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Southern Road from Thalia Village
Day 7 - Afternoon
With some suggestion from Selphie, the group made their way towards the east. With more and more travelers coming from the rest of the Meilstora country, the eastern roads would be the busiest.
Perception checks requested.
Result for this would determine at what distance the next encounter starts.
Kerrick scans the area with his bow at the ready for anything that would dare impead his travel
perception (http://forums.fantasyworldcreations.com/Themes/UX-R1/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+7 : 17 + 7, total 24
Virgil, still a little tired and sore from the fight the day before, stretches while holding the reins to the horses. He then shifts his piece of hay in his mouth, grunts, then squints in the morning sun and looks ahead to make sure the road is clear.
perception
Rolled 1d20+1 : 7 + 1, total 8
Elidia was weary, the fight from the day before still fresh in her mind. The safety of the innocent travelers however took priority. She sat in the wagon, scanning the sides of the road vigilant for any threats.
perception
Rolled 1d20+4 : 6 + 4, total 10
Perceptions
170 ft. away, the groups sees large humanoids. There were two of them. It looks like they are busy eating something, while sitting down on the ground. They haven't noticed your presence yet.
Knowledge (local) if you want to identify it. Or state other actions.
Virgil slows down the horses to a stop with a quiet,"Woah!" He whispers over his shoulder to the others in the back. "We got company ahead. We might want to move in on foot from here."
Intelligence roll
Rolled 1d20+2 : 7 + 2, total 9
Kerrick stands ready with his bow and waits to see if anyone knows what they are "guys what the hell are those so seem to be something for sure" kerrick nods to his lizard
Virgil's Intelligence: 9
These were large humanoids, though you weren't 100% sure what exact type they were. You don't quite know how difficult these will be to fight.
intelligence check
Rolled 1d20 : 12, total 12
Knowledge check:
Knowledge (local) 1d20+6 : 16 + 6, total 22
Elidia's Intelligence: 12
These were large humanoids, possibly and most likely ogres, though you weren't 100% sure what exact type they were. You don't quite know how difficult these will be to fight.
Luna's Knowledge (local): 22
You recognize these as ogres. There was a type of them that lived in the Dungeon in Orario, though, those were much stronger than the ones found on the surface. That said, two surface ogres would still be a challenging fight.
Ogre, CR 3
CE Large humanoid (giant)
DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3
Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.
An ogre revels in the misery of others. When smaller races aren't available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end—yet if there is one thing ogres respect, it is family.
Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command.
Regions inhabited by ogres are dreary, ugly places, for these giants dwell in squalor and see little need to live in harmony with their environment. The borderland between civilization and ogre territory is a desperate realm of outcasts and despair, for here dwell the ogrekin, the deformed offspring and results of frequent ogre raids against the lands of the smaller folk.
Ogre games are violent and cruel, and victims they use for entertainment are lucky if they die the first day. Ogres' cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish.
An ogre's great strength and lack of imagination makes it particularly suited for heavy labor, such as mining, forging, and clearing land, and more powerful giants (particularly hill giants and stone giants) often subjugate ogre families to serve them in such regards.
A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.
Luna turned to Kerrick then looked at the others and said, "Oh, right we got company. They are ogres. What could have brought them here?"
She started bracing herself as well for anything that could ensue.
"I heard they have slow reflexes but thick skinned," Luna said further to the others.
"I think we have to remove them and I don't think it'll be the nice friendly way" kerrick smirks he grabs his bow jumps down off the wagon we are going to want to get closer before we attack I'll start sneaking this way any one that is good in melee should go around that way kerrick points and then starts slowly moving about 90 feet away from the ogres
stealth check
Rolled 1d20+6 : 14 + 6, total 20
Virgil narrows his eyes staring ahead and chews on his hay a bit. "I don't know anything about ogres. Could we talk to them? They look big and would probably be a good ally for the trip." He slowly gets out of the cart leaving his backpack in the back.
