This post has potentially manipulated dice roll results.
d20: 18 (15)
d100: 59 (39)
Neya agrees with, "Spernik has had a big head-start. If we stay any longer, he may accomplish what he set out to do and we would have wasted our efforts."
After Utar and Obsben do a bit of trading between themselves, Neya and the others agree that the group has little additional time to waste. With the thrill of the hunt building inside Graxx, any hopes for a lunch break will have to wait. CRAP rides their mounts to the north part of town and, from there, ride up the Stojanow trail northbound.
Responsible for navigating the maps, Neya takes the lead for the day ahead. It wasn't too long ago the group had to go on a day-long trip westward and it soon becomes apparent that, relatively speaking, traveling by horse is much faster and less tiring, at least from the riders' perspective. Whatever minor inconvenience or distraction the group might come across on the road is quickly and easily left behind in the wake of the mounts' dash. For most of the first day of riding, the group can travel down a northbound path used mostly by farmers bringing their produce into town. By the time night falls, CRAP has the common sense to stop by one such farm and ask for shelter in the barn. The farmers are more than willing to welcome townsfolk for the night, with minimum contact, simply from the kindness of their heart. If asked, they have seen no other townsfolk in recent times. In the morning, they send you off with some bread (no need to use your own rations for this first day.)
Graxx volunteers to take the lead during the second day of riding, Glory taking her natural place at the head of the stampede. The path soon comes to an end and CRAP begins to trek uncharted territory as they come closer to the mountains. Temperatures are dropping fast, albeit not to the freezing point, and the purchased furs are swiftly put into use. Riding is a little less comfortable in the cold, and any hopes of finding another kind farmer household all but disappear out here in the wilderness. At some point in the afternoon of the second day, the party begins to traverse upward-sloping terrain. At some point, Obsben is sure to regale the party with another of her child's tales (13 temp HP all around.) From this point onward, the crunch of frost can be heard beneath the horses' hooves and Basil's paws. Glühoof II and Opal need their rest a bit sooner than the warhorse, so the party takes one of their breaks at some point in the mid-afternoon. In this area, the ground is covered in a layer of snow and the sun and sky are hidden by heavy clouds. You deduce that the sun will go down in another three hours; with some luck, you should be able to reach the point Neya identified on the map one hour before sundown. You have been making good time.
Ten minutes into this break, you hear the howl of approaching wolves. As you turn your heads to look for the source, you notice shadowy figures rushing by the foliage, circling the party. Their fur is as white as the snow they walk on; their size as menacing as a dire-wolf's; their breath a chilly and heavy as the clouds high above.
18. Obsben & Basil (51+15+13/51+15 and 5+15/5+15; purple) -
13. Neya & Opal (68+13/68 and 13/13; cyan) -
11. Graxx & Glory (112+13/112 and 19+15/19+15; red) -
08. Utar & Glühoof II (84+13/84 and 13/13; orange) - DM's Inspiration;
04. Winter Wolf (x8) -
MAP:
