
Coronei Amasartis |

Coronei seeks out a fellow arcanist in town. Someone prepared to discuss the sale of magical scrolls or other items within his budget.
He is hoping for the name of a mage either here or nearby that Coronei can use to add to his spellbook.

Kraz Thadoom |

Kraz will select a set of half-plate from the dwarf, no need for fancy crests for him..
"I'll take this one here!"
He pays the man 750 gps out of his gold pouch..
He also sells his greataxe for 15 gold seeing as he has no use for it anymore..
He also looks to purchase a longbow amd 20 arrows.. He pays his 51 gold for the weapon..

Rath Irreson |

Rath finds a jeweler and attempts to buy 8-100 GP gems (Preferably Black) so that he does not carry so much gold. He will then look for a seamstress to sew a hidden area into the hem of his leather shirt. He will ask her to leave the last inch or so un-sown, so that he can insert his treasure, then sew it shut himself. Otherwise, he walks about the city with some stale bread feeding any stray wildlife... especially birds.

Monty Haul |

Ghelryn sets to work fitting Kraz and Dorin into two suits of half-plate. He doesn’t speak much as he works, devoting his attention to ensuring the two warriors will be protected and unencumbered. He doesn’t deal in longbows and warns Kraz away from Uldinath’s Arms where Silvio is shopping.
“Their work is fine enough,” he snorts derisively. “But you’ll pay ten gold for a pretty picture sewed onto the quiver. Head to the Lion’s Share trading post just outside of town. They’re from Magnimar, but you’ll pay a fair price.”
The Lion’s Share is also where Rath manages to exchange his share for a collection of dark gems. One of the owners, Alaestra also sews up the required pouch in the hem of his robe before he heads back to the outskirts of town. As Rath feeds the birds he finds, curious farm children watch from a safe distance, quickly scampering away whenever the shaman looks their way.
Whilst the rest of the party is occupied, Coronei asks around for any arcanist but doesn’t have much luck. Almost everyone suggests the Cyphermages in Riddleport, both as potential buyers of any minor magical items as well as the best source if you are looking to purchase. The one opportunity he finds is with Narth Tezrin, the other owner of the Lion’s Share trading post.
“I wouldn’t call myself much of a wizard,” he confesses. “But I have learned a minor spell or two. If you have some time, perhaps you might like to trade knowledge?”
Your party plans to rendezvous at lunchtime. Before then, you’d have time to transcribe one second level or two first level spells (at a base cost of 50gp per spell per PH pg114). We’ll assume you have something Narth doesn’t have in his spellbook to offer in trade.
Roderic's Cove doesn't have magical items for sale, but the Cyphermages of Riddleport definitely deal in such things. The exception being potions of healing - there is an apothecary you can buy those from (at 50gp each) if any of you would like.

Pik |

Pik quietly follows the others while they are shopping, stopping to look at a few things along the way. In the end nothing strikes his fancy until they reach The Lion's Share.
Hrm. I suppose I could use a bow, and perhaps better armor. Just...nothing too pretty. It's going to get roughed up anyway. Pik looks around the shop, expecting to find at least something that looks to fit his needs. You wouldn't happen to have anything like that, would you?
Pik would like to buy a shortbow (25gp), 20 arrows (1gp), and studded leather armor (45gp). He's more than willing to give the shopkeeper his current leather armor in trade (5gp).

Coronei Amasartis |

The elven mage manages to trade a pair of spells with Narth and spends the morning transcribing the spells to obtain a familiar and add false life.
Then while the rest are busy eating, Coronei goes out from the village to a quiet spot and burns the charcoal, herbs and incense given to him at the Trading Post.
The ritual takes an hour to perform, until finally a pure white owl flaps in through the trees to land on a branch. The owl twists its head from side to side and then swoopes down to alight on the elf's waiting arm.
"Good."
Then they head back to meet with the rest.
100gp to scribe two spells plus 30gp of charcoal and herbs for three familiar spells. 692 gold left to add to sheet.

