<Mechanically, it seems appropriate. Narratively, I know that right after this you're headed for an inn, so that obviously makes more sense for a long rest. Just as a bastion turn is relevant here, but narratively, makes little sense. So, take the long rest, but know that it's assumed you'll get it in universe when you get to the inn.>
Trisk gets ready to move with Sam and stay well within 60 feet of him.
"That guy up there with the fearsome looking creature next to him looks to be overseeing things."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(ooc: you described them as being 100 yards away (that's about 300 feet)
Trisk darts off after Sam making sure to keep him within 60 feet.
"Sounds like a plan Sam."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Seeing the party approach, the mounted half-orc casts (3.5 spell)protection from arrows(/3.5 spell) on the wyvern.
Protection from Arrows
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small piece of toughened leather)
Duration: Concentration, up to 10 minutes
You ward a creature against nonmagical ranged attacks. The target gains resistance to damage from nonmagical ranged weapon attacks. If a creature is hit by a ranged weapon attack while under this spell's effect, the attack deals only half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target also gains resistance to piercing damage from nonmagical sources.
<they want you to decide how to approach and use ranged attacks if you want to. If yoi want to stealth up, thats fine, the wyvern-rider just holds that spell until he notices you.>
This post has potentially manipulated dice roll results.
"Sam and Trisk. Welcome to Oerth. Here to see the castle? I felt i was needed. I... err. Oh wyvern and a bunch of orcs.... "
The wizard Tetrevess is looking a bit older than the last time you saw him. Clad in scholars robes and holding a staff, his brown unkempt hair and beard blow in the wind.
"I'm umm.. .. its been a while since i fought anything.. good to see you guys! .."..
He casts false life 5th on himself. 2 +24 hp, and a floating, glowing spectral head resembling a wizened scholar appears 60' towards the wyvern and orcs. Tetrevess will advance with Sam and Trisk.
(ooc: can you please put the link to owlbear on the campaign page so it's easy to find, thank you.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<I just tried it and saw how bad it was. I can take a close up of tbe central area and post it here too. Owlbear links are only active for a short time and then i have to acceot them its a real pain. I hoped DDBs Maps would solve that, but nope.>
Sam surprises the orc, hiding in the shadows as he traverses two boat lengths of the river road before disembowlimg the marauder. Hearing hes dearh howl and the gutteral slurping and bubbling of his blood choked final exhalations, another pair of orcs burst from the house on the side of the road to confront Sam. They are no match for him, though and he quickly dispatches both.
As they run toward him, they hurl the axes they carry. Thejr throws are surprisingly well-aimed. 18 for 9 slashing 10 for 9 slashing
<sams stealthy advance takes two tuens at a dash for a creature with 30ft movement, ao i think inhabe time for this.>
The wyvern-mounted half-orc casts a spell aimed behind Sam, encompassing him as it grows to its full volume.
A cloud of shimmering golden particles fills the air in a 10-foot-radius sphere. The glitter clings to creatures and objects, making them glow faintly.
The wyvern then takes flight as its rider spurs it i to action. Using its flyby attack, it claws at Sam, 12 for [2d6+2[/roll] 28 for 10
[Posioned] A poisoned creature has disadvantage on attack rolls and ability checks. Cinditoon lasts until the statt kf the wyverns next turn. Poison damage is 24.
The shimmering cliud is a spell, which also requires a DC14 Con save, but won't effect the grapple check.
T and K can act now. Sam has a Con save and a grapple check to make, then he can act, too. (Actually, Sam won't have to make the con save against poison, but does make the grapple check and the con save vs the spell)
<Mechanically, it seems appropriate. Narratively, I know that right after this you're headed for an inn, so that obviously makes more sense for a long rest. Just as a bastion turn is relevant here, but narratively, makes little sense. So, take the long rest, but know that it's assumed you'll get it in universe when you get to the inn.>
<tl:dr, long rest approved>
Sam recognizes the beast as a wyvern
(I would have called for a nature or animal handling check, but the roll plus your bonus are good enough)
<Ill try to adapt the map. I only have this in print at the moment.>
"If you say so."
Trisk gets ready to move with Sam and stay well within 60 feet of him.
"That guy up there with the fearsome looking creature next to him looks to be overseeing things."
