"Sounds good to me... And, sorry for back there. It seems a lot more of my training has atrophied than previously thought." Doozey confesses while doing his best to help Utar in the search(not that he needed it!). Marking down physically, if not mentally upon an internal map the last known whereabouts of the large wolves, the hallfing drifts off in thought from time to time. "How you holding up back there, Mister Graxx?"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
“I’ve been better to be honest there, Doozey... That ol’ Captain put it on me pretty good.” says Graxx embarrassingly.
Graxx looks over to Utar.
”Utar, there’s something I’ve been wantin’ to say. I’m sorry about your fallen former clan.”
Graxx lowers his head and then looks back up.
”What I’m most concerned about is that these folks might be comin’ for you. If you don’t mind I’d like you to stay close and not being running off by yourself. It’d make me sleep a lot easier tonight.”
The group agrees to call it a night for now. With Doozey's and his trusty Driftglobe's help, Utar walks a bit inland and soon finds a little area encircled by tall trees and thick bushes. The farmlands are now gone from sight, so this might be just remote enough of a place to spend the night. Utar even catches the sounds of a stream of water a few dozen feet away. One last look over his shoulder puts the last of his nerves down... those wolves are not coming any closer tonight.
Among Neya's tent and everyone's bedrolls and blankets, the group puts together a basic but somewhat cozy camp (OOC: Feel free to describe other amenities as long as you have the equipment for it. Anything out of the ordinary will require a survival check).
The group uses up the rest of the daylight the magical globe provides to talk for a bit. Graxx brings up Utar's previous companions...
(OOC: I'll need a few group decisions. Are you starting a campfire? Are you eating? Are you catching a full night worth of sleep, meaning 8 hours? Are you taking turns on watch duty? If so, I'll need a perception check from each PC, as well as the order in which you are standing watch.)
Utar frowns and looks out into the distance, not checking the horizon, more trying to focus on something, anything, far away.
t"Iwas a lot to take in all at once, and I'm not sure I really have. I think I just assumed they were out living their lives away from the unit. Seeing Aleyd was a shock, especially in that armour, but I guess I thought I'd try to run into more of them..."
He pauses, running his face with his hands before turning back to the group, his eyes a little red.
"I'll try not to wander off too far though. Think I need someone watching my back right now."
Doozey had grinned good naturally at Graxx, and if close enough at the time, pats him on the leg for good measure. While he and Utar talked, the the halfling busy himself getting back at least some of his ammenties from Graxx' horse to set up bedding for the night. He also steps away long enough to gather some firewood with Biscuits playing guard, and if successful comes back with just enough to for a decent campfire. Or a small one, if the night hasn't already proven to be nippy yet.
At some point after he settles before the fire to chow down on some rations with the master of fur(Biscuit) at his back, and says, "Think'n it best we still take watches. What with their already being being wolves about, ain't no tell'n what else might be at this point... and having said that, I'll take first."
Neya puts a sympathetic hand on Utar's shoulder, "You can always count on us for support, Utar. Especially in times like this."
"I will take third watch. Let me know when my turn comes. I just need to do something now to prepare for my shift."
She places two fingers on her forehead with her eyes closed. Her fingers glow for a moment and fade. When she opens her eyes, her pupils are silver (darkvision 2 ki points used before the long rest).
This post has potentially manipulated dice roll results.
(@Grx: Graxx has the Wanderer Background Feature, which allows you to find some food and water each day by scavenging without actually needing to roll a survival check.)
Utar gathers the horses, relieves them from their equipment, and guides them to the nearby stream he keeps hearing. His magical globe follows, making the task quite a straightforward one. Even the more ill-tempered black horse comes along calmly. It must be thirsty.
