| GM Grey |
"... I'm tellin' ya, they DIDN'T kill the Orc in time, and it blew the horn, bringing down every axe in that place down upon their heads!"
"And I'm sayin' that maybe a horn did blow and do that, BUT NOT THIS DAY! Get the story right! Those heroes killed every orc BEFORE they could sound a single horn on day one!" - Drunken arguments at the local tavern
-------------
Oh DANG! Sorry Anders. I've played a 5e barbarian. I should know better. You are completely correct. Instead of that death save on round 2, you'd get a full round. This would allow you to attack one of the two melee orcs, but considering they're "already been killed" because of my mess up, I'll keep them dead, as if you just acted later on in the round when Varus and Galenus had already killed them. You would also get your round 3 action, so let me describe what changed, and let you start round 3.
Round 2 correction
Anders, partially stunned by the attacks against him notice that his wounds aren't enough to make it through his rage. He rushes the orc with the signal horn as it bring it toward his lips. His axe goes through the signal horn and into the orc's face, killing it in one
The horn has not been blown.
That said, I'm these signal horns are no idle threat, as you now know. It would be wise to not have a DM mess up be the only think keeping them from being blown in the future.
One orc remaining of the four that were here
ROUND 3
(Anders, you have this round to act on still, you are in melee with the final orc)
| Anders Buckman |
Round 3, Rage 3/10, Savage Attacker
Anders attempts to handle the immediate threat without alerting the whole temple.
GA Att: 1d20 + 5 ⇒ (12) + 5 = 17
GA Dam: 1d12 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Sav Att Dam: 1d12 + 3 + 2 ⇒ (3) + 3 + 2 = 8
| Galenus |
My action for Round 3 stays the same - the attack roll and damage are in my previous post
| GM Grey |
Anders and Galenus put an end to the final orc of this group and the noise of the fight is replaced by relative quiet. Sounds from other places in the compound are heard, laughing, yelling, animal sounds... None of them are different from how they sounded before, and you think them undisturbed.
Doing an additional bonus that I should have had from the two orcs you fought before. For the threat of the signal horn. +25 Exp from before to everyone. +150 exp each from this for everyone.
Loot:
4 greataxes
20 javelins
15 Copper
14 Silver
12 Electrum
12 Gold
Varus Arminius
|
Cure Wounds: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Varus quickly uses the last his spells to patch the grievous javelin wound, and gathers up everything can be carried from the fallen orcs.
I'll add the gear to my sheet, let me know if you want it. 3gp, 3 ep, 3 sp, 3 cp to each of us. 2 sp and 5 cp remainder...hmmmm....
"We must needs away. A single blow from these accursed hard-hitting orcs could put us in a position we might not easily get out of. 'Tis a short walk, so we can come back on the morrow, but for this day, we are for home and bed with victories under our belt and the enemy's loot in our sacks. We should head for th--"
Varus pauses, gazing at the hole in the ground.
"Someone, Sharla, speak to the gnoll. I would not sleep well knowing that we abandoned a sentient lifeform to live as another's pet. An she plays us poorly, we can dispatch her right away, but methinks she deserves the chance.
Act quickly. If she thinks over-long we shall leave her here. I'm in the mood to do my lord's work, but not to risk being killed and eaten for such intentions."
He puts the odd 2 silver coins and 5 copper in her hand. "Offer her this. 'Twould not be missed from our pockets, and 'tis blessed they what pays their servants well."
| Galenus |
We should move the Orc bodies; either in this pit or in that thick patch of grass over there. Something outside of the obvious. Investigation will yield answers, but hopefully that will be some time after we leave this area.
With that, Galenus starts casting a series of Prestidigitations to clean up everyone involved in the fight, as well as any blood stains after moving the bodies. If the gnoll comes with us, he'll clean her up, too. He'll only do this as long as they're still around - as soon as Anders or Varus gives the word to leave or to be quiet, he'll stop.
| Anders Buckman |
After helping the others clean up the area quickly.
Do we really need to leave for the rest of the night. How about a short rest to catch our breath and head into the temple?
Added coin to sheet, and EXP...I have us at 225. Is that right?
| Galenus |
I didn't think we'd be leaving the entire compound; just this particular area. I agree we should go in and explore some more.
225 is what I have, too. Also, coinage added to profile.
Varus Arminius
|
Varus shakes his head at Anders. "No. My Will has been taxed this day, and by my count one of us has already been laid low this day, you have been dealt wound that only your immense constitution has allowed you to survive, and even I have felt steel's cold touch.
Were we to encounter so much as a pair of the orcs, we might be dragging at least one of us back, to say nothing if there is a half-dozen of the things waiting for us in a dark room.
