
Lumen Oakleaf |

Lumen looks over at the dwarves holding up their blankets to try to block the light. He chuckles to himself and moves over behind them, pulling out his own blanket and holding it as high as he can. At over 2 feet taller than the dwarves, he blocks more of the space above their blankets. He also glances back at the wall to see if he recognizes anything.
Stealth: 1d20 + 1 ⇒ (14) + 1 = 15
Religion: 1d20 + 2 ⇒ (14) + 2 = 16

Greycastle |

You all work together successfully to get a better view of the paintings and quietly replace the wand into the crypt. There is a brief tense moment when a burst of raucous laughter comes from the tunnels further away, but the Orcs seem not to have noticed your presence so far.
The paintings reveal symbology of the bear tribe. They tell a story of a fierce chieftain with dark magic who ruled by fear. They warn those who would trespass here that to disturb the crypt would have dire consequences.
all that’s left now is to replace the slab back onto the crypt unless you wish to leave it open.

Rodalas Windrace |

He isn't the strongest one in the party but time is a wastin so he tries to move the slab
1d20 ⇒ 18

Turquoise 'Turq' Barreltap AL |

>.< Come on, Netzer, ye gonna let the elf beat ya? Turq stage whispers.

Greycastle |

Whelp that’s it! Turq blew it with his stage whisper! Lol just kidding.
The party moves to slide the slab into place but unfortunately it doesn’t budge. The party did a good job of quieting the place, but with the failed roll I’m going to roll a perception check by the Orcs.
HA! I knew you’d look!
Perception: 1d20 ⇒ 8
What do you guys want to do?
1. Try again?
2. Leave it?
3. Prepare for battle because surely the Orcs heard that!
Or
4. Surprises me, come up with your own idea of what to do.

Turquoise 'Turq' Barreltap AL |

Hahahah!
Okay, okay, again, one... two... THREE! Turq tries to time their effort again with his stage whisper... 'Mikh, Rodalas, and Rodney cover the doors!
Help Action for Netzer. Is this a Strength check or Athletics check? Also, are we trying to add together for a total, or hit a DC?

Greycastle |

you had enough str. I was just looking for a STR check of 18.
Rodalas smirks as Netz redoubles his efforts. With a little louder than you’d have liked *THUD*, the tomb’s lid falls into grooves carved into the stone.
Perception: 1d20 ⇒ 3

Baldrick Longhall |

While the shifting of the slab is happening, Baldrick, head cocked to one side, has been puzzling over the paintings. Grabbing Rodney in a crushing grip, he whispers: "Hang on - so you're saying that er... chieftain? is the one in the tomb over there?! Amazing..." As Rodney tries to pull away, Baldrick yanks him back: "Wait! Who made the paintings, then?"
Are you still looking for Stealth rolls?

Greycastle |
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That depends on what you want to do next. What’s the plan? You guys have accomplished your objective. Sneak out? Set up a prank for the Orcs? Charge I to the Orcs? Join the Orcs for a rousing rendition of Kumbaya?

Turquoise 'Turq' Barreltap AL |

Turq pats Netzer on the shoulder in a silent 'good job', Do we want to leave these orcs here? Do ye think they'll be a problem fer the folk o' the Towns?

Baldrick Longhall |

"Should we ask them what their intentions are? Like, are they raiding or trading?"

Turquoise 'Turq' Barreltap AL |

Okay, Turq is going to be racist here, but it is a reflection of his upbringing with the Shield Dwarves of Kelvin's Cairn... He would actually love to be proven wrong... Just a caution warning. If it makes anyone uncomfortable, let me know and I will discard that aspect of Turq.
Baldy, ye know what the elders say, the only good orc is a dead one... Do ye really think that any o' them will give us an opportunity ta talk?

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Netzer looks to the bard and takes one of his off white bed rolls out and cuts out eyes and tosses it over the bard and says here's the plan. Run out and scare them. If they run off and keep running they live and we have a tavern story that lasts forever. If they don't run we come in and bash their heads and we have a tavern story that we saved a boy by beating a bunch of orcs this way and that Netzer whispers

Umikh Ironbender |

This tomb is givin' me the creeps. I say we just sneak on back outta here, provided they didn't hear or see us knockin' about. If they did, well then it's a fight we be gettin'!
Being from a merchant family, I figure Umi would rather move on than get tangled in a fight. Pranking them would be the best idea, but alas the player is all out of fun ideas.

Turquoise 'Turq' Barreltap AL |

Turq shrugs, We are far enough from the nearest town, Easthaven, that it probably wouldn't hurt to just leave. Of course, if we alert them, then a fight it will be. Good with everyone?

Baldrick Longhall |

Baldy, ye know what the elders say, the only good orc is a dead one... Do ye really think that any o' them will give us an opportunity ta talk?
Baldrick looks uncomfortable at this comment, shifting from foot to foot: "Yeah... I mean, I've heard stories, but... our clan just relied so much on trade and... well, I don't think I've dealt with an orc directly..." he trails off, unsure what else to say.
When Umikh and Turq suggest leaving and alerting the nearest town, he nods enthusiastically and makes ready to leave.