By the time Utar returns, both Graxx and Doozey had already left camp on their respective missions. The halfling comes back first, carrying plenty of firewood with the help of his mastiff. Eventually Graxx returns to a medium-sized campfire, which had by then substituted the magical globe as the main source of light in the camp. The barbarian brings with him a pouch full of wild purple-colored berries, two large root vegetables, and a hunted down serpent. It is not much, but along with the fresh water source Utar has located and the rations the group brought along, it should be more then enough.
The first few hours of the evening are spent around the fire. Conversation fills most of the idle time along with some eating and perhaps even a laugh or two. The wood collected by Doozey is quite aromatic, giving the camp quite a home-like atmosphere only a halfling is capable of. The sounds coming from the dark shrubland are not unfamiliar, but months of sleeping inside the city of Phlan (with the exception of maybe Doozey) is enough to make the group feel a bit more wary than they would have otherwise. Before it starts getting a bit too late, Doozey offers to take the first watch and the rest of CRAP calls it a night. Neya makes sure to prepare for her shift before going for a nap.
Biscuit loyally stays up with his master, but before too long is overtaken by boredom and falls asleep right where it was supposed to keep watch. For the next two hours, Doozey sees nothing worth reporting, though he does catch the faint smell of smoke at some point. The odor doesn't last long, but the hunter's nose is well-trained enough to know that it was a different source of smoke than his own campfire.
Graxx relieves Doozey and settles on top of a dead log while holding his magical greatsword. An hour into his watch, the man swears to himself that he caught a glimpse of two tiny red glows in the distance, but chucks it off to an opossum or a fox doing their nightly rounds.
Soon enough, Neya steps up for her turn at the watch-log. Making good use of her enhanced vision, the monk notices something is off within the first dozen or so minutes of her watch. She feels she is the one being watched. Surely enough, she catches the silhouette of a large, black-furred canine circling the camp. It is alone, but it camouflages itself in the night quite well for a creature of its size. It must be about 5 feet tall at the shoulder and weigh around 400 pounds by Neya's quick estimates. The monk turns to warn her sleeping companions but is beaten to the punch by the creature emitting a ghastly baying sound from behind her. It can be heard all around, and everyone is awakened by it.
ROLLING FOR INITIATIVE:
Neya: 18
Doozey: 18
Graxx: 17
Utar: 11
Canine Beast: 5
(OOC: This fight starts before you have a chance to complete your long rest. That said, you may count that time around the campfire as a short rest. If taking advantage of this, please roll your hit dice before posting your first turn. Additionally, you all start this fight already awake, so there is no surprise round. Nonetheless, those who were asleep up until a moment ago begin this fight prone, including the horses. Finally, if you think your character would fall asleep without their armor on, please make sure to note the lower AC you'll have for this fight.)
(OOC: For the sake of convenience, I'll use the same map as before, but this in supposed to be miles down the road. The red sun-like marker is the campfire.)
This post has potentially manipulated dice roll results.
The Canine Beast begins by getting a few feet closer to the camp {BQ-3, BR-2} and once again emits its baleful baying sound:
WIS saving throw {DC 13}:
Neya: 9
Brown Horse: 10
Utar: 6
Glühoof: 13
Graxx: 14
Black Horse: 11
Doozey: 17
Biscuit: 8
Neya, Glühoof, and Biscuit suddenly feel the urge to escape from this battle at all cost. They are frightened and must follow the instructions in the spoiler box below:
A frightened creature that starts its turn within 30 feet of the canine beast must use all its movement on that turn to get as far from it as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way.
Those who do not fall for the sudden fear instead feel their resolution get stronger (they are immune to this effect for the next 24 hours).
(Everyone may take theirs turns. If you move too far from a source of light and don't have anything counteracting it, you must attack at disadvantage.)