It costs us little to show prudence for the now, but might cost us much to show haste."
| Galenus |
I just noticed something - that javelin thrower who hit Varus for 8 on Round 2 should have had disadvantage on his attack roll (same guy who took 4 damage from Sharla's Viscious Mockery cantrip). If he missed, Varus would have never cast the healing spell, and he'd be more willing to continue the adventuring day.
As players, we need to make a better effort to show the effects of our abilities to the GM instead of hiding them in text. Myself included.
| Anders Buckman |
I find it worthwhile to list those abilities in an OCC at the top of encounter posts. Varus, I am advocating a short rest in the nearby forest where we can use a HD. Would that work for you, Varus?
| GM Grey |
Galenus begins cleaning up behind the party, removing blood stains using magic. As he cleans the blood of the javelin and horn having orcs, he's able to vaguely see the dark shape of a second annex just past the haze of the fog, and another alley way between it and the temple, going further back behind the temple.
Moving the bodies far will be a tiring ordeal for the warlock, as his strength isn't great. Unless you get help moving the bodies, if you move all four by yourself I am going to require a DC 8 Constitution saving throw, or else gain one level of exhaustion from exerting yourself moving these muscle-bound, and armored orcs.
Luckily, Anders does help. The barbarian is able to move the bodies without difficulty, and soon he and Galenus have wiped the area clean of your presence, except for maybe some of the tracks that are far from not alone in this cemetery. (where are you moving the bodies?)
Yes, 225 exp is right.
| Sharla Glasob |
Sharla, exhausted from what happened, waits for the others before falling asleep to the ground.
If everyone takes a 2 hour watch, we can get our rest done fine. You only need to be sleeping for 6 hours of the rest, so we have exactly the right number of people.
| Galenus |
Galenus tells the others that he saw another annex through the mists - another potential point of entry and location to look out for orcs.
I think we should do another entry point tomorrow, keep up the confusion. Also, I fear retaliation of the orcs on to the town. We need to be prepared for tonight.
| Galenus |
Ok; before we jump ahead...
While we're cleaning up the area, I'd like Sharla to talk to the gnoll about joining us; after that, we either take the gnoll with us or eliminate it. Either way we dump the bodies in the gnoll pit. Then we leave the temple grounds. Then we find a place to rest (preferably not back in town). I'm pretty sure wherever we go, the orcs are going to track us - so I'd like for us to get our long rest during the afternoon and set up a trap for the orcs when they attack us during the night. Whatever we decide, let's take things one step at a time, starting with Sharla talking to the Gnoll
Varus Arminius
|
Yes to Galenus. Sharla, with the Charisma, is best to talk to the gnoll, that's why I gave her the odd coins. Also, since it is only a 1 hour walk to town, I kinda thought we would just go back to town and then we 1) don't have to worry about an orc counter-attack falling upon our campsite in force, 2) don't need to set up watches since we'll be in the hotel, and 3) can update the town on the joyous news that we've slain some orcs and are making progress. =)
| Sharla Glasob |
Sharla goes to talk to the gnoll teenager.
"Sorry about that Meesk. I was wondering, would you like to come back to town with us? We can probably get you a home, and there will be really good food there! Whatever you want!"
Persuasion: 1d20 + 3 ⇒ (5) + 3 = 8
| GM Grey |
sharla, are you offering her the gold varus handed you for this?
Everyone: you will expect it to be nightfall one long rest from now. I don't know if sharla still wanted to do a performance tonight, but it would be late for that a long rest from now. I believe a 5e long rest is 8 hours with minimal activity.
| Sharla Glasob |
Well, I'll have to do the performance another day. I really want to do it, but Sharla is exhausted. She doesn't even remember she said she was going to do it.
Yes, I am offering the money.
| Galenus |
The only issue I have with going back to town is that the Orcs will track us. Which means we'll be bringing an Orc raid back to the town. Which means we'll be getting people killed. At least in the wilderness we won't be putting anyone else in danger. The only counter argument to this I can see is if there are capable warriors or guards in town that can assist with the defense.
Varus Arminius
|
Whoa, whoa, whoa. I think our narratives are getting crossed here. 1) We started out in the morning, and it only took an hour to get here, and GM Grey is saying we're still 8 hours from nightfall, so if nightfall is 8pm it's noon right now. =) Hence, we can be not-exhausted if we want. 2) The orcs have been here for quite some time. If they wanted to raid the town, they would have by now. And even if they do, I'd rather fight 6 orcs with a dozen villagers around me then without. We're no data showing that there are 100 orcs here, and if there were they would've had a lot more guards around. 3) Ya, I know there might be some good RP re: The Gnoll Problem. Meh. It'll make the game interesting, but I think these we can convince the town that we Know What We're Doing and that'll be good. =)
| Galenus |
The difference being that we just killed a bunch of orcs. Do you really want to go on the assumption that they'll ignore that just because they haven't raided the town in some time?
