Tana Kulenova |
is I just realized acrobatics check is plus 5. So wi the original role, the value is 3 + 5 = 8.
If you want a reroll, then
acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19
I have no problem using 8 as that is using the correct modifier with the original 3 roll. Of course, you decide! My apologies for the error.
Tana Kulenova |
is I just realized acrobatics check is plus 5. So wi the original role, the value is 3 + 5 = 8.
If you want a reroll, then
acrobatics: 1d20 + 5 ⇒ (8) + 5 = 13
I have no problem using 8 as that is using the correct modifier with the original 3 roll. Of course, you decide! My apologies for the error.
Aeshuura |
@Tana, we will stick with your original roll, since we have record of that. Not to worry though, thus is a group check, so you just need to have more successes than failures.
@Jiro and Shaldinari, you both are essentially behind Tana and have the same description as she had:
Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get
past the brush without slowing your pace.
@Jiro, your use of minor illusion doesn't help your situation, but I like it, so I will give the ogres disadvantage on their check!
EDIT: Party resolution: Blacklock/Tana - 1 success, 1 fail
Shaldinari Vec |
Acrobatics Check: 1d20 + 3 ⇒ (7) + 3 = 10
Running behind Tana, Shaldinari's head swivels back to see if the ogres are gaining ground. She turns her attention back to where she going just in time to notice the big patch of brush and Tana struggling through it. Not showing any of the grace and elegance often attributed to her kind, Shaldinari leaps up and over the brush, arms flailing, but she manages to barely clear the barrier and come down without twisting her ankle.
She stops just long enough to help yank Tana out of the tangled branches before taking off again.
Jiro the Unwilling |
Dex (Acrobatics): 1d20 + 3 ⇒ (2) + 3 = 5
Whoops, sorry, gang!
Jarprax |
Wow - I missed a day and came back to 22 new posts! Sorry about that - I was out of town at a conference.
Chase: 1d10 ⇒ 3
As the new foe is pointed out to him, Jarprax grips his warhammer and assumes a defensive stance... at least, until he realizes his companions have the right of it. Pointing to a spot between the group and the ogres: "Mists rise, and cover our retreat!"
Fog Cloud
Aeshuura |
Looking back behind him, at the oncoming ogres, Jiro turns back and runs right into the brush! The little kobold is stymied by the undergrowth, taking him a little bit to force his way through!
Zar takes a turn and finds that a small stream blocks his path.
@Zar, make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment without slipping.
Jarpax runs, heavy footsteps in his chainmail armor! Suddenly, the ground beneath his foot gives way with a crunch! A moment later, a swarm of angry bees emerge!
Attack of Opportunity: 1d20 + 3 ⇒ (13) + 3 = 16
Thankfully, the bees are unable to get under the dragonborn's armor!
With Jarpax' fog cloud and Jiro's minor illusion you cause the ogres to automatically fail the first round! You are racing to the first with 3 group successes.
Success: Blacklock, Shaldinari, Jarpax / Failures: Jiro, Tana
Aeshuura |
Wow - I missed a day and came back to 22 new posts! Sorry about that - I was out of town at a conference.
No worries, up until today, I was posting completely from mobile device! It was truly a task...
Antonio Carvartee |
Taking the rear guard to make sure everyone has a chance for escape. It's the only thing he can think of to redeem himself from is failure back at the village.
If it has to be my life so the others may live so be it. Maybe I could lead the Ogres away from the group.
Chase: 1d10 ⇒ 7
Am I able to aid anyone or is this just an individual success and failures?
Aeshuura |
Individual, but since it is a group check, you need more successes than failures.
Veering off to try and draw the ogres away from the group, Antonio runs into a flock of sheep that were just on the other side of the rise!
Make a Dexterity save DC 10. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. Remember that you all have had a long rest.
Success: Blacklock, Shaldinari, Jarpax / Failures: Jiro, Tana
Aeshuura |
Oh, I like that... what to do, what to do...
Antonio's success make four successes! Round 1 complete!
Tally: PCs - 1 success; Ogres - 0 successes
Round 2!
Everyone roll d10 again!
Aeshuura |
Tally: PCs - 1 success; Ogres - 0 successes
Round 2.
Blacklock finds himself on uneven ground, threatening to slow your progress! Make a DC 10 Dexterity (Acrobatics) check! Man, Blacklock is getting the easy ones for him!
Blacklock |
You're going to jinx it with comments like those ;)
Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20 or not
As he quickly recoiled the rope on the run, the Zhent noticed a number of large cinders spread out before him...like a volcano erupted or giants were doing battle with crackling boulders. In a split second decision, he made the call to step across the tops of the obstacles rather than the space between.