Turquoise 'Turq' Barreltap AL |

It looks like no objections to heading back out the way we came...
If needed, Stealth: 1d20 + 2 ⇒ (10) + 2 = 12

Baldrick Longhall |

Oh right, Stealth rolls
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
On his way back out, Baldrick stumbles over a rock
Hmmm... actually, I'm going to twist fate by invoking Tides of Chaos for advantage:
Stealth: 1d20 + 2 ⇒ (11) + 2 = 13
but he manages to catch himself quickly before making too much noise.
@Greycastle: With Tides of Chaos active, I believe you can force a roll on the Magic Surge table after the casting of a spell (though some DMs prefer to just do it whenever best fits the narrative).

Greycastle |

The party carefully sneaks out of the cave network and heads back north. It’s been a long day already and still quite the run ahead of you. With the wand replaced, the urgency of your mission has wained. The more experienced travelers are aware of the dangers of pushing hard into the darkness, but camping out in the open is hardly a good option either. It comes down to pushing west back over the icy lake, heading north to Easthaven to rest and then finish the rest of the journey tomorrow, or camping out in the open tundra.
Which of these options do you all want to take heading home?

Turquoise 'Turq' Barreltap AL |

Turq says, We'll head ta Easthaven, get a warm meal in our bellies and night's sleep in their inn. That will also give us the chance to give them a heads up about this small clan of orcs.
The stout human looks to his companions, Any objection?

Baldrick Longhall |

The ex-soldier nods stiffly - prepared to make the long march if he has to, but much happier to spend the night in Easthaven. He would not admit it, but he's tired and a warm bed sounds wonderful.

Umikh Ironbender |

I'd rather not sleep out here in the open so close to them, nodding his head back towards where they came from. Making it to Easthaven sounds great to Umikh.

Turquoise 'Turq' Barreltap AL |

Turq smiles at the offer but shakes his head, I'll live. It's nothing a good night's sleep won't fix.

Greycastle |

You travel north using the lake as a guide. The Redwater’s feed water courses close to Easthaven, so using the tributary is an easy way to not get lost in this barren land.
The torchlight you carry for those of you who can’t see in the dark begins to show signs of trampled snow on the banks of the small frozen river. Hard to notice now that the weather has started to cover the evidence, you realize this must be a sight of the recent battle defending Easthaven. A reminder of how dangerous the land can be, but also assuring you must be getting close to your destination.
Throw out some con saves to see who if anyone is exhausted for pushing into the night as we’ve done.
CON SAVE DC 12, failure means you will add one level of exhaustion to your character.
Exhaustion Effects
Level Effect
1 Disadvantage on Ability Checks (skills and initiative rolls)
2 Speed halved
3 Disadvantage on Attack rolls and Saving Throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

Turquoise 'Turq' Barreltap AL |

Con save: 1d20 + 4 ⇒ (17) + 4 = 21
Wisdom (Perception): 1d20 + 3 ⇒ (18) + 3 = 21 Whoa! Did NOT expect to make that one...
As Turq helps folk over the fjord, the warrior says in a hushed voice to the closest I am guessing Baldrick or Umikh, Something is watching us, be on guard.
Turq stays where he is, helping each of his companions across, and gives each of them the same warning.

Baldrick Longhall |

Hmm.. I guess that post didn't go through...
CON: 1d20 + 4 ⇒ (10) + 4 = 14
Baldrick, tired though he is, trudges on mechanically, looking forward but seeing nothing.
Baldrick's Passive Perception is 9, so there's no chance he'll notice anything.

Umikh Ironbender |

Con save: 1d20 + 5 ⇒ (7) + 5 = 12
Umikh's PP is 12
Umikh looks cold and worn out, but he's soldiering on.

Greycastle |

Mounds of snow scatter the tundra on n this area. The more you look at it though, you realize that some of the mounds are actually large beasts laying dead on the ground, covered by the snows that fallen since the battle.
You pass through the eerie battle field, the constant wind assaults the flame of your torch, causing it to whip endlessly. As you move further in, the more perceptive folk of the party notice evidence that the creatures corpses have been disturbed becomes apparent due to some areas having far less snow covering them.

Umikh Ironbender |

Investigation sure why not: 1d20 ⇒ 19
Holy wow!
Umikh brushes the snow off a couple of these animal mounds and points out that they have been partially harvested by someone. He asks if anyone can still spot any tracks to see where this person or people might have come from or gone to?
What kind of beasties are these, Grey? Like maybe these are more of those sentient black glass beings, or is it like a pack of bears or something?

Baldrick Longhall |

If the wind is too much for torches, a couple of us have Light spells that we could use.
"What tha...?"
Survival: 1d20 - 1 ⇒ (18) - 1 = 17
Baldrick takes a look at the creatures Umikh has unearthed, trying to figure out why someone would do such a thing, and try to figure out where they went...

Turquoise 'Turq' Barreltap AL |

Intelligence (Investigation): 1d20 ⇒ 15
We'd best keep moving. I don't want to be caught in someone else's territory... If we press on, we should be able to make it to Easthaven by dark. Well, darker than it is now, anyways, Turq is anxiously looking around, scanning for anyone that may be around...