
Rath Irreson |

Rath snacks on some dried pemmican, and watches the exchange between his friends, and the giants. He seeks to regain some spiritual power, so that he can continue to call forth healing power (Short Rest).He does not let on that he speaks and understands the giant tongue. {i]Grandfather always said that revealing your stones before the games end, can only result in failure. [/i]
He is convinced that the conversation has reached an impasse when suddenly the honeyed words begin to spill forth from Pik. That one could sell ice to the Erutaki. I find myself wanting to please him, even when his words carry an edge.
Rath then stands dusting off his hands to see what happens next.

Monty Haul |

Ildmane listens to Pik’s words and comes to a decision, nodding in agreement.
“You make a number of reasonable points,” she concedes, inclining her head towards the fallen Okssort, “and you have shown you are worthy of our respect. I shall take your offer to the Duke and press your case. I am sure he will make a reasonable accommodation. Might I suggest five thousand gold for the town and a thousand gold for your part in brokering the deal?”
“Ironslag is about three days travel from here, although I should be able to make it in two,” she continues. “Further up the trail, there is a sheltered spot that would provide a more comfortable place to camp. You could wait there. You hold the Vonindrod fragment and Okssort as hostage to our negotiations. I give my word I will return alone, within six days with the Duke’s answer. Does that sound fair?”

Monty Haul |

It takes a little effort for you and Ildmane to manhandle the Vonindrod fragment and the unconscious Okssort to the place she suggested. Without her, it would have been a serious undertaking to move either of them. The makeshift campsite is a further half an hour on and you arrive there late in the afternoon.
The trail continues winding through the mountains until it rounds a spar where there is a wider ledge approximately seventy feet in diameter. Although there is no cave or true shelter, the mountain provides some protection from the elements here, keeping off the wind from most directions. As with the site of your battle, the cliff drops steeply away below you and would be a difficult climb, however the slope is more gentle above (once more requiring a DC 10 Strength (Athletics) check to navigate, should it come up).
Although she is visibly weary, Ildmane prepares to leave you here, together with the unconscious male giant and the enormous fragment of dark metal they worked so hard to uncover.
“I will press on for a few more hours,” she announces. “As agreed, I’ll return within six days, but if possible I’ll be back sooner.” She doesn’t make any direct request, but does glance pointedly at her greatsword, clearly seeking permission to continue her trek armed.
You’ll need to make some plans to camp here for four to six days (what to do with the giant when he wakes, watches/patrols/etcetera) – there’s a sketch of the campsite uploaded, if it’s useful. The area is true wilderness and there’s a good chance you’ll encounter something potentially dangerous.

Kraz Thadoom |

Kraz moves and hefts the large weapon.. "You can have this back, but only for protection. No killing just to do it and if you break your word, Okssort will die and I will try my damdest to end you as well. We can come to peaceful terms here, so convince your lord of that.."
He gives the sword back to the giant..
"Don't make me regret taking your word.."
Assuming noone has any objections.
Gonna assume we can spend rest hp rolls?

Silvio Callgari Pazzi |

Beaming with confidence (although, how would you tell that apart from "business as usual"?) Silvio watches the fire giantess depart. He sits down and leans his back against the slope and relaxes visibly. "Silvio would like to announce that it is a great honor to travel with such competend companions as yourselves. Silvio sees great things for the future. Silvio knows this."
Sadly Silvio is near useless when it comes to building shelter, fixing a fire, patrolling or anything that has to do with outdoor survival or the wisdom score

Monty Haul |

Exhausted from your exertions chasing down and then defeating the giants, you make a rudimentary camp, finding what shelter you can in the lee of the mountain. The unconscious Okssort and the Vonindrod fragment provide a little more cover, but the intermittent rain and sleet continues well into what is an unpleasant night. You set up a guard roster to watch the trail and the unconscious giant, but have no encounters. Despite the uncomfortable conditions, you all wake refreshed in the morning.
Sunday morning breaks with a cold, strong wind blowing through the mountains. The rain has let up though and the skies look clear. As your party wakes to face the day, Okssort also stirs to life. The defeated fire giant is obviously still heavily wounded and somewhat sullen to discover his fate. He watches you, silently brooding but apparently resigned to his fate.
We’ll go day-by-day for a little while, so things may move quickly. Okssort doesn’t appear interested in making friends, although he responds if spoken to. Don’t be shy about chatting amongst yourselves though.
You’re here for four to six days. Any specific plans beside waiting it out and trying to stay warm?

