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1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (10) + 2 = 12
The bugbears still having not moved, are caught in the blast of Amber's fire. One bugbear ducks to avoid the flames.
Bugbear 1 (5 damage)
Bugbear 2 (3 damage)
Bugbear 3 (5 damage)
One of the Bugbears moves to attack Amber 1d20 + 4 ⇒ (15) + 4 = 192d8 + 2 ⇒ (2, 4) + 2 = 8
One bugbear is cowed by J.G. mien.
The other moves to attack drakr who is holding Iarno hostage. 1d20 + 4 ⇒ (3) + 4 = 72d8 + 2 ⇒ (1, 8) + 2 = 11
You all may go...

Amber the Righthanded |

"Ungh! You debased dog. Take that!" Amber cries out as he strike at the bugbear with his glowing blue hand.
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spell Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Adv if they are wearing metal armour: 1d20 + 4 ⇒ (19) + 4 = 23
Lightning Damage: 1d8 ⇒ 8

Drakr |

AC 16, no shield
Drakr draws his Warhammer and swings at the Bugbear that attacked him.
Warhammer : 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

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Sorry extremely busy tonight, and tomorrow. This will be a quick one.
Amber misses
Jelly Gelly misses
Drakr misses
Anders hits (15 damage)
Sahil hits the same one (dead)
The bugbears converge on Anders and Sahil
attack on anders 1d20 + 4 ⇒ (12) + 4 = 162d8 + 2 ⇒ (5, 2) + 2 = 9
attack on Sahil 1d20 + 4 ⇒ (11) + 4 = 152d8 + 2 ⇒ (1, 2) + 2 = 5

Amber the Righthanded |

EDIT: Whoops, I read Anders as Amber.
Amber attempts another
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spell Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Adv if they are wearing metal armour: 1d20 + 4 ⇒ (10) + 4 = 14
Lightning Damage: 1d8 ⇒ 8

Anders Buckman |

Round 2, Savage Attacker
Anders returns the attack on the one on him, or if dead, the remaining one.
GA Att: 1d20 + 5 ⇒ (16) + 5 = 21
GA Dam: 1d12 + 3 ⇒ (10) + 3 = 13
GA Dam Sav Att: 1d12 + 3 ⇒ (7) + 3 = 10

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Jelly swings and hits. (12 damage)
Amber misses only lightly tickling the bugbears fur.
Sahil shoots missing his first bolt but firmly planting the second. (9 damage)
Anders swings and attacks (25 damage)
The one on Anders 1d20 + 4 ⇒ (17) + 4 = 212d8 + 2 ⇒ (5, 2) + 2 = 9
The one on Sahil 1d20 + 4 ⇒ (7) + 4 = 112d8 + 2 ⇒ (5, 2) + 2 = 9
Sorry I'd like to be more descriptive, I think I need to trim down my games. I apologize and will do better starting with the next post and would appreciate the same.

Amber the Righthanded |

Amber tries again with the cantrip
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spell Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 ⇒ 2

Drakr |

Round 3Anders withdraws, bleedin profusely from multiple gashes on his arms and a severe head wound.
I...need...healing...
backtracked a bit and at the last mention of healing potions we had 5. Enough for everyone to hold one.
" Drink your potion! " Drakr exclaims as he puts himself between Anders and the bugbears and takes another swing with his Warhammer.
Attack : 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
The swing is a little wild and he almost drops it.

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With a clubbing blow Jelly Gelly drops another bugbear. The solid crack on the skull releases a sigh of relief from a bleeding Anders.
Sahil unloads two more bolts on the bugbear, the first shot wide. The second finds its mark in the massive furry humanoids shoulder. (18 damage). Ambers hand crackles with energy once again only to miss again, getting closer the bugbears fur stands on end.
Drakr is a bit distracted from his bleeding ally to make a connection with his weapon and the foe he faces.
The bugbear grips his weapon tight and swings for Sahil's face.
1d20 + 4 ⇒ (3) + 4 = 72d8 + 2 ⇒ (3, 2) + 2 = 7

Drakr |

Drakr tries to focus and brings his hammer around for a backhand swing at the bugbears knees.
Attack : 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
I'll go for non lethal damage here as well. I'd like to take one of these guys prisoner to question them about Gundren's whereabouts.

Drakr |

Excellent!
Drakr drops his hammer as the bugbear falls and kneels down quickly to tie him up while the others search the room he searches the bugbear and waits for him to come around.
" Where is Gundren Rockseeker!? The dwarf who was captured by goblins on the triboar trail! " He says as soon as the bugbear regains consciousness.

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there are probably more redbrands in this hideout
One last room to explore, I'll go to the back door, you all go to the front. I need at least 60 seconds and as soon as you all open the door, I open the door. If you want to stick together well okay, but I want to catch them off guard from both ends
assuming they okay it, I walk around the back, ready to open the door as soon as I hear the front door open or hear my teammates go in. If not, then I just walk up to the front door. I do however wait till my teammates are done searching the room before I move.

