alalla, piercing her thigh with a black iron spear (dealing 9 piercing damage to Al).
Rolls
Gambler vs Zen - (1d20+5)
(13) + 5 = 18
Gambler damage vs Zen - (1d12+3)
(11) + 3 = 14
Orc warrior Attack vs Al - (1d20+5)
(1) + 5 = 6
Orc warrior 2 attack vs tulfgyr - (1d20+5)
(17) + 5 = 22
Warrior 2 damage to Tulfgyr - (1d12+3)
(1) + 3 = 4
Ogre Attack vs Ug - (1d20+6)
(4) + 6 = 10
EoG spell spear vs Mav - (1d20+3)
(4) + 3 = 7
Bless bonus - (1d4)
(1) = 1
EoG spear Attack vs Al - (1d20+5)
(16) + 5 = 21
Bless bonus - (1d4)
(3) = 3
EoG damage vs Al - (2d8+3)
(51) + 3 = 9
HP 2/15
AC 13
Orc Warrior 1 (prone by Al and Tulfgyr, granting advantage)
HP 15/15
AC 13
Orc Warrior 2 (by Tulfgyr)
HP 15/15
AC 13
Ogre (by Ug)
HP 59/59
AC 11
Second Eye of Gruumsh (by Al)
HP 45/45
AC 16
Zenithral
HP 15/25
Rolls
Second Wind - (1d10+3)
(1) + 3 = 4
Shortsword (Gambler) - (1d20+4)
(12) + 4 = 16
Damage - (1d6+2)
(2) + 2 = 4
31 damage to ogre
while raging Ug is resistant to piercing, slashing, and bludgeoning (hopefully that last one helps against that giant club . . ) raging and frenzy lasts for 1minute, with 12 seconds already used up
Rolls
Axe attack to ogre - (1d20+5)
(15) + 5 = 20
Frenzied second attack - (1d20+5)
(2) + 5 = 7
Reckless attack advantage - (1d20+5)
(8) + 5 = 13
Axe damage first attack - (1d12+5)
(10) + 5 = 15
Axe damage 2nd attack - (1d12+5)
(11) + 5 = 16
Reckless attack advantage - (1d20+5)
(10) + 5 = 15
Rolls
Attack - (1d20+5)
(3) + 5 = 8
Rolls
mace strike - (1D20+4, 1d6+2)
1D20+4 : (10) + 4 = 14
1d6+2 : (4) + 2 = 6
The glowing spear flashes again towards Maverick, but the deep gnome twists out of the way once more, his body protected by his own sinister magic.
Tulfgyr's opponent takes a crunching blow, then tries to counter with a wild swipe of his axe. The old dwarf easily catches the ill-aimed blow on his sturdy shield.
The ogre stares stupidly at the two enormous wounds Ug just scored. "Duh?" Then the pain hits him, and he yells, lashing out at Ug. The enormous club smashes into Ug's shoulder, and wood chips fly into the air. It was a solid hit, but the club seems to have done as much damage to itself as to the goliath. (Ug takes only 5 bludgeoning damage)
The prone orc stands after being tripped on and sees the orc priest engaged with Alalla. He turns to find another target and spies the wounded half-elf archer. Unfortunately for him, Al's guard is never down. As the orc turns his back on her she slips her glaive into his ribs and through his heart, never taking her eyes off of the evil priest. (orc warrior 1 takes 17 damage and dies)
The Eye of Gruumsh exchanges a few blows with Alalla, then says in rough Common, "There's something different about you, woman." He wrinkles his porcine nose as though sniffing, then peels his lips back in a grin. In Orcish he jeers, "It calls to you, doesn't it? You fight it, but the blood calls to you. He mutters a prayer to Gruumsh, and Alalla feels the insidious presence again, stronger than ever - and this time she is overwhelmed. A jagged iron crown appears on her head, and a mad red light shines in her eyes. Her vision goes hazy, and in her mind she hears a terrible, unearthly voice growl, PROVE YOURSELF TO ME, DAUGHTER. KILL THE DWARF.