Trying to get it into owlbear to repopulate ut (ie moveable tokens)
“Eye it’s a wyvern, so we don’t have to deal with a breath weapon if my memory severs me correctly”
Sam starts to move down to the site
“Ok then trisk maximum effort” he has a grin on his face as he starts to jog down “you try and target the wyvern I’ll get the orks”
initiative 17
Trisk's Initiative: 20
(ooc: you described them as being 100 yards away (that's about 300 feet)
Trisk darts off after Sam making sure to keep him within 60 feet.
"Sounds like a plan Sam."
Seeing the party approach, the mounted half-orc casts (3.5 spell)protection from arrows(/3.5 spell) on the wyvern.
Protection from Arrows
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small piece of toughened leather)
Duration: Concentration, up to 10 minutes
You ward a creature against nonmagical ranged attacks. The target gains resistance to damage from nonmagical ranged weapon attacks. If a creature is hit by a ranged weapon attack while under this spell's effect, the attack deals only half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target also gains resistance to piercing damage from nonmagical sources.
Tetrevess 22 ▶️
Trisk 20 ▶️
Sam 17 ▶️
Orcs 14 ▶️
<they want you to decide how to approach and use ranged attacks if you want to. If yoi want to stealth up, thats fine, the wyvern-rider just holds that spell until he notices you.>
Players are up.
Tet! initiative 11
<I put the party's tokens off to the left, it's 300ft from the center of the river road>
"Sam and Trisk. Welcome to Oerth. Here to see the castle? I felt i was needed. I... err. Oh wyvern and a bunch of orcs.... "
The wizard Tetrevess is looking a bit older than the last time you saw him. Clad in scholars robes and holding a staff, his brown unkempt hair and beard blow in the wind.
"I'm umm.. .. its been a while since i fought anything.. good to see you guys! .."..
He casts false life 5th on himself. 2 +24 hp, and a floating, glowing spectral head resembling a wizened scholar appears 60' towards the wyvern and orcs. Tetrevess will advance with Sam and Trisk.
Sam will close in to start the fight
To the closest ork and attacks
12 to hit +10 using channel divinity for 22 to hit 14 slashing + 12 force
21 to hit 12 slashing + 4 force
dread attack
17 to hit 14 slashing + 14 force
stalker flurry 14
Bonus action shield of faith giving me +2 to ac
(ooc: can you please put the link to owlbear on the campaign page so it's easy to find, thank you.)
https://www.owlbear.rodeo/room/E1n0Thvdi8hq/TheRifeBrim
<I just tried it and saw how bad it was. I can take a close up of tbe central area and post it here too. Owlbear links are only active for a short time and then i have to acceot them its a real pain. I hoped DDBs Maps would solve that, but nope.>
Sam surprises the orc, hiding in the shadows as he traverses two boat lengths of the river road before disembowlimg the marauder. Hearing hes dearh howl and the gutteral slurping and bubbling of his blood choked final exhalations, another pair of orcs burst from the house on the side of the road to confront Sam. They are no match for him, though and he quickly dispatches both.
As they run toward him, they hurl the axes they carry. Thejr throws are surprisingly well-aimed. 18 for 9 slashing 10 for 9 slashing
<sams stealthy advance takes two tuens at a dash for a creature with 30ft movement, ao i think inhabe time for this.>
The wyvern-mounted half-orc casts a spell aimed behind Sam, encompassing him as it grows to its full volume.
A cloud of shimmering golden particles fills the air in a 10-foot-radius sphere. The glitter clings to creatures and objects, making them glow faintly.
The wyvern then takes flight as its rider spurs it i to action. Using its flyby attack, it claws at Sam, 12 for [2d6+2[/roll] 28 for 10
<not fixing the first damage, as it missed anyhow>
The wyvern attwnlts to grapple sam, lifting him off the ground as it stings at him with its poison-dripping barbed tail.
Grapple 17. 32 for 7 piercing and DC17 Con save or become [condition]poisoned[/conditon]
<note: poisoned condition will impose DA to the grapple check if applicable>
[Posioned] A poisoned creature has disadvantage on attack rolls and ability checks. Cinditoon lasts until the statt kf the wyverns next turn. Poison damage is 24.
The shimmering cliud is a spell, which also requires a DC14 Con save, but won't effect the grapple check.
T and K can act now. Sam has a Con save and a grapple check to make, then he can act, too. (Actually, Sam won't have to make the con save against poison, but does make the grapple check and the con save vs the spell)
Con save: 6
Athletic 12