If you are approaching stealthy, roll Stealth. Kerrick doesn't need to roll again. Otherwise, just state your prep, or what you plan to do, so we can resolve it. I'll force initiative by tomorrow to keep this rolling.
Seeing this heading into a fight, Virgil will grab his weapons but leaving his backpack with the cart. "Right, I s'pose I'm ready when y'all are."
Stealth
Rolled 1d20+6 : 4 + 6, total 10
"Maybe we can... But we don't know how they'll react to it," Luna said in response to Virgil.
"We should take precaution. You guys should hold off approaching them, I think!"
And so she suddenly thought of casting a defense spell on the whole party now, and began speaking the chant.
"Craft the light in hearth's fire weave it well; weave it higher. Weave it now of shipping flame; None shall come to hurt or maim. None shall pass this heaven's wall; None shall harm from any of all. Be the light that shines the path; of shield's might and light's wrath. Come forth shield of the many: Bulwarks beam. Skylight caress, the shine of heaven's gleam!"
When Luna casted the spell, a hazy light appeared and wrapped all of them for a second and disappeared gradually.
"Okay now! Off you two go. I'll follow suit," Luna told them.
Luna's spell takes 4 rounds to cast, if you guys have other prep, state them with that 4 rounds. Since this is your first serious fight, I'll be nice and not let the ogres notice 4 rounds of spell-chanting, and we can just say the ogres are upwind from the group, and the fact that the boulders are blocking the view. But keep in mind there could be cases in the future, where it might not be so convenient!
Kerrick's Stealth: 20
You were able to get into position without the ogres noticing.
Virgil's Stealth: 10
At 60 ft. away, one of the ogres roared catching sight of you.
Roll for initiative!
Virgil, move your token 60 ft. from the ogres. The ogres are unaware of Kerrick. So Kerrick take your surprise round action.
Kerrick finds a nice spot behind a old tree stump where he can see the ogres watching his steps Ever so carefully he knows it has to be done carefully kerrick rises above the tree stump enough to get a nice shot on the closest over and looses a arrow from his bow
attack with bow
Rolled 1d20+4 : 13 + 4, total 17
after firing the shot he gets ready for what's next
initiative
Rolled 1d20+2 : 15 + 2, total 17
damage
Rolled 1d8 : 6, total 6
Virgil, trying to keep up with Kerrick, follows with his bow in hand along the boulders. He brushes against one of the boulders, knocking some of the smaller rocks down. He stops and crouches as he waits. "Well, shit. Maybe they didn't hear it?" He peaks his head around and looks right at one of the ogres looking at him and hears it roar. He quickly pops back behind the boulder, eyes wide with fear. "Yep, nope, he heard me."
Initiative
Rolled 1d20+3 : 8 + 3, total 11
Initiative
Rolled 1d20 : 14, total 14
Elidia sat in the cart, examining her companions. She had worked with one of them the previous day, but the rest were new to her. She prided her self on being flexible, able to adapt to a variety of situations. Her suspicions were confirmed, and the monsters this time around were ogres. As Luna prepared her spell, Elidia drew her rapier and looked at it with a sly grin.
"Shall I lead the frontal assault?" She pointed her rapiers towards the ogres, as if she were sizing up a regular person for a fight.
"They can hit hard, but they're a bit slow right? We should be okay." Initiative roll:
Rolled 1d20+7 : 14 + 7, total 21
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(https://i.gyazo.com/010b16e8d3d976a0f680265514a53f09.png) (https://drive.google.com/drive/folders/1sP71v3M4ZJ5ADnOp6B0lAiw7VyT12mZ2?usp=sharing)
Southern Road from Thalia Village
Day 7 - Afternoon
Initiative 1d20+7 : 1 + 7, total 8
Surprise Round
Kerrick's arrow shot true, hitting the ogre for 6 damage.
Round 1
Elidia to take turn.
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia to take turn.
After the arrow struck true, Elidia hopped off the wagon and started to move towards the ogres.
