
Helen Gardamum |

Behind the Half-orc you see nothing but a bear skin rug, some side doors( one of which has a glow of a light coming from it) and deer heads on the wall.
Helen walks calmly to the door that has light coming from it, and knocks politely. After all, it worked last time...

Tursk Krune |

After Helen knocks, Tursk indicates for her to step to the side, in case of an ambush.

Keeper of Forbidden Lore |

Assuming someone opened he door here
The door opens easily, to this room, the only room on the right and across from the kitchen. It is a small bed chamber, with a well locked and study chest near the bed. A few items lay on the bed, a loose bolt, a a bowl of some type of root, and a dirty rag. Likely this is where your half orc came from to answer your knock.

Helen Gardamum |

Helen rolls her eyes, confident that Vic knows full well the lady is not likely to be in the chest. Nevertheless, she patiently waits for him to finish his looting before trying to move on.

Tursk Krune |

Tursk whispers to Vic, "We can worry about the chest later. Let's try the next room."

Keeper of Forbidden Lore |

When you get near the fireplace, you hear voices. a group of people seems to be talking past the fireplace, you have not been speaking much as you neared it and likely they took any noise you made to be the half orc. You can make out five distinctive voices.
What a passive roll. You guys will totally have surprise, what is the plan here. you have no clue whats in the other room really, peeking can be tried but it may get you spotted and cost you the surprise.
1d20 + 5 ⇒ (5) + 5 = 10
Edit: this roll was totally a 24 when I previewed. So that was my fault and I am gonna leave the roll as 24.

Helen Gardamum |

Motioning for her companions to wait, Helen strides calmly into the room, a sincere smile on her face. "A moment of your time, please?" she asks cheerily.
Worked for the orc lady. You never know. ;)

Tursk Krune |

Shock-and-awe it is then. :-)
Tursk smiled as he thought, Brash woman.
He then took a place next to Helen, his shield held before him and his other hand inches from the mace that hung by his side.
"We would like to ask you about the whereabouts of a missing noble woman."
Taking the Dodge action in case hell breaks loose.

Victor "Vic" Lofliss |

Vic also steps into the room but stays towards the door. He will position himself close enough to close and engage in melee combat immediately if things turn south.

Keeper of Forbidden Lore |

LOl, 1: Yes there is a door to the outside behind the men, which you now see. 2: this is amusing
At Helen they were confused, when Tursk came in they started to scramble to their feet. By the time Vic walks in someone is yelling "We got Intruders! Intruders in the house!" Whatever Helen may have planned, it seems like it will be bloodshed.
The room is dominated by a large table and two long benches, a door to the outside stands at the far wall, behind the table and bandits, and another door is to the right under the stairs.
Init
Vic 1d20 + 3 ⇒ (10) + 3 = 13
Barl 1d20 + 2 ⇒ (8) + 2 = 10
Tursk 1d20 - 1 ⇒ (16) - 1 = 15
Kat 1d20 + 2 ⇒ (8) + 2 = 10
Jack 1d20 + 3 ⇒ (16) + 3 = 19
Helen 1d20 + 1 ⇒ (9) + 1 = 10
Bandits 1-3 1d20 + 1 ⇒ (1) + 1 = 2
Bandits 4-5 1d20 + 1 ⇒ (18) + 1 = 19
Init:
Jack
Bandits 4 and 5
The rest of the group
Bandits 1,2 and 3

Katarina "Kat" |

Wide eyed, Kat stares into the room after the others, then seems to realize with a start that she is the only one not in there! Whoever these bandits were, they were yelling for help and she could only assume they weren't yelling for the ones already in the room with them - that would be silly. How many more were there, and where were they?
With a sqeak, she moves towards the doorway after the others and sends a bolt over helen's shoulder, aiming for one of the bandits. We'll say bandit 5? She stands at the door, half her attention on the fight in front of her, the other half watching for someone coming up behind her...
Eldritch: 1d20 + 5 ⇒ (13) + 5 = 181d10 ⇒ 5