Inspiration Wis save (From canine monster's turn): 8
Overcome with a sense of dread, Neya turns her heels and runs straight east (Brush is difficult terrain, right? If so she runs to BQ-9; if not, BQ-11)
End-of-turn Wis save (If I am able, otherwise, disregard): 12
(OOC: Wow... With my wisdom mod as it is, I essentially flipped a coin three times and got tails on ALL of them)
(added)
Neya then takes out her bow and fires an arrow at an arc in the direction where she saw the beast last (Disadvantaged due to her unable to see it and going off of memory)
Attack: 10
Damage: 9
The brown horse will be ready to disengage and run north if the creature gets within melee range (/added)
Scrambling to his feet, Utar has enough time to swing his shield onto his arm and grasp the handle of Lightbringer. Tightening his knuckles around the leather strap, he wills light to come forth from the weapon.
Stepping forward hesitantly, trying to gain a view of the beast, Utar proceeds to BP5. Readying an attack should the beast come close.
Obviously startled by the sound of the beast, Glühoof bolts away from the baying call, moving 30 feet to the north at a canter. Flicking his ears back towards the direction of the sound, he readies himself to dodge.
The barbarian looks over to make sure his horse is alright(she’s staying where she is this turn.) Graxx growls and moves as close to the beast forward 15ft to BN,4. Graxx curses the distance and the fire being an obstacle but he wants to fight.
”Come on then!” Graxx shouts at the beast.
Graxx looks and sees the others and wants to protect them.
Graxx's horse stands and looks like it wants to fight itself! For now it will dodge.
(OOC: Yes, brush is difficult terrain. Also, sorry but no end-of-turn save against the frightened effect for now. Please check our OOC chat for more comments regarding your posts.)
Frightened, Neya runs through some thick bushes to get as far away from the beast as possible. Looking over her shoulder once she arrives at {BQ9}, she realizes that she has lost sight of the beast as it stands directly on the other side of the bush she just ran through. She thinks about what to do given her current circumstances, but remains frightened for now.
Utar stands up, steps forward to {BP5}, and makes sure his weapon is well lit for the altercation that is about to start. For now, however, the cleric prefers a defensive approach, preparing a swing of his magical mace should the strange creature get near the camp. From the corner of his eye, Utar catches a glimpse of his horse running north and away from the fight.
Graxx is a bit more reckless in his approach after standing back up. He avoids stepping on the campfire, but otherwise simply stands right next to it. Weapon in hand, the barbarian catches a glimpse of the beast's face with the help of the two sources of light near him. Despite having a body that is not dissimilar to that of the Dire Wolves they encountered earlier, the face of this creature is missing a snout? No, the head of this large hound has a human-like face, held up by a neck more flexible than a dog's. Graxx also feels the creature giving off an odor like smoke. Utar also notices this.
(OOC: Doozey & Biscuit still get to go. Neya & Graxx may want to amend their turns.)
Neya finally decides what to do now that she has put some distance between her and the scary beast. She lobs an arrow at the spot she estimates the creature must be by now, but hears no whimper to indicate a successful hit.
As far as CRAP can tell, the Brown Horse looks a bit apprehensive now. It is not moving yet, but it looks like it could begin at any moment (took the disengage action). Similarly, the Black Horse stays put for now. It looks angry and prepares for a fight (took the dodge action). Meanwhile, a farther inland Glühoof is now jumping in the air as if in a rodeo (took the dodge action).
(@Grx: As I mentioned OOC, Graxx does not have enough movement left after standing back up to reach your intended spot. Instead, I am saying that he is reaching {BM5}. Also, it looks like you edited away any action or bonus action you might have taken this turn. So, let me ask just to be clear: is moving 15 feet all that Graxx is doing this turn?)
Graxx takes a few steps and stops at {BM5} (OOC: I am editing a bit Graxx's paragraph in my previous post based on @Grx's edited post.)
(OOC: Regarding the horses, both the disengage and dodge actions last for an entire round. Also, recall that you cannot ready a move to accompany that readieddisengage or dodge. Thus, as far as I can tell, there is no benefit from readying these actions as opposed to just going ahead and performing them. Can you think of any? If so, I can change my descriptions in this post.)