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The bugbear is tight-lipped, Either you kill me or the Black Spider will, at least with you lot the death will be quick.
Will need a charisma (intimidation) check.
There is a belt pouch containing 33 sp and an eye patch made of black leather set with semiprecious stones (50 gp). There is also an iron key.

Amber the Righthanded |

Amber will aid Drakr with the Cha check.
Cha (intimidation) check: 1d20 - 1 ⇒ (2) - 1 = 1
I guess I'm not that helpful.
"I'd like to see you thrown off the ledge nearby. There's some cruel justice in having you starve to death with some broken bones at the bottom of a ravine. But, luckily for you, dwarves have more honour than that."

Drakr |

Aiding or using the help action gives advantage with no roll now. So if DaWay allows me to roll with advantage:
Intimidate : 1d20 + 2 ⇒ (8) + 2 = 10
Advantage : 1d20 + 2 ⇒ (17) + 2 = 19
" But we can still make things uncomfortable for you, letting you rot away in a cell somewhere for the rest of your days! "
If he's not cooperative I simply leave him there tied up for later. Heading with the group to the next room.
" Alright Jelly, I'll head through the front door. Wait maybe we should rest first, or you should drink a potion Anders. You don't look so good and these Redbrands are fairly skilled. "
If the group decides not to rest which is what I'm expecting... After all it doesn't make sense to spend an hour patching ourselves up here as the remaining Redbrands would be sure to discover us during the rest.
Drakr takes out his own potion and quaffs it.
Potion: 2d4 + 2 ⇒ (1, 3) + 2 = 6

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Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped.
Four though-looking human warriors wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.
They get up looking for their weapons, obviously inebriated.
Amber I would allow the aiding but you cannot aid yourself. So I am taking the first roll and giving you guys the surprise round on the four redbrands.

Drakr |

" Raagh! " Drakr races in towing his bound prisoner waving his hammer threateningly.
If I can make it to melee range I'll take a swipe at a Redbrand.
Atk : 1d20 + 4 ⇒ (10) + 4 = 14
Dmg: 1d8 + 2 ⇒ (3) + 2 = 5
AC: 16 (No Shield)

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Jelly Gelly rushes in on the Redbrands, swinging his new sword in a wide arc, narrowly missing the ruffian as he ducks down to pick up his short sword.
Sahil shoots at another Redbrand, his first shot a bit wide. The man watches the bolt soar and then lodge itself into the opposite wall. He turns a wide grin on his face at his easy prey only to catch the following bolt clipping his neck, narrowly missing the coratid artery. (9 damage)
Drakr rushes in, brandishing his hammer, swinging at the tall man. Drakr bring his hammer crashing down, the Redbrand steps out of the way, and Drakr cracks the stone tile where the man was standing.
Initiative Order
amber: 1d20 + 2 ⇒ (11) + 2 = 13
anders: 1d20 + 2 ⇒ (17) + 2 = 19
drakr: 1d20 - 1 ⇒ (12) - 1 = 11
JG: 1d20 + 1 ⇒ (14) + 1 = 15
Sahil: 1d20 + 3 ⇒ (12) + 3 = 15
redbrands: 1d20 + 2 ⇒ (14) + 2 = 16
Anders you're up!

Amber the Righthanded |

Amber conjures a Firebolt to finish off Sahil's victim.
Spell Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Fire Damage: 1d10 ⇒ 10
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
I can only hope the ruffian found that a little bit scary.

Drakr |

Fear our terrible rolls!!!
Drakr swings again aiming low for a Redbrands knees.
Atk : 1d20 + 4 ⇒ (6) + 4 = 10
Dmg: 1d8 + 2 ⇒ (3) + 2 = 5
AC: 16 (no Shield)

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enemy actually goes before me, but I'll go ahead and make my attack.
I swing again with my sword at the same one hit: 6 + 1d20 ⇒ 6 + (10) = 16
dmg: 1d8 + 4 ⇒ (7) + 4 = 11

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argh, lost the post for the third time
redbrand 1 9 damage
redbrand 2 11 damage
redbrand 3 7 damage
redbrand 4
attacks
on drakr 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (4) + 2 = 6
on jelly gelly 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (2) + 2 = 4
on anders 1d20 + 4 ⇒ (13) + 4 = 171d6 + 2 ⇒ (1) + 2 = 3
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (4) + 2 = 6
on sahil 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (2) + 2 = 4

Amber the Righthanded |

Amber evokes another Firebolt, concentrating a little more on his aim this time. Perhaps not enough though...
Spell Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Fire Damage: 1d10 ⇒ 5
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

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round 2 the redbrands go before me, but so as not to hold things up, I post my actions. Sahil, they do go before you, but so as not to hold things up, you might want to do round 2 actions as well, as this is most likely the last battle of part 2.
I swing at the same one, but if he is dead, I move to the next unhurt/least hurt redbrand hit: 6 + 1d20 ⇒ 6 + (10) = 16
dmg: 1d8 + 4 ⇒ (2) + 4 = 6