Camp
After finding their resting site, Thalian and Luawn, each wearing metal armor, agree to take the first watch, during which time they can remain fully armored, then remove it at the end of their watches.
Feylynn, whose ability to gain the benefit of a full night rest in half the time, agrees to assume a spot on both of the final two shifts, allowing the group to keep pairs awake and alert at all times throughout the night despite there being only five members.
As everyone is picking their eventual resting spots, before settling down, a howling sound off in the distance is heard. The sound, emanating from further ahead, in the direction the group plans to travel, is persistent for several minutes at a time, then falls quiet, before starting up again several minutes later. Each time, the sound seems to be drawing closer.
Those on first watch remain hyper-vigilant in their duties, heavily focusing on the direction the howling sound was heard.
Those not tasked with the early watch schedule find the threat of wolves unnerving enough to make sleep difficult, but not completely elusive.
These staggered howling sounds continue for the first hour or so of the first watch, drawing closer and closer each time, until the chill night becomes eerily silent. What they guess is a half hour later -- maybe half way through their first shift -- both Luawn and Thalian spot the reflection of a pair of unmoving glowing eyes staring back in their direction from a hundred or so feet ahead of their campsite.
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Rex and Rukellian, as everyone else is asleep, it is up to you two to decide what happens. Feel free to ask any questions or seek clarification if anything about the situation is unclear.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
When listening to the howls, could we determine if there was more than one source?
Thalian, already on high-alert, stands up from his sitting position and makes sure his mace and shield are ready. "Luawn," he asks in a very low voice, but just loud enough for him to hear, "wolves travel in packs, right? I see only one set of eyes, where is the pack..." Thalian's voice trails off as he scans the camp perimeter, careful not to stray too far from the group he is protecting or his watch buddy. Luawn's words of caution, spoken earlier in the day, about not letting the enemy surround the group rings in the back of Thalian's mind, intermixed with the haunting howls of the current night.
Here is another wisdom-based perception check for Thalian's perimeter scan. I'm going to say he is only looking a full 180 degrees left and right.Wisdom based Perception check against 16+3 [1d20] = 1 Well... this is either a really good roll or a real blunder.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
dmw71 wrote:Rex and Rukellian, as everyone else is asleep, it is up to you two to decide what happens. Feel free to ask any questions or seek clarification if anything about the situation is unclear.
I'm hoping to move this game again later tonight.
I will give Rex until then (or maybe tomorrow) to respond for Luawn, otherwise I will move everything again using just what was provided from Ruke.
Luawn will scan the area for additional potential beasts and work his way to the closest sleeping companion and try nudging them with his foot.
Perception [1d20+2] = 19+2 = 21 Sorry Dave I somehow missed your post, I don't seem to be getting updates from a couple of games so need to be more careful.
Eyes in the Dark
After spotting the reflection of a pair of unmoving glowing eyes staring in their direction, Thalian stands up from his sitting position, readying his mace and shield. "Luawn," he whispers. "Wolves travel in packs, right?" he continues, almost able to see his breath in the chill air. "I see only one set of eyes, where's the pack..." The cleric's voice trails off as he joins Luawn in scanning the perimeter of the camp.
While surveying the area, Luawn slowly works his way over to the nearest companion -- Feylynn -- and nudges her awake with his foot.
As the Feylynn is roused from her slumber a bit early, Luawn holds an index finger over his lips indicating silence, then directs the wood elf's attention towards the glowing eyes... which now appear to have multiplied from a single pair to three pairs; all in the same general direction.
Eyes in the Dark.jpg (183.69 KiB) Viewed 1813 times
The eyes are still roughly the same distance as when initially spotted -- roughly one hundred or so feet -- but Luawn suspects they're slowly approaching.
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Only Luawn, Thalian, and Feylynn are awake at this point. Alessa and Schillachi are still asleep.
