"Good thing we're out of there. I was sure we'd have to charge the gate." Guthric doesn't seem to want to tske a hand off the axe at his hip.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kenley looks at the group with a nod. "I have to agree. I thought for sure they had caught us." Finally realizing how tightly he had been gripping the handle of his flail. He relaxes his grip, but keeps a weary eye out for trouble.
The scouts manage to make it a ways away from the orc camp, but after a few minutes of walking, it becomes apparent that you are totally lost. The heavy snow has managed to cover your tracks already, and it's almost impossible to see. Your sense of direction is hazy at best.
[Whoever is leading the group can make a Wisdom (Survival) check at disadvantage. Anyone can help to negate the disadvantage. If either the leader or the person helping has the Outlander background, the check is made without disadvantage to begin with, so you'd get advantage if someone is helping.]
[Everyone gets 20 extra XP for the Ice Mephit. Must have forgotten that one.]
Forward Camp
The fire creates dancing shadows on the walls as it begins to die down. Its fuel is running low, but it should last you for another hour or two.
This post has potentially manipulated dice roll results.
(Could've sworn I had Outlander, but this must have been an altered sheet from an old character. I'll keep Folk Hero since it's so far in. Not sure if anyone has higher than +4 Suvival. If not, we can use that as the baseline and someone can Help. Just in case, if anyone has higher Suvival, feel free to roll and I'll Help. Baseline survival, rolling both separately for visibility: 21 vs. 18)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(Kalahari and Venture on second watch, unless it’s gone to third watch, when it should be Venture and Quoren.... and I believe Quavari may be awake with us?)
Wilfred is stirring in his sleep, gripped by some sort of terrible nightmare. Those close by can hear him mutter: “...cover... No!... hold them off...so much blood... Mighaul, no...I’m sorry... I’m sorry... too much... I can’t...”
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Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Though Quoren and Quavari have some difficulty seeing through the snow, Venture manages to ascertain that the approaching figures are the group that went ahead to scout the orc camp.
[Everyone is back together again! You guys can either camp here for the night or go back to camp.]
"Good thing we're out of there. I was sure we'd have to charge the gate." Guthric doesn't seem to want to tske a hand off the axe at his hip.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Wraith allows his illusion to fade once they are safely in the shadows outside the camp. "Agreed. Let's not push our luck & rejoin the others."
Wraith, warlock lvl 2 - Eternal War Campaign
Talon, warlock lvl 2 - LMOP
"We have not yet died today. Let us return to the main group."
(Did we get any experience from killing the ice mephit?)
Also, Stealth and Survival rolls for returning (respectively) 19 8
Kenley looks at the group with a nod. "I have to agree. I thought for sure they had caught us." Finally realizing how tightly he had been gripping the handle of his flail. He relaxes his grip, but keeps a weary eye out for trouble.
Perception 10
Survival 3
Talmich Goodstone (2W-1L)Runthiel Steelfist (0W 0L)
Scouting Party
The scouts manage to make it a ways away from the orc camp, but after a few minutes of walking, it becomes apparent that you are totally lost. The heavy snow has managed to cover your tracks already, and it's almost impossible to see. Your sense of direction is hazy at best.
[Whoever is leading the group can make a Wisdom (Survival) check at disadvantage. Anyone can help to negate the disadvantage. If either the leader or the person helping has the Outlander background, the check is made without disadvantage to begin with, so you'd get advantage if someone is helping.]
[Everyone gets 20 extra XP for the Ice Mephit. Must have forgotten that one.]
Forward Camp
The fire creates dancing shadows on the walls as it begins to die down. Its fuel is running low, but it should last you for another hour or two.
[Who's on watch at the moment?]
(Could've sworn I had Outlander, but this must have been an altered sheet from an old character. I'll keep Folk Hero since it's so far in. Not sure if anyone has higher than +4 Suvival. If not, we can use that as the baseline and someone can Help. Just in case, if anyone has higher Suvival, feel free to roll and I'll Help. Baseline survival, rolling both separately for visibility: 21 vs. 18)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
[Mystical street rat here. Sorry.]
Wraith will help the leading member. Lending an extra set of eyes & night vision in an attempt.
Wraith, warlock lvl 2 - Eternal War Campaign
Talon, warlock lvl 2 - LMOP
OOC - I can lend a hand in helping, but don’t have a high survival roll.
Camp
(Kalahari and Venture on second watch, unless it’s gone to third watch, when it should be Venture and Quoren.... and I believe Quavari may be awake with us?)
(Yep, ill be closer to the tent in sentry mode but I still will know everything going on and sorts)
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
(Ganathor only has a +2, but he is a Goliath so he's used to the snow?)
(Generally the length of a watch is 8 hours divided by the number of watches)
Wilfred is stirring in his sleep, gripped by some sort of terrible nightmare. Those close by can hear him mutter: “...cover... No!... hold them off...so much blood... Mighaul, no...I’m sorry... I’m sorry... too much... I can’t...”
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Kenley quickly realizes the group is starting to get lost. "Everyone hold up for a moment as I get my bearings."
Survival 18
Talmich Goodstone (2W-1L)Runthiel Steelfist (0W 0L)
Scouting Party
Between the combined efforts of Kenley and Guthric, your group manages to get back on track. In the distance, you can see a small flickering flame.
Forward Camp
[We'll just say it's second watch, so Venture and Kalahari, with Quavari in Sentry Mode, and Quoren who's done trancing if he cares to keep watch.]
In the distance, you can see a group of shadowy figures approaching the camp. There are five of them, roughly humanoid in shape.
[Everyone who's awake, make a perception check.]
Forward Camp:
Venture peers into the darkness at the approaching figures.
Perception: 20
Perception: 14
Quavari will bump whoever is awake and tell them about the people and grab his longbow just in case
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Forward Camp
Though Quoren and Quavari have some difficulty seeing through the snow, Venture manages to ascertain that the approaching figures are the group that went ahead to scout the orc camp.
[Everyone is back together again! You guys can either camp here for the night or go back to camp.]