D&D 5E Tall's PotA Campaign - IC

TallIan

Explorer
Gormok move towards the warchief.

The orc swings at Illvilious and, despite the monks attempts to evade, digs his axe into the monk. The warchief swings his great axe but in his fury cannot hit anything.

The trapped prisoners continue to try and free themselves.

[SBLOCK=Rolls and stuff]
No problem [MENTION=6798581]Azurewraith[/MENTION] we all have those kinds of days/weeks

Thateous should have had advantage on his roll as the warchief is sparkling with Faery Fire, I've done the roll to speed things along. Thateous Advantage roll vs the warchief: 1d20+6 20 2d8+1d6+4 21 hit for 21 dmg

Orc vs Illvilious: 1d20+5 18 1d12+3 8
Orc disadvantage roll: 1d20+5 18 still hit for 8 dmg

Warchief attack: 2#2d20l1+6 11 8 1d12+1d8+4 20 miss and miss

Cage 1: Open
Cage 2: Locked 1/3
Cage 3: Locked 1/3

Illvilious: 30/39
Nariah: 23+6/23
Thateus: 21+6/32
Erol: 36+6/36
Gormok: 45/45

Orc 1: 0/15 Dead
Orc 2: 0/15 Dead
Blooded Orc: 0/25 Dead
Orc 5: 15/15
Blooded Orc 2: 0/25 Dead
Orc Warlord: 53/83
Goblin: 0/7 Dead
Wolf: 0/11 Dead[/SBLOCK]

Not much change on the map. Party is up
 

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Azurewraith

Explorer
Gormok pauses for a brief moment in the chaos of the battlefield in order to consult with his ancestors who fulfil his request, the man enters a trance like state as he rushes towards the warchief, blocked by a smaller orc Gormok decides to remove form his path, hefting the loaned staff in both hands he attempts to crush the orcs skull.
OOC: Move up to orc 6
Bonus action rage.
If the attack hits orc 6 has disadvantage on attacks on anyone other than Gormok and the target gains resistance to that attack.


[roll0]
[roll1]
 

TallIan

Explorer
Thateous' arrows pierces the warchief. Gormok charges at the last two defenders and strikes him with the borrowed staff.

Under the continued onslaught of the group the last two orcs are taken care of. Leaving the camp strangely quite.

The escaping prisoners, having jumped the gate lose direction and start to gather in a group about 30 yards from the fence of the camp.

GM: I think its safe to say that the next two or three rounds of combat will finish off the orcs and not result in any significant cost to the party.
 



Yavathol

Explorer

"Well that went a lot better than last time!" Ilvellios smiled back at the group, then nodded at the half orc. "Well met indeed! I am Ilvellios."

He moved over to the second cage and started working on the lock. "You are all free, as soon as we get these released. Suggest you look around in camp for some weapons and coin."
OOC:


[sblock]Ilvellios hp 30/39 0 thp
Str +0(+2 Saves), Dex +4(+6 Saves), Con +4 (amulet of health), Int +0, Wis +2, Cha -1
Acrobatics +6, Survival +5, Stealth +6, Insight +5, Perception +5
AC 17
Inspiration yes
Ki: 2/4
HD: 0/4
Quarterstaff +6, 1d8+4
Unarmed/Radiant Bolt +6, 1d4+4

http://www.enworld.org/forum/showth...otA-Campiagn&p=6897912&viewfull=1#post6897912
[/sblock]
 

KahlessNestor

Adventurer
Dessarin Valley
Afternoon
Round 0

With the orcs lying dead, Errol resheathed his magic rapier and put up his crossbow. He pulled out his dagger and cut the ropes on the cages to free the prisoners.

“We should get you all home before any more orcs show up,” he said. He looked around at the others. With the loss of their druid, they didn’t really have anyone to heal up the injured. “Let’s not linger here.”

[sblock=Actions]
Move:
Action:
Bonus Action:
Action Surge:
Reaction:
Free Object Interaction:
Conditions:
[/sblock]

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

Azurewraith

Explorer
Gormok applies a bear hug to Ilvellios "Gormok, of the mountain"

Gormoks attention seems to be short lived as he heads off looking around the camp for this gear.
OOC: Gormok is human BTW
 

TallIan

Explorer
The prisoners head directly to one of the tents that seems to be used as a store. It is filled with store-able food - salted meat, sacks of grain, cheese. They start to stuff themselves with things that require no preparation, but it doesn't take long before someone starts cooking a meal, just a simple broth, but the sense of urgency to leave seems lost on them.

Gormok heads to another tent where he can find a selection of weapons, armour and other supplies that an marching army would find useful.

It takes about half and hour to search the camp. Most of the tents turns up very little, they all show signs of use, but are mostly empty for now. You manage to find a few stashes of coin - a mixture of copper and silver mostly - totaling 167GP in value.

Two of the tents stand out. The huge one in the center and another one nearby that has a large skull of some strange creature over the doorway and strange writing all over the tent walls and across the doorway in the dirt. Strangely, there is a ring of grass still growing around it

[SBLOCK=Gormol]
Gormoks time in captivity has revealed some useful information.

This camp consists of two tribes of orcs held together by the strength of a stone giant leading them. The stone giant's banner is
16502581844_356703bea6.jpg
and he seems keen to link up with another group in the area.[/SBLOCK]
 

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