Monty Haul |

You spend the morning pursuing your various interests and equipping yourselves as required. Around noon, the six of you meet up in the centre of town, ready to head back to the guardhouse to find out what the patrol learned last night. Any arms, armor or other items from Ghelryn or the Lion’s Share trading post is well made but simple, functional equipment.
Silvio on the other hand turns up to the group in a truly fine new suit of armor (and any other weapons you may have bought). The whole ensemble is stylishly decorated, each piece carefully embossed with the Uldinath family crest. Rath is the last to arrive, followed at a safe distance by a handful of the farm children who have been watching him feeding the birds on the outskirts of town.
Before you can head to the guardhouse, the town is suddenly shaken from it’s peaceful, business by the screams of civilians. You hear a distant crash, followed by more shouts of alarm coming from the upriver section of town “Giants! It’s giants! Run!”
Perplexed residents and shopkeepers emerge from the surrounding buildings, staring uncomprehendingly when suddenly a large rock falls from the sky, crashing into an old cart, splintering it before slamming into the side of a building. A cloud of dust erupts from the wreckage as a second rock hits the ground up the street from you, rolling into a doorway and crushing the stunned shopkeeper before ploughing into the front of his shop.
All around you people react to the assault, shrieking and screaming as panic builds, the town’s residents scattering in all directions. From the north of the town you can hear a stampede building as people charge through the crowded streets, heading your way as they flee some unseen menace.
Roderic’s Cove is roughly rectangular, one hundred feet wide east-west and about three hundred a fifty feet north to south. Your party is smack in the middle and the rocks have been hurled from a long way north (you can’t see any giants from here). The refugee camps are to the west, the river to the east.
Join the exodus? (as if!)
The people around you are basically running every which way, however there are crowds surging from the north part of town, – if you head in that direction do you stick together as a group of six or split into groups (which will be quicker)?

Silvio Callgari Pazzi |

Sorry, haven’t been able to post during the weekend
Silvio looks exuberant as he arrives with his new attrie. ”Silvio was pleasantly surprised to find a merchant of such good taste in Roderic’s Cove. Who says that you have to scour the major cities for fineries? ”, he says positively beaming in his new outfit. As the alarm sounds the dashing rake is quick to draw his blades and follow Dorin and Kraz towards the sounds of battle.

Pik |

Pik shrugs, trying to stretch out his new toughened leather armor. Looks like we have work to do! He takes off after the others, sticking as close to them as possible.

Monty Haul |

Your party heads north, forcing your way through the panicked crowds as another rock smashes into a shopfront nearby. The air is full of screams and shrieks of terror as most of the townfolk flee south towards the coast. As you near the northern edge of town, the unmistakable smell of smoke reaches you, part of the town is burning!
Pressing on, the six of you are finally able to get your first sight of the attackers. You can see a handful of townfolk who have stayed, however Roderic's Cove's defenders are clearly outmatched.
From the north, you see six orogs have reached the northern buildings, large beastly orcs dressed in platemail. They have formed a line and seem to be sweeping all before them south, not stopping to loot but ruthlessly seeking out any villagers in their path. Just behind them you can see the source of the burning - two gangs of tiny, gremlin type creatures each wrethed with fire are ranging east and west. They have ignited several of the travellers' tents, the fields north of town and are now beginning to set the northern buildings alight.
By far the most impressive sight, however is the pair of fire giants remaining at the rear of the attacking force, about a hundred feet behind the orogs and fire creatures. As you watch, each of them hurls another boulder high and long, crashing into the centre of town behind you as they move slowly forward, their faces wearing matching, evil grins.
Having taken in the assault from the north, you hear more shouts from the refugees in the camps to the west. Looking out over the plains, you see that the giants are attacking from two directions, a party of six regular orcs mounted on fierce axebeaks are charging across the fields towards the near helpless farmers and townfolk arrayed just outside town in their makeshift camps.
The orogs and magmin to the north have reached the settlement now but the orc cavalry won't be far off. The giants seem content to follow along behind the orog line, hurling boulders indiscriminately into the town as their shock troops hunt for defenders.
There are two forces - two fire giants, a dozen magmin and six orogs to the north. The western front consists of six orcs mounted on axe beaks. Sergeant Southwell, two guardsmen and Ghelryn Foehammer have taken up defensive positions to meet the northern force. The villagers to the west are largely undefended.
The orogs are sixty feet from your position, the magmin about ten feet behind that and the two giants are a hundred and fifty feet away from you. The mounted orcs are three hundred feet away to the west and slightly south of you.
If you wish to begin firing, we'll start initiative, but otherwise you have a couple of rounds to prepare and decide where to devote your resources.

