5e Middle Earth Adventures (Inactive)

Game Master Therenger

Guide – Thorgrim
Scout – Doderic
Hunter – Cereidh
Look-out - Hobwise

Eastern Eriador Maps
Loot Tracker

THE HUNT: +11
THE VEIL: -3


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With the most basic of plans in place, Hobwise slips off into the dark of night once again. Almost immediately the hobbit is lost to the sight of his companions as he hurries to track or intercept the band of orcs.

While the hobbit moves quickly and quietly alone, the rest of the fellowship does its best to follow. Thorgrim is able to forge a reasonable trail along the dark path avoiding the worst of the gopher holes, seeps, and tangles of thorns.

Waiting on Stealth rolls from Wulfgith and Doderic.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Stealth: 1d20 + 3 ⇒ (20) + 3 = 23
Wow... wasn't expecting that.

At first Wulfgith didn't thing this was the best idea for her. After all she normally came into the fray on horseback. However it seem became easy to see that she was more natural to this than expected.


The Valar smile upon their chosen ones this night, as thin fog moves in shrouding the Rohirrim and her mount along with Ingold, Thorgrim, Tomas, and Doderick. Although being this close to the Barrow Downs one can't help but wonder if the omen is truly good or ill. But for now, the Fellowship takes advantage of the unexpected boon. Combined with Thorgrim's sure guidance, aided by the occasional telltale sign from Hobwise, the Fellowship is able to set a reasonable, ground eating pace. All the while hoping that the hobbit is able to stay close enough to their quarry that he won't lose them in the fog.

As the moon slips further toward the western horizon, Tomas softly calls to Thorgrim and the others. His finger pointing toward a distant spire of rock to the southeast.

"There is where the trail turns west." He says softly, taking care to not let his voice carry. "Past the spire it is only an hour's quick walk to the valley where the goods were kept."

Hobwise:
Your tailing of the orcs goes without a hitch until the fog moves in. While providing a bit of extra cover, it also hampers your ability to keep the quarry in sight forcing you to move closer. This creates a moment of tension when one of the trailing orcs suddenly stops sniffing the air. He pauses for several seconds his head casting back and forth. You catch the glimmer of moonlight on his black eyes as he peers in your direction. But then there's a gruff shout from the front of the pack and with a cursing retort the orc turns and begins loping after the others.

As you follow, you see a large spire of rock jutting up from the plain. Not large enough for a fortification, but an easy landmark out on these rolling hills. You trail the orc pack a bit longer until you're certain. They are definitely heading for that spire.

DM Rolls:

WIS(Perception): 1d20 + 5 ⇒ (16) + 5 = 21
WIS(Perception): 1d20 + 5 ⇒ (8) + 5 = 13


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

As the company was not discovered, and the goal of the orcs is in sight, there is no longer need for him to scout ahead. Hobwise waits for the rest of the group to catch up with him.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

1) Do any of us get an idea of how many orcs there are? 2) So the orcs are definitely traveling in a different direction than the one we want to go? 3) Anyone else in the party wanna smash some orcs just for orcs' sake? =)


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Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Option 3 sounds good to me (assuming we can catch up to them), especially if they have fresh fish. Then we could attack the orcs just for the Halibut.


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

Let's hunt some orc!


Just to clarify, the orcs are heading for the spire. You are heading for the spire before you turn west. Same direction. No need to divert for your orc hunt. :)


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Then, lets do this thing! XD

Take one orcs! What could go wrong?! Lol


With the return of Hobwise and the certainty that the orcs are making for the spire, the chase in truly on. Thorgrim leads the Fellowship across the dark plain concentrating on avoiding any hazards and finding a route that will be sure to intercept the quarry.

The great pillar of rock looms closer and closer. Soon enough the destination nears. With Thorgrim focused on managing the trail, Hobwise keeping an eye on the orcs, and Wulfgith insuring everyone stays out of sight, Ingold begins to cast about looking for a good place to set the ambush.

Ingold: I will assume you are taking on the Scout role since we haven't heard from Doderic for a while. So...WIS(Survival) to try and find a suitable location. No specific DC, I'll provide benefits, or challenges, based on the roll.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

No problem.

Survival: 1d20 + 7 ⇒ (6) + 7 = 13

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

Should we start with bows at extreme range and make them come to us, or look for a chokepoint and go melee?


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

It's night, most of the company cannot see in the dark. What if we try to get them to pursue us and then ambush a smaller group, then go in after the rest.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

The PEZ technique! One of the best!