Rolls
Al wisdom saving throw - (1d20+1)
(5) + 1 = 6
EoG spell Attack vs Mav - (1d20+3)
(4) + 3 = 7
Ogre vs Ug - (1d20+6)
(12) + 6 = 18
Ogre vs Ug advantage - (1d20+6)
(3) + 6 = 9
Ogre damage - (2d8+4)
(61) + 4 = 11
Orc 2 vs Tulfgyr - (1d20+5)
(6) + 5 = 11
Orc 1 vs Zen - (1d20+5)
(19) + 5 = 24
Orc 1 damage to zen - (1d12+5)
(2) + 5 = 7
Al opportunity Attack vs orc 1 - (1d20+5)
(12) + 5 = 17
Al damage - (1d10+3)
(7) + 3 = 10
Al bonus damage - (1d8)
(7) = 7
Orc Warrior 2 (by Tulfgyr)
HP 9/15
AC 13
Ogre (by Ug)
HP 28/59
AC 11
Eye of Gruumsh (by Alalla)
HP 45/45
AC 16
Rolls
Attack - (1d20+5)
(3) + 5 = 8
Wisdom Save - (1d20+1)
(13) + 1 = 14
Rolls
Attack ogre - (1d20+5)
(19) + 5 = 24
Axe slashing danage - (1d12+5)
(12) + 5 = 17
Second attack ofre - (1d20+5)
(1) + 5 = 6
Rolls
attack roll - (1d20)
(10) = 10
Oh, she's good, he thinks, only to see her almost stab into Tulfgyr. Seeing Ug slip and fall in front of the ogre, Zenithral drops his sword and scoops up his bow.
He flicks out an arrow and draws it as the ogre lifts it's massive club. "Give us a moment, if you don't mind!" Purple energy glows from his eyes, swirls down his arm, then streaks across the room trailing after the arrow.
(Ogre takes 6 damage and must make a DC 12 Charisma saving throw or be banished until the end of it's turn.)
Rolls
Longbow (Ogre) - (1d20+6)
(7) + 6 = 13
Damage - (1d8+2)
(4) + 2 = 6
Rolls
mace attack - (1D20+4, 1D6+2)
1D20+4 : (5) + 4 = 9
1D6+2 : (3) + 2 = 5
Rolls
Ogre charisma saving throw - (1d20-2)
(17) - 2 = 15
The remaining orc warrior presses the attack with a brutish swing that crunches into Tulfgyr's thick armor. (Tulfgyr takes 7 slashing damage)
The ogre peers down at prone Ug, then holds its tree carefully in front of its face, sighting down the trunk. It takes a step back, then lines up the goliath again. It brings the club smashing down for a killing blow... but ends up shattering a good section of ground right between Ug's legs. The ogre stares at his club - now broken - then at Ug, then back at the club, completely at a loss. "Duh."
Rolls
EoG vs Al - (1d20+5)
(2) + 5 = 7
Bless bonus - (1d4)
(1) = 1
EoG spell Attack vs Mav - (1d20+3)
(14) + 3 = 17
Bless bonus - (1d4)
(2) = 2
EoG damage to Mav - (1d8+1)
(6) + 1 = 7
Orc vs Tulfgyr - (1d20+5)
(18) + 5 = 23
Orc damage vs tulfgyr - (1d12+3)
(4) + 3 = 7
Ogre vs Ug - (1d20+6)
(1) + 6 = 7
Ogre advantage - (1d20+6)
(2) + 6 = 8
HP 9/15
AC 13
Ogre (by Ug)
HP 5/59
AC 11
Eye of Gruumsh (by Alalla)
HP 45/45
AC 16
Ugs recklessness leaves him vulnerable and weapon less once again, all enemies having advantage over him for one turn, but still resistant to slashing, piercing, and bludgeoning,
Rolls
Cauldron swing - (1d20+5)
(9) + 5 = 14
Cauldron swing advantage - (1d20+5)
(7) + 5 = 12
Cauldron bludgeoning - (1d4+5)
(2) + 5 = 7
Thrown cauldron at EoG - (1d20+5)
(10) + 5 = 15
Advantage cauldron throw - (1d20+5)
(15) + 5 = 20
Flying bludgeoning cauldron projectile - (1d4+5)
(2) + 5 = 7
the creature enough for Ug to avoid it and counter attack with a smashing blow from the cauldron.
Zenithral sets his sights on the orc battering Tuflgyr and quickly strafes around the room for a better shot. He lets an arrow fly, but it glances off the orc's armor as the orc lunges at Tulfgyr.