Pik |

Pik plays his lute intermittently as they wait. Surprisingly passable, at least comparatively, at keeping the fire going and finding a way to keep the rain off, he makes himself useful around the camp.
Huddled under his cloak, he chuckles as he kicks an old charred bit of wood. Kraz, you were supposed to remind me to get a warmer cloak! I'll take the night shift. At least that way I can walk around to keep my toes from falling off.
So, I guess we've got time...what's the plan after this?

Kraz Thadoom |

Kraz does his best to gather enough materail to build some sort of makeshift cover.
Surv: 1d20 + 5 ⇒ (9) + 5 = 14
Although he's not to skilled at actually building stuff.

Rath Irreson |

Though used to only taking care of himself, Rath's familiarity with his environment help to produce more food.
1d20 + 4 ⇒ (10) + 4 = 14 Survival (Favored Terrain).
He will spend the time surveying the area for ambush spots, weak defense areas, any caves or lairs nearby etc. When he finds a good watch spot he will spend much time here, keeping an eye on things and re-establishing his bonds with his nature spirits.

Monty Haul |

You spend the day making your camp more comfortable. Dorin and Rath take charge of finding supplies and soon return with enough food and water to keep you provisioned for the expected duration of your stay. As the two mountain folk provide for the group, Kraz, Pik and Silvio keep watch over the giant and do what they can to make things more palatable to the city dwellers, fashioning a makeshift shelter and digging a firepit unlikely to be seen from a distance. Provided you don’t encounter any truly horrible weather, you should be comfortable enough until Ildmane’s return.
In the afternoon, after he and Dorin have returned with provisions, Rath explores the surrounding area. Although you don’t find any notable cave or other shelter, you do uncover an animal trail leading up the hillside behind your camp. Around a hundred and fifty feet above the ledge there is a semi-sheltered perch which provides an excellent view of the trail and valley surrounding your campsite. From there you should have ample warning of any wandering monsters well before they reach your camp. Standing guard there means you’re a few rounds from the camp, however you’ll have advantage on Perception checks and have a clear line of sight over the campsite, should trouble arrive.
Okssort watches your preparations without comment, spending the day recovering from his injuries. As the light begins to fade, it comes time to organise watches for during the night.
Unless you can come up with some feasible way to tie Okssort up, you’ll need at least someone in the camp awake at all times. Do you want a second on watch to take advantage of the lookout spot Rath found? Or save that for just the daylight hours?

Pik |

Pik frowns as he looks around the shelter they've created. We don't have enough to cover every shift with two people. Perhaps Dorin and I on the night shift, Kraz and Silvio on the evening, and Rath for the morning? When two of us are on watch, we can have one at the other ledge. I think the morning is the least likely time for something to wander up on us. Maybe? Pik shrugs, In any case, we can't leave Okssort here alone.

Silvio Callgari Pazzi |

Sorry about not having posted yet. Had a pretty busy easter
Silvio is many things but sadly outdoorsman is not among them. The dashing youngling is unable to provide much assistance with setting up camp, scavaning for food or scout the landscape (except to add abit of flair and star power to some activities). Still, he is in a overall good mood. The group just defeated two fire giants after all.
"Excellent suggestions, good friend Pik. Silvio shall take the evening shift along with his good friend Kraz. His excellent eye sight will prove quite useful during the waning hours of the day."
What do we have to tie the fire giant with?
"So, what do you plan to do when you get back home?" Silvio asks the giant trying to stir up a conversation.

Monty Haul |

You establish watches as Pik suggests, settling in for the next few days. The morning of Moonday comes and the grim weather breaks. The wind dies down to a pleasant breeze and when the sun is shining you find it’s almost warm. Most of you spend your time at the campsite or nearby, Rath and Dorin wandering the furthest to keep you all provisioned.
Okssort submits to the indignity of having his ankles bound. However, despite using all your rope, given his size it’s unlikely it would slow him down for too long, should he decide to try and break his bonds. Nonetheless, you judge it should be enough to give you adequate warning if he were to attempt an escape. He makes no attempt at conversation and watches your party warily as he recovers from his injuries. When Silvio attempts to strike up a conversation, his replies are short and to the point.
“I serve the Duke,” he answers. “Mostly I patrol his territory. Sometimes I work the forges. No doubt that will continue once I am freed.”
Rath and Dorin report minimal activity during the day. Your only encounters are sighting the odd bird of prey and with a herd of mountain goats, one of which Dorin manages to trap and bring back to camp.