You arrive at the spire which is really nothing more than an simple finger of weather worn rock jutting up from the plain. Ingold looks for a good ambush site, but nothing ideal shows itself. Finally, after a bit more scouting around, he finds a shallow, four foot deep, gully lined by several dense patches of brush. It isn't much, but if the orcs could be drawn into the low spot, you'd have a little cover and the high ground. There's a good sized overhang midway up the dry wash that looks to have been used as a camp previously by some travelers. Such a spot might be prefect for orcs looking to spend the coming day tucked in the shade away from the sun.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

I too agree with the smaller groups at a time. Because we can't see without light! XD

Maybe get one of their small patrols shot with arrows to pull them in like suggested?


Tactical Situation: There are a total of 12 orcs moving in a fairly tight group (about a 5' space between each, so a 60' spread from front to the rear guard) toward the rock spire. The spire is 100' high and 30' wide at the base. It is hard stone, climbable (DC20), but with no ledges big enough to stand or sit on. The gully starts 50' west of the spire and runs for 600' east to west. Average height of the 'wall' on each side is 4' with dry brush, and grass at the edge and scattered in the gully itself. There are no side channels. The sides are climbable and considered 5' of difficult terrain. (No climb check needed.) The earliest stage of dawn is about two hours away, and the moon has set. Anyone who does not have dark or low light vision will be at Disadvantage.

To draw a small group away, I need to know how far you want them to chase. If more than 120' then there will be a chase type roll to see how much they close or if anyone (friend or foe) needs to avoid an obstacle. To initiate the chase will require some RP on how you do it and a CHA(Deception) check while the others make DEX(Stealth) check to hide and avoid detection by the pursuers. I will roll randomly to see how many are drawn off based on the Deception roll. Beating a DC20 will get a d2+1, DC15, d4+1, DC10 or less will be a d6+1.

Be sure to describe your position related to other characters and the gully if you decide to use that as your ambush spot.


The fellowship settles in not for from the spire and the gully to wait for the orc band to arrive. About a half bell later, as expected the orc band comes stalking in and takes refuge under the deepest part of the natural alcove in the ravine. They set no fire and rarely speak except an occasional growling command from the biggest one of the bunch. A burly orc with a barrel chest and long oily black hair pulled back into a topknot. A necklace of what appear to be dried ears and hands hangs loosely from his thick neck. Despite the night long run, and the heavy orc armor, the creature doesn't seem fatigued at all as he makes a quick survey around the hideout.

Slowly the dark of night starts to give way to the purple morning twilight of the coming day. As the stars start to disappear, a dust covered Cereidh suddenly reappears moving up the trail. Her long strides quickly covering ground. It's obvious that her elven eyes and senses tracked her companions much better than the orcs for she quietly slips into place near Thorgrim and Wulfgith giving them a grin.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Ingold readies his bow silently and waits for the more experienced warriors to make the call.


Sorry, I thought I had described the overhang in the ooc above but I didn't. I only had it mentioned in the RP post. "a good sized overhang midway up the dry wash that looks to have been used as a camp"

The overhang is halfway down the gully, so approximately 280' from both ends. It is about 40' long, between 10' and 20' deep, and 4' to 6' high in most places. (Yes, they had to duck or crouch in and out.) Arrows from the opposite side of the gully (north and a 40' distance at this point.) can reach those resting or on guard near the edge of the overhang. Same goes for anyone shooting from either end (east or west) But the depth and shade in the deepest parts (daylight into deep shadow) make it impossible to reach anyone who might be back against the wall in the center. It is not a totally exposed position, which is why they selected it.


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

"It turns out that these orcs have done much of my tracking for me," Cereidh says very quietly, scanning over her companions quickly, and as quickly satisfied that everyone is still in one piece.


After taking time to plan your assault upon the orc camp, you and your companions slip forward into position. The night fog quickly dissipates with the rising sun and soon enough it is turning out to be another bright sunny day.

Approaching the overhang everyone quickly spots the two guards sitting nearest the front of the opening. One to the east, one on the western end. Both peer into the mid morning sunlight, but obviously struggle as they constantly blink against the bright rays of their ancient nemesis. Watching for a few more moments, it is clear they have no sense of the fellowship's presence.

WIS(Perception) DC14:
You make out a half dozen shapes haphazardly laying on the ground under the overhang but close enough to the light for you to see. They all appear to be sleeping as the sound of snoring is quite evident as the sound travels across the quiet morning air.