Elidia double moves 80ft towards the ogres
Kerrick looses another arrow smiling with confidence after seeing the first arrow strike so well
attack then damage]
Rolled 1d20+4 : 9 + 4, total 13
Rolled 1d8 : 6, total 6
[/color]
Elidia double moves south 80 ft.
Kerrick shoots, arrow bounces off its armor.
Luna to take turn.
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia double moves south
Kerrick shoots, misses.
Luna to take turn.
Skipping my turn.
Luna skips turn.
Realizing they were under attack, the ogres grabbed their javelins, and looked towards the north, seeing Elidia who was moving towards them, and Kerrick who had shot his arrow. The fact that Elidia looked like a clear shot, the ogres hurled their javelins towards her.
Ogre 1 throws javelin 120 ft. (4 increments) to attack Elidia, misses.
Ogre 2 throws javelin 110 ft. (3 increments) to attack Elidia, misses.
Virgil to take turn.
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia double moves south
Kerrick shoots, misses.
Luna skips turn.
Ogres attack Elidia and miss.
Virgil closes his eyes and takes a couple deep breathes before spinning around the boulder and stepping out a few feet to get a clear shot. He pulls back the bow aiming at the ogre closest to him and lets it fly. After firing he quickly turns back around trying to use the boulder as cover for the time being.
Virgil moves out of cover 15 ft to get a clear shot, fires, moves back into cover.
Longbow Attack
Rolled 1d20+5 : 16 + 5, total 21
Damage
Rolled 1d8 : 1, total 1
Virgil to confirm movement. What you're doing is the Shot on the Run feat, so move your token accordingly to a different location where you don't have total cover.
Edit:
Virgil will move forward behind the smaller boulders for cover then shoot. Sorry about that.
the angle on the arrow wavers a bit but it still manages to hit the broadside of the ogre.
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia double moves south
Kerrick shoots, misses.
Luna skips turn.
Ogres attack Elidia and miss.
Virgil attacks and hits 1 damage
Tella to take turn
in an insane burst of speed the towering bunny woman books it down the road using the distraction of the others to take a flanking position for the next round.
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia double moves south
Kerrick shoots, misses.
Luna skips turn.
Ogres attack Elidia and miss.
Virgil attacks and hits 1 damage
Tella takes the run action to zoom takes full cover behind the rocks
Elidia to take turn
Elidia breathes a sigh of relief as the javelins whizz by. Not missing a step she continues to advance into position and launches ice shards at the two ogres.
"Ice Shards!" Casting overcharged ice shards for 2 MP.
spell failure check (20%)
Rolled 1d100 : 6, total 6
Touch attack roll 1:
Rolled 1d20+4 : 1 + 4, total 5
Damage roll 1:
Rolled 2d6 : 4, 3, total 7
Touch attack roll 2:
Rolled 1d20+4 : 1 + 4, total 5
Damage roll 2:
Rolled 2d6 : 1, 5, total 6
Kerrick watches the ice go flying and sends another arrow into the first ogre
attack
Rolled 1d20+4 : 17 + 4, total 21
damage
Rolled 1d8 : 2, total 2
The spell fizzles in Elidia's hands as little more then cold mist gathers in the area as her concentration breaks.
The arrow that Kerrick then shot at the orcs was well-aimed, but it only managed to barely pierce one of the ogre's flesh. The creature swatted at the wound like one would a bee sting.
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia double moves south
Kerrick shoots, misses.
Luna skips turn.
Ogres attack Elidia and miss.
Virgil attacks and hits 1 damage
Tella takes the run action to zoom takes full cover behind the rocks
Elidia tries and fails to cast a spell
Kerrick shoots at ogre 2 hits and does 2 damage
Luna to take turn
Seeing that Kerrick's shot only managed to barely pierce one of the ogres, Luna decided to take a shot too. It would need a concerted effort from the patrol team to be able to take them down.
She took out her crossbow and let go of an arrow at a trajectory to the direction of the ogre barely pierced.