Rolls
Longbow (Orc Warrior) - (1d20+6)
(3) + 6 = 9
Alalla removes the glaive from the priest's corpse with satisfaction, and carefully pulls the sash free.
Rolls
Attack - (1d20+5)
(20) + 5 = 25
Glaive Damage - (1d10+3)
(2) + 3 = 5
Superiority Damage - (1d8)
(1) = 1
Bonus to Gruumsh Followers Damage - (1d8)
(1) = 1
Glaive Damage Reroll - (1d10+3)
(2) + 3 = 5
Superiority Damage Reroll - (1d8)
(8) = 8
Bonus to Gruumsh Followers Damage Reroll - (1d8)
(5) = 5
Bonus Half-orc Crit Damage - (1d10)
(6) = 6
(The orc warrior takes 6 force damage)
Rolls
hitting the orc warrior - (1d20)
(10) = 10
Damage - (1d10)
(6) = 6
Rolls
Tulfgyr vs orc warrior - (1d20+4)
(17) + 4 = 21
Tulfgyr damage to orc - (1d6+2)
(3) + 2 = 5
"Come," he says turning towards the others. "Let's find that glowing sash-heirloom for the Elk tribe, then we'll figure out the best way to bring the supplies back.
"Got it." She holds it up for the party to see, then wraps it carefully in her scarf, which was blood-free. She places the package in her pack, then looks over her party. "How did you all fare?"
Rolls
Perception to listen for anything coming from the next chamber - (1d20+2)
(19) + 2 = 21
Rolls
investigation - (1d20+4)
(16) + 4 = 20
perception - (1d20)
(9) = 9
Comfortable around corpses, Maverick also sorts through the pockets of the dead orcs and finds a decent amount of coin (50 gp). He also discovers a note tucked into the pocket of one of the orc priests.
It reads...
Balin,
Deliver these crates of supplies to the emporium in Easthaven. Make sure to get a fair price from that unscrupulous Calishite weasel Pomab. Use the profit to acquire three barrels of uncarved scrimshaw from Gaspar's warehouse there in Easthaven. Return to Caer-Dineval with the three barrels and you shall have your agreed upon payment. Keep your eyes to the tundra. There have been reports of trouble on the routes lately. It might be wise to use your advance payment to hire in some extra caravan guards.
Safe journey,
Ilmus Galloway of Caer-Dineval
Rolls
Perception (Survey the room for danger and valuables) - (1d20+2)
(16) + 2 = 18
Investigation (Deduce good hiding places for enemies) - (1d20+4)
(12) + 4 = 16
Rolls
Lock pick - (1d20+3)
(2) + 3 = 5
Ug lets out a loud snore and mumbles something about orc mothers.
"Ah, looks like Ug agrees!" Zenithral says with a grin.
"I think it would be a good idea to stay here tonight. I can take the first watch. We will need to make sure that any orcs returning home don't startle us, or that hunting clansmen don't either, for that matter."
One at a time the heroes keep watch while the others sleep. The night passes uneventfully, though at some point in the early morning the storm abates and the winds grow quieter. At around the time that the party begins to wake there is a disturbance at the cave entrance...
A heavy grunt is followed by a pig-like squeal, and the orc cook, bleeding, battered, scalded, and with arms tied behind its back, stumbles into the cave as though kicked from behind. Indeed, the next figure through the entrance is Bjornegar, followed by Tansia and the third older barbarian tribesman. All three of them have weapons at the ready, but pause at the sight of the party in the act of rising from sleep, eating breakfast, and managing their equipment.
"What is this?" Tansia exclaims. "I forbid you from interfering, yet here you are."
Bjornegar's knuckles whiten visibly as he clutches his morningstar.
Rolls
Persuasion/ general diplomacy - (1d20)
(18) = 18
Tansia steps forward and kneels, reverently unwrapping the package. As she pulls the sash free it shines even brighter, as if it is happy to finally have someone show it proper respect. Surprisingly, there are tears in Tansia's eyes as she holds the sash close. Without a word, she rises and turns, leaving the shelter of the cave. Bjornegar gives the party a grudging nod of respect, then follows.