A spinning leap set him into position for the second stone, but his legs did not have the strength to clear the distance. He rolled forward, planting his hands on top of the cold cinder and using his full upper body to push and propel him along in a crazy upside down thrust. For a normal person, the rotational inertia would be too wild to control, but Blacklock had trained for just these situations and rolled with it...alternating feet and hand plants with every rock. Next a cartwheel, then a single legged flip, a triple, another cartwheel and so forth tossing himself along spectacularly.
Jiro the Unwilling |
Chase: 1d10 ⇒ 6
Jarprax |
Chase: 1d10 ⇒ 6
Nodding with satisfaction as the fog cloud surrounds the ogres, Jarprax's voice now booms out loudly: "Vi er valgt af stormen - vend tilbage, før du bliver smadret!"
Using Thaumaturgy to enhance Jarprax's voice.
Aeshuura |
Tally: PCs - 1 success; Ogres - 0 successes
Round 2. (Success: Blacklock)
Tana almost wonders if she is running in circles as another patch of brush stands in her way! DC 10 Strength (Athletics) or Dexterity (Acrobatics)
Zar scrambles over a ridgeline and the rock beneath him breaks loose, falling down upon his friends below! DC 10 Strength (Atheltics) check to stall the rock from falling long enough for them to pass out of the way! If you have a staff, you can try to leverage it to give you advantage on the check.
Shaldinari, as graceful as a gazelle, flies past all obstacles in her way!
Jarpax crests the ridge behind Zar and is surprised by the drop! DC 10 Dexterity save or fall height: 1d4 ⇒ 1 5 feet, slowing you up.
Jarprax |
DEX save: 1d20 ⇒ 13
Stumbling slowly along behind the wizard, Jarprax throws frequent looks over his shoulder to see where the ogres are or to cast a spell. As a result, he doesn't see Zar pause at the top of the ridge - there's a tense moment as he teeters, certain that he will fall, landing on his friends below. Quickly swinging backwards with his warhammer, he is able to maintain his balance.
From his vantage at the top of the ridge, Jarprax looks back to see if they have escaped the enemy, and makes ready to cast another spell.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Aeshuura |
Antonio, one of the ogres stopped to play with the lambs, but when he saw his buddies continuing on, he followed. It contributed to their failure first round.
Tally: PCs - 1 success; Ogres - 0 successes
Round 2. (Success: Blacklock, Shaldinari, Tana, Jarprax)
Antonio scrambles over the bluff, to the right of everyone else and right into a patch of marsh! Make a DC 10 Dexterity (Acrobatics) check, or get mired in the muck!
Aeshuura |
Tally: PCs - 1 success; Ogres - 0 successes
Round 2. (Success: Blacklock, Shaldinari, Tana, Jarprax)
Zar Orbmark |
Str: 1d20 + 0 ⇒ (14) + 0 = 14
Zar's relief that he didn't run off the ledge turns to panic as his foot dislodges a rock. Dropping quickly to his knees, he is able to hold onto it long enough that it doesn't drop on his companions.
"Watch out below," he says once it appears safe to let go.
Aeshuura |
Tally: PCs - 1 success; Ogres - 0 successes
Round 2. (Success: Blacklock, Shaldinari, Tana, Jarprax, Zar; Failures: Antonio)
Sorry, didn't see Jiro's roll!
Jiro comes up next to Zar, watching the wizard toss the rock to the side, when he kicks a rock loose, himself!
Strength (Athletics) DC 10 to stop it from hitting your friends!
Tana Kulenova |
Tana catches up to Jarprax and seeing him look back, she too looks back to see what is happening with the Ogres.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Tana tells Jarprax her interpretation of the groups progress based on her observation.
I'll leave it to Aeshuura to advise what Tana observes with the ogres. Then Tana will tell Jarprax her assessment of the situation.
Jiro the Unwilling |
Str (Athletics): 1d20 ⇒ 10 Whew! Close!
"Zar, watch out where you are go-WHOA-ing!" The little kobold winds up dislodging a sizeable rock as well - with him still standing on it! Scrambling, he manages to grip both the rock and the ground to just barely keep both of them from immediately falling. "Heh heh. Never mind, Zar, you are doing just fine. I'll shut up and pay more attention. Well, at least I'll try to pay more attention."
Aeshuura |
Glancing over her shoulder, Tana can see that the ogres are spread out a bit, with two up front and one straggling behind while carrying a sheep under one arm.
Jiro manages to barely keep a rock from smashing Zar's leg as he begins to climb down the bluff, but the kobold manages to send the rock off to the side.