DM Rolls:

Guard 1 Perception: 1d20 + 6 ⇒ (6) + 6 = 12
DIS Guard 1 Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Guard 2 Perception: 1d20 + 6 ⇒ (11) + 6 = 17
DIS Guard 2 Perception: 1d20 + 6 ⇒ (3) + 6 = 9

You have a Surprise round. Party is up!


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Ingold's Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Indicating silently that he will target the lookout on the left, Ingold draws his bow and waits for the signal to engage, firing at the orc when the battle leader decides it is time.

Opening shot:

Shortbow Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Shortbow Attack Advantage/unseen attacker: 1d20 + 8 ⇒ (15) + 8 = 23
Shortbow Piercing Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Cereidh looks sidelong at Ingold, drawing her bow and aiming at a body in the center of the cluster of orcs, also waiting on a signal to start the carnage.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

Perception!: 1d20 + 6 ⇒ (7) + 6 = 13

Thorgrim only has eyes for the sentries as he skulks his way around to the flank.

He gives the ground a once-over, gauging the distance.

DM, can I move ahead and get an attack?


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Hobwise gets into position with Wulfgith. There is a strange pause to the action, and the hobbit wonders if the plan was laid out too hastily. A signal is needed so that the company can coordinate this surprise attack.

From behind the great stone monolith where the view of the orc sentries is blocked, he takes an arrow and wraps it in cloth, sets it to fire and shoots it high into the air. Then, as quickly as he can while Ingold and Cereidh fire their opening volley, he hustles back to position and draws his broadsword.

When the arrows fly he leaps forth from his spot around the rock face and stabs at the sentry.

Attack w/advantage: 1d20 + 7 ⇒ (3) + 7 = 101d20 + 7 ⇒ (15) + 7 = 22
Damage+Sneak Attack: 1d8 + 4 + 4d6 ⇒ (6) + 4 + (6, 6, 4, 4) = 30


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Bregghar Attack 1: 1d20 + 10 ⇒ (7) + 10 = 17
Bregghar Damage 2: 1d8 + 4 ⇒ (4) + 4 = 8

Bregghar Attack 2: 1d20 + 10 ⇒ (16) + 10 = 26
Bregghar Damage 2: 1d8 + 4 ⇒ (5) + 4 = 9


Treasure hunter 6/Warden 1 HP:52/52 | AC:19 | Saves: Str: -1, Dex: +8, Con: +2, Int: +5, Wis: +3, Cha: +4| Init: +5| PP: 16

Doderic moves with Hobwise, finding that working with another hobbit is quite more enjoyable than a human or elf. For one, they don't move so recklessly as a human, or as swift and silent as an elf. And its much easier to know what they are thinking. Even if Hobwise seemed more aggresive than most hobbits. Doderic wasn't one to judge though! After all, here he was, an adventuring hobbit mildly renowned as a magician due to his dexterous tricks and fireworks.

He moves to strike the orc Hobwise does not.

attack adv: 1d20 + 8 ⇒ (13) + 8 = 21
attack adv: 1d20 + 8 ⇒ (16) + 8 = 24

damage: 1d8 + 5 + 3d6 ⇒ (5) + 5 + (2, 3, 6) = 21


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Wulfgith joined aside Cereidh and Ingold raining arrows down.

Attack 1: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Attack 2: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Thorgrim: I'm assuming you moved to within one round striking distant. The enemy Perception rolls were bad enough, that this should not have been a problem, so yes, you can move and attack during the surprise round.


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

The way it's playing out, Wulfgith is staying back with the archers, Doderic is with Thorgrim on one side, and Hobwise is by himself on the other. :-\


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

I forgot the plan and in my haste to post I didn't do my do diligence, that was my bad! GM ignore the first post please, use this one!

Wulfgith waited beside Hobwise and moved when the arrows rained down upon the orcs.

Longsword attack: 1d20 + 3 ⇒ (3) + 3 = 6
Advantage: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 ⇒ 3


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

I coulda taken 'em! ;)

Any chance of getting a tactical map for this encounter? It might be good to just throw up a grid slide we can re-use. I'm seeing where they are getting smart and making them modular now.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice
Hobwise Hornblower wrote:
The way it's playing out, Wulfgith is staying back with the archers, Doderic is with Thorgrim on one side, and Hobwise is by himself on the other. :-\

Doderic seems so gosh darn happy to be fighting next to another Hobbit, I'd hate to take that away from him. ^_^

Thorgrim needed no warcry to open the blood-letting. Though not a stealthy person himself, he saw no reason to give the enemy more warning. The screams of their dying sentries will provide opening music enough.

