
DM Fflash |

Knowing that the next beacon lies beyond the gates of the inner quarter the party takes a direct path toward the well, passing the slumped body of a Trunaun guard arm extended into the well.
To the southwest, you spy movement and lights in a bar called The Killin' Ground, known for its incredibly stout moonshine.
Suddenly from the north an arrow flies toward the party!
Perception checks and actions

Jugger Grimbeard |

That's the second time the DM has mentioned that dead guard...
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
"Archer! Cover!" Jugger suddenly roars. He speaks in Dwarftongue, but the meaning is obvious. He points and starts to advance.
Jugger drops Kneecapper and readies his shield on the move. AC 19

Totiyonce |

yah. i noticed the well-dude-mentioning. on it.
Toti yelps, and scrambles to take cover behind the dead guard and the well. She begins to warm up her vocal cords, even while holding her nose this close to the smelly Trunaun. "What in the name of dangling diarrhea did this bastard eat before he s+@* his britches?"
Perception while glancing at the guard: 1d20 + 6 ⇒ (11) + 6 = 17

DM Fflash |

The arrow flies at Jugger and sticks through a hole in his pauldron burying itself in his shoulder.
The orc ducks back down as he is spotted.
To hit: 1d20 ⇒ 20
Damage: 3d6 ⇒ (1, 3, 3) = 7
Toti glances at the guard who appears to have bene reaching or grasping for something when he died. She catches a glint of something from the water in the well below, catching off her torchlight.
However, by then most of the damage had been done and there were more enemies than warriors left in the Inner Quarter.
Currently you were following some human Freedom Town mercenaries who had just entered the Killin' Ground bar where ironically you were drinking just an hour or two ago. Having come full circle, you are approaching the bar to see what they are up to when you spy three people you recognize from town, outsiders who have taken up the miltia's cause. You remember their names from Leroy, a friend of yours, who you would drink with from time to time. They approach the well and are immediately pinned down by an archer (your impressive darkvision allows you to catch it from this distance) from the nearby tower where the drumming has been coming from.

DM Fflash |

Moving north to the edge of the first building you come to, you stop in surprise as you spy orcs through the windows, rooting around in the building. They don't notice you.
Moved your token back
Jugger advances ahead, the noise from the booming drums from the top of the tower drown out sound all around you, such that you can barely hear your own footsteps as you move forward.
You advance toward the tower and are stymied by two things. One you notice in the buildings to your left and right, orcs rooting around, apparently looting as you spy a massive pile from the looted homes in front of you. They don't notice you.
Additionally, at the same time you see a half-orc, Mokroka, that you've seen around town at the bars. A reknowned warrior and current Trunaun and although not a member of the militia, has zero love for orcs. He spots the orcs in the western building at the same time you do. He appears aware of you as well.
Map updated and I moved your token back to where you noticed the two groups of orcs
You swing the torch over the lip of the well and it sends flickering flamelight cascading down to illuminate the bottom of the well. You see a crossbow floating in the water and a crystal potion vial submerged below it. The guard himself has a huge gash in his ruined scale mail along his left side .. obviously the wound that killed him. You also spy a key hanging on his belt.
Actions? Initiative not required yet

Mokroka |

Mokroka signals Jugger, trying to get him to hit the house the same time I do, if he's not too deep into his rage
Is there a window or opening by where I am that I can use to get into the house?
Acro to get into the house - 1d20 + 5 ⇒ (15) + 5 = 20
Mokraka will rage as he bursts into the house and shout out his warcry as he attacks with power attack
"Blood and Death!"
To Hit - 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21
Damage - 2d6 + 5 + 2 ⇒ (2, 5) + 5 + 2 = 14
Intimidate - 1d20 + 5 ⇒ (12) + 5 = 17

DM Fflash |

There is a window right where you and the southernmost orc are at
Str check to break it (not hard, DC5, dont roll a 1)
Intimidate to demoralize is a standard action unless you have a rage power of some sort?
Also power attack with a 2 hander is +50% damage so +3 at this level
Finally, I need your list of small, medium and large items accessible to you before we execute this round of combat otherwise everything is in your bag of holding