Attack
Rolled 1d20+2 : 20 + 2, total 22
Damage
Rolled 1d8+0 : 8, total 8
Attack
Rolled 1d20+2 : 11 + 2, total 13
Damage
Rolled 1d8+0 : 4, total 4
Despite the distance, Luna's arrow shot true as a ray of sunlight and slashed into the side of the closest ogre just missing a vital point as it clutched at their neck and let out a ground-shaking bellow. A number of animals, ravens, stags, and other such creatures could be heard as they had the instinct to flee from the scene of the combat.
The scream seemed to set both ogres into a frenzy as they both gave up any pretense of range and ran headlong towards their prey, clubs in hand, mouths frothing with an ocean of spit and rage as they rampaged towards their targets beating their chests and standing like mountains.
Virgil to take turn
Virgil's eyes go wide as he sees the ogre running towards him. He pulls a bomb out of his pouch and activates it before throwing it."Simmer down there, big fella." He then turns and starts running away towards Kerrick to keep some distance between him and the ogre.
Bomb Attack
Rolled 1d20+5 : 13 + 5, total 18
Damage
Rolled 1d6+2 : 5 + 2, total 7
As Virgil went to run the ogre, bat in hand, went for a wide swing of his tree trunk sized cub. The are was inches above Virgil's ears as the air pressure of the bat only served to help push the raccoon out of the Ogre's reach. This failing caused him to rage even more as the bomb arced up and then exploded in his now open mouth knocking out teeth in the process. All that being said however the ogre only seemed to fall deeper rage and thirst for fresh prey.
--
Tella seeing that the boys seemed to have one ogre in hand goes to help Elidia handle the ogre that was going directly for her with no one to help her. Using her natural athletism to jump out behind cover she wields her giant scythe like a dancer to try and sink it into the ogre's back.
Scythe power attack ogre 1
Attack
Rolled 1d20+1 : 17 + 1, total 18
Damage
Rolled 2d6+7 : 1, 4 + 7, total 12
The scythe goes through the ogre's flesh like a hot knife through butter as she uses the weapon's flexibility to parry and dance around the distracted creature.
Elidia to take turn.
A bit embarrassed with her previous failure, Elidia gives it another go.
"Ice Shards!"
Overcharged ice shards.
spell failure check (20%)
Rolled 1d100 : 82, total 82
Ogre 1:
touch attack roll:
Rolled 1d20+4 : 19 + 4, total 23
Damage:
Rolled 2d6 : 3, 4, total 7
Ogre 2:
touch attack roll:
Rolled 1d20+4 : 2 + 4, total 6
Damage:
Rolled 2d6 : 5, 1, total 6
The ogre now whirling around to face Tella gets a large ice shard directly to the large wound the scythe left in his back causing it to scream in anguish while the second shard goes fairly wide of the other ogre.
ogre 1 takes 7 damage
kerrick up next
Kerrick draws back another arrow on ogre 2 and looses it trying to stop the large creature
attack
Rolled 1d20+4 : 10 + 4, total 14
damage
Rolled 1d8 : 8, total 8
As the party splits the ogre's forces the pair of monsters continue standing despite the onslaught
Combat
Initiative: Elidia: 21, Kerrick: 17, Luna: 14, Ogres, Virgil: 11, Tella: 8
Combat Log
Surprise
Kerrick shoots and hits, dealing 6 damage.
Round 1
Elidia double moves south
Kerrick shoots, misses.
Luna skips turn.
Ogres attack Elidia and miss.
Virgil attacks and hits 1 damage
Tella takes the run action to zoom takes full cover behind the rocks
Elidia tries and fails to cast a spell
Kerrick shoots at ogre 2 hits and does 2 damage
Luna hits ogre 2 deals 8 damage
Virgil hits ogre 2 deals 7 damage
Tella power attacks ogre 1 hits deals 12 damage
Elidia hits ogre 1 with ice shard deals 7 damage
kerrick misses moves back 30 ft
Luna to take turn
Watching the series of events whizz by and seeing that ogre 1 had taken a considerable amount of damage, Luna turned her attention to ogre 2 and pulled another arrow from its sheat. Now that the ogres ran headlong to them, they are closer than ever and she has better view of her target.