Kraz Thadoom |

Trying to rap his head around the battle Kraz leans towards helping the northern section.. "I hate to say this, but I think we may have to leave the axebeak orcs be for now.. If that group breaks through to the north the town is done for.. Maybe you ranged can pepper the giants and intice them to move into melee while we handle the front runners!!"
I could see maybe 2 people heading off to get the Axebeak Orcs attention away from the townsfolk, but unfortunately the northern attackers will prob take us all to defeat..
Kraz double moves to assist the northern group..

Pik |

The north at least has defenders, even if it's not much. Those people to the west have nothing between them and the orcs. Pik nods off into that direction. I suggest that Dorin and I head that way and at least slow them down.

Silvio Callgari Pazzi |

ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 39/39
effects: dodge
Silvio rushes forward eyeing the enemy, prepared to evade any incoming attacks. ”Sergant Southwell, do you have any people to help the campers to the west?” he shouts and points to the plains with one of his rapiers.
Move 60’ (30’ move + 30’ dash as a bonus action)
Standard action to dodge

Monty Haul |

Sergeant Southwell looks over as you arrive, following Silvio's gesture.
"We'll do what we can," shouts the young sergeant with a nod, directing his guards to follow him westward to meet the Orc cavalry. Although clearly frightened, the two town guards join him in sprinting west to protect the families camped outside the village.
"You reckon you fellas can handle this lot?" asks Ghelryn gruffly, indicating the orogs, magmin and Giants. "Those young 'uns are going to need someone with em who's fought more than training dummies and goblins!"
Hoisting his battle axe, the blacksmith follows after the town guard, leaving the six of you alone to meet the northern force. The elderly dwarf offers you a grin as he leaves. 'I'll finish them off quick smart. Save one giant for me, won't you?"
Any other preparations? Pik are you staying with the party or following Ghelryn, Sergeant Southwell and the guards west?

Rath Irreson |

"Many of the beasts to the North would be resistant to much of my ranged damage dealing ability. Perhaps I could try and rally some troops to help me over there, then once that's in hand, I'll rush back here to aid in healing. Don't want to get caught between two forces. Perhaps we could find a more defensible area and hold them off there, or just retreat and give up the town until we can get more help"?
Ninja'd

Kraz Thadoom |

I suppose I should have said the dodge action as well since we aren't in combat yet..
"Let's try to keep some structure between use and the giants line of sight! Don't need to be easy targets for them rocks!!"
Kraz trys to find a building to ease behind until he can melee the frontrunners..
Are they close enough to shoot a bow at?

Pik |

Pik opens his mouth to respond as the other group rushes off to the west. Yes...that is, no. I mean...Well, I certainly didn't expect that! The half-elf chuckles, Seems I'm staying right here!

Silvio Callgari Pazzi |

"If you can, try and pull the orcs towards us and off the villagers. It will ease things as Silvio can not be at two places at once!", Silvio calls out to the group moving to engage the orcs.