Roondar Turen* |

Not being able to see archer, Roondar grabs winter by the scruff of his neck and tries to find cover. If he spots an enemy he'll use his sling to attack.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
if he spots something...
To_hit_sling: 1d20 + 1 ⇒ (18) + 1 = 19
Dam_sling: 1d4 + 1 ⇒ (2) + 1 = 3

Jugger Grimbeard |

Frustrated by the thick tower door, Jugger looks around. He catches Mokroka's signal and turns towards the indicated house. He moves at a sure, steady pace, stepping into the house and swinging his heavy pick at the first orc he encounters.
Heavy Pick (PA): 1d20 + 5 ⇒ (9) + 5 = 14; Damage: 1d6 + 6 ⇒ (5) + 6 = 11

DM Fflash |

Orcs a lootin! Surprise Round
Init: <roll for Round 1 ... everyone>
Jugger and Mokroka hit the building in a bizarrely unheard crashing rage. The thundering drums run with a frenzy making you wonder at the endurance of the drummer who has been at it for over an hour now.
Mokroka shatters the window and catches the orc near the window staring down, he looks up in time just to catch sight of his own feet as the bloodrager separates its head from his shoulders with a vicious sideways chop. The headless orc falls forward spraying black arterial blood everywhere as his eyes blink twice in disbelief before the light fades from them entirely.
Jugger drives his pick deep into the back of another orc, staggering it as the point erupts from its chest. Legendary orc ferocity keeps it standing with the obviously mortal wound impacting the speed at which it responds.
Further south, Roondar watches Jugger in the shadowy dim light at the edge of his light spell and raises his sling. The dwarf obviously sees something to the west and veers away from the tower he was charging, but disappears into the darkness. Given the drumming, the druid can't hear anything else. (you can barely see the near side of the building he entered in the dim shadows light beyond the range of your light spell .. which is highlighte as an aura around your character and Toti's for her torch)
Winter, however, lowers her ears and bares her teeth. She smells enemies. She points to the northwest.
Toti, still at the well, loses sight of Jugger completely.
Your spell easily grabs the vial and raises it slowly up toward your hand. (15 feet per round ... 20 foot deep well, you'll get it next round with a move action, leaving you with a standard action in Round 1)
Orcs Init: 1d20 ⇒ 17
Initiative for everyone Round 1. Post your action if you beat the orcs above

Mokroka |

Mokroka moves up to the next orc, stepping over the severed head of his first victim
"You come into my town, you kill my people, your God will weep when he sees what I do to your entire tribe"
To Hit - 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage - 2d6 + 8 + 3 ⇒ (6, 5) + 8 + 3 = 22
Knowledge Local - 1d20 + 4 ⇒ (11) + 4 = 15

Roondar Turen* |

Roondar and Winter move off to the northwest looking for targets.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15 Roondar
Perception: 1d20 + 6 ⇒ (15) + 6 = 21 Winter
Roondar lets the wolf lead him towards the nearest enemy, he puts his sling away, and readies his Scimitar.

Totiyonce |

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Still on her knees, Totiyonce glances up, "Where did those bastards go?" She harrumphs at Roondar and starts to sing. It's a lusty little ditty about how sometimes a woman needs herself some strong, brave man-meat.
Inspire Courage: "An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls."
for the rest of the round, she kneels there, taking cover, waiting for her shiny.

