D&D 5E (IC) Scourge of Daggerford

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I plan on living forever. Or die trying.
"As opposed to being pinned in the open?" Lunn grumbles
"Let's break the door inside before those from the outside come at us."

He waits until everyone is ready, already poised to strike the door with the axe. He actually takes a test swing, smashing the door with a good hit, just to test it.


the magical equivalent to the number zero
"Lemme go furst," Helgrim says with determination, already raising his shield to defend himself from the first incoming attacks and moving towards the door.

"With me, lad," he not-quite-orders Lunn to go with him on their assault further into the building, the old dwarf waiting for the sign that the doors will open, either by using the handle or by force.

OOC: Helgrim AC19 HP 50/58 HD 3/6 PP11* SDdc15 3/5d8 2W 1/1 AS 1/1


I plan on living forever. Or die trying.
Lunn looks at the dwarf sideways as he already said the same thing and he tested the door.
Still, having another shield brother, especially as hardy as dwarves tend to be, is good. He nods and starts on the door.

OOC: if they opened without force, than that, otherwise, start hacking


Lunn and Helgrim shoved open the inside doors, revealing Phylund Lodge's great hall. A long oak table had been dragged and flipped in front of the doors, with two gnoll pikemen ready behind the barricade. Two pillars supported the ceiling, where gnoll archers took cover, snarling eagerly.

The hall stank of smoke and wet animals. The walls were cracked and damp, with faded frescoes (where the plaster had’t fallen off the underlying brick). The smoky hall was dimly lit by a low burning, poorly tended fire in a huge fireplace. Several chairs were scattered here and there, some broken or upturned. Bones, dried skin, and pieces of rotting meat were scattered across the floor.

A brick staircase lead up the southern wall, where a large gnoll with a bone headdress came rushing down to join the other defenders.

GM: Encounter: Inside Phylund Lodge

(General Features) Difficult Terrain: Chairs; Visibility: Dim (Hearth); Cover: Table, Pillars
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
Escella AC14 HP 24/33 HD 3/6 PP18 SSdc13 3/4 1/3 2/2 SP 5/5 C:ER
Helgrim AC19 HP 50/58 HD 3/6 PP11* SDdc15 3/5d8 2W 1/1 AS 1/1
Lionel AC16 HP 49/51 HD 6/6 PP14
Lunn AC18* HP 60/71 HD 3/6 PP14* RGdc15 1/3 MA 3/3 BM 3/3
Tommi AC14 HP 33/39 HD 6/6 PP17
Vairar AC18*(20*) HP 45/45 HD 4/6 PP13* SSdc14 4/4 3/3 2/3
Oh-Six AC13(18) HP 22/22 HD 4/4 PP15(20)* SSdc13 1/3 fly60'
Grottur AC13 HP 16/19 PP13*
Name * AC * HP * PP * (Notes)
Gnoll Huntmaster AC15 HP 55/55 PP13*
Gnoll Archers AC13 HP 22ea PP13*
-GA2 22/22; GA4 17/22; B]GA5[/b] 22/22; B]GA6[/b] 22/22
Gnoll Pikemen AC13 HP 27ea PP12*
-GG1 27/27; GG2 27/27
GM: Begin Round One

(Escella should be on the other wall by the arrow slit. She was hoping to take potshots at the gnoll1 and gnoll3 from the prior encounter before the doors opened. That's why I posted attack rolls in message #3011.)


the magical equivalent to the number zero
Helgrim starts a battlecry, which almost seems to contain words at the start but certainly ends in just a loud scream, as the old dwarf charges into the room and jumps over the makeshift barrier like a nimble (and younger!) elf. In one swift motion, he swings his axe at the gnoll pikeman on his left, leaving a bloody gash on its arm.

"C'mere lad," the old warrior shouts back at Lunn, engaging the gnoll so the half-orc won't have any trouble from it.

OOC: Move into the room, Athletics check to get over the table to Z-34, then attack gnoll 2. Using a superiority die for the Maneuvering attack, which means Lunn can move half his speed as a reaction and does not provoke opportunity attacks from gnoll 2.

Athletics: 1D20+7 = [20]+7 = 27
Attack (battleaxe): 1D20+7 = [9]+7 = 16
for 1D8+6 = [5]+6 = 11 damage
Superiority die (adds to damage): 1D8 = [4] = 4

Maneuvering Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Helgrim AC19 HP 50/58 HD 3/6 PP11* SDdc15 2/5d8 2W 1/1 AS 1/1

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