Monty Haul |

Rath joins Ghelryn and what meagre force the town guard can muster, threading their way through the rapidly fleeing villagers as the orcs bear down on their position.
“Flee! Run for the coast!” shouts Sergeant Southwell as you charge through the makeshift camps. “We’re under attack! Flee!”
Meanwhile, the remaining five members of your party find the most defensible spot you can amongst the buildings. You can easily find narrow alleys and sheltered positions where you can ensure no more than two of the advancing orogs can reach each of you. It's also easy enough to arrange for someone to remain at the rear, provided the frontliners are willing to fight two orogs at once. The northern group appear to be moving methodically, in contrast to the western force who are charging at full speed towards the villagers. As they move through the town the six larger than usual orcs are checking each building before pressing on, leaving the magmin behind them to incinerate whatever they find.
The two giants ignore the resistance you are offering, continuing to hurl their boulders as deep into Roderic’s Cove as they can manage, apparently more interested in causing panic than in aiding in the assault.
You can each have one round from range (or readying a melee attack for when they get closer). The six orogs come into clear view fifty feet from you – the magmin and giants would have cover from the buildings (though you can still target them from range if you wish).
Round Zero:
Northern Force:
Silvio, Dorin, Kraz, Coronei and Pik are facing
2 Fire Giants (100 feet away, with cover)
12 magmin (70 feet away, with cover)
6 ororgs (50 feet away, no cover)
Western Force:
Rath, Ghelryn, Southwell and two guards are facing
6 orcs mounted on axebeaks (currently 100 feet away)
Dorin, Silvio, Pik, Coronei, Kraz, Rath can each act for round zero (the enemy will reach you next round)
- Dorin: 1d20 + 2 ⇒ (15) + 2 = 17
- Advantage: 1d20 + 2 ⇒ (17) + 2 = 19
- Silvio: 1d20 + 7 ⇒ (6) + 7 = 13
- Pik: 1d20 + 5 ⇒ (10) + 5 = 15
- Coronei: 1d20 + 4 ⇒ (1) + 4 = 5
- Kraz: 1d20 + 2 ⇒ (2) + 2 = 4
- Rath: 1d20 + 1 ⇒ (2) + 1 = 3
NPCs:
Ghelryn and Guards: 1d20 + 1 ⇒ (7) + 1 = 8
Monsters:
- Fire Giants: 1d20 - 1 ⇒ (3) - 1 = 2
- Orogs: 1d20 + 1 ⇒ (19) + 1 = 20
- Orcs on Axebeakes: 1d20 + 1 ⇒ (8) + 1 = 9
- Magmin: 1d20 + 2 ⇒ (10) + 2 = 12

Pik |

Pik finds as much cover as he can among the buildings and whispers a harsh magic word, pointing at the oncoming Ororgs.
Casting faerie fire. Dexterity saving throw (DC 16) or opponents have Advantage on attacks. Trying to catch as many as possible.

Monty Haul |

Dex Save: 1d20 + 1 ⇒ (11) + 1 = 12
Dex Save: 1d20 + 1 ⇒ (19) + 1 = 20
Dex Save: 1d20 + 1 ⇒ (13) + 1 = 14
Dex Save: 1d20 + 1 ⇒ (6) + 1 = 7
As the orogs catch sight of you, Pik releases his spell and three of the hulking orcs begin glowing brightly.
Dorin, Silvio, Coronei, Kraz and Rath can each act for round zero.
Three of the orogs are affected by faerie fire and you have advantage against them.

Rath Irreson |

Rath picks out the meanest looking Axebeak, and caws into the air calling down a couple of flaming crows onto it's head, then ducks back behind the wall of a close by building.
1d8 + 4 ⇒ (4) + 4 = 8 Scorching Breath (Fire Damage)
He also call forth a ball of flame into his hand, to await the coming battle.

