
hiiamtom |
Grimm opens the door and finds himself face to face with an Ogre who is already moving to the door. The creature smiles a toothy grin smeared with blood and says, Cor, things are coming up Lubash!
Grimm: 1d20 ⇒ 5
Marcus: 1d20 + 5 ⇒ (14) + 5 = 19
Arda: 1d20 + 4 ⇒ (19) + 4 = 23
Glyph: 1d20 + 2 ⇒ (19) + 2 = 21
Lenthus: 1d20 + 2 ⇒ (14) + 2 = 16
Order:
There is a large oak door to the south of this smelly room.
You all may act.

Glyph Harny |

Glyph is surprised to see the ogre inside the room. He quickly gathers his whits and casts a spell on the ogre.
Sleep: 5d8 ⇒ (7, 1, 6, 8, 6) = 28
Glyph attempts to not also sleep his companions so will adjust for the radius of the spell to avoid them.

Grimm Warhammer |

Flinging the door shut, Grimm yells at the others.
"Ogres! Get ready to flank them. I will stand to the fore and try to keep them busy."
That said, the dwarf takes a step back, allowing only enouogh room for 1 ogre at a time to enter the space before him and allowing two of his companions the chance to get on either side of the beast and attack. He also says a quick prayer to gain protection from physical damage Shield of Faith, +2 AC - new AC=20
I am hoping this will allow the others to gain advantage during their attacks, as well as us only having to face one creature at a time. I hope!!

hiiamtom |
Not sure how the impression of two ogres was given, there is only one.
The ogre seemlessly picks up a well-used spear and hurls it through the doorway, getting within 10ft of the door.
Ranged Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10 piercing damage
The spear strikes Grimm with a powerful blow.
Grimm Concentration: 1d20 + 1 ⇒ (9) + 1 = 10
His shield waivers, but his faith holds strong maintaining the spell.
Round 2
Lenthus conjures a blob of grease that instantly spreads out in front of the ogre's footsteps.
Ogre Dex Save: 1d20 - 1 ⇒ (6) - 1 = 5
The ogre slips in a spectacular pratfall and lands on its back in the grease.
You may all act.

hiiamtom |
I missed "flinging the door shut" line in the post, because I'm blind!
Disadvantage(Ogre Attack): 1d20 + 6 ⇒ (9) + 6 = 15
The spear splits the door and flies into the room missing everyone entirely, and leaving a fist sized hole in the door.
Grim was not injured.
Glyph and Lenthus still had visibility for spells. The Ogre is still knocked prone.

Marcus Covell |

Ready to post an action, assuming O can open the door and attack the prone ogre in the same turn? Do we get advantage for a melee attack against a prone opponent?

Marcus Covell |

Roind 1, Man at Arms, Action Surge
Marcus rushes through the doir and sytemps to skewer the prone ogre, sacrificing accuracy for a deeper thrust.
Rapier Att: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Rapier Att Adv: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Rapier Dam: 1d8 + 4 + 2 + 8 ⇒ (2) + 4 + 2 + 8 = 16
With a surge of action, Marcus attacks again.
Rapier Att: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Rapier Att Adv: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Rapier Dam: 1d8 + 4 + 2 + 8 ⇒ (3) + 4 + 2 + 8 = 17

hiiamtom |
Disadvantage(firebolt): 1d20 + 5 ⇒ (7) + 5 = 12
Arda Attack: 1d20 + 4 ⇒ (8) + 4 = 12, Arda Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
Scimtar Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The grease left the Ogre, who was already an easy target, wide open. The blows wail in him critically injuring him. Had he not already been wounded from a previous encounter he might of survived, but instead he falls to a grisly death.
His hovel is a large room with a door to the south (a large oak door), and west (west is where you entered from). There is a pile of rags and what appears to be meaty chunks that must be a bed, and there is a large oak chest in the dark room.

Arda Skitterstone |

Arda joins Glyph in examining the chest for locks and traps as she starts fishing around in her pack for her tools.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
She hunches over the chest next to Glyph and just stares at it, scratching her head.

Arda Skitterstone |

"Dinkerdoo!"
Arda gives the dead ogre a swift kick just for spite. Living on the streets, she lost many friends, so she knows that death awaits us all. That doesn't make her any happier about it. She spits on the corpse and moves on to listen at the large oak door.
Wisdom Perception: 1d20 + 4 ⇒ (18) + 4 = 22

hiiamtom |
Arda
You hear light, nearly inaudible sobbing from behind the door.
Glyph
The chest is unlocked, and is mostly filled with beads and shiny things with no value. However, there are coins in mixed in the trash and a fine but dirtied cloak at the bottom.
It would take a long time to sort through everything in this chest to get the coins out.

Glyph Harny |

How big is this chest? how much stuff is there? Is it a enough that we could take the cloak dump the contents of the chest into it tie it up into a makeshift sack?

Grimm Warhammer |

Going over to the remains of the gnome, Grimm says a short prayer to the dead to help his spirit on its way.
"Poor lad...no one deserves to go like that! I hope his spirit can rest and complete its journey to its final resting place."

Glyph Harny |

Glyph addresses the party as is examines the chest.
There are coins in this chest and some trash. There's also a nice cloak. I'm thinking we take the chest and sift through it later or we just take the cloak now.
Glyph pauses and anyone could tell an idea has come to his mind.
If we decide to take the chest, I think I know how we won't need to carry it.