The older tribesman watches them go while leaning on his spear. "Forgive her abrupt departure," he says quietly. "The Girdle of Beatification is not only a symbol of her new status in the tribe, but also is all that she has to remember her mother by." He rolls his shoulders, stretching slightly. "Do not worry for your Ten Towns. Chieftain's Daughter is an honorable one, and she will remember what you have done. Though she hid it well, she knew this task was likely beyond her. She will remember." With that, he also takes his leave.
Rolls
Perception - (1d20+4)
(12) + 4 = 16
So I haven't been practicing or studying... he thinks, ruffling through the pages. I only missed once...twice? Thrice...and couldn't even hold off the ogre, of all things, with a Banishing Arrow...and lost my arcane focus...but nobody died! So that's good, right? He sighs and continues studying the manual. Eventually he takes the diamond in one hand and begins casting a ritual.
Rolls
Searching unconscious cook - (1d20+4)
(14) + 4 = 18
Guntor,
Luthic be praised, I always knew you could do it! My son, in a raiding party. You had us all worried that night you said you would rather be a cook. Well, you came to your senses! Remember to always keep close the necklace I made for you, and the Cave Mother will keep you healthy and strong until we meet again - though where and when that may be, who knows? They say Uligar plans to move the clan soon. It's about time. Good luck, my boy!
With pride,
Mama
Mama
He hums a short silent mothers lullaby As He reverently tucks the necklace back into the orcs clothes. He then wipes a Goliath tear from his eye and walks out of the cavern and ends standing outside the entrance with the winter chill swirling around him for company.
Rolls
probe-deception - (1d20+4)
(1) + 4 = 5
Rolls
Orc strength check to break ropes - (1d20+3)
(16) + 3 = 19
"So he has a mother. Didn't those men he and his party murdered have mothers to? Likely much better than his mother!" She pokes the orc with her foot. "His mother prayed to Luthic to keep him safe. Luthic is the orc goddess of protection, of nurturing, and of healing. But she only protects, nutures, and heals the strong and the valuable. She only cares for those that are the best, and demands that the rest be left to die. If he crawls home, his mothers arm's won't be open for him. Nor will the tribes be. Luthic and Gruumsh demand it."
Rolls
Attack - (1d20+5)
(9) + 5 = 14
Damage - (1d10+3)
(6) + 3 = 9
Superiority Damage - (1d8)
(7) = 7
He takes a deep breath and steadied himself. "We all have mothers, some have gnome mother," he taps his chest proudly, "some have orc mother." He gestures to the orc and nods at al, "Should we kill because he have orc mother? Ug will not."
"Ug will not!!" He says defiantly as he stands between al and the unconscious orc.
Rolls
Persuasion - (1d20+4)
(19) + 4 = 23
Rolls
Persuasion - (1d20)
(18) = 18
dont be stupid orc
Be good cook
Take care of mama
Attached to it is a recipe for better stew
He leaves the translated version with the unconscious orc and begins to pack up the rest of his items. Ug plans to leave the orc in the cavern as the group heads back to the village.
"Ug will not!!" the goliath bellows.
Zenithral jumps, scattering loose pages from his manual. Zenithral clenches his fists and the floating disk disintegrates. He stands abruptly, sending more pages across the floor and turns, only to see Alalla turn away and walk in his direction. He sighs and starts sweeping up the pages with a wave of his hand. He sits down as the spectral hand gives him the stack of papers.
He takes a deep breath and tries to wipe the frustration from his face with a few rapid blinks. "Rough time with Ug and that orc?" he asks Alalla as she sits.
Between Zenithral's conjured floating disk and Ug's broad muscles the group is able to transport the boxes of supplies. Stopping every so often to rest and resummon the disk adds some time to the journey, but even still they make good time. The storm of the previous day has passed on entirely, leaving the skies clear and the weather calm.
About halfway back to Easthaven, the party discovers a strange sight: a series of large indentations in the snow, staggered in a line across their path. Pressed into the compact snow of each indentation is a repeated pattern that seems oddly familiar... but what creature could leave bootprints half as long as a man is tall?
Rolls
Nature (To recall creatures in the area that these might belong to) - (1d20+2)
(1) + 2 = 3
Perception (To spot creatures or locations in the distance) - (1d20+2)
(10) + 2 = 12
Rolls
Survival - (1d20+4)
(11) + 4 = 15