
Victor "Vic" Lofliss |

Dex: 1d20 + 5 ⇒ (1) + 5 = 6
Does it need to reroll its damage on the second attack, or just 8, save for four again?
Round 2, Sneak attack
Vic fires at the beast as it engages with The Boulder.
SBow Att: 1d20 + 5 ⇒ (16) + 5 = 21
SBow Dam: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7
Round 3, Sneak attack
Again Vic fires at the beast as it engages with The Boulder.
SBow Att: 1d20 + 5 ⇒ (19) + 5 = 24
SBow Dam: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9

Katarina "Kat" |

Round 2: 4/10 HPs
Her lips slightly blue (cold was an unusual sensation for the girl), Kat shivers as she glances at Helen's prone form. She hoped the other woman was still alive and wished there was some way to help. Healing or first aid was not her strong point however, even when not being attacked by flying creatures. It seemed the best thing to do would be to help bring the odd beast down so that Tursk or one of the others could aid her. Her eyes narrowed on the beast as it tried to avoid the assaults of her other companions. Another blast shot from her upraised palm....
Eldritch Blast: 1d20 + 5 ⇒ (12) + 5 = 171d10 ⇒ 2

Jack Speed-Runner |

round 2
I will shoot at it hit: 5 + 1d20 ⇒ 5 + (10) = 15
dmg: 1d6 + 3 ⇒ (6) + 3 = 9 piercing I hope it's dead, otherwise I'm down again
sneak attack dmg if it applies: 1d6 ⇒ 4

Tursk Krune |

Tursk applies pressure to Helen's wounds to stabilize her.
"Come on, Lass, stay with us."
Wisdom (medicine) DC 10: 1d20 + 5 ⇒ (17) + 5 = 22
Helen is stable but unconscious.

Tursk Krune |

Tursk places a finger above Helen's forehead and evokes positive healing energy into her.
Cure Wounds: 1d8 + 6 ⇒ (6) + 6 = 12
"Actually, unless someone here has a healing potion, I think we should find a place to rest for the night. I don't have anymore spells left in me. And too many of us are hurt. We're no good to anyone if we die ourselves."

Helen Gardamum |

Helen opens her eyes, which are crossed to focus on the finger on her forehead.
"Well," she says, "Been a while since I've woken up like this..."
Thanking Tursk and getting to her feet, she looks around and realizes she's been dragged across the remainder of the frozen river.
"What did I miss? What's our situation?"

Tursk Krune |

"We're hurt, and I'm out of healing magic. Pressing on in our state is too risky. I was suggesting we camp for the night. I can find us a spot with some cover from the wind. We can boil the snow for drinking water. And it shouldn’t be too hard to trap some rabbits."
Survival (for camp and food): 1d20 + 5 ⇒ (7) + 5 = 12
I can feed up to 5 people with my survival check.

Barl “the Boulder” Skein |

Barl is jumping up and down stomping on the ice crystal/ remains of the creature. "Oh nothing, just smashing some stupid ice monsters. All in a days work for The Boulder." he continues kicking/ stomping/ flinging remains happily.
Once he's done, "So who wants to camp out for the evening? I've got a spot in my tent! Promise I don't snore or fart!" (it's well known that both of these are untrue) "I even know some spooky stories."

Victor "Vic" Lofliss |

Vic begins to unpack his tent upon the selection of an appropriate campsite.
Should we set a watch? I will gladly take the early duties. Let's get a fire going, shall we. That should help take the sting out of this bitter cold.

Keeper of Forbidden Lore |

I will point out you have a few hours to dusk
Tursk, leads you deeper into the woods, well off the trail, even though you leave easy to spot tracks. With the reaming daylight hours you find a nice, defensible spot and Tursks traps seem to indeed bring some rabbit, just not enough for everyone it seems.
Kat has no trouble finding some wood, even if its damp and slow to burn because of the deep snow. After a short while you have a nice warm fire, some food and a location you can defend a bit when the sun sets upon you. Some of you may even have tents to keep the cold wind out and off the damp, frozen snow packed ground.
Who ever is taking watch, give me a perception check. It does not matter the order, the order rolled will be considered the orders of the watch. If you would like to do anything else over night, let me know.

Helen Gardamum |

"I don't know that I would be the best lookout, and I don't want to hold everyone up with spell preparations in the morning, so if nobody objects I'd like to get to sleep promptly so I can rise early and be ready to go as soon as possible."
Helen then sets up her tent and bedroll, spends a few minutes reviewing and notating her spellbook, casts a couple of cantrips, and goes to sleep.
Right before going climbing into my sleeping bag, I cast prestidigitation twice: once on my shoes, and once on my vest. They are warmed for the next hour, so I can drift off to sleep comfortably. :D

Tursk Krune |

Tursk takes one of the watches. And contemplates the unnatural cold. Something is very wrong in his forrest.
Wisdom (perception): 1d20 + 3 ⇒ (11) + 3 = 14
Almost forgot, in the time leading up to campin for the night. I'll spend my hit die.
Hit Dice: 1d8 + 2 ⇒ (7) + 2 = 9

Keeper of Forbidden Lore |

The night passes without much in the way of trouble, each person takes a watch and most see no trouble or even life at all. The wind howls and the cold drops to deadly deep winter temperatures, keeping most of you near frozen. The morning sun greets you, but adds no real warmth and many of you are not as warm and toasty as you would like.
What now? Back on the trail?

