Gorm Diabhal continues walking. Having no real direction, he ambles whatever could reasonably be considered the outskirts of the new settlement, wether that is defined by natural boarders or just by never wanting to stray out of yelling range of Antonio in case he calls with orders.
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We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
Kierro listens intently to Rochester as they work, bidding him farewell as he leaves to get back on the ship. He continues to help those building the houses.
Kierro offers help to the builders, and though they insist that they know what they're doing, they allow him to smaller tasks, such as passing bricks or tools, and holding planks of wood in place.
By this point, Khalin has ammased a small catalogue of various insects and plants in the area. Most of them are familiar, but there are a few dark-leaved plants that Khalin has not seen before, along with a jet-black coloured caterpiller.
Eli strolls around the area, drawing a simple map based on what he can see.
Meanwhile, Gorm wanders through the outskirts of the pine forest, taking in the scenery, and exploring. Kaemgen, please roll me a perception check.
Gorm wanders for a good few minutes, noticing nothing out of the ordinary. However, soon enough, he hears the crunching of leaves behind him, and turns around to see six angry looking grey wolves charging at him from only thirty feet away. They're mouths are open, baring they're sharp canines, yet their bodies are thin, and their furs look patchy.
This post has potentially manipulated dice roll results.
Just as Gorm Diabhal was starting to get bored just walking around he spots the pack of wolves charging. The thought of fleeing flies through his brain but he's doubtful he could out run them and better to face a fight head on than get caught with his back turned. Quickly whipping his cloak off and tossing it aside so as not to get tangled up with it, Gorm pulls out his quarter staff, lets out a sharp whistles and yells out "Wolves!" to get the attention of the others. Then he takes one slow breath and steadies himself for the pack...
((If initiative is desired: 21))
((On his turn, when in melee range, Gorm will strike at the first wolf with his quarterstaff (Attack roll if needed: 14 for 5 damage) and use Unarmed Strike as a bonus action to strike at a second barehanded (if a second is in range of at the same one again if not.) (Unarmed Strike roll if needed: 6 for 5 damage) - Sorry if I am overstepping so soon, new to this so just tell me to wait if need be.)). ((though with those rolls, likely won't matter.))
If Therg can hear the cries then he will rush off at a full sprint toward the commotion drawing his blade along the way. He'll continue the cry of "Wolves!"
Therg hears the shout, and takes off running into the woods, continueing it. The rest of you all hear this. The builders look up from their work, but don't seem particulary alarmed as you all are there.
Everyone except kaemgen please roll initiative. The wolves will get a free round of combat before the initiative order starts.
As the wolves charge at him, gorm turns to face them. As they surround him, he attemps to strike them, but is unable to connect. Three of the wolves stay behind him, forcing him to divide his attention as the other three strike.
The first one lunges forward, but gorm steps quickly to the side and avoids it's bite. The second one rips into his side while he's focused on the first. (5 piercing damage to gorm.)
As the third wolf goes to strike, It's hit on the side of it's head by a small bolt of fire shot by Khalin, who managed to barely weave his shot inbetween the trees.
By now, everyone begins to reach the circle of wolves.
As the sound booms through the woods, you see the wolves expressions change from anger to fear. The injured one seems to be ready to run, but the others stand strong, desparation overcoming their fear.
Therg, Your go!
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Gorm Diabhal continues walking. Having no real direction, he ambles whatever could reasonably be considered the outskirts of the new settlement, wether that is defined by natural boarders or just by never wanting to stray out of yelling range of Antonio in case he calls with orders.
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Kierro listens intently to Rochester as they work, bidding him farewell as he leaves to get back on the ship. He continues to help those building the houses.
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
Eli will take the first hour getting a lay of the land and tries to draw a simple map of the area.
Kierro offers help to the builders, and though they insist that they know what they're doing, they allow him to smaller tasks, such as passing bricks or tools, and holding planks of wood in place.
By this point, Khalin has ammased a small catalogue of various insects and plants in the area. Most of them are familiar, but there are a few dark-leaved plants that Khalin has not seen before, along with a jet-black coloured caterpiller.
