This post has potentially manipulated dice roll results.
Well then, Leek will tell Droop to sit tight and hide, will turn into a Direwolf and will most likely take his full movement to head towards the light and mules. (On the map I see where the humanoids are. If DM determines that Direwolf Leek can spot them, then I will take my full move towards whichever I spot. If you determine I do not, then I will head towards the mules and the light, because I'm assuming that's where the problem is. I will roll a spot check in case it is needed. Perception: 21)
Rindelk uses the staff to apply mage armor, then casts flaming sphere at I11, then moves to O7.
OOC: Not sure how to roll for this thing.
The charges in your staff allows you to cast Mage Armor without having to use a spell slot. It also allows you to cast Mage Armor without having it prepared. But casting Mage Armor still takes an action.
So you can either cast Mage Armor, or cast Flaming Sphere. Also, you are prone and standing up takes half your movement, ie: 15 ft, leaving you with 15 ft. You can move to N7 at most.
This post has potentially manipulated dice roll results.
Leek launches his dire wolf form into the stream and sinks his teeth into the thigh of the creature, thrashing his head to rend flesh. What Dire Wolf Leek rips free is dry, stiff sinew like jerky gone rancid. The creature is yanked around and...
DC 13 Str Saving throw: 18
... falls prone into the stream.
Meanwhile, Rindelk activates his new staff and casts mage armor while moving away from the two creatures in the stream.
Kitryn looks around, focusing on the creature she can see and realizes the gait, jerky movements and unnatural glow emanating from the eyes doesn't belong to natural living creatures.
ever the opertunist, I will use cunning action bonus to dash the distance where leek is engaged and start hacking on the 'thing' prone in the water.
Attack: 24 Damage: 9
Attack: 16 Damage: 6
sneak: 3 oh,, i get 2d6 now! add second roll: 4 makes 7.
Standing up takes 15 of the 30 feet from your movement. You can move to L9 with the remainder. Then you use up your bonus action to dash, via cunning action. Walking in water is difficult terrain, but you can get to M13 with 30ft of movement to attack.
Your first attack is your action (crit, nice!). Attacking with a second weapon requires you to use your bonus action, but you already used it to dash.
Kitryn launches herself from her bedroll to flank the creature Leek has knocked down, running and jumping into the water. As she splash lands, she drives her short sword down straight through the creature's desiccated skull, ending it's unlife.
Elila rushes across the camp (move + dash, to J11) and uses an Action Surge to attack, her longsword coming to a stop in the hard dried out flesh of the creature.
The braying of one of the mules goes from panic to pain. Suddenly, you hear a solid 'thud' and the crashing of something in the foliage in that direction.
Katerielle grabs the crossbow she had prepared before lying down to sleep, aims it at the creature next to Elila and fires. The bolt embeds itself completely into the creature with the point sticking out behind the back as the creature recoils a bit from the impact.
The creature lashes out at Elila...
Claw Attack: 7 Damage: 5
... raking them across her shield.
Leek leaps out of the stream and runs towards the mules, ending between two of them. Once there, he sees one of the mules has a bleeding gash along its neck and behind the mules is another of the creatures, standing up with a concave hoof shaped crater in its chest. The mules are frantically yanking at the straining picket line, keeping their eyes on the creature and now the dire wolf among them.
(Leek has used his movement to get there. Still has an action and bonus action. Rindelk, Elila and Kitryn can also act in round 2.)
Well then, Leek will tell Droop to sit tight and hide, will turn into a Direwolf and will most likely take his full movement to head towards the light and mules. (On the map I see where the humanoids are. If DM determines that Direwolf Leek can spot them, then I will take my full move towards whichever I spot. If you determine I do not, then I will head towards the mules and the light, because I'm assuming that's where the problem is. I will roll a spot check in case it is needed. Perception: 21)
You see a stooped humanoid at i11 near Katerielle and Rindelk. You also see another shadowy form at N14.
Leek will go after the closest
Roll your attack/damage.
BITE: Attack: 21 Damage: 14
Rindelk uses the staff to apply mage armor, then casts flaming sphere at I11, then moves to O7.
OOC: Not sure how to roll for this thing.
what do i roll to possibly identify the figures? survival?
The charges in your staff allows you to cast Mage Armor without having to use a spell slot. It also allows you to cast Mage Armor without having it prepared. But casting Mage Armor still takes an action.
So you can either cast Mage Armor, or cast Flaming Sphere. Also, you are prone and standing up takes half your movement, ie: 15 ft, leaving you with 15 ft. You can move to N7 at most.
Roll a Nature check.
Move to n7 and cast mage armor.
19
Leek launches his dire wolf form into the stream and sinks his teeth into the thigh of the creature, thrashing his head to rend flesh. What Dire Wolf Leek rips free is dry, stiff sinew like jerky gone rancid. The creature is yanked around and...
DC 13 Str Saving throw: 18
... falls prone into the stream.
Meanwhile, Rindelk activates his new staff and casts mage armor while moving away from the two creatures in the stream.
Kitryn looks around, focusing on the creature she can see and realizes the gait, jerky movements and unnatural glow emanating from the eyes doesn't belong to natural living creatures.
(Elila can act in round 1)
ever the opertunist, I will use cunning action bonus to dash the distance where leek is engaged and start hacking on the 'thing' prone in the water.
Attack: 21 Damage: 6
Attack: 10 Damage: 3
sneak: 5 oh,, i get 2d6 now! add second roll: 6 makes 7.
Standing up takes 15 of the 30 feet from your movement. You can move to L9 with the remainder. Then you use up your bonus action to dash, via cunning action. Walking in water is difficult terrain, but you can get to M13 with 30ft of movement to attack.
Your first attack is your action (crit, nice!). Attacking with a second weapon requires you to use your bonus action, but you already used it to dash.
So you get 1 attack + sneak damage for 16 damage.
Kitryn launches herself from her bedroll to flank the creature Leek has knocked down, running and jumping into the water. As she splash lands, she drives her short sword down straight through the creature's desiccated skull, ending it's unlife.
(Elila left to act.)
Elila moves to J11 using action surge and attacks the humanoid!
Attack: 13 Damage: 6
Elila rushes across the camp (move + dash, to J11) and uses an Action Surge to attack, her longsword coming to a stop in the hard dried out flesh of the creature.
The braying of one of the mules goes from panic to pain. Suddenly, you hear a solid 'thud' and the crashing of something in the foliage in that direction.
(Katerielle can act in round 2)
When Direwolf Leek's turn arrives, he will rush towards the mules. NO ONE MESSES WITH MY PONY!!!!!
Kat shoots her xross bow - Attack: 9 Damage: 1
Katerielle grabs the crossbow she had prepared before lying down to sleep, aims it at the creature next to Elila and fires. The bolt embeds itself completely into the creature with the point sticking out behind the back as the creature recoils a bit from the impact.
The creature lashes out at Elila...
Claw Attack: 7 Damage: 5
... raking them across her shield.
Leek leaps out of the stream and runs towards the mules, ending between two of them. Once there, he sees one of the mules has a bleeding gash along its neck and behind the mules is another of the creatures, standing up with a concave hoof shaped crater in its chest. The mules are frantically yanking at the straining picket line, keeping their eyes on the creature and now the dire wolf among them.
(Leek has used his movement to get there. Still has an action and bonus action. Rindelk, Elila and Kitryn can also act in round 2.)
Injured mule: (1=Leek, 2=Rindelk, 3=Elila, 4=Katerielle) 1