Keeper of Forbidden Lore |

Close enough to 24 hours. Jack has been held, he is bumped to acting with the rest of the group
The first two Bandits spring into action, drawing blades and attacking Helen and Tursk, who are in front at that time. Helen takes a hard hit 6 hp of damage, while Tursk fends them off with his shield.
Barl comes bellowing around Helen with his Beloved Maul, caving in her attackers head Number 4 dropping him like a stone. Kat is right behind him and aiming over Helen's shoulder hit Turks attacker with her icy blast. Her attack seems to raise cries of alarm with the bandits in the rear.
Bandit 4 at Helen1d20 + 3 ⇒ (10) + 3 = 13 damage 1d6 + 1 ⇒ (5) + 1 = 6
Bandit 5 at Tursk 1d20 + 3 ⇒ (9) + 3 = 12 damage 1d6 + 1 ⇒ (4) + 1 = 5
INT round 1
Bandits 4 and 5( have gone)
Barl and kat( Have gone)
Everyone else in the group
Bandits 1-3

Tursk Krune |
1 person marked this as a favorite. |

Tursk sees Heaven take a heavy blow, and so he says a word of power, invoking Erastil's name to heal her wounds.
Healing Word for Helen: 1d4 + 6 ⇒ (4) + 6 = 10
He then focuses on the bandit in front of him, and attempts to attack him with his mace.
Mace vs. Bandit: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Hmm. Probably not. Also, I'm out of level 1 spells, so try not to get hurt, guys.

Victor "Vic" Lofliss |
1 person marked this as a favorite. |

Round 1, Sneak Attack
Vic slides up next to Helen and attacks the foe engaged with here with his Rapier.
Need some assistance, lady?
Rapier Att: 1d20 + 5 ⇒ (20) + 5 = 25
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11
Rapier Crit Dam: 1d8 + 1d6 ⇒ (6) + (2) = 8
19 Total Damage!

Helen Gardamum |

I love rogue crits in 5E. Beautiful. :) Also, thanks for the heal, Tursk!
Alarmed and flustered, Helen extends a hand and hopes she can end the fight before it gets out of hand.
Sleep: 5d8 ⇒ (7, 5, 2, 4, 7) = 25
As I understand it, the two groups aren't very "mixed", so I'm hoping I can include most/all of the bandits in the area without including any party members, but if I have to choose, I'll prioritize the exclusion of allies over the inclusion of enemies. Skips unconscious creatures, and starts with the lowest-HP creatures. Also, that's my last slot until I get a short rest (which will give me one back), and then I'm tapped for the day.
EDIT: Hey, not a bad roll. With the damage already done, that just might do it!

Jack Speed-Runner |

I will duel wield 2 daggers and move in to attack bandit number 2
hit: 5 + 1d20 ⇒ 5 + (10) = 15
offhand hit: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d4 + 3 ⇒ (3) + 3 = 6
offhand dmg: 1d4 ⇒ 1
sneak attack if it applies: 1d6 ⇒ 2

Keeper of Forbidden Lore |

I'll update now as everyone has went...poor bandits
Tursk misses his target as the bandit reacted to the icy blast, But Vic slips up and drops him with a well places stab. Helen puts an enchantment of slumber upon two of the three remaining Bandits and they crumble to the ground. The Last Attacker is meet by Jack and his blades, who injuries him with both weapons.
Bandits 4 and 5 are well and dead. Bandits 1 and two sleep on the floor and bandit 3 is now engaged with jack. On hell of a round 1
Int round 2.
Everyone
Bandit 3

Tursk Krune |

Tursk moves nods to Vic in thanks, and then moves off to attack the bandit engaged with Jack. His mace rises and falls with the power of a crashing boulder as he strikes the bandit in the back of the head.
Mace vs. Bandit: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Jack Speed-Runner |

yeah if he is still standing then hit: 5 + 1d20 ⇒ 5 + (20) = 25
hit offhand: 5 + 1d20 ⇒ 5 + (5) = 10
dmg: 1d4 + 3 ⇒ (1) + 3 = 4
dmg offhand: 1d4 + 3 ⇒ (2) + 3 = 5
sneak attack: 1d6 ⇒ 6
extra crit dmg: 1d4 ⇒ 3