Eli strolls around the area, drawing a simple map based on what he can see.
Meanwhile, Gorm wanders through the outskirts of the pine forest, taking in the scenery, and exploring. Kaemgen, please roll me a perception check.
((Gorm rolls a perception check of: 17 ))
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Gorm wanders for a good few minutes, noticing nothing out of the ordinary. However, soon enough, he hears the crunching of leaves behind him, and turns around to see six angry looking grey wolves charging at him from only thirty feet away. They're mouths are open, baring they're sharp canines, yet their bodies are thin, and their furs look patchy.
Just as Gorm Diabhal was starting to get bored just walking around he spots the pack of wolves charging. The thought of fleeing flies through his brain but he's doubtful he could out run them and better to face a fight head on than get caught with his back turned. Quickly whipping his cloak off and tossing it aside so as not to get tangled up with it, Gorm pulls out his quarter staff, lets out a sharp whistles and yells out "Wolves!" to get the attention of the others. Then he takes one slow breath and steadies himself for the pack...
((If initiative is desired: 21))
((On his turn, when in melee range, Gorm will strike at the first wolf with his quarterstaff (Attack roll if needed: 14 for 5 damage) and use Unarmed Strike as a bonus action to strike at a second barehanded (if a second is in range of at the same one again if not.) (Unarmed Strike roll if needed: 6 for 5 damage) - Sorry if I am overstepping so soon, new to this so just tell me to wait if need be.)). ((though with those rolls, likely won't matter.))
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
If Therg can hear the cries then he will rush off at a full sprint toward the commotion drawing his blade along the way. He'll continue the cry of "Wolves!"
Therg hears the shout, and takes off running into the woods, continueing it. The rest of you all hear this. The builders look up from their work, but don't seem particulary alarmed as you all are there.
Everyone except kaemgen please roll initiative. The wolves will get a free round of combat before the initiative order starts.
Kierro drops the board he is holding and runs toward the woods. "We're coming!" Radiant energy begins glowing from his palms.
Initiative: 22
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
Shield and morningstar come out as Bahazzar hears the shouts. He lumbers to help.
Initiative 10
Paladin - warforged - orange
Khalin Gool Initiative 22
RD 1
Seeing the wolves charging Gorm Khalin Gool unleashes Fire Bolt at the leader. Attk 18 Dmg 9
Panic is a mechanism that strengthens the gene pool.
Therg initiative 20
Aiden
Hearing a cry of "wolves" he spins on his heels and boots towards the cry. Drawing his rapier and a dagger along the way.
Initiative 14
"This story is writing itself." says Eli and runs after the others. "Hey, wait for me!"
Initiative 13
As the wolves charge at him, gorm turns to face them. As they surround him, he attemps to strike them, but is unable to connect. Three of the wolves stay behind him, forcing him to divide his attention as the other three strike.
The first one lunges forward, but gorm steps quickly to the side and avoids it's bite. The second one rips into his side while he's focused on the first. (5 piercing damage to gorm.)
As the third wolf goes to strike, It's hit on the side of it's head by a small bolt of fire shot by Khalin, who managed to barely weave his shot inbetween the trees.
By now, everyone begins to reach the circle of wolves.
Initiative:
Khalin: 22
Kierro: 22
Therg: 20
Wolves: 17
Aiden: 14
Eli: 13
Bahazaar: 10
Gorm: 5
Khalin, You're go!
RD 2
Khalin Gool will hit the same wolf again with another Fire Bolt.
Attk 33 Dmg 10
Blast mis-rolled that attk 12 so ignore the first one please.
Panic is a mechanism that strengthens the gene pool.
Khalin throws another fire bolt, managing merely to singe the wolves fur.
Kierro, Your go!
Kierro points toward an area near the wolves, creating an earth shaking roar of a dragon with thaumaturgy in an attempt to scare off the wolves.
Intimidation: 17
He runs next to Gorm, raising his shield.
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
As the sound booms through the woods, you see the wolves expressions change from anger to fear. The injured one seems to be ready to run, but the others stand strong, desparation overcoming their fear.
Therg, Your go!