Then he'll probably start screaming.

Attack 1!: 1d20 + 10 ⇒ (13) + 10 = 23
Attack 1 Advantage!: 1d20 + 10 ⇒ (1) + 10 = 11
Damage1!: 2d6 + 7 ⇒ (6, 2) + 7 = 15
Damage1 reroll!: 1d6 ⇒ 1 ._.

Attack 12: 1d20 + 10 ⇒ (3) + 10 = 13
Attack 2 Advantage!: 1d20 + 10 ⇒ (11) + 10 = 21
Damage2!: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Damage1 reroll!: 1d6 ⇒ 2 = 15


The peace of the late morning breaks as a fiery arrow shoots into the sky trailing smoke and signaling the opening volleys of the attack upon the orc band. In the west, Ingold pulls back and releases a feathered shaft that strikes the sentry at the end of the hidden camp. Following the Dunedain, Cereidh and Breggar quickly strike with two more feathered shafts the pierce the sentry in shoulder and leg. The barrage of arrows is quickly followed by Thorgrim's charging form as the Beorning bursts forth from the nearby brush wielding his mighty blade like the warriors of ancient days. With his first swing he shears the sentries arm off and then puts an end to the creature with a back swing that cuts across the orc's chest spilling its innards into the warming sands of the gully.

In the east, Hobwise and Doderic close on the sentry posted at that end. The bleary eyed creature doesn't see the short, silent death that comes leaping from the rocks. Hobwise sinks his blade deep into the orc's side, twisting as he draws the blade back. The orc screams in surprise and pain as it turns toward the sudden danger. Only it turns into the gleaming blade of Wulfgith as she joins the attack. Sunlight glimmers upon her steel as it slices a deep wound across the sentries leg. This allows Doderic to slip past the sentry and a little deeper into the sheltered camp.

There the hobbit slams his short blades deep into the stomach of one of the sleeping orcs, causing it to grunt and the awaken with a scream.

"Wake! Wake you fools! We're under attack!" Growls a burly voice from the darkest shadows of the overhang. "Wake and fight!"

The west sentry is dead. On the western end of the camp, Thorgrim can see three other orcs near him under the overhang and rising from the ground.

The east sentry is badly wounded and engaged with Hobwise and Wulfgith. Doderic is under the east end of the overhang where three orcs are getting to their feet. The one he stabbed is still on the ground.

End of Surprise Round. Party is up.

DM Rolls:

Orc Sentry 1: 0/50 HP
Orc Sentry 2: 17/50 HP
Orc Warrior 1: 19/40 HP
Orc Warrior 2: 40/40 HP
Orc Warrior 3: 40/40 HP
Orc Warrior 4: 40/40 HP
Orc Warrior 5: 40/40 HP
Orc Warrior 6: 40/40 HP
Orc Vicious Warrior 1: 60/60 HP
Orc Vicious Warrior 2: 60/60 HP
Orc Vicious Warrior 3: 60/60 HP
Orc Captain: 80/80 HP


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Cereidh shoots into one of the orcs near Doderic.

Bregghar Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Bregghar Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Bregghar Attack v2: 1d20 + 10 ⇒ (17) + 10 = 27
Bregghar Damage v2: 1d8 + 4 ⇒ (4) + 4 = 8


Treasure hunter 6/Warden 1 HP:52/52 | AC:19 | Saves: Str: -1, Dex: +8, Con: +2, Int: +5, Wis: +3, Cha: +4| Init: +5| PP: 16

Doderic's eyes widen for a moment as the orc he had stabbed goes to get up. Quickly he shakes himself out of it before giving him another good overhead and panicked thwack with his pan sword before making a hasty retreat to his other allies while shouting.
Oh dear oh dear oh dear oh dear

attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d8 + 5 ⇒ (7) + 5 = 12

bonus action and move to dash back to the others. If need be, bonus action to disengage.


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

Assuming Doderic and Cereidh finished off Sentry 2.

Hobwise does not have time to concern himself with Doderic's action. The fellow hobbit's first taste of terror, perhaps. His own initiation seemed so long ago now...

The mighty Thorgrim hews through the far sentry. The plan seems to be working, but these are not the orcs of the High Pass, which fell in droves to the company's blades.

"Let's send these foul creatures back to hell!"

As the sentry falls, Hobwise lunges deeper into the nest, plunging his sword into the belly of the next orc while close enough to smell the stench of its vile skin.