Coronei Amasartis |

Round Zero
Coronei readies a spell he has never used before, a hazy area of thick air forms around the orogs. Muttering the last of syllable of the incantation, he releases the full power of the magic on them.
Cast slow, up to six creatures in a 40ft cube, DC15, concn up to 1 minute. Not sure if that gets them all.
Then the elven bladesinger readies his elven blade for combat.
Slow=speed halved, -2 to AC and dex saves, no reactions, can use either a bonus OR normal action only, one attack per round, casting may take longer.

Silvio Callgari Pazzi |

ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 39/39
effects:
Silvio engages with the orcs the best way he knows how: by rushing in, striking and then quickly retreating.
Move 50’ (30’ move + 20’ dash as a bonus action) up to a super orc
Standard action atack: 1d20 + 7 ⇒ (17) + 7 = 24 or 1d20 + 7 ⇒ (16) + 7 = 23 => 24 (advantage)
Damage: 1d8 + 4 + 2d6 ⇒ (5) + 4 + (1, 3) = 13 (2d6 sneak attack)
Use the last 10’ of movement to step back

Monty Haul |

Dorin and Kraz move cautiously forward, readying themselves against the orog assault. Silvio outpaces them, dashing forward from the group to cut one of the glowing enemies and then darting back out of reach before the brute can strike back.
Joining Dorin and Kraz, Coronei casts his spell. The orogs are stretched out in a line, rather than bunched up, however the hazy conjuration catches four of them.
Wis Save: 1d20 ⇒ 14
Wis Save: 1d20 ⇒ 11
Wis Save: 1d20 ⇒ 6
Wis Save: 1d20 ⇒ 18
Half of the advancing enemy struggle under the effect, their advance visibly slowing as they strain against the magic.
Northern Force:
2 Giants - uninjured
12 magmin - uninjured
2 orogs - uninjured
1 orog (faerie fire) - 13 damage
2 orogs (faerie fire + slow) - uninjured
1 orog (slow) - uninjured
Meanwhile, as the orc cavalry begin their charge, Rath targets one of their mounts.
Con Save: 1d20 + 1 ⇒ (10) + 1 = 11
With a shriek of pain, the axebeak topples forward unconscious, spilling its rider to the ground! The two guards hunkered down beside Rath let out a cheer, grinning encouragement at one another as the rest of the orcs continue their charge.
Western Force:
5 orcs mounted on axebeaks
1 orc (prone)
Turn Order:
Turn Order:
Orogs
Dorin, Pik, Silvio
Magmin, Orc Cavalry
Rath, Coronei, Kraz, Ghelryn, Southwell, Guards
Fire Giants

Monty Haul |

Round One:
The orogs push forward as best they can, hampered as they are by Pik and Coronei's spells. The one Silvio struck is joined by one of the slowed orogs whilst the remaining four press on to engage Coronei, Dorin and Kraz. Only the two unaffected orogs are able to fight, one attacking Kraz and the other Coronei as it’s all the slow ones can do to join the battle.
Great Axe vs Kraz: 1d20 + 6 ⇒ (2) + 6 = 8;Damage: 1d12 + 4 ⇒ (6) + 4 = 10
Disadvantage: 1d20 + 6 ⇒ (17) + 6 = 23
Great Axe vs Kraz: 1d20 + 6 ⇒ (17) + 6 = 23;Damage: 1d12 + 4 ⇒ (5) + 4 = 9
Disadvantage: 1d20 + 6 ⇒ (19) + 6 = 25
The orog fighting Kraz swings twice. Although he manages to dodge one of the orog's attack, the second hits him (for 9 slashing damage)
Great Axe vs Coronei: 1d20 + 6 ⇒ (19) + 6 = 25;Damage: 1d12 + 4 ⇒ (4) + 4 = 8
Great Axe vs Coronei: 1d20 + 6 ⇒ (3) + 6 = 9;Damage: 1d12 + 4 ⇒ (1) + 4 = 5
Coronei is also struck with the axe. He suffers 8 damage and needs to make a DC 10 Con save to keep slow going
Great Axe vs Silvio: 1d20 + 6 ⇒ (13) + 6 = 19;Damage: 1d12 + 4 ⇒ (10) + 4 = 14
Great Axe vs Silvio: 1d20 + 6 ⇒ (1) + 6 = 7;Damage: 1d12 + 4 ⇒ (10) + 4 = 14
The orog Silvio struck retaliates, and his new armor gets its first use. (14 damage]
Great Axe vs Silvio: 1d20 + 6 ⇒ (3) + 6 = 9;Damage: 1d12 + 4 ⇒ (6) + 4 = 10
However, the slowed orog only manages a feeble blow and Silvio is easily able to leap clear.
Wis vs Slow: 1d20 ⇒ 5
Wis vs Slow: 1d20 ⇒ 5
Wis vs Slow: 1d20 ⇒ 14
Northern Force:
2 Giants - uninjured
12 magmin - uninjured
Fighting Silvio:
1 orog (faerie fire) - 13 damage
1 orog (slow) - uninjured
Fighting Dorin, Coronei and Kraz:
2 orogs - uninjured
2 orogs (faerie fire + slow) - uninjured
Silvio is twenty feet in front of the other three, Pik is a little further back (but you can easily be within thirty feet of all orogs). The magmin are fifty feet behind the main melee and the giants further back still.
Dorin, Silvio and Pik can each post actions for round one.