(OOC: As per our OOC conversation, I'm placing Doozey on autopilot for now.)
Doozey (autopilot) moves through the brush to {BK0} while studying this canine creature closely with his Hunter's Sense. He learns, and voices it out load for all of CRAP to know, that this beast should be preferably hit by weapons capable of dealing magical damage, though some metals like silver may just do the trick as well.
(OOC: Reading this ability more closely, it is only supposed to reveal damage immunities, resistances, and vulnerabilities. I erroneously volunteered condition immunities last time Doozey used this ability.)
Frightened, Biscuit (autopilot) jumps into the brush and moves slowly to {BM9}. While deep into the brush, it dodges.
Now that he understands his foe a bit better, Doozey (autopilot) quietly says something in the halfling language and places his Hunter's Mark on it.
This post has potentially manipulated dice roll results.
The beast moves straight east. As it does, its feet begin to find purchased on thin air. When it passes closer to Utar, at {BQ5, BR6}, it attempts to snap at him while hovering above the bushes:
-> Bite vs. Utar: Attack: 10Damage: 10 piercing.
Despite not wearing his armor, Utar still manages to find protection behind his shield. The cleric retaliates with his readied attack.
(@MB: Please roll your reaction attack!)
Despite regaining line of sight with the creature, Neya's fear dissolves and turns into resolve (Neya, Glühoof, and Biscuit are no longer frightened).
(Everyone may take their turns. If you move too far from a source of light and don't have anything counteracting it, you must attack at disadvantage. Note that the creature is now 10 feet into the air).
Utar nods, failing to stifle his own yawn.
"Best find a likely spot to bed down and get some water for the horses."
Half turning in his saddle, he casts his eyes over the road they just travelled, watchful in case the direwolves were closer than they thought.
Perception 25
"Sounds good to me... And, sorry for back there. It seems a lot more of my training has atrophied than previously thought." Doozey confesses while doing his best to help Utar in the search(not that he needed it!). Marking down physically, if not mentally upon an internal map the last known whereabouts of the large wolves, the hallfing drifts off in thought from time to time. "How you holding up back there, Mister Graxx?"
When you realize you're doing too much: Signature.
“I’ve been better to be honest there, Doozey... That ol’ Captain put it on me pretty good.” says Graxx embarrassingly.
Graxx looks over to Utar.
”Utar, there’s something I’ve been wantin’ to say. I’m sorry about your fallen former clan.”
Graxx lowers his head and then looks back up.
”What I’m most concerned about is that these folks might be comin’ for you. If you don’t mind I’d like you to stay close and not being running off by yourself. It’d make me sleep a lot easier tonight.”
The group agrees to call it a night for now. With Doozey's and his trusty Driftglobe's help, Utar walks a bit inland and soon finds a little area encircled by tall trees and thick bushes. The farmlands are now gone from sight, so this might be just remote enough of a place to spend the night. Utar even catches the sounds of a stream of water a few dozen feet away. One last look over his shoulder puts the last of his nerves down... those wolves are not coming any closer tonight.
Among Neya's tent and everyone's bedrolls and blankets, the group puts together a basic but somewhat cozy camp (OOC: Feel free to describe other amenities as long as you have the equipment for it. Anything out of the ordinary will require a survival check).
The group uses up the rest of the daylight the magical globe provides to talk for a bit. Graxx brings up Utar's previous companions...
(OOC: I'll need a few group decisions. Are you starting a campfire? Are you eating? Are you catching a full night worth of sleep, meaning 8 hours? Are you taking turns on watch duty? If so, I'll need a perception check from each PC, as well as the order in which you are standing watch.)
Utar frowns and looks out into the distance, not checking the horizon, more trying to focus on something, anything, far away.
t"Iwas a lot to take in all at once, and I'm not sure I really have. I think I just assumed they were out living their lives away from the unit. Seeing Aleyd was a shock, especially in that armour, but I guess I thought I'd try to run into more of them..."