I agree on the timing issue. One of my previous suggestions was for us to long rest for the afternoon and stay awake all night to set up a trap for our inevitable trackers.
| GM Grey |
Regarding being tracked:Tracking is a survival check. I can have you roll a counter-survival that they'll have to beat in order to successfully track you. This is an option. This can be assisted, as can their check to track you.
As for time, you set out around noon I believe.
Edit: nm, late morning is when you left. So its noon now.
Meesk acts very shy when Sharla asks her to leave with the adventurers, but upon being offered the coin gets very giddy.
"Shineys!" she gasp, with a wagging quality to her voice. She reaches out to take them. "Thank you. Iuh luff shinies! I cannd jussz leavuh... Thiz iss muh homm... But you cann come backn talk wif me? I wond tell them bout ya. I dun mind thuh extra foods, neither." She says regarding the orc corpses being brought to her hole
Meesk now seems to regard you all as friends.
Varus Arminius
|
Varus mumbles to the others. "I see no great harm leaving her here. I doubt they could get much good data from her, even IF they thought to question their dog on combat intel. So, too, if we were worried about that, we could just feed her some false data and leave it at that."
The orcs are concerned about guarding this place. If they risk a large strike force to attack an defensive position like a populated town, unless they significantly outnumber the whole town, they won't have enough people to attack _and_ defend this place. We're not seeing an Ork WAAAAGH here, just a defense force for their temple-thing. If they attack the town and over-extend themselves, that's more likely to play to our advantage. And we can cover our tracks in any rate. But to camp nearby means that attack force can only come down on our heads, which puts us in a worse situation."
| Galenus |
I agree; leave her here. Anders, you're the expert here, where are we headed next?
| Anders Buckman |
It matters not to me. The town is a ways off, and we could have the Gnoll keep watch and warn us of Orc danger if we camp in the nearby woods. If we head to town, then I say we do not make too much of a fuss there, just rest and get back here in the middle of the night to resume our exploration. Either works for me. Let's just get busy doin' one or the other now.
Survival to Cover Tracks: 1d20 + 2 ⇒ (15) + 2 = 17
In character and out, it really makes no difference to me. Town is fine, but so is right close by in the woods with the Gnoll letting us know if the Orcs come a hunting.
| Galenus |
I don't want to put the townspeople in danger - especially when there are children there. They're already afraid of us, they're already scared of the curse. Leading an Orc raid back to town will just make them hate us more.
Can we assume we're having this discussion outside of the encampment?
| GM Grey |
I don't wish to influence your decisions too much, but there may be some information that isn't being remembered.
Springhand wishes to hear as much of your adventures as possible, so in case you die and a new group of heroes take over, the new group isn't entirely without information (this basically means that no information you've learned 'can be passed on' until you speak to Springhand).
You may also need to spend money to replenish your resources, and get rid of the weapons you've collected already (I believe Varus is walking around with a bunch of gear for the townsfolk, yes?). Unless you find creative solutions to these problems, you will have to return to town sooner or later, and possibly lead the orcs there eventually.
| Galenus |
At this point, no one is carrying any Orc gear, except the trinkets. The rest of the stuff from the first two orcs was left behind, and no one has grabbed the equipment from the area we just left.
I know we have to go back to town eventually - my point was that after the first raid (probably the first one in a long time), the orcs would want immediate revenge. We'd set up an ambush for them, which would cause them to see our superiority and for them not to do a raid for some time after that; that would buy us some time to do some more raids against them as we dwindle their numbers over the next few days and weeks. It was a one-time thing for now, not a long term "stay in the woods forever" type of deal. I'm expecting them to retaliate immediately; after we bash down that retaliation, it makes it less likely for them to retaliate again (at least not immediately).
My plan was to stay in the woods for a single long rest, set up an ambush, defeat the retaliation raid, then go back to town.
| Anders Buckman |
We are really getting bogged down here with a decision that likely holds no real significance one way, or the other. Since the party appears split. DM Grey - Please roll and pick for us so that we can move along.
| Galenus |
Varus, I concur! It's Anders fault! :) For the purpose of speeding up game, I'll just roll right now. Low is woods, high is town.
1d2 ⇒ 2
Town it is.
| GM Grey |
After coming to an agreement on where to go from here, the group decides that the Town is the best place to return to. They gather the weapons taken from the enemy orcs (30 javelins, 6 axes), making an awkward load to carry. (Varus can either just barely take all these himself, or the load can be split with another willing person)
An hour later, the group marches back into town without incident. They remember where the tree at the town center is, and the general goods store that sits there. They don't remember seeing a weapon or armor smith , though some asking around might point them right there. They also remember where to find the priest who set them on this mission, and his words to tell him of anything they've learned.