Pik |

Pik, trying to stay behind his allies, points at the Orog attacking Coronei. You there! I like you. People say I've got no taste, but I like you!
Casting vicious mockery.
1d4 ⇒ 4
Cutting Words: Pik will use cutting words on the first of an enemy's attack to come within 3 of a fellow party member's AC.

Kraz Thadoom |

Kraz takes the blow, smiles at the Orog, then lets out a skins curdling war scream and goes into a frenzy.. As usually spittle and foam immediately begin to be flung around..
"BLOOD FOR THE BLOOD GOD!!!! RAAWWWWRRRR!!!!!"
Attack 1: 1d20 + 9 ⇒ (13) + 9 = 22
Attack 2: 1d20 + 9 ⇒ (8) + 9 = 17
Attack Frenzy: 1d20 + 9 ⇒ (18) + 9 = 27
Dam 1: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Dam 2: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Dam Frenzy: 2d6 + 8 ⇒ (3, 1) + 8 = 12

Dorin Stonehammer |

Round 2, Hunters Mark, Dueling, Favored Enemy, Advantage
Dorin attacks the nearest uninjured faerie fired Orog after marking him as his prey.
WH Att: 1d20 + 8 ⇒ (3) + 8 = 11
WH Att Adv: 1d20 + 8 ⇒ (7) + 8 = 15
WH Dam: 1d8 + 5 + 2 + 2 + 1d6 ⇒ (8) + 5 + 2 + 2 + (3) = 20

Monty Haul |

Reaction shield +5 AC = 27. Lasts until my next turn.
Doesn't your shield boost your AC to 22?
Having said that, I forgot your mirror image...Mirror Image: 1d20 ⇒ 10
The orog's blow strikes one of Coronei's duplicates, causing it to dissipate but leaving him unharmed.
And also meaning there's no need to cast shield.

Silvio Callgari Pazzi |

ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 25/39
effects:
Silvio strikes out twice against the already wounded orc and then keeps his feet moving, partly motivated by not wanting to be outnumbered and partly by being hit by an axe.
Standard action attack: 1d20 + 7 ⇒ (7) + 7 = 14 or 1d20 + 7 ⇒ (12) + 7 = 19 => 19 (advantage)
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Bonus action to make a off hand attack: 1d20 + 7 ⇒ (8) + 7 = 15 or 1d20 + 7 ⇒ (1) + 7 = 8 => 15 (advantage)
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
If any of the attacks hits then add 2d6 ⇒ (6, 1) = 7 of sneak attack damage
Move up to 30’ to join the others (Kraz, Dorin and Coronei) with the four orogs. Trying to move the full 30’ to avoid the slowed orog he was just engaged in combat with.