DM Fflash |

Orcs a looting! Round 1
Init: Toti, Mokroka, Orcs, Jugger, Roondar, Winter
Toti looks up in irritation and begins to sing. Surprisingly given the volume, her voice cuts straight through and inspires those within range (Check radius and verify who is within it)
Mokroka steps into and follows theough with his horizontal slice, black neck blood still trailing and swings it around in an overhand cross cutting chop that hits the second orc above the left shoulder and cleaves him to the navel, its intestines oozing out the middle of the wound as hit collapses like a felled tree.
The orc that Jugger hit, squirting blood is able to stagger about and yank his great axe from over his shoulder The final orc pulls a barbed length of chain and whips ot at Jugger as he moves in to grab the dwarf's attention. The wily dwarf deflects the blow with his chain and then finishes off the first orc with a pick to the side of the cranium that punctures the humankind's skull with a sharp crack.
Roondar and Winter move to the northwest and the light floods through the window of the building allowing him to see the melee with the remaining orc.
To hit: 1d20 + 5 ⇒ (13) + 5 = 18; miss
Perception: 1d20 - 1 ⇒ (17) - 1 = 16
Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 - 1 ⇒ (18) - 1 = 17

Jugger Grimbeard |

Can you update the tokens. I'm not sure which ones are alive or dead.
Jugger closes on the last orc, roaring a challenge. "Try me, cowardly filth! I'm nae some helpless villager." He clangs his weapon against his shield then attacks when in range.
Fight defensively, 21 AC!
Heavy Pick: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16; Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Roondar Turen* |

Roondar moves south along the wall of the building until he sees the doorway (I think that is a doorway) He then gets ready to attack anything that comes out.
Hold Attack (triggered on anyone leaving the doorway)
ToHit_Scimitar: 1d20 + 2 ⇒ (18) + 2 = 20
ToHit_Scimitar: 1d20 + 2 ⇒ (16) + 2 = 18 confirm crit
Dam_Scimitar: 1d6 + 1 + 1d6 + 1 ⇒ (6) + 1 + (5) + 1 = 13
Winter - attacks anything that exits the doorway that Roondar attacks.
ToHit_Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Dam_Bite: 1d6 + 1 ⇒ (6) + 1 = 7

DM Fflash |

We just finished the combat against 12 orcs on Roll 20.
Everyone receives 405xp. Roondar/Toti gets an additional 13xp. Jugger gets 26xp and Mokroka gets 104xp.
12 leather armors
8 falchions
2 greatswords
1 spiked chain
1 double axe
3 doses of armor ointment
a bundle of 20 tindertwigs
a golden bird cage
(worth 60 gp)
4 bottles of fine wine (worth 10 gp each),
masterwork lute
masterwork flail
two orc double axes
three suits of leather armor
a heavy wooden shield
two climber’s kits
two grappling hooks
100 feet of hemp rope

Jugger Grimbeard |

"We are on task to clear the quarter," Jugger replies directly. He walks over to retrieve Kneecapper and stows his shield. "We have plenty of work to do. You are welcome to join us."
He takes a few moments to sift through the gathered things. He nods to himself at the masterwork flail, strapping it to his pack. He takes a half dozen of the tindertwigs and tosses the lute to Toti. He'll stash the rest of the valuables (birdcage, wine) into his pack if no one else claims them.
What's armor ointment?

Roondar Turen* |

If the clerics at the barricade can bring us back to full, cool.
if not, Roondar will use the Wand looted from Kagrak
Looted Wand of CLW
CLW_Wand(20c): 1d8 + 1 ⇒ (1) + 1 = 2 <- will stop casting once
CLW_Wand(19c): 1d8 + 1 ⇒ (2) + 1 = 3 <- everyone is full. or
CLW_Wand(18c): 1d8 + 1 ⇒ (6) + 1 = 7 <- the wand is empty.
CLW_Wand(17c): 1d8 + 1 ⇒ (2) + 1 = 3
CLW_Wand(16c): 1d8 + 1 ⇒ (2) + 1 = 3
CLW_Wand(15c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(14c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(13c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(12c): 1d8 + 1 ⇒ (1) + 1 = 2
CLW_Wand(11c): 1d8 + 1 ⇒ (8) + 1 = 9
CLW_Wand(10c): 1d8 + 1 ⇒ (7) + 1 = 8
CLW_Wand(09c): 1d8 + 1 ⇒ (5) + 1 = 6
CLW_Wand(08c): 1d8 + 1 ⇒ (6) + 1 = 7
CLW_Wand(07c): 1d8 + 1 ⇒ (7) + 1 = 8
CLW_Wand(06c): 1d8 + 1 ⇒ (1) + 1 = 2
CLW_Wand(05c): 1d8 + 1 ⇒ (4) + 1 = 5
CLW_Wand(04c): 1d8 + 1 ⇒ (4) + 1 = 5
CLW_Wand(03c): 1d8 + 1 ⇒ (7) + 1 = 8
CLW_Wand(02c): 1d8 + 1 ⇒ (3) + 1 = 4
CLW_Wand(01c): 1d8 + 1 ⇒ (3) + 1 = 4
Please let me know how many charges remain.

