Middle Earth FA65 D&D Game: Next Adventure – (11th)

One handed Dwarven axe and shield for the attack. Are they coming in close enough together that horde breaker is in play?

Action surge on this round please as well as precision attack.

Initiative Chart for this battle:

Character Player Init #
Thoroncir Elendil_s_Heir 3adv 22
Gwaelur NAF1138 2 21
Ceol kenobi_65 2 21
warg 2 18
warg 1 17
warg 9 17
Hejren John_DiFool 4 16
warg 10 slowed 14
Ghân-buri-Ghân Glee 3 13
Felareth Took MHaye 3 13
Bitur son of Bofur Hoopy_Frood 2 12
warg 3 11
warg 41slowed 11
warg 5 9
warg 61slowed 8
warg 71 prone 8
Gilraen Telcontar NPC Renee 4 6
warg 8 4

As the wargs charge in, they are met by fearsome resistance. First the cavalier Thoroncir meets their charges hit one solidly with Arcirist doing 18 d8(6)+7+5 for the charge and he Marks1 it. The charge also knocks it back 10’. Then he strikes left hit for 10 marking a 2nd warg. Then he Action Surges 2 . He strikes 2 more targets, marking both and doing 12 & 15 respectively.

Then Gwaelur meets the wargs coming in and as he can only miss by rolling a 1 on the d20 & the d4 he uses 4 Menacing Maneuvers3 as he also Action Surges for 4 attacks and as a Horde Breaker sneaks in a 5th attack where 2 wargs are too close to each other. He hits all 5 times. Wargs are doomed! First hit does d10+9+d8 for only 18 but his 2nd hit kills it. The nearby warg takes 18 and then the 4th hit kills it and finally one of Thoroncir’s dies to the Axes of the Dwarves!

3 of 10 wargs are dead and 3 injured but marked by Thoroncir.

Ceol strikes his first warg and scores a crit5 while using Great Weapon Master so 4d6+2d4+7+10 for 29 no wait, reroll the 26, 33! and drops Warg #1. He then strikes again, just barely hitting with the -5 doing 2d6+d4+7+10 for 27! Warg #2 drops. As he got a crit he gets a bonus action attack. This time he misses.

Warg #9 goes. He attacks Bitur , rolls an 18 but Grávund STEEL DEFENDER (Lg Badger) deflects attack giving disadvantage to hit. The warg has to roll again taking the lower roll. In this case, another 18 but wait. Felareth uses cutting word on the Warg, as it needed an 18 to hit and now has to subtract a d6 from its roll, it misses!

Hejren casts slow on all 5 remaining Wargs. They all need to roll 16 or better as Hejren’s DC is 16, Slow goes against Wisdom and they have no bonus. It affected 3 of the wargs. They are now -2ac and Dex saves, they have no reactions, can only take an action or bonus action and half movement so only 25’ movement now.

Warg #10 goes. He attacks Bitur. He misses.

Ghân-buri-Ghân casts Conjure Animals summoning a pack of 8 friendly wolves. They break into groups of 4 knocking prone wargs 6 & 7 and injuring them. In fact, 6 actually drops to 0 and is bleeding out. Fang & Anca then finish off warg 7.

Felareth fires a firebolt for 2d10 at warg 4, hitting only thanks to Gilraen’s Song for 16 more points finishing it.

Bitur strikes warg 9 twice for 19 points and then as a bonus action unleashes his Branding Smite for an extra 2d6 radiant. Which ends the warg. Grávund hits warg 10 whose ac is only 11 now for d8+2 for 5 points.

Gilraen continues to sing & light the battlefield.


1: Unwavering Mark : Once you hit a creature, you can mark it, if within 5’ it has disadvantage to attack anyone but you. If it does hit you get advantage to hit it next turn with ½ your level as bonus damage. You get 1 of these attacks per Strength bonus per long rest.

2: Action surge : 1/rest can take an additional action

3: Menacing +d8 dam, saves or frightened with a DC16 wisdom save. (ouch)

4: Great Weapon Master If score a crit or reduce foe to 0, can take bonus attack. Can take -5 to hit/+10 dam.

5: The Critical Hits in 5e I’m using is roll double the damage dice.

6: Great Weapon Fighting : reroll damage dice below 3.

With the group handling the initial rush of the warg pack, and felling most of its members, Ceol stays alert, in case a second wave of attackers comes in. He will maintain his position on the party’s left flank, helping to ensure nothing can get past the front wall of warriors.

Sir Thoroncir will stand fast, exhilarated to be in combat once more, a confident snarl on his lips beneath his helmet, wielding Arcirist (“royal-ship-blade”) against any warg foolish enough to venture near, with the sweet song of his beloved princess soaring above him and his brave companions.

Ghan is concentrating on maintaining his Spirit Wolf pack, but can also concentrate on a second spell.
He therefore casts Healing Spirit @ 2nd level and (as a bonus action) Unicorn Spirit Totem.
He will heal the party, choosing the most injured member each turn (for 10 rounds.)
He also keeps an eye on the party’s mounts - if they come under attack he will divert the Spirit Wolf pack to defend them.

Felareth scans the battlefield. If any active wargs rmain when he next acts, he willcast Vicious Mockery on the nearest warg, maintain concetration on the Shield and prepare to use Cuttng Words on another Warg if necessary.

Hejren has for Portent a 20 & a 15 for the day.

:butterfly:

Gwaelur spits out the Khuzdul “Ishkhaqwi ai durugnul” as he wheels his axe in his hand turning on the field to see if any wargs are alive or if anyone else is approaching.

The single slow & injured warg that is left is ridden down by Thoroncir and dispatched with ease.

No others appear around though the sharp eared hear some sounds of warg talk in the distance and getting further away.

“It would appear that the rest of that pack have thought better of trying to take us on,” Ceol says, as he cleans his sword. “Well fought, my friends.”

Indeed Ceol. I can’t help but think there is more on the way though. We should keep our guard up.

So about 20 minutes pass and all is quiet. Does the party do anything in this time and do they settle back down for the night? Keep in mind 10 dead wargs are nearby.

Felareth frowns. "Are the dead bodies likely to attract predators? If so, maybe we should move them before we retire.

“I can assist by moving the bodies, although only one or two at a time, as I can move only up to 500lb at once. And I would need help loading the corpses.”

Would my Plant Growth effectively bury the bodies?
If so, I can do that.

I assume Wargs are monsters, otherwise I could use Locate Animals to see where they are now.

I can help with the bodies Felareth.

“Aye, moving the bodies away from our camp is a good idea. We don’t need scavengers in our midst.”

The brawny Eorlingas works with the others to move the fallen wargs some distance away from their campsite. Once that’s done, he will suggest that the party try to settle back in for some sleep.

Felareth begins a ritual to cast a Floating Disk spell. This takes ten minutes, but at the end he turns and gestures. “The carriage awaits,” he says wit a peculiar grin, moving over to the nearest group of bodies. He positions himself twenty feet from the bodies, then turns and walks back.

“Here,” he says. “Load up some of the bodies and I’ll shift them off a ways. This will last an hour, but I can do it again if necessary.”

Felareth can help with the loading, but would struggle a bit, as his small stature means he does not have the sheer strength of others.
After the disk is loaded, he casts a Longstrider spell before moving off at a somewhat faster rate than his usual speed.

The plant growth would hide the bodies pretty well but not keep off bugs and keep in odor in the end. It looks like the group can move these off pretty easily though. Then maybe a plant growth to mask the remaining odor of death with some prestidigitation to clean the area a bit.