Monty Haul |

Having established a steady, if not comfortable routine your party continues waiting for Ildmane’s return. Your isolated perch, high in the mountains is miles from any civilisation and although you remain vigilant, no traffic passes during the next two days. The monotony breaks on Oathday, the 14th day of Pharast, late in the afternoon as Rath returns from his lookout and Silvio and Kraz prepare to take the evening watch.
The sounds of the camp are broken by a distant cry, although it’s difficult to pinpoint its source. As you listen, you soon hear an answering call, fierce howls echoing from the mountainsides. Whatever they are, they are on the move, calling out to one another as they roam through the surrounding mountains.
If you want to try and identify the source of the howling:
You’re unsure exactly where the howls are coming from but by the sounds there are at least two groups of maybe two or three in each and they are getting nearer. The cries are far enough away that you’d expect to have a few minutes before whatever it is comes into view.

Kraz Thadoom |

Nature: 1d20 + 4 ⇒ (16) + 4 = 20
"Sounds like Yeti's! Heading this way! Steady your minds as they have an ability to freeze you in place!"
Kraz readies his sword..
"Perhaps a ranged should get up in the crow's nest area and provide cover.."

Pik |

Pik's head pops up from his pack where he sits sleeping against the rock. What? What's going on? The half-elf rises to his feet, drawing his sword and tilting his head to listen. Looking around he nods, Good idea. Rath? Want to hop up there, or shall I? His query comes and he strides over to Okssort, slowing as he approaches. I'm going to cut your binding. Not in the expectation that you will fight with us, but so that you may defend yourself. If it comes to that. Pik nods his head towards the rope and approaches slowly, keeping his sword pointed down and away, as unthreateningly as one can with a sharp weapon in hand.

Rath Irreson |

1d20 - 1 ⇒ (2) - 1 = 1 Nature
"Yeti you said? Yeti means chamber pot in our culture. Still, I'm probably better off up somewhere shooting fire bolts, than getting stomped down here".
Rath finds a high spot within range, and prepares to rain down fire and destruction on those who defile his camp.

Monty Haul |

What monster type is a Yeti? Giant? Humanoid?
Monstrosity.
Okssort inclines his head in thanks as Pik removes his restraints. Being careful to make no sudden movements, he shuffles back into the lee of the mountain, watching your preparations silently as the howls draw nearer.
Rath follows the rudimentary track up the mountain, partway to the lookout he'd found earlier. Although the animal trail is narrow, he finds a decent spot to watch over the entire camp, also allowing him to keep an eye on the path back to the east.
The rest of you prepare yourselves for the coming battle, the howls echoing from the mountains around you, although their source is still out of sight.
Any more preparations? Most of the yetis are approaching from the west, although it sounds like there's perhaps another climbing up the cliff beneath your campsite to the south.

Silvio Callgari Pazzi |

"Snow, cold winds and yetis. How you keep living here, Sivlvio shall never understand", Silvio states as he looks for a good ambush point.
If possible, Silvio will also try to hide in order to spring a trap
Stealth check: 1d20 + 7 ⇒ (19) + 7 = 26

Monty Haul |

You don't have many options ambush wise unless you're going to use magic. The four of you besides Rath could just manage to all hide behind the piece of the Vonindrod fragment and wait for the yetis to stumble past you. (They're going to see Okssort though - he's too big too hide. So although you'll be hidden, they won't be surprised).
Silvio and Pik do their best to conceal themselves behind the enormous metal fragment, hoping to catch the oncoming yetis unaware when they reach your camp.