DM Fflash |

Moving this along
Falling back to the barricade, the party drags its wounded with them and the healers get to work bringing everyone stable and conscious. They are completely tapped on magical healing but are effective and bandaging and herb usage.
Using the heal skill, they are able to get everyone to 2 HPs before you start hitting them with the healing wand. If conscious, they give you 2 HPs back (Toti and Jugger). This cant be done again for 24 hours.
You check on Sara and Astrid which are being treated for burns and smoke inhalation and the surly blacksmith gives you a wry smile and a thumbs' up.
Before you depart, one of the priests hails you and says, "You're the only ones to come back and go out again. Maybe you have a chance. I left a healing wand in my footlocker in the acolyte's group home. It's near the northwest tower in the shadow of the inner quarter gate wall and overlooking the cliff."
Brought to you in a few minutes during a commercial while on my phone

Jugger Grimbeard |

Jugger leaves his broken Kneecapper at the barricade and takes one of the great axes for the meantime.
Feeling reinvigorated, Jugger nods back to Sara and waves for the others to follow. He heads back out and towards the northwest tower. "We should retrieve that healing wand."
Brought to you from my hotel in Scottsdale.

Totiyonce |

kk. if mo' takes the first six, toti will take the next one -- one of the 7s -- so she's back to a full 14 and very reluctant to engage in any more sniper battles.
I left a healing wand in my footlocker in the acolyte's group home. It's near the northwest tower in the shadow of the inner quarter gate wall and overlooking the cliff.
isn't that the one we just blew through? maybe not?
also, toti takes this pile of loot:
- - a golden bird cage
- - 4 bottles of fine wine
- - masterwork lute
- - Kagrak of the ROLLING THUNDER's masterwork drum
"Oh, you're right, my bristly pet. We should slip back in there and grab that wand." A tilt of her head, a twinkle in her eye, and a sly smile as she turns to the priest, "Is there anything else valuable that we should bring back out? You know, just in case we find it laying around."

DM Fflash |

So, 6 for the Cracka, 1 for Toti, 2 for Roondar (leaves him at 15hp), 4 for Winter to get her full ... dunno about Jugger, he was at 21 HPs at the end of the fight. So that's 13 charges off the new wand. Roondar has that one? Toti still has the old one with how many charges?
The priest looks aghast at Toti's suggestion, "No! You shouldn't loot these poor people's home's! That's ... that's ... terrible! Just the wand!"
The party heads back around the outside of the quarter to the cliff face and travels along past the tower and through the small copse of trees to the first of the next set of buildings, picking their way through the detritis and rocky terrain.
"“Move an inch and five of my best come to join us. They won’t be as friendly as we are.”
Map updated

Mokroka |

Also all of this that was on the Discord
3 great axes = 3
short bow (5 arrows) = 5
spiked chain
2 falcions = 2
6 sets of leather armor = 6
masterwork war drum
scroll of cause fear
scroll of charm person
2 scroll of grease = 2
scroll of remove fear
scroll of summon monster 1 (bloody human skeleton) = 1
wand of clw 24 charges = 24
thunderstone
masterwork chainmail
masterwork light steel shield
masterwork battle axe
5 throwing axes = 5
dose of antitoxin