At this current distance (100 feet), we're not in official combat yet, but I'm going to need everyone (including Alessa and Schillachi) to roll initiative to determine the order of actions.
For those that are awake (Luawn, Thalian, and Feylynn), please also include any actions and/or movement.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Realizing it is going to get dicey quick Luawn decides to get everyone up. Loudly, "Everyone up now! Beasts coming in on us."
Once a target is within close range (80 feet) Luawn will take a shot. Once he has fired his crossbow he will switch to his sword and shield as quickly as possible.
Thalian, seeing the wisdom in getting a ranged attack in first, quickly loads his light crossbow with a bolt as well, placing his mace and shield near his feet for a quick pick up afterward. He didn't get a chance to use a crossbow yet in actual combat, but now was as good a day as any. The young cleric just hopes he remembers how far 80 feet away is when the moment to strike arises.
Last edited by Rukellian on Wed Jun 05, 2019 12:16 pm, edited 1 time in total.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
wakes up at the insistence and begins to gather his stuff together. How big are these trees? I ask because climbing the trees to get out of melee would be a sensible thing to do. The wolves won't be able to climb so high and we could snipe at them with crossbows and spells.
With that in mind, Schillachi will begin to climb the nearest tree.
Having been taken out of her meditation, Feylynn is completely focused. However, at seeing the distance away she knows her shortbow is of no use. She holds her action and waits until a wolf is in range to shoot.
Round 1 Feylynn quickly snaps out of her meditation. She creeps up between the nearest pair of trees and readies her bow, prepared to loose an arrow if the wolves come into range.
"Everyone up now! Beasts coming in on us!"Luawn calls out loudly; the volume of his yell shattering the silence. The fighter feeds a quarrel into his crossbow and takes aim -- waiting for the predators to draw nearer.
Schillachi, wanting to part of the wolves in close contact, eyes the nearest tree and leaps for a sturdy-looking, leafless branch maybe a foot over his head. Motivated, the tiefling pulls himself up to this elevated perch and waits.
Having already managed to reach a deep sleep, Alessa is slow to stir after Luawn's alarm. Not yet fully awake, she slowly starts to rub her eyes amid the commotion taking place around her.
Thalian follows Luawn's lead and feeds a bolt into his crossbow. He takes aim, and waits for a target to present itself.
The glowing eyes quickly dart to the left -- your right -- and escape view behind a cluster of trees, leaving everyone to wonder where they disappeared to. After many tense moments, Schillachi, from his strategic spots the creatures stealthily slinking forward, almost directly in line with him. "There!" he calls out, pointing towards a collection of trees maybe 40-feet in front of him. "They're right there!"
With their position pointed out, the ranged attackers are able to identify their targets and loose their prepared projectiles.
The aim of Feylynn and Luawn is true as their arrow and quarrel sink into their marks. A pained whimpering is heard, then the lead, most exposed wolf drops (blue), motionless.
The remaining pair bare their teeth and snarl angrily... as Thalian's errant shot sails harmlessly overhead.
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Luawn and Thalian quickly switch from their crossbows to their melee weapons.
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Please declare any actions and/or movement (plus an "if needed" roll) for round 2.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
"Gah!" Thalian exhales as he drops his crossbow and quickly arms his mace and shield. "It was not meant to be, but that is okay! I prefer up close and personal anyhow."
Rounding the foliage to his right, the cleric will wrap around and make his way towards the wolves, shield up and back to the trees. If the opportunity presents itself, he strikes with his mace!
(Looking at the map, Thalian's final destination for his move action would be two squares south of Luawn, three squares east of the stump.)
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Alessa finally stirs from her slumber, and immediately takes stock of the situation. Sitting upright, she sends a bolt of fire towards the furtherest wolf as her familiar takes wing.