Monty Haul |

Dorin joins the others hunkered down behind the remains of the enormous metal fragment as you lie in wait for the yetis.
- Dorin: 1d20 + 2 ⇒ (9) + 2 = 11
- Advantage: 1d20 + 2 ⇒ (12) + 2 = 14
- Silvio: 1d20 + 7 ⇒ (5) + 7 = 12
- Pik: 1d20 + 5 ⇒ (17) + 5 = 22
- Kraz: 1d20 + 2 ⇒ (7) + 2 = 9
- Rath: 1d20 + 1 ⇒ (3) + 1 = 4
Monsters:
- Yetis: 1d20 + 1 ⇒ (7) + 1 = 8
Turn Order:
Pik, Dorin, Silvio, Kraz
Yetis
Rath
Dorin's Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Disadvantage: 1d20 + 2 ⇒ (10) + 2 = 12
Kraz's Stealth: 1d20 + 2 ⇒ (11) + 2 = 13
The savage group of yetis reach your campsite and howl with glee at the sight of Okssort pressed up with his back to the cliff. As they begin to advance, Dorin shifts slightly and reveals his hiding spot, however the rest of you remain hidden at this stage.
Round One:
Pik, Dorin, Silvio and Kraz can post actions for round one.
I've updated the map. The three yetis to the west are forty feet from you. A fourth yeti is clambering up the cliffside fifty feet from you (it currently has three-quarter cover as it is only just reaching the plateau). Pik, Silvio and Kraz are hidden and will have advantage on your first ranged attack from your position (you will lose this if you instead choose to close and melee). Unfortunately, they know where Dorin is. They don't appear to be paying Rath any attention - you suspect they're unaware that he is there, perched above the camp.

Pik |

Pik ducks out form behind the apparatus. The half-elf lifts his hand to point at the oncoming creatures. Yellowish dust covers the tips of his fingers and he whispers a harsh magical word. A flash of light and the smell of sulfur and burned fur fills the air.
Casting Fireball at the three Yeti! Dexterity DC 16 for half damage.
Fireball: 8d6 ⇒ (3, 2, 4, 6, 5, 2, 6, 5) = 33

Rath Irreson |

Rath calms his self, and the world around him grows still and silent, He then claps his hands together, and sends forth a ball of spiritually generated flame.
Produce Flame
1d20 + 7 ⇒ (6) + 7 = 13 Produce Flame
2d8 ⇒ (3, 3) = 6 Fire Damage
He then breathes forth a flaming crow of flame at the same target.
1d8 + 4 ⇒ (2) + 4 = 6 Scorching Breath (Fire Damage)(Save DC 15)
This is assuming that Rath can find line of site, and close the distance. If not he'll just start moving till he can find a target in range, and use his Scorching breath on whoever he can see.

Monty Haul |

Dex Save: 1d20 + 1 ⇒ (18) + 1 = 19
Dex Save: 1d20 + 1 ⇒ (13) + 1 = 14
Dex Save: 1d20 + 1 ⇒ (6) + 1 = 7
Pik opens your attack with a blast of fire and the yetis' howls turn quickly from rage to fear as the flames explode around them. One manages to throw itself partly clear, however the other two are caught square in the ball of fire.

Monty Haul |

Kraz has disadvantage on stealth as well.
[dice=Disadvantage]1d20+2
Depending on if they see him or not will depend on his actions.
My mistake - I forgot you bought some armor. They're aware of you too, so you won't get advantage on a ranged attack.
Silvio is the only one still hidden.

Monty Haul |

This is assuming that Rath can find line of site, and close the distance. If not he'll just start moving till he can find a target in range, and use his Scorching breath on whoever he can see.
You will be able to do that once the yetis have closed (they act before you) however you'll also have the option of making a DC 16 perception check that will give you some extra information (just Rath).

Kraz Thadoom |

Kraz rages and throws a javelin at one of the more injured ones..
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Dam: 1d6 + 7 ⇒ (5) + 7 = 12
He then readies his sword..
"Come on you fury bastards!"

Dorin Stonehammer |

Round 1, Hunter's Mark
Dorin moves towards the uninjured Yeti clambering up to the ledge, marks him as an enemy and chucks a handaxe at him before preparing himself for the oncoming melee.
Hand Axe Att: 1d20 + 8 ⇒ (8) + 8 = 16
Hand Axe Dam: 1d6 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10

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 shreds his cover and rushes with Dorin to meet the lone yeti acending on the camp.
Attack (magical short sword): 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Attack (stylishly magnificent rapier): 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
If any of the attacks hits add 3d6 ⇒ (6, 6, 5) = 17 sneak attack damage