Victor "Vic" Lofliss |

Vic awakens with a chill in his bone. He packs up his tent and takes a few nibbles on some rations, wondering,
Will I ever get warm again?
Vic completes his preparations for further travel, checks his armor straps and weapons.
Let's get moving, then. It may be the only way to keep warm.
He heads back on the trail.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Helen Gardamum |

As they resume their trek, Helen again magically warms her boots, and offers the same to Katarina. Then, turning to Tursk, she says, "Mr. Krune, thank you for your help earlier," and heats his boots as well.
About every 45 minutes or so I'll refresh that. Unfortunately, I can only have 3 going at once, so I can't keep everyone's feet warm; gotta pick favorites. ;)

Katarina "Kat" |

I think somethin' was watching us... maybe something still is." Kat says with a shiver that had little to do with the cold. "I kept hearin' something movin' last night. Never could see it though."
She smiles at Helen's offer but shakes her head. "Cold never really bothers me none. My toes are plenty warm. Mebbee one of the boys could use it."

Keeper of Forbidden Lore |

The morning is still young as you make your way down the trail, the nights snow has covered some of it, but its still easy to follow. Blowing snow makes visibility over long ranges harder, but you are starting to see a hill in the distance.
You are walking along, with trees to either side when the attack comes. Tursk's picks up a noise but he has little time to act. And Bolts lash out from the woods to fall upon the group
round 0
The bolts come out of the trees, one hitting vic 5HP and one hitting Kat 3 HP. The four men throw down their crossbows and charge out of the woods, two to a side, weapons drawn
This was a surprise attack, only Tursk can act in that round.
Surprise: 1d20 + 1 ⇒ (12) + 1 = 13
Group 1: 1d20 + 1 ⇒ (17) + 1 = 18
Group 2: 1d20 + 1 ⇒ (10) + 1 = 11
Tursk: 1d20 - 1 ⇒ (11) - 1 = 10
Who is attacked/ Attack and damage
Group 1
*1: 1d5 ⇒ 1 attack:1d20 + 3 ⇒ (13) + 3 = 16 Damage 1d8 + 1 ⇒ (4) + 1 = 5
*2: 1d5 ⇒ 3 attack:1d20 + 3 ⇒ (5) + 3 = 8 Damage 1d8 + 1 ⇒ (1) + 1 = 2
Group 2
*3: 1d5 ⇒ 4 attack:1d20 + 3 ⇒ (20) + 3 = 23 Damage 1d8 + 1 ⇒ (2) + 1 = 3
*4: 1d5 ⇒ 1 attack:1d20 + 3 ⇒ (9) + 3 = 12 Damage 1d8 + 1 ⇒ (1) + 1 = 2
Init for round 1:
Vic 1d20 + 3 ⇒ (3) + 3 = 6
Barl 1d20 + 2 ⇒ (18) + 2 = 20
Kat 1d20 + 2 ⇒ (4) + 2 = 6
Jack 1d20 + 3 ⇒ (9) + 3 = 12
Helen 1d20 + 1 ⇒ (18) + 1 = 19
Round 0
Tursk
Round 1
Barl, Helen
Group 1 {on he left}
Jack
Group 1 ( on the right)
Tursk,Vic, Kat

Helen Gardamum |

Round 1
Helen extends a hand toward the pair of assailants on the left and shouts in a stern voice, "Sleep!"
I'll pick a point where a 20ft radius would (presumably, from your description) hit both of the guys on the left without hitting any party members. 5d8 HP worth of them fall asleep, no save, for 1 minute. Guy closest to the centerpoint is affected first, but if they look the same, then it probably doesn't matter.
Sleep: 5d8 ⇒ (6, 6, 3, 7, 6) = 28
Now THAT'S a sleep roll! :D

Tursk Krune |

"You dare attack travelers without parley?! May Old Deadeye curse you!"
Tursk raises his mace and says a word of power. Immediately Vic's wounds close.
Healing Word: 1d4 + 6 ⇒ (1) + 6 = 7
He moves to one of the bandits and brings down his weapon.
Mace vs. Bandit: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Edit: I should point out that healing word was cast as a bonus action.

Tursk Krune |

Round 1
Tursk laughs at the bandits as he lifts his mace again to bludgeon his enemies.
mace vs. bandit: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 + 2 ⇒ (3) + 2 = 5
"For home and hearth!" Tursk yelled as a battle-cry.