Small folk to enter the space of Orc Warrior 2.

Broadsword w/advantage: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (7) + 7 = 14
Crit Damage + Sneak Attack: 2d8 + 4 + 8d6 ⇒ (6, 5) + 4 + (2, 5, 5, 5, 3, 2, 2, 3) = 42

AOO:
Broadsword w/advantage: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (3) + 7 = 10
Damage + Sneak Attack: 1d8 + 4 + 4d6 ⇒ (6) + 4 + (5, 6, 6, 4) = 31

I recommend we don't wait to use all special abilities. Warden's gift, etc., is a lot more useful early than late.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Ingold fires again, this time at orc Cereidh just shot, then scans the battle scene before him, carefully looking for any hidden enemies or other unexpected risks that might endanger his companions. Creeping forward, Ingold tries to keep his companions within the range of a quick dash so he can come to their aid if they become seriously injured.

Shortbow Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Shortbow Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

The Hobbit Force has already cut through their flank and is hewing into the orc body, while arrows rain down to deadly effect. This was the kind of fight Thorgrim liked.

Seeing the trio sluggishly trying to get to their feet, Thorgrim wades into the group, swinging Noctocide into a whirling storm of steel and blood.

Attack 1!: 1d20 + 10 ⇒ (19) + 10 = 29
Attack 1 Advantage!: 1d20 + 10 ⇒ (9) + 10 = 19
Damage1!: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Damage1 reroll!: 1d6 ⇒ 2 ._.

Attack 2: 1d20 + 10 ⇒ (8) + 10 = 18
Attack 2 Advantage!: 1d20 + 10 ⇒ (15) + 10 = 25
Damage2!: 2d6 + 7 ⇒ (5, 3) + 7 = 15


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Seeing Hobwise run off when Doderic was having so much trouble made her sigh. True the other hobbit did have Thorgrim to aid him, doesn't mean he couldn't use an extra had.

"Doderic, deep breath, and have faith in your allies." Wulfgith called to him.

Doderic, have a Warden's gift! d8 to whatever roll you want to use it for!

Then she moved up with Hobwise to slash at the next orc.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No
Wulfgith daughter of Wulf wrote:
Seeing Hobwise run off when Doderic was having so much trouble made her sigh. True the other hobbit did have Thorgrim to aid him, doesn't mean he couldn't use an extra had.

Wulfgith, I am consistently confused with your interpretations of the narrative.

Doderic, I see you don't have Small Folk, but you can still get Advantage=Sneak Attack if you engage an enemy that is already in melee. Between the two of us, we may even take down the larger orcs in a single round if we work together.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Didn't Doderic get three orcs around him? And he's in the group with him and Thorgrim, and Wulfgith and Hobwise are in a group. Did I get that wrong?


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

Hobwise advanced, he didn't run off. It doesn't matter. It wasn't completely clear to me how Doderic got past us into the thick of it already.


Pivoting toward the other sentry from thier position across the gully, Cereidh and Ingold down the remaining sentry with another barrage of arrow fire. Under the overhang, Doderic slams his blade into the rising orc he just stabbed and then retreats out of the camp's edge. As one hobbit backs off, the other slips forward. Hobwise lashes out with his blade catching the rising orc perfectly across the back of the neck. With a squishy *snick* the orc's head pops from his shoulder and rolls off into the morning sunlight where its flesh withers under the bright daylight.

Following the two hobbits, Wulfgith sees the orc that Doderic struck still struggling to get to his feet. Quickly the Rohirrim runs him through with her blade insuring he is no longer a threat.

On the opposite end of the camp, Thorgrim Noctocide against the nearest rising foe. With two quick swings he opens terrible bleeding wounds upon the orc who tries to scramble away.

With four of their number already down and a fifth badly wounded, the orcs finally get to their feet and draw their weapons. The orc nearest to his recently decapitated comrade yelps and swings wildly at Hobwise. The luck of the Dark One flows through his veins for a moment, and the orcs curved blade catches the hobbit on the shoulder leaving a trail of blood.

Thorgrim faces two foes as the third orc continues to try and crawl away holding much of his entrails in his filthy hands. In the shadowed confines of the overhang, the orcs manage to find openings in the Beorning's defenses as it is harder for him to bring Noctocide around in time.