Monty Haul |

Silvio and Dorin move closer to the cliff’s edge to meet the yeti clambering up the side. Both of them manage to land their attacks and the beast roars in pain.
Ignoring the fire giant now, the four yetis continue their advance on your campsite. The one clambering up the cliff snarls at Silvio as it tries to tear him limb from limb.
Claw: 1d20 + 6 ⇒ (10) + 6 = 16;Damage: 1d6 + 4 ⇒ (4) + 4 = 8 andCold Damage: 1d6 ⇒ 2
Claw: 1d20 + 6 ⇒ (10) + 6 = 16;Damage: 1d6 + 4 ⇒ (1) + 4 = 5 andCold Damage: 1d6 ⇒ 4
It also glares at the nimble rogue and Silvio feels a chill wash over him.
Silvio can make a DC13 CON save or take 3d6 ⇒ (5, 3, 2) = 10 cold damage and be paralyzed.
One of the yetis closing from the west also rushes over to engage the two at the edge of the cliff, although does nothing other than move this round.
Meanwhile, the two remaining yetis burned by the fireball close to engage Kraz and Pik. Although clearly fierce creatures, they flinch somewhat as they fight, still spooked by the blast of fire.
Claw vs Kraz: 1d20 + 6 ⇒ (8) + 6 = 14;Damage: 1d6 + 4 ⇒ (5) + 4 = 9 andCold Damage: 1d6 ⇒ 6
Disadvantage: 1d20 + 6 ⇒ (16) + 6 = 22
Claw vs Kraz: 1d20 + 6 ⇒ (15) + 6 = 21;Damage: 1d6 + 4 ⇒ (4) + 4 = 8 andCold Damage: 1d6 ⇒ 5
Disadvantage: 1d20 + 6 ⇒ (8) + 6 = 14
Kraz must make a DC13 CON save or take 3d6 ⇒ (4, 4, 3) = 11 cold damage and be paralyzed.
Claw vs Pik: 1d20 + 6 ⇒ (2) + 6 = 8;Damage: 1d6 + 4 ⇒ (1) + 4 = 5 andCold Damage: 1d6 ⇒ 5
Disadvantage: 1d20 + 6 ⇒ (6) + 6 = 12
Claw vs Pik: 1d20 + 6 ⇒ (9) + 6 = 15;Damage: 1d6 + 4 ⇒ (6) + 4 = 10 andCold Damage: 1d6 ⇒ 5
Disadvantage: 1d20 + 6 ⇒ (5) + 6 = 11
Pik must make a DC13 CON save or take 3d6 ⇒ (2, 5, 1) = 8 cold damage and be paralyzed.

Monty Haul |

Seeing no further danger from his perch halfway up the mountain, Rath makes his way down the path towards the battle, focussing his attacks on the yeti fighting Pik.
CON save: 1d20 + 3 ⇒ (6) + 3 = 9
With another howl of pain, the yeti fighting Pik is struck both by the ball of flame hurled from up high and from the swooping crow of fire.

Monty Haul |

Okssort watches the battle unfold, making no move to leave his sheltered spot at the rear of the camp.
End of Round one:
Pik and Kraz are fighting a yeti each beside the fragment of the Vonindrod.
Damage Tally
Kraz's opponent - 16
Pik's opponent - 57
Dorin and Silvio are fighting a pair of yetis about twenty feet closer to the edge.
Damage Tally
Silvio's opponent -33
Dorin's opponent - 40
Rath has come down to just above the camp, close to the fire giant prisoner. He has a clear shot at any of the opponents.
Turn Order:
Pik, Dorin, Silvio, Kraz
Yetis
Rath
Dorin, Silvio, Pik and Kraz can each post actions for round two. Don't forget Silvio, Pik and Kraz need to make CON saves or take damage and be paralyzed.

Kraz Thadoom |

Con: 1d20 + 7 ⇒ (6) + 7 = 13
Kraz manages to avoid the paralysis.. Ignoring his own combatant Kraz moves to try and finish the one on Pik.. Using Reckless Attacks!
Attack 1: 1d20 + 9 ⇒ (20) + 9 = 29
Advantage: 1d20 + 9 ⇒ (2) + 9 = 11
Attack 2: 1d20 + 9 ⇒ (17) + 9 = 26
Advantage: 1d20 + 9 ⇒ (5) + 9 = 14
Attack 3: 1d20 + 9 ⇒ (12) + 9 = 21
Advantage: 1d20 + 9 ⇒ (18) + 9 = 27
Dam 1, CRIT!: 5d6 + 9 ⇒ (6, 4, 6, 5, 6) + 9 = 36
Dam 2: 2d6 + 9 ⇒ (2, 3) + 9 = 14
Dam 3: 2d6 + 9 ⇒ (4, 5) + 9 = 18
Attacks have advantage vs Kraz until his next turn.