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D&D 5E (IC) Scourge of Daggerford

Neurotic

I plan on living forever. Or die trying.
"Wide circle. Less chance of bein' notic'd." Dornuk nods and starts away from the camp and once in the woods goes toward the castle.
 

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KahlessNestor

Adventurer
Angis Honack
Harpshield Castle
Afternoon
Round 0

Angis nodded in agreement with whatever plan was made. He cast the spell to mask their movement through the wilderness and headed toward their assigned position to await the signal.

Stealth pass without trace: 1D20+14 = [8]+14 = 22

***

Mounted Crossbow: +6 2d6+Dex 100/400
Bolts: 55
Bolts used:

Marauding gnolls (Ardeep Forest, noble hunting party hostage)
Orcs in the north (Harpshield Castle)
Lizardfolk with steel weapons and armor (Rock Tower, Crom’s Hold)

Save:
Move:
Free Object Interaction:
Action:
Attack 1:

Attack 2:

Bonus Action:

Horde Breaker:

Reaction: Opportunity Attack

Hunter’s Mark, if applicable:
Concentration:
Conditions:
Inspiration:

Initiative: +1
Perception: +5
Speed: 30
AC: 14/15 (dual wield)
HP: 58/58 HD: 5/6d10+2

Bolts: 50
Bolts used:
Handaxes: 2/2

Spells
1) 4/4 Absorb Elements, Cure Wounds, Hunter’s Mark
2) 1/2 Pass Without Trace
Primal Awareness (cast each spell once per long rest): Speak with Animals, Beast Sense
4/4 Boon of the Elk. Can cast Knock four times (without the loud sound) as an Action. Until he uses the last one, non-good aligned Fey count among his Favoured Enemies.


Vairar - elven cleric
Tommi - human rogue urban bounty hunter
Dandin - halfling bard guild merchant
Angis Honack - dwarven ranger outlander merchant
Lionel - halfling rogue folk hero
Escella - Human sorcerer
 



FitzTheRuke

Legend
After much discussion and several misunderstandings, the Daggerfordians banged a plan into shape; Angis took Dornuk and Vairar south and worked their way as close to the camp as possible, while Escella, Tommi, and Lionel found a hidden spot between the camp and the castle. The signal to attack was this: They would wait until one of the two would-be orc leaders won their muddy-and-bloody conflict - then, the "heavy" group would attack on foot, while the "stealth" group would pick off runners and stragglers from range. It was made clear that a priority was to not allow any orc to escape to warn the castle. In addition, it was decided, nothing too loud nor too flashy should be used, lest the castle's lazy watchers noticed such things.

The early parts of the plan went well. Angis led his group until they were close to the camp on the south-east, behind a large boulder. They had worked their way there as quickly as possible, and the two combatants had stubbornly refused to yield during that time. Still, they did not have to wait long. One big scarred orc managed to flip the other around, and even while taking elbow-strikes to his abdomen, he choked the other out. Cheers erupted from the crowd as one orc stood triumphant; his opponent at his feet.

"Time t'get dis done." whispered Dornuk, as if it hadn't been obvious to the others near him.

OOC: The orcs will be surprised. I will return ASAP with the maps & round one launch. Escella, Tommi, and Lionel can be up the trees (as high as 40 feet) if they like, or they can be on the ground beneath the tree hiding in the underbrush. You pick. It's up to each player.
 


FitzTheRuke

Legend
GM: Encounter: Doughty Daggerfordians vs Jagged Scythe Orcs
JSOrcCampN1.jpg

(General Features) Difficult Terrain: Trees, Rocks, Mud; Visibility: Bright Light (Day); Hazards: Fortification Spikes
JSOrcCampS1.jpg

(General Features) Difficult Terrain: Trees, Rocks, Mud; Visibility: Bright Light (Day); Hazards: Fortification Spikes
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Angis AC14(15) HP 58/58 HD 5/6 PP15* SS 1/4 0/2
Dornuk AC18* HP 71/71 PP14* MA 3/3 BM 3/3 S.dc15
Escella AC14 HP 33/33 HD 4/6 PP18 SS 2/4 1/3 1/2 SP 5/5
Lionel AC16 HP 51/51 HD 6/6 PP14
Tommi AC14 HP 39/39 HD 6/6 PP17
Vairar AC18*(20*) HP 45/45 HD 5/6 PP13* SS 1/4 2/3 2/3
(NPCs)
Oh-Six AC13(18) HP 22/22 PP15(20)* Shock+5,1d8; SS 3/3 fly60'
Name * AC * HP * PP * (Notes)
(BGs)
OrcBlades AC16 HP60ea PP13*
-Winner 27/60; Loser 0/60 (unconscious);
OrcEye AC16 HP 45ea
-Eye1 45/45; Eye2 45/45
OrcBRider AC13 HP32ea PP10*
- OBR1 32/32; OBR2 32/32
Orogs AC16 HP42ea PP10*
-Orog1 42/42 (dead) Orog2 42/42
OrcArchers AC13 HP16ea PP11*
-OA1 16/16; OA2 16/16; OA3 16/16; OA4 16/16;
Orcs AC13 HP15ea PP10*
-O1 15/15; O2 15/15; O3 15/15;
-O4 15/15; O5 15/15; O6 15/15;
-O7 15/15; O8 15/15; O9 15/15;
GM: Begin Round One

OOC: Big Squares on the map are 15-foot squares. Little ones are 5-foot ones.
 

FitzTheRuke

Legend
OOC: For full transparency, just to keep things easier, you must roll a dc12 strength save to get through the trench spikes, or you get caught up in them (movement reduced to 0; 1d6 damage, repeat as an action to escape). Alternately, a dc18 athletics check can vault over them (failure gets you caught up as above), or they can be attacked to make a hole (AC12; 10 HP per 5-foot section). None of this is quiet.

There's a weak point at AN71 where rain caused the spikes to slide into the mud. It's a safe way through, though difficult terrain.
 



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