Keeper of Forbidden Lore |

with how spotty my posting is, from now on do not wait for order, just post your actions and I can rearrange if the target is gone.
Caught in an ambush, Tursk leaps into action, attacking one of the men on the right with his mace, scoring a solid hit. Helen springs into action next, casting a spell and catching both attackers in mid charge, they stumbled a few feet , then crash into the ground like sacks of oats. Barl joins Tursk in attacking the two on the right, but swings too wide to land a blow.
Seemingly not understanding yet that their fellow ambushers now slumbered on the other side of the road, the two on the right press the attack. Tursk gets his mace up, deflecting the blow, but Barl feels the sting of the bandits sword -2 hp. Tursk, does however, connect another hard blow on his opponent.
attack on Tursk 1d20 + 3 ⇒ (11) + 3 = 14 damage 1d6 + 1 ⇒ (2) + 1 = 3
Attack on Barl 1d20 + 3 ⇒ (19) + 3 = 22 damage 1d6 + 1 ⇒ (1) + 1 = 2
Round 1
Jack, Vic and kat have yet to go.
Round 2
Barl, Helen,Jack
Group 1 ( on the right)
Tursk,Vic, Kat
Once more do not worry about waiting for order.

Katarina "Kat" |

Round 1
With a shrill yell, Kat lets loose a blast of energy at the bandit who injured Barl.
Eldritch Blast: 1d20 + 5 ⇒ (20) + 5 = 251d10 ⇒ 2
Rnd 2:
If Kat comes under melee attack herself, she casts armor of agathys, otherwise she looses another eldritch blast at whichever bandit seems 'most dangerous' to her at the time.
1d20 + 5 ⇒ (10) + 5 = 151d10 ⇒ 1
Gah.... those damage rolls

Jack Speed-Runner |

towards heads toward the nearest concious enemy with duel daggers.
hit: 1d20 + 5 ⇒ (14) + 5 = 19
offhand hit: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d4 + 3 ⇒ (4) + 3 = 7
offhand dmg: 1d4 ⇒ 2
sneak attack: 1d6 ⇒ 6

Tursk Krune |

Round 2
Tursk continues his assault but misses by a wide margin.
Mace vs. Bandit: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Victor "Vic" Lofliss |

Round 1, Sneak Att
Vic wades in with his rapier and sticks the bandit on Tursk.
Rapier Att: 1d20 + 5 ⇒ (18) + 5 = 23
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11
Round 2, Sneak Att, If the last attack drops the bandit, then Vic will progress to the next one engaged with an ally. If none are left, Vic will slit the throats of all but one of the slumbering bandits.
Rapier Att: 1d20 + 5 ⇒ (7) + 5 = 12
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10

Jack Speed-Runner |

my round 2 if it speeds thing up
another set of duel daggers in melee with whatever creature is hurt the most hit: 5 + 1d20 ⇒ 5 + (11) = 16
offhand hit: 5 + 1d20 ⇒ 5 + (4) = 9
dmg: 1d4 + 3 ⇒ (2) + 3 = 5
offhand: 1d4 ⇒ 1
dmg: 1d6 ⇒ 5 for sneak attack.

Keeper of Forbidden Lore |

Helen and Kat both blast one of the remaining attackers, while Barl and Vi move to finish off the other quickly. Jack Puts the last hit on an already reeling attacker. The fight is over in mere seconds. You are left in the road, with two very dead attackers and two sleeping, one of which gentility snores in the snow.

Tursk Krune |

Tursk moves over and kicks away the bandits weapons. He then puts away his mace and holds his spear to one of the bandits necks and indicates the others to threaten the other as well.
"Let's wake them up. Mayhap these gentleman now what befell Lady Argentea. We'll just scare them a bit, and send them off without their weapons. In these woods, it's as good as a death sentence anyway. But perhaps the gods will be merciful."

Victor "Vic" Lofliss |

Vic nods to Tursk and places one knee in the center of the other sleeping bandit's back and pulls up his head by the hair, exposing his neck. He quickly places the sharp end of his dagger to the bandit's throat.
It is not the gods they should fear, and I, for one, am not feeling very merciful today, but let's see what they have to say, shall we?

Tursk Krune |

Tursk casts a spell to make his eyes glow white and his voice rumble like thunder.
Hoping I get advantage on an intimidate check.

Keeper of Forbidden Lore |

Stripping armor and clothing would awaken them, you can always try and do that afterword
The bandit stirs, he looks about, a bit shocked but eyes settle upon the dagger at his neck. The Man with the glowing eyes seems to be in charge so he speaks looking at Tursk "As I an't dead, ye want something. Out with it"

Tursk Krune |

"A woman and her retinue were attacked by fey in these woods. We are looking for her. I want you to tell me everything you can about any sprites you've come across. If you don't, then your life has no redeemable value to me or mine. So think hard before you answer."
Intimidate, with Advantage: 1d20 + 0 ⇒ (13) + 0 = 13
Intimidate, with Advantage: 1d20 + 0 ⇒ (13) + 0 = 13
Wow, seriously?

Keeper of Forbidden Lore |

The bandit licks his lips "If you'll spare old quid here, I"ll tell ya all I know. Just let me be off well away from this place" He looks at the group trying to see if you will take his offer " And boy oh, can I tell you about them icy sorts, I can tell ya plenty!" He says grinning with broken teeth. Near by the second bandit still snores in the snow.