Victor "Vic" Lofliss |

Vic perks up upon hearing commotion behind the door. He cleans his rapier on his pant leg as he stealthily hides just on this side of the door, waiting to pounce on the enemy when he comes in or charge in and attack from his hidden spot.
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

Tursk Krune |

Tursk hangs his mace on his belt and reaches for his holy symbol. He begins chanting a prayer.
Ready action to cast sacred flame on the first baddie we see. DC 13 Dexterity save.
Sacred Flame: 1d8 ⇒ 7

Keeper of Forbidden Lore |

The door to the right opens, and four, near naked sweaty mean rush out, they are armed with weapons but look sickly as they charge you, the bandit in the lead, although an unhealthy looking fella, dodges Turks spell, closing the distance.
Even as the four men charge into your midst, the stairs above you creak and you feel the temperature drop. Coming from the room above are two ice covered creatures, nothing but skeletons with an icy covering and a hellish blue glow from their eye sockets.
They simply jump the rail and are among you, causing the very air around you to drop to uncomfortably cold levels. The skeletons waste no time plowing into those around them. The first lands behind Helen and slashes her with its icy weapon leaving a cold chill behind once more you lost 7 HP The second lands beside Barl, who blocks the weapons aim with his mug.
Bandit 1 dex 1d20 ⇒ 14
Int
Vic 1d20 + 3 ⇒ (10) + 3 = 13
Vic 1d20 + 3 ⇒ (10) + 3 = 13
Barl 1d20 + 2 ⇒ (6) + 2 = 8
Tursk 1d20 - 1 ⇒ (13) - 1 = 12
Kat 1d20 + 2 ⇒ (8) + 2 = 10
Jack 1d20 + 3 ⇒ (13) + 3 = 16
Helen 1d20 + 1 ⇒ (7) + 1 = 8
Bandit 1d20 ⇒ 10
Skeletion 1d20 + 3 ⇒ (17) + 3 = 20
Who the skeletons attack
1 1d6 ⇒ 6 Attack 1d20 + 3 ⇒ (20) + 3 = 23 Damage 1d6 + 2 ⇒ (3) + 2 = 5 and 1d6 ⇒ 2 cold damage
21d6 ⇒ 3 Attack 1d20 + 3 ⇒ (2) + 3 = 5 Damage 1d6 + 2 ⇒ (1) + 2 = 3 and 1d6 ⇒ 3 cold damage
Init:
Skeletons {went}
Everyone but Barl
Bandtis
Barl
Ok The door was the right, if I said left, just ignore that :) Also I gave Vic an advantage here on his init roll. Whelp this is gonna hurt

Victor "Vic" Lofliss |

Round 1, Advantage, Sneak Attack
Vic again attempts to come to Helen's rescue by slipping his rapier into the ice creature.
Rapier Att: 1d20 + 5 ⇒ (4) + 5 = 9
Rapier Adv Att: 1d20 + 5 ⇒ (10) + 5 = 15
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15

Helen Gardamum |

Helen cries out in pain!
Helen tries her best to contribute, firing a bolt of fire at the other skeleton!
Fire Bolt: 1d20 + 5 ⇒ (15) + 5 = 20, Fire Damage: 1d10 ⇒ 7
Helen raises her arms in defense and tries to get some meat between her and the enemies!
Withdraw action, and moving to someplace where I'm not adjacent to an enemy and hopefully have an ally between me and the nearest enemy.

Tursk Krune |

Tursk scowls, hefts his mace and tries to bring it down on one of the sickly-looking thugs.
Mace vs. Sickly Man: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Hopefully, they're lack of armor translates to a very low AC because that was not a great roll.