Arda Skitterstone |

"There's someone crying in here, fellas!"
Arda checks this door for traps and then sees if it's locked.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
If there the answer appears to her to be "No" to both of those, she'll go ahead and open the door.

hiiamtom |
Arda sees the door is not trapped, and attempts to open it but sees there is a thick iron beam barricading the door about 9 feet in the air. It would be difficult to reach this height with enough strength to remove the barricade standing on the floor - a feat an ogre would accomplish effortlessly. Whatever is past this door, it is what this ogre treasured most.

Glyph Harny |

Hearing Arda, Glyph turns from the chest and looks at the door.
Well if any of you tall folk feels like he can unbar the door I'm open to hear about it. If not, I think I have just the right spell but it makes an awful lot of noise.

Marcus Covell |

Marcus steps forward with a smile and spits on his hands.
Well, I normally like to use pizzaz and finesse to thwart my opponents, but I will give it a go.
He attempts to unbar the door.
STR: 1d20 + 2 ⇒ (4) + 2 = 6

hiiamtom |
Marcus gets a boost but the bar is heavy and awkward, and he looses his footing falling to the ground with the beam speeding towards him.
Marcus Dexterity Save: 1d20 + 3 ⇒ (1) + 3 = 4
He moves too slow and the beam cracks his head.
Damage: 1d10 ⇒ 5 bludgeoning
The damage stuns him for a moment, but he is mostly fine.

hiiamtom |
That was Grimm's last 1st level spell.
The oak door opens easily enough, and inside you find the ogre's pantry. There are stores of alcohol and rotting meat along with a few set of manacles nailed to the floor. There's also several bags of grain and some bowls sized for smaller creatures.
In the manacles are a dead body and a live one, both you recognize as merchants from the caravan you were protecting. The now naked human man is lying face down and not moving but the pudgy gnome shrieks at first but then calms when he recognizes you.
Glyph... Marcus!? I can't believe it! We have to get out of here, these bandits are psychotic. Get me out of these chains, I think I'm the last one left. Had that other gnome not come along I would have been eaten already! Did you kill that damned ogre?

Glyph Harny |

Glyph says in a calm even voice.
The ogre is dead so you can calm down. We would love to learn more about these bandits. You say they are psychotic, what have you seen?
While waiting for a response Glyph begins look around the room for keys to the manacles.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17

hiiamtom |
Glyph sees that there is no lock, just a bent nail the ogre used to close the manacles. Like the door, he was just relying on his size and strength to keep it locked. The nail in the floor is the same way, it appears to be a climbing piton driven through a link the in the chain.
Glyph does notice the scuff marks from the barrels of alcohol being dragged in place don't move towards the room full of trash, they appear to have been dragged from the eastern wall which is noticeably more clean than the rest of the room.
The Gnome (named Murph) says, They're not really bandits, they are a cult. That mark you see on the cloak - the yellow eye - that is their insignia. Their leader is a blonde human, he seems nice but that's because he is so cold. I don't know what they are doing, but that man is the one who has gathered the ogres and gnolls down here. They report to him, and he will probably notice the ogre is dead soon I hear two guards making rounds every hour or so.

Glyph Harny |

After Glyph's examination of the room for the key he says.
Hey Murph I think I can take care of those manacles, do you know of anything special about that eastern wall. It's cleaner than the rest of this crap hole.
Glyph moves his fingers over the nail in the manacles working on its structure to turn the nail to wood.
Glyph is using his Minor Alchemy ability to change the nails to wood making it easier to break.

Arda Skitterstone |

"Oof!" Arda blinks for a moment at the opening, and then smiles to the rest of the group. "Hey, fellas, I found a hidden door. You see, growing up on the streets and running from the law, you learn how to uncover these sortsa things."
Drawing her sword, she looks inside.

hiiamtom |
Arda peaks into the door and is met with a gnarly morningstar being brought down onto her face by a burly, furry arm.
SURPRISE: 1d20 + 4 ⇒ (20) + 4 = 24, Advantage: 1d20 + 4 ⇒ (16) + 4 = 20 Uh-oh...
Damage: 4d8 + 4d6 + 2 ⇒ (1, 2, 3, 2) + (2, 6, 3, 2) + 2 = 23
Arda is bowled over backwards, immediately knocked unconscious as she opens the door revealing a group of three bugbears who throw javelins into the room.
Bugbear Attack: 1d20 + 4 ⇒ (15) + 4 = 19, Advantage: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 4d6 + 2 ⇒ (2, 3, 3, 6) + 2 = 16
Bugbear Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 4d6 + 2 ⇒ (1, 4, 6, 1) + 2 = 14
The only one visible at the time was poor Lenthus who is run through twice and falls to the floor.
Grimm: 1d20 ⇒ 15
Marcus: 1d20 + 5 ⇒ (20) + 5 = 25
Arda: 1d20 + 4 ⇒ (17) + 4 = 21
Glyph: 1d20 + 2 ⇒ (13) + 2 = 15
Lenthus: 1d20 + 2 ⇒ (4) + 2 = 6
Lenthus Death Save: 1d20 ⇒ 6 Failed
You may all act! Arda must make a death saving throw.