With her sight locked on her target and with bated breath, she put the arrow on her bow, pulled the string and finally let it go breathing out at the same time.
Rolled 1d20+2 : 8 + 2, total 10
Rolled 1d8+0 : 4, total 4
The shot from Luna's crossbow goes wide as she is forced to attempt to shoot around her friends to try and hit her target.
--
The two ogres still enraged, continue to go towards their targets. The first ogre turns against Tella and her giant scythe to smack her with it's club delivering a heavy body blow. The second ogre runs up to Kerrick only to swing wide as he tripped over the stump.
Tella takes 16 damage
As the club goes slamming into her side the large bunny woman goes flying back as she slams like a lead weight into the ground.
virgil to take turn
Virgil throws another bomb at the ogre and then runs 30ft in a wide arc roger a clear shot at both ogres while staying out of its reach.
bomb attack
Rolled 1d20+5 : 12 + 5, total 17
Damage roll
Rolled 1d6+2 : 2 + 2, total 4
Virgil throws the bomb a little wide but it just manages to land doing the required damage.
ogre 2 takes 4 damage
--
Tella continues the process of bleeding out.
Elidia to take turn
Elidia sees her companion hit the ground, blood boiling. She knows charging would be less than ideal so stands her ground and launches another barrage of ice.
"Ice Shards!" Casting ice shards, overchaged. I think ogre 2 is out of line of sight? but i'll add rolls for him just in case.
Spell fail check (20%)
Rolled 1d100 : 88, total 88
Ogre 1:
ranged touch attack:
Rolled 1d20+4 : 15 + 4, total 19
Damage:
Rolled 2d6 : 2, 5, total 7
Ogre 2:
ranged touch attack:
Rolled 1d20+4 : 1 + 4, total 5
damage:
Rolled 2d6 : 3, 2, total 5
the ice shard slams into the back of the first ogre sending tendrils of frozen mist up its wounds. Elidia can see the rage beginning to ebb from the monster while the second blast goes slamming into the rocks.
Ogre takes 7 damage
Kerrick to take your turn
Kerrick takes careful aim this time trying to finish the ogre 2
attack
Rolled 1d20+5 : 15 + 5, total 20
damage
Rolled 1d8 : 3, total 3
Kerrick's arrow hits the ogre in the eye, it screams, but remains standing as all the rage seems to drain from it's body.
Luna to take turn
Luna takes another shot with her crossbow aiming at ogre no 2.
Attack
Rolled 1d20+2 : 13 + 2, total 15
Damage
Rolled 1d8+0 : 6, total 6
The two ogres pale as they both paw at their wounds. Seeing that their prey has the energy to spare their rage subsides and they both decide survival is more important than a meal. Bloodied and barely standing the second ogre turns away from Virgil and Kerrick and begins limping away.
At the same time, the first ogre seeing one meal takes what he can get scoops up Tella's unconscious form and begins moving back.
Ogre one grabs tella and moves 30 feet back
Ogre 2 moves 30 feet back
Virgil to take turn
As Virgil turns to keep space between him and the first ogre he turns and sees the second grab and start to carry Tella off. "Oh hell, this dessert is starting to taste like a cow pie. You finish this one off." He yells towards Kerrick as he fires and runs towards the second ogre. "Hey, you put her down
right now!"
longbow
Rolled 1d20+5 : 14 + 5, total 19
Damage
Rolled 1d8 : 6, total 6
Virgil's arrow hits just as the ogre is turning to look at him as he shouts causing the arrowhead to enter one ear and out the other. The ogre manages to take two additional steps as pain flashes past its face as it and Tella go crashing down to the ground unmoving.
ogre 1 is killed by virgil
Tella continues to bleed out unconscious
Elidia to take next turn
With the ranks of the ogres breaking, Elidia moves into position to lay down the final strike.
