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D&D 5E Tall's PotA Campaign - IC


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TallIan

Explorer
GM: If you're going ahead, then stealth checks for the sneakers please. Anyone staying behind can also make a perception check to maybe pick up some more details about what's in the camp.
 





KahlessNestor

Adventurer
Dessarin Valley
Afternoon
Round 0

Errol joined the team that was sneaking toward the camp. He readied his crossbow, ready to shoot either goblin down if it looked like they noticed them and were about to raise the alarm.

Stealth: 1D20+6 = [9]+6 = 15

Heavy crossbow: 1D20+8 = [7]+8 = 15
1D10+4 = [6]+4 = 10


[sblock=Actions]
Move: None
Action:
Bonus Action:
Action Surge:
Reaction: Opportunity Attack
Free Object Interaction:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 3
AC: 16
HP: 36+6 thp/36 HD: 4/4d10
Superiority Dice: (3/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 34
Arrows used: 0
Bolts: 14
Bolts Used:
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]

[sblock=Party Loot]
27 gp (Held by Errol)
200 cp (Held by Errol)
Set of Keys (Held by Illvelious) - one key opens the doors to the guard room beneath the Earth Monastary, +3 more keys
Small figurine of a one-eyed orc (Gruumsh)(Held by Illvelious)
Ring of Fire Resistance (Held by Errol)
Silver ruby ring (600 gp)(Held by Errol)
Reszor, magical rapier - Rapier (uncommon), requires attunement (Held by Errol)
Reszor was commissioned by a soldier turned assassin to enhance his ability to kill without being detected. It has a star motif etched into the blade and the handle is of blue leather. Dried blood clings to the blade and cannot be cleaned off. The weapon counts as magical and when you make an attack against on opponent while hidden the attack will make no noise. Additionally, when you make an attack with this weapon and get to use bonus damage dice, such as superiority dice or sneak attack dice, roll an additional die and discard the lowest. When you say the command word "Reszor" the blade will glow with dim light out to a 5ft radius, saying the command word again will turn the light off. Finally there is a mild curse on the blade that drives the wielder to kill. After rendering an opponent incapacitated or unconscious make a DC7 WIS saving throw to stop yourself from killing the creature.
[/sblock]
 



TallIan

Explorer
GM: Sorry for the long silence, life threatens :( Anyway..


Illvilious, Nariah, Thateous and Erol sneak up to the thorn fence surrounding the camp. It is slow work, trying to remain hidden in the grass though, but the patience pays off. The fence itself proves not to be a significant obstacle and you quickly get into the camp.

Listening as you go, it would appear that the camp is lightly guarded, very few seem to have any snoring coming from within, and the few awake orcs are noisy and groggy enough to easily avoid.

Duran watches the whole time, you notice at least two more goblins and one more orc moving about the camp. The two goblins have fed something out of your line of sight as they walked behind a tent while holding some meat and returned some time later with nothing. You also notice that the gathering of humans and orcs seems somewhat tense. Both parties watch each other and are keeping their hands near their weapons.

GM: To get over the fence will require a DC 15 acrobatics or take 1d6 slashing damage. I think you're heading to investigate the huge tent in the middle?
 

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