Monty Haul |

Silvio once more strikes at the glowing orog. One blow bounces harmlessly off its armor, but guided by Pik's illumination Silvio spots a weakness in the metal plates and once more cuts the large creature deeply. One of the strikes hit, the orog has now taken 30 points.
As he darts back to join the others, the second orog tries to strike at him, but Coronei's slow spell means he misses the opportunity and Silvio rejoins the others safely.

Monty Haul |

Behind the orogs, the two squads of magmin peel off, charging into the buildings of Roderic's cove and helping the fire spread. Smoke continues billowing over the battlefield as the dozen creatures ignite everything they touch, swarming through the wooden buildings to ensure they are alight before emerging into the streets with cackles of glee. Behind them you see the giants gesturing, indicating the next target for the pack of firebug gremlins.

Monty Haul |

Meanwhile, on the western side of the village, Kraz and the few defenders from the town brace themselves for the orcs' attack. The prone orc clambers to its feet, collecting its axe and charging on towards the town on foot. He closes to within twenty five feet this round
Three of those who remain mounted order their axebeaks to charge towards the defenders. The other two peel off and begin chasing fleeing villagers, gleefully cutting the civilians down as the join the exodus.
When they reach the camp, Ghelryn and each of the town guards are attacked.
Axe vs Ghelryn: 1d20 + 5 ⇒ (15) + 5 = 20;Damage: 1d12 + 3 ⇒ (9) + 3 = 12
Axe vs Guard: 1d20 + 5 ⇒ (2) + 5 = 7;Damage: 1d12 + 3 ⇒ (1) + 3 = 4
Axe vs Guard: 1d20 + 5 ⇒ (19) + 5 = 24;Damage: 1d12 + 3 ⇒ (2) + 3 = 5
Ghelryn suffers a nasty blow, but appears to have taken much worse in his time. One of the soldiers manages to fend off his attacker, but the other is not so lucky, fear clearly marked on his face as he finds himself clearly out of his depth.
Nonetheless, the two guards make an effort to attack the orcs as Sergeant Southwell and Ghelryn also join the fray.
Ghelryn vs orc: 1d20 + 5 ⇒ (2) + 5 = 7;Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Ghelryn vs orc: 1d20 + 5 ⇒ (17) + 5 = 22;Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Southwell vs axebeak: 1d20 + 4 ⇒ (16) + 4 = 20;Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Southwell shieldbash vs orc: 1d20 + 4 ⇒ (3) + 4 = 7;Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Guard vs orc: 1d20 + 3 ⇒ (6) + 3 = 9;Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Guard vs orc: 1d20 + 3 ⇒ (1) + 3 = 4;Damage: 1d8 + 3 ⇒ (4) + 3 = 7
The guards prove ineffective, however Ghelryn strikes the orc fighting him and Southwell hits his opponent's mount. The experienced sergeant also tries to knock the orc of its beast, but it manages to dodge the attempt.
Western Force:
2 mounted orcs pursuing villagers
1 mounted orc fighting Ghelryn - 4
2 mounted orcs fighting guards - (one axebeak has suffered 8 damage)
1 orc on foot (twenty five feet away charging Rath and the guards)

Monty Haul |

Back at the northern battle, Kraz strikes back at the orc which attacked him and manages to land two solid blows.
Northern Force:
2 Giants - uninjured (sixty feet from the main melee)
12 magmin - uninjured (rampaging through buildings)
Twenty feet from the melee:
1 orog (faerie fire) - 30 damage
1 orog (slow) - uninjured
Fighting Silvio, Dorin, Coronei and Kraz:
1 orog - 26 damage
1 orog - uninjured
2 orogs (faerie fire + slow) - uninjured
Coronei and Rath can post actions for round one.