He pauses, running his face with his hands before turning back to the group, his eyes a little red.
"I'll try not to wander off too far though. Think I need someone watching my back right now."
Animal Handling 18
As they start making camp, Utar takes the horses and leads them to the nearby stream, loosening their saddles and letting them drink their fill.
Doozey had grinned good naturally at Graxx, and if close enough at the time, pats him on the leg for good measure. While he and Utar talked, the the halfling busy himself getting back at least some of his ammenties from Graxx' horse to set up bedding for the night. He also steps away long enough to gather some firewood with Biscuits playing guard, and if successful comes back with just enough to for a decent campfire. Or a small one, if the night hasn't already proven to be nippy yet.
Survival: 24.
At some point after he settles before the fire to chow down on some rations with the master of fur(Biscuit) at his back, and says, "Think'n it best we still take watches. What with their already being being wolves about, ain't no tell'n what else might be at this point... and having said that, I'll take first."
Perception: 12. (For Doozey's watch)
Edit: Adv. Roll from Biscuit help: Perception: 10.
When you realize you're doing too much: Signature.
Graxx will scavenge for some berries or something the horses and CRAP can eat.
Survival: 6
Graxx comes back to the camp.
"Yea, I could use a rest." says Graxx.
Graxx lays his head back and shuts his peepers..
"Wake me after your watch Doozey. I'll take second."
Perception; 11
Neya puts a sympathetic hand on Utar's shoulder, "You can always count on us for support, Utar. Especially in times like this."
"I will take third watch. Let me know when my turn comes. I just need to do something now to prepare for my shift."
She places two fingers on her forehead with her eyes closed. Her fingers glow for a moment and fade. When she opens her eyes, her pupils are silver (darkvision 2 ki points used before the long rest).
Perception: 17
Extended Signature
(@Grx: Graxx has the Wanderer Background Feature, which allows you to find some food and water each day by scavenging without actually needing to roll a survival check.)
Utar gathers the horses, relieves them from their equipment, and guides them to the nearby stream he keeps hearing. His magical globe follows, making the task quite a straightforward one. Even the more ill-tempered black horse comes along calmly. It must be thirsty.
By the time Utar returns, both Graxx and Doozey had already left camp on their respective missions. The halfling comes back first, carrying plenty of firewood with the help of his mastiff. Eventually Graxx returns to a medium-sized campfire, which had by then substituted the magical globe as the main source of light in the camp. The barbarian brings with him a pouch full of wild purple-colored berries, two large root vegetables, and a hunted down serpent. It is not much, but along with the fresh water source Utar has located and the rations the group brought along, it should be more then enough.
The first few hours of the evening are spent around the fire. Conversation fills most of the idle time along with some eating and perhaps even a laugh or two. The wood collected by Doozey is quite aromatic, giving the camp quite a home-like atmosphere only a halfling is capable of. The sounds coming from the dark shrubland are not unfamiliar, but months of sleeping inside the city of Phlan (with the exception of maybe Doozey) is enough to make the group feel a bit more wary than they would have otherwise. Before it starts getting a bit too late, Doozey offers to take the first watch and the rest of CRAP calls it a night. Neya makes sure to prepare for her shift before going for a nap.
Biscuit loyally stays up with his master, but before too long is overtaken by boredom and falls asleep right where it was supposed to keep watch. For the next two hours, Doozey sees nothing worth reporting, though he does catch the faint smell of smoke at some point. The odor doesn't last long, but the hunter's nose is well-trained enough to know that it was a different source of smoke than his own campfire.
Graxx relieves Doozey and settles on top of a dead log while holding his magical greatsword. An hour into his watch, the man swears to himself that he caught a glimpse of two tiny red glows in the distance, but chucks it off to an opossum or a fox doing their nightly rounds.