"Ice shards! Moves 40 feet and targets ogre 2 with a regular ice shards.
spell failure check (20%)
Rolled 1d100 : 49, total 49
ranged touch attack
Rolled 1d20+4 : 10 + 4, total 14
damage:
Rolled 1d6 : 2, total 2
/info]
Elidia's spell miss there mark as the ogre does its best to look for an avenue of escape.
Kerrick to take turn
Kerrick Chase's after the ogre and looses and arrow as he stops 30ft away
attack
Rolled 1d20+5 : 8 + 5, total 13
damage
Rolled 1d8 : 6, total 6
Kerrick's arrow misses narrowly passing by the head of the ogre.
Luna to take turn
Luna was thinking of using one of her spells to attack the other ogre trying to escape but she realized it has gotten too far away from her for it to work. Instead, she decided to turn her attention in the other direction wherein Tella crashed down on the ground when ogre 1 was killed.
She can see Tella is still bleeding to death on the ground as she decided to go near her from where she stood.
"Guys, maybe we can still do something to save her," she said to the others as she was briskly walking towards where Tella is.
As Luna steps forward the damage Eli was able to inflict on a glancing blow was enough to topple the second ogre. Two large pools of have frozen blood formed beneath both forms.
for the time being you are still in rounds even though combat has ended for the time being.
Seeing both ogres down, Virgil will sprint towards Tella and slide stopping next to her. "Ah hell, guys we need some help, lickety split."
Virgil will run for his turn.
As virgil raises Tella slightly out of the ichor it is clear that she is still breathing but fading fast.
Elidia to take turn
Excelia earned
CR3x2, split between 5
Seeing her companion in such a sorry state, Elidia did everything she could to help. She checked on the wounds and did her best to get a healing potion down the bunny girl's throat.
Giving Tella 1 healing potion.
heal check:
Rolled 1d20 : 20, total 20
Kerrick runs over to the gather group to assist in helping the injured teammate
Heal 20
Forcing the potion down Tella's throat you managed to force her to drink the majority of it with relative ease. You keep her from choking and after a few moments, her breathing steadies as the worst of her wounds are mended. Her chest, however, was still slightly caved in from the hit of the club. Elidia listening to her breathing for a moment can tell that she is stable but still from well off.
She probably will need to sleep for a few days to actually recovered fully but the worst of it had been avoided.
Virgil will run up to make sure Tella is doing ok. Seeing Elidia taking care of her he then begins to go over the ogres and the area to see what they had on them and if they dropped anything in the area.
Virgil is basically checking the area for anything useful either on or around the ogres.
Percetion
Rolled 1d20+1 : 10 + 1, total 11
Virgil goes searching through the corpses, finding that each had, what could charitably called, a satchel tied to their waists. However, it seemed like these two did not have much on them outside of their bodily maintained equipment.
However, one did have something that caught the light slightly as he opened the bag. Digging it out it is a rock about the size of his fist, that sparkles green when hit by the sun.
loot
Shiny green rock
6 giant javelins
2 giant clubs (tree trunks)
2 leather armor sets (pelts and the like mostly ruined at first glance.
if you want any more detail on any item roll an appraisal check for that item
virgil roll craft alchemy as well
craft alchemy
Rolled 1d20+6 : 4 + 6, total 10
Appraise Shiny Green Rock
Rolled 1d20+2 : 12 + 2, total 14
Appraise leather armor set 1
Rolled 1d20+2 : 16 + 2, total 18
Appraise leather armor set 2
Rolled 1d20+2 : 14 + 2, total 16
had to increase the number of javelin
craft alchemy 10
You are pretty sure, but not 100 percent sure, that nothing of value can be harvested from ogres
appraise shiny rock
You are certain this is some kind of uncut green gem though the type and thus value elude you.
Armor
Both sets are Hide armor though they are worn and heavily damaged. As far as you can tell no section of this patchwork seems from a particularly rare creature
Virgil looks over everything and then looks at the rest of the group. "Well, ain't nuthin fancy but we might make a few vals off this stuff." He looks over towards the ogre bodies. "What do y'all wanna do about those?"