The north door leads out into a graveyard. Narrow footpaths meander among the graves, most of which are marked with granite headstones. A couple of these headstones have some giant rocks in their place, with signs of the broken headstones around them.
In the northeast corner of the graveyard stands an aboveground crypt with the name Nandar engraved over its sealed entrance.
From the graveyard, you see another (empty) watchtower, a large building with a sign for the "Nightstone Inn" what looks to be another graveyard and a gate that leaves the graveyard heading back towards the square. Now you are outside the noises are less muffled and are clearly coming from the square. It is hard to make out what is making the noise though
Bert will loop around the outside of the building, sticking to cover as best he can, toward the square.
He tries to spot the source of the noise, and anything else of note, perception: 13
Is there debris or other items scattered about on the ground? Things people would have dropped if they were fleeing, being attacked, being carted off somewhere? Anything valuable, or nonvaluable personal effects? Footprints leading places? Very very large footprints of any sort?
Bert: Looking for tracks would be a survival check. Looking into the square you see a couple of things. The first thing that catches your eye is a large deep hole in the middle. From your last visit to Nightstone many years ago, you remember that the hole is roughly where the nightstone this village is named after was once situated. The other thing that catches your eye is the source of the noise. A pair of worgs who don't seem to notice you, currently eating a dog in the north eastern side of the square.
Hawk: Nandar is not really that familiar to you. However, to those who have spent a lot of time in Waterdeep or around this area, it is the surname of a noble family from Nightstone who are the family in charge of Nightstone.
Hawk is observing the Worgs, trying to learn anything he can about them (Favored Enemy: Beast - Nature: 12).
He prepares his bow, and nocks an arrow (doesn't draw the bow yet), and asks Bert: So what should we do about those things?
I wasn't sure what check to do for observing the Worgs. I assumed they were Beasts, if they aren't take whichever roll came first on the d20 rolls, and if it's just INT check not a Nature check, then feel free to substract the +2)
Bert motions to the others for quiet, and whispers: "worgs, there" and points to the northeastern side. He grabs his bow with a meaningful look at Hawk and the others, and their long-range weapons.
"I once had a dog like that," he says again in a whisper. "I'd be extremely miffed if someone came along and ate Mr. Snuffywuffles." He's pretty sure he won't get much from interrogating a worg so he nocks an arrow and draws his bow. Once the party members who want to set up to attack from concealment have done so and given him a nod, he'll loose his arrow at the farthest worg.
(Assuming advantage for being hidden from the 26 stealth roll) Attack: 16 Damage: 10 Sneak attack: 6
Worgs are not beasts, however, both of your rolls were identical. You don't learn much, other than the fact that these are fairly hungry. As you are watching you see one of the worgs prick their ears up and then look towards you.
Only tracks you see belong to small, goblin sized feet, and a couple of paw prints that you assume were the worgs. Everything else has been removed by the weather. Thinking back the last rain that you are aware of was 2 days ago. And yes, you are hidden. They haven't got a big enough perception bonus to beat your stealth even if I rolled a 20
Everyone: As Bert is quietly looking into the square, Hawk comes over to follow him and manages to kick a loose stone which alerts one of the worgs. Anyone who would have followed had I waited longer to post can get one attack (just the action only) before initiative, with advantage if above a 17 stealth. And then roll initiative
This post has potentially manipulated dice roll results.
Having followed Hawk and Bert outside, Zook sees the two worgs making a meal out of the dog. Although he knows that such an occurrence is part of the grand cycle of life, he is nonetheless, angered, remembering the times when, as a young gnomeling, he’d see his little forest friends get caught and eaten by bigger, meaner animals.
Rallying with the others in honor of Mr. Snuffywuffles, whoever that may be, Zook pulls put his boomerang, cocks his arm back and hurls it at one of the worgs.
Stealth check: 19
Attack roll, with advantage: 617
What do I know about the habits and behavior of worgs? Nature check: 8
(OOC: Hawk gets to double his damage with a crit right? Also, for everyone, you can use the "combat" tab of the dice roller to streamline your rolls, if you like - it automatically does crit damage doubling for you, and advantage.)