Great bellows erupt from the darkest recesses of the narrow cave and a brutish, vicious looking orc steps forward to engage Wulfgith. The Rohirrim parries the brutes blow in time and manages to fend off further attacks for the moment. In the meantime a black feather crossbow shaft whistles past Thorgrim. There's another twang and a second shaft flies the opposite direction toward the retreating Doderic. Somehow the hobbit manages to duck at just the right moment and the bolt whistles overhead.

Finally the big orc captain lurches forward brandishing a long spear. Using his fellows as cover he stabs the big black steel tipped weapon at Hobwise, but the hobbit easily eludes the attack.

Hobwise takes 7 points of damage from a sword hit. Thorgrim takes two hits, 5 and 5 points of damage. All other attacks miss.

Thorgrim is engaged with two orcs. Hobwise is engaged with one orc and the Captain who has a reach weapon. Wulfgith is engaged with one of the larger orcs. Doderic has retreated to the edge of the overhang. Ingold and Cereidh can only see the regular orcs engaged with Thorgrim and Hobwise. The others are still hidden by the dark shadows or blocked by their comrades. Party is up.

DM Rolls:

Orc Sentry 1: 0/50 HP
Orc Sentry 2: 0/50 HP
Orc Warrior 1: 0/40 HP
Orc Warrior 2: 0/40 HP
Orc Warrior 3: 40/40 HP
Orc Warrior 4: 3/40 HP
Orc Warrior 5: 40/40 HP
Orc Warrior 6: 40/40 HP
Orc Vicious Warrior 1: 60/60 HP
Orc Vicious Warrior 2: 60/60 HP
Orc Vicious Warrior 3: 60/60 HP
Orc Captain: 80/80 HP

Orc 3 vs Hobwise: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Orc 5 vs Thorgrim: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Orc 6 vs Thorgrim: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

V Warrior #1 vs Wulfgith: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

V Warrior #2 vs Thorgrim: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

V Warrior #1 vs Doderic: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Orc Captain vs Hobwise: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d10 + 4 ⇒ (5) + 4 = 9


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Ingold moves up a dozen paces behind Thorgrim and looks for a good shot at a wounded orc. He assesses the threats and continues to keep a sharp eye out for hidden enemies.

Shortbow Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Shortbow Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Oops, that was just a threatening-looking rock back there...


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

As one orc falls to his blade, another strikes Hobwise, a searing pain momentarily stunning the hobbit. He sees the battle for what it is; pawns of the Enemy flailing and snarling, yet unprepared for this tested band of heroes. The smell of blood, sweat, stinking flesh and rancid foodstuffs strikes his nose, and he shakes out of it, a mere blink of an eye passed to stupor.

And now the captain presents himself! Hobwise spins from the orc which cut him, his broadsword swinging in an arc. His body rotates along the extended shaft of the spear before the vile orc can react, and then the broadsword slashes into its black hide.

Disengage, move and small folk into the space of the captain.

Attack w/advantage: 1d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (11) + 7 = 18
Damage + Sneak Attack: 1d8 + 4 + 4d6 ⇒ (4) + 4 + (5, 2, 3, 1) = 19

AOO:
Attack w/advantage: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (3) + 7 = 10
Crit Damage + Sneak Attack: 2d8 + 4 + 8d6 ⇒ (4, 6) + 4 + (2, 1, 2, 2, 2, 2, 5, 2) = 32


Treasure hunter 6/Warden 1 HP:52/52 | AC:19 | Saves: Str: -1, Dex: +8, Con: +2, Int: +5, Wis: +3, Cha: +4| Init: +5| PP: 16

Doderic, realizing the others ran forward past him comes to a halt and lets out a huff before returning to the fight. At first, going to aid Thorgrim, but when he sees wulfgith threatened by a hulking brute veers to the side and comes up to catch the captain off guard just as he sees hobwise strike him.

Birds of a feather! Haha!

Taking advantage of the other two, he goes for a stab right in the middle of the orcs lower back.

attack adv: 1d20 + 8 ⇒ (13) + 8 = 21
attack adv: 1d20 + 8 ⇒ (14) + 8 = 22

damage: 1d8 + 5 + 3d6 ⇒ (4) + 5 + (6, 2, 2) = 19


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Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Cereidh shoots at the orc engaged with Thorgrim, nearest the archers.

Bregghar Attack x1: 1d20 + 10 ⇒ (9) + 10 = 19
Bregghar Damage x1: 1d8 + 4 ⇒ (6) + 4 = 10

Bregghar Attack x2: 1d20 + 10 ⇒ (14) + 10 = 24
Bregghar Damage x2: 1d8 + 4 ⇒ (1) + 4 = 5

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