Soon enough, Neya steps up for her turn at the watch-log. Making good use of her enhanced vision, the monk notices something is off within the first dozen or so minutes of her watch. She feels she is the one being watched. Surely enough, she catches the silhouette of a large, black-furred canine circling the camp. It is alone, but it camouflages itself in the night quite well for a creature of its size. It must be about 5 feet tall at the shoulder and weigh around 400 pounds by Neya's quick estimates. The monk turns to warn her sleeping companions but is beaten to the punch by the creature emitting a ghastly baying sound from behind her. It can be heard all around, and everyone is awakened by it.
ROLLING FOR INITIATIVE:
(OOC: This fight starts before you have a chance to complete your long rest. That said, you may count that time around the campfire as a short rest. If taking advantage of this, please roll your hit dice before posting your first turn. Additionally, you all start this fight already awake, so there is no surprise round. Nonetheless, those who were asleep up until a moment ago begin this fight prone, including the horses. Finally, if you think your character would fall asleep without their armor on, please make sure to note the lower AC you'll have for this fight.)
MAP for REST INTERRUPTED:
(OOC: For the sake of convenience, I'll use the same map as before, but this in supposed to be miles down the road. The red sun-like marker is the campfire.)
(The beast will go first).
The Canine Beast begins by getting a few feet closer to the camp {BQ-3, BR-2} and once again emits its baleful baying sound:
Neya, Glühoof, and Biscuit suddenly feel the urge to escape from this battle at all cost. They are frightened and must follow the instructions in the spoiler box below:
A frightened creature that starts its turn within 30 feet of the canine beast must use all its movement on that turn to get as far from it as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way.
Those who do not fall for the sudden fear instead feel their resolution get stronger (they are immune to this effect for the next 24 hours).
(Everyone may take theirs turns. If you move too far from a source of light and don't have anything counteracting it, you must attack at disadvantage.)
Inspiration Wis save (From canine monster's turn): 8
Overcome with a sense of dread, Neya turns her heels and runs straight east (Brush is difficult terrain, right? If so she runs to BQ-9; if not, BQ-11)
End-of-turn Wis save (If I am able, otherwise, disregard): 12
(OOC: Wow... With my wisdom mod as it is, I essentially flipped a coin three times and got tails on ALL of them)
(added)
Neya then takes out her bow and fires an arrow at an arc in the direction where she saw the beast last (Disadvantaged due to her unable to see it and going off of memory)
Attack: 10
Damage: 9
The brown horse will be ready to disengage and run north if the creature gets within melee range (/added)
Extended Signature
Scrambling to his feet, Utar has enough time to swing his shield onto his arm and grasp the handle of Lightbringer. Tightening his knuckles around the leather strap, he wills light to come forth from the weapon.
Stepping forward hesitantly, trying to gain a view of the beast, Utar proceeds to BP5. Readying an attack should the beast come close.
Obviously startled by the sound of the beast, Glühoof bolts away from the baying call, moving 30 feet to the north at a canter. Flicking his ears back towards the direction of the sound, he readies himself to dodge.
(OOC I think this puts Glühoof off the map...)
Short Rest: 29
Graxx rises clutching his sword.(15ft)
The barbarian looks over to make sure his horse is alright(she’s staying where she is this turn.) Graxx growls and moves as close to the beast forward 15ft to BN,4. Graxx curses the distance and the fire being an obstacle but he wants to fight.
”Come on then!” Graxx shouts at the beast.
Graxx looks and sees the others and wants to protect them.
Graxx's horse stands and looks like it wants to fight itself! For now it will dodge.
(OOC: Yes, brush is difficult terrain. Also, sorry but no end-of-turn save against the frightened effect for now. Please check our OOC chat for more comments regarding your posts.)
Frightened, Neya runs through some thick bushes to get as far away from the beast as possible. Looking over her shoulder once she arrives at {BQ9}, she realizes that she has lost sight of the beast as it stands directly on the other side of the bush she just ran through. She thinks about what to do given her current circumstances, but remains frightened for now.