Unstraps his crossbow and takes a hunters pose, using a branch to balance his elbow. He gives the bolt a little kiss and loads it, carefully winding back the mechanism and then aims down the length of it to snipe at one of the red eyed wolves. Schillachi fires light crossbow [1d20+2] = 1+2 = 3 damage [1d8+1] = 7+1 = 8
I think the extra 'pudding' weight leaning on the tree causes the imbalance which wobbles the branch and ultimately fumbles the shot, majestically into the squirrel nesting above the wolves. "Ooops, my bad!" he says.
Round 2 Feylynn spies the nearest wolf lingering behind the partial cover of a tree, but takes aim and looses an arrow in its direction without error. The arrow strike elicits a pained yelp... which evolves into an angry growl! The rogue quickly slings her bow across her shoulder, wraps her arms around the trunk of the tree directly in front of her, then begins to follow Schillachi’s lead and assume a higher ground. The lower branches are the thickest and the wood elf is able to successfully find a perch on the nearest, most supportive branches roughly a dozen feet above ground.
Allowing the wolves to come to him, Luawn readies his longsword and steels his grip as he waits their arrival.
From his elevated position in a nearby tree, Schillachi uses a branch to balance his elbow as he winds back the mechanism on his crossbow to ready his freshly loaded bolt. Just as he's about to squeeze the trigger, the branch supporting the tiefling wobbles slightly and, as he wraps his tail tightly around the branch for support, he momentarily forgets his aim as he releases his quarrel. While his aim misses his actual mark, it does manage to strike a squirrel nesting above the wolves and its skewered body ricochets off branches as it tumbles to the ground.
"Gah!"Thalian exhales as he drops his crossbow and quickly arms his mace and shield. Rounding the foliage to his right, the cleric will wrap around and make his way towards the wolves, shield up and back to the trees. Like Luawn, he allows the battle to come to him; mace ready to club any wolf brave enough to approach him.
Alessa stirs from her slumber and immediately takes stock of the situation. Sending Selynornis skyward with her instructions, she sits upright and, spying the pair of crazed wolves bearing down on their location, she momentarily fills the immediate area with a flash of orangish red light as she sends a bolt of fire streaming towards the trailing target. The bolt of flame strikes at the creatures feet, who attempts to hurdle over it, but the flame singes its paws. The creature howls angrily!
Meanwhile, Selynornis circles high overhead the pair of wolves, then circles back and begins to descend.
The wolves pounce, sprinting towards what they hope will be their eventual feasts, and are greeted in a most unwelcome manner! Luawn, waiting for just this moment, jabs his longsword forward just as the wolf began to lunge! The momentum of the beast have it land on top of the fighter, but it crashes down fully on the sword, gasping in pain as the steel rips through its innards. Blood trickles from its wound and begins to pool on Luawn, now wolf-covered and prone, but the fighter manages to escape the powerful jaws of the creature as they weakly snap shut well before coming into contact with his chain shirt.
At almost the same time, Thalian, aided by Selynornis distracting assistance, sends his mace cracking down on the side of the wolf rushing in his direction.
R02.jpg (70.7 KiB) Viewed 1750 times
The wolf, stunned and heavily wounded, abandons any thoughts it had of attacking, and formally breaks away from the combat, using the rest of its movement to flee off to the west.
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Rex, while he didn't take any damage (he would have), I did have Luawn end up prone with a bloodied wolf lying on top of him. Essentially, all this means is that it will cost him half his movement to stand up again. It means even less now that the combat is essentially over, unless you guys want to try and pepper the fleeing wolf with ranged weapons.
Nice work, guys.
Unless anyone has anything else they'd like to do, we'll jump back into the watch schedule (we'll go ahead and start with the second shift). And, no, this distraction was short enough that it won't interfere with your ability to gain the benefits of a long rest. Just let me know.
P.S. Ruke, your "if needed" roll of 9 was used for your second attack roll (advantage due to the Help from Selynornis), and with your +4 was exactly what you needed to hit. That definitely cemented the lone wolf's plan to flee. Thanks for providing it!
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.