Where to?
1d20 ⇒ 16 - close one
tracking: 1d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (2) + 2 = 4
| Galenus |
Galenus assist Varus with what little he can. After they report to the priest, Galenus makes his suggestions, Sharla, think you can still do your performance tonight? Anders, want to secure our rooms for the evening? I can't remember if we already did that. Varus and I can take the equipment to the shop to see what we can sell. Unless anyone has some other ideas.
What's the time of day?
Varus Arminius
|
After inquiring after, and finding, a smithy upon which they may unload their second-hand metal, he asks the shopkeep, "As you may know, we are new here. Do you have a sheriff in your town? My friend here has a fear of being raided by orcs in his sleep, so knowing that you have a stalwart lawman would do much to ease his slumber."
| Galenus |
Galenus smiles and nods in agreement.
| Sharla Glasob |
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"Yes! My performance! Galenus, come with me!" Sharla runs off to where she decided to do the performance dragging Galenus along with her, and starts, as long as there are enough people gathered there.
She starts by dropping the human form she wore as she walked onto the stage, her blond hair paling to a stark white, her eyes widening and losing their pupils, and her skin losing all color. As she walks onto the stage, she has her shapeshifter heritage revealed in all it's glory.
She begins the performance with a dance, leaping and running, all the while subtly changing her appearance, giving herself elven ears, or brightly colored hair. As she dances, she begins to sing in Common. Once she has finished the song in common, she continues the dance, now adding her magic into the mix in the form of illusions. Illusions of fire, of creatures, of eldritch light, of noise, of music, and even of other dancers, perfectly in time to the tune. She takes out her flute, and throws it on the ground as it appears to play itself. Other instruments appear from the air, played by invisible musicians pouring their hearts and souls into the music.
"Once upon a time
There was a fairy child.
A child with wings like a silken storm,
And eyes like a Moonlit pearl.
This child had no parents,
No place to call her home,
what choice was left, but for her to roam
until she found a place to stay?
This fairy girl once found a home,
In the field of a young man’s farm.
She stayed in the field, watching the boy,
And protected him from harm.
She loved that boy, his skin so pale,
That boy with eyes of red.
She loved that boy, his life so bright,
Even as others curse him, and wished him dead.
She thought one day;
‘This boy has been kind,
and leant me a place to sleep.
What is it then, that others see, and that makes babies weep?’
She learnt of the skin, that the boy had,
was regarded as the devils work.
‘I must fix this!’ She thought,
And gave an doting smirk.
‘He shall never again be ridiculed,
for his terrifying skin.
He shall be everyones friend,
so that in all, he can win.’
And the fairy girl, gave the boy a gift that day,
The gift that changed his fate.
The gift to change his skin,
and so deflect all hate.
That boys descendants are known as changelings,
and are still sometimes reviled.
But in most, lives a decent heart,
A heart gifted by that child.”
She dances for as long as she can before giving out, giving a bow, her body now back to the way it originally was. Then, she totters off, leaning on Galenus, back to her inn, where she collapses into bed and falls asleep immediately, drool, and a slight stain of blood from getting hit with Ander’s axe, falling onto the pillow.
Taking a long rest.
| GM Grey |
Sharla: please give me the ooc of that. How are you accomplishing your feats of performance. In addition, give me a performance check with advantage (assuming your amazing feats are well supported with magic or skill).
Finally, if you wanted to spend time attracting patrons to the vision-cursed tavern, as you didn't have time to do this earlier today, give me three persuasion checks.
I'll resolve the rest of the posts all together after sharla responds.
| Sharla Glasob |
Oops, meant to do that. For the advantage, can I make one of the checks as a singing check, and the other as dancing? Because she did both, and I feel like it might fit. My singing would be +7 (cha+performance+singing proficiency), and dancing would be +4 (dex+acrobatics). If you just want me to make the check with the same modifier each time, it would be +5 for both.
Singing: 1d20 + 7 ⇒ (5) + 7 = 12
Dancing: 1d20 + 4 ⇒ (11) + 4 = 15
Persuasion: 1d20 + 3 ⇒ (19) + 3 = 22
Persuasion1: 1d20 + 3 ⇒ (4) + 3 = 7
Persuasion1: 1d20 + 3 ⇒ (19) + 3 = 22
| Galenus |
Galenus, dragged away from the shop with Varus, watches the show in awe. As he helps Sharla get to her room, he says to her, Beautiful performance, Sharla. Truly, we've lifted their spirits tonight.
As she lay asleep, he wets a cloth and wipes the blood and grime from her face. He takes off her boots, covers her up with a blanket, and then shuts the door behind him as he leaves.