Utar stands up, steps forward to {BP5}, and makes sure his weapon is well lit for the altercation that is about to start. For now, however, the cleric prefers a defensive approach, preparing a swing of his magical mace should the strange creature get near the camp. From the corner of his eye, Utar catches a glimpse of his horse running north and away from the fight.
Graxx is a bit more reckless in his approach after standing back up. He avoids stepping on the campfire, but otherwise simply stands right next to it. Weapon in hand, the barbarian catches a glimpse of the beast's face with the help of the two sources of light near him. Despite having a body that is not dissimilar to that of the Dire Wolves they encountered earlier, the face of this creature is missing a snout? No, the head of this large hound has a human-like face, held up by a neck more flexible than a dog's. Graxx also feels the creature giving off an odor like smoke. Utar also notices this.
(OOC: Doozey & Biscuit still get to go. Neya & Graxx may want to amend their turns.)
RESOLVING THE EDITS TO YOUR TURNS:
Neya finally decides what to do now that she has put some distance between her and the scary beast. She lobs an arrow at the spot she estimates the creature must be by now, but hears no whimper to indicate a successful hit.
As far as CRAP can tell, the Brown Horse looks a bit apprehensive now. It is not moving yet, but it looks like it could begin at any moment (took the disengage action). Similarly, the Black Horse stays put for now. It looks angry and prepares for a fight (took the dodge action). Meanwhile, a farther inland Glühoof is now jumping in the air as if in a rodeo (took the dodge action).
(@Grx: As I mentioned OOC, Graxx does not have enough movement left after standing back up to reach your intended spot. Instead, I am saying that he is reaching {BM5}. Also, it looks like you edited away any action or bonus action you might have taken this turn. So, let me ask just to be clear: is moving 15 feet all that Graxx is doing this turn?)
Graxx takes a few steps and stops at {BM5} (OOC: I am editing a bit Graxx's paragraph in my previous post based on @Grx's edited post.)
(OOC: Regarding the horses, both the disengage and dodge actions last for an entire round. Also, recall that you cannot ready a move to accompany that readied disengage or dodge. Thus, as far as I can tell, there is no benefit from readying these actions as opposed to just going ahead and performing them. Can you think of any? If so, I can change my descriptions in this post.)
(OOC: As per our OOC conversation, I'm placing Doozey on autopilot for now.)
Doozey (autopilot) moves through the brush to {BK0} while studying this canine creature closely with his Hunter's Sense. He learns, and voices it out load for all of CRAP to know, that this beast should be preferably hit by weapons capable of dealing magical damage, though some metals like silver may just do the trick as well.
(OOC: Reading this ability more closely, it is only supposed to reveal damage immunities, resistances, and vulnerabilities. I erroneously volunteered condition immunities last time Doozey used this ability.)
Frightened, Biscuit (autopilot) jumps into the brush and moves slowly to {BM9}. While deep into the brush, it dodges.
Now that he understands his foe a bit better, Doozey (autopilot) quietly says something in the halfling language and places his Hunter's Mark on it.
END OF INITIATIVE ROUND 1
MAP for REST INTERRUPTED:
(OOC: The red sun-like marker is the campfire.)
(The beast will go next).
The beast moves straight east. As it does, its feet begin to find purchased on thin air. When it passes closer to Utar, at {BQ5, BR6}, it attempts to snap at him while hovering above the bushes:
-> Bite vs. Utar: Attack: 10
Damage: 10 piercing.Despite not wearing his armor, Utar still manages to find protection behind his shield. The cleric retaliates with his readied attack.
(@MB: Please roll your reaction attack!)
Despite regaining line of sight with the creature, Neya's fear dissolves and turns into resolve (Neya, Glühoof, and Biscuit are no longer frightened).
(Everyone may take their turns. If you move too far from a source of light and don't have anything counteracting it, you must attack at disadvantage. Note that the creature is now 10 feet into the air).