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So we ended the game at the door to the cabin in the woods your character appeared there.

Inside the house there is the character one with healing abilitese.
This charecter takes the form of an elderly woman appearing to be in her mid ninety to late
eighty. The cabin is small a stereotypical fairytale cabin there is a roaring fireplace siting infront
of it is the woman in her rocking chair. Behind her is a long table with five seats next to it on the
table is five bolas of porridge. To her left is a door behind it you assume there is a room. There
is also behind her a cellar door leading into what you assume must be a basement. The lady
looks up from where she is sitting and smiles. She gets up using a cane that she had next to her
chair to help herself get up. She hobbles over to the mercenary captain and greets him like a
grand mother would greet a child. She then turns to the party oh I see you brought friends come
sit down eat something. Oh and I see the big one is injured let me fix you right up. She is simply
then going to wave her hand and cast power word heal. After hunter character has finished
healing she is going to invite the party to have a meal with her when the character have had
some time to eat she will engage eachone of them in conversation. The meal will count as a
heroes feast. For the monk gorreal she will chat pleasantly about where he came from and what
he is doing. She will express a interest in the doing of bridgets character and her home and she
will take alpherads character in private. At this point it will vbe revealed that the guard captain is
a member of the organization that alpherads character is a part of. The grandmother figure is
not a member of the organization but is something of a powerful neutral party that is friendly to
the organization. The guard captain and this entity have and arrangement in wich they will take
care of problem plaguing the area and the organization will have access to the entity knowledge
as well as the ability to use the location like they are now. In regards to that she will request that
the party help her with their ork problem that they go to a location in order to kill the warcheif so
that the ork party will disband. She may also have questions for bridgets character regarding the
lineage and the kingdom that they were a part off. Lastly of gorrel she will enquire about the
state of the monks and how they are fairing in this time. If they accept the request of the lady to
clear these orks this will be the following encounter. They will exit the clearing and be led
through a mountian path the path will come up to overlook the orc camp. Description: the ork
camp is a collection of huts made from animal skin there are around 15 tents. That being seaid
there are less orks than might intually be expected due to them investigating the excitment that
happened on the edge of the clearing. Currenty at the site there is only the leader of the band
an ork eye a grumash along with several full blooded orks and a number of goblens.

Stats
Gorlyl Korilla Haryla
Hp 29
Unarmed strike+5 1d4
Deflect missiles 1d10+6
Deflect missles Attack 1d4+3
Alhazred Cordious
Hp 17
Mage Armor
Magic Missle 1d4+1
Witch Bolt 1d12
Flaming Sphere 2d6
Invisibility
Orc Eye of Grumash
Hp 37u5
Ac 16
Spells
Guidance +4 to ability check
Resistance d4 to a saving throw
Thaumatergy
Bless Three cratures get a pluss 4 to an attack or saving throw
Command Speak a one word command to a creature
Spiritual Weapon moves 20 feet 1d8 damgage
Spear 2d8 plus 3
Ork
Ac 13
Hp 15
Speed 30 ft
Actions
Goblin
Ac 15
Hp 7
Sp 30ft
Nible can take the disengage or hide action as a bounus actiion
Scimitar +4 to hit
1d6+2
Shortbow
Scimitar
1d6+2
Shortbow
1d6+2
Goblin

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