Round 2. (Success: Blacklock, Shaldinari, Tana, Jarprax, Zar, Jiro; Failures: Antonio)
Survival for Ogres: 3d20 ⇒ (11, 15, 18) = 44
Tally: PCs - 2 successes; Ogres - 1 success
Round 3! Last one, hopefully! You can do it! Roll your d10!
Zar Orbmark |
Zar ducks in anticipation of getting hit by the rock that Jiro dislodged. When he hears the kobold speak, he looks up, relieved that nothing came down on him. Once at the bottom, he looks around for the ogres and to see where to go next.
Chase: 1d10 ⇒ 7
Aeshuura |
Blacklock falls a little behind as he crests a rise to get a good vantage point overlooking the terrain ahead of you. After taking a moment to pick out the best path, he climbs down the face to catch up, but in doing so, a rock comes loose! If it falls, it will likely start a small rockslide and catch the others! Strength (Athletics) DC 10, or everyone else takes 1d6 damage.
A few moments later, Zar runs into a herd of swamp goats, causing a stampede! DC 10 Dex saving throw or be knocked about, taking 1d4 bludgeoning AND 1d4 piercing damage!
Tally: PCs - 2 successes; Ogres - 1 success
Round 3.
Aeshuura |
@Shaldinari, maybe 80 or so feet.
Shaldinari runs through a small field of flowers, kicking up a puff of pollen! DC 10 Constitution saving throw or be blinded by pollen!
Shaldinari Vec |
CON Save DC10: 1d20 + 1 ⇒ (19) + 1 = 20
Slowing just a bit to admire the flowers, Shaldinari barely notices the little cloud of pollen released by the hardy plants. With nary a sneeze she gets past the patch. Pulling up for just a moment her eye falls on the lead ogre and with quick grin she simply says, "Blessing of the Winter Queen upon you! May you have the agility of a drunken sloth." She says pointing a slim finger at the lead ogre. "You big, ugly slobbering fool."
She then turns and keeps running.
Cast Hex(Dex) as a Bonus Action on the first ogre.
Jarprax |
Distracted by his own fog cloud, Jarprax fails to notice the ogres until Tana points them out.
Using the hilly terrain to mask the direction of his voice, Jarprax once again booms out: "Pas på! At vrede os er at invitere din egen død!"
A loud but low rumbling thunder shakes the skies, followed by the sound of a lightning strike.
The enhancement to his voice is still in effect, and Jarprax will use Thaumaturgy again to create the sound of thunder off to the side - at right angles to where the party is running.
Chase: 1d10 ⇒ 7
Aeshuura |
Antonio hears a buzzing past his left ear, then the drone gets louder as he runs straight through a swarm of bees! Attack of Opportunity: 1d20 + 3 ⇒ (11) + 3 = 14
The big fighter runs through the swarm so fast that none manage to find any opportunity to sting him!
Jarpax, following closely behind Zar finds himself also in the swamp goat stampede! Dex saving throw DC 10 or take 1d4 bludgeoning and 1d4 piercing!
As thunder rolls, the ogres do not seem overly concerned...
Tally: PCs - 2 successes; Ogres - 1 success
Round 3. (Successes - Shaldinari, Antonio)
Aeshuura |
Tally: PCs - 2 successes; Ogres - 1 success
Round 3. (Successes - Shaldinari, Antonio, Blacklock; Failures - Zar)
Zar is battered around by the stampeding goats! 2d4 ⇒ (1, 3) = 4 damage
Jarprax |
Failing to distract the ogres, Jarprax turns to, once again, follow Zar.
DEX sav: 1d20 + 0 ⇒ (11) + 0 = 11
Stumbling once or twice, Jarprax nonetheless manages to dodge the charging goats and reaches down to pull Zar to his feet.
Aeshuura |
Tally: PCs - 2 successes; Ogres - 1 success
Round 3. (Successes - Shaldinari, Antonio, Blacklock, Jarprax; Failures - Zar)
After clearing this next rise, you all find that the ogres seem to have decided that the goats are easier prey and break off pursuit, but you hurry on to be safe.
Finally, a quarter mile away or more, you manage to find a sheltered bluff to catch your breath. Some of you almost wheezing as the cold air burns your nose and lungs, you find relief as your legs are shaking from the exertion...
--
The mother protector greets you all warmly as you approach the Helping Hand, though you see her visibly flinch when you approach as you are certain that she can feel its influence!
When you all enter the back room she already has a small coffer on the table and she pushes it toward you. 250 gold coins, as promised, to be split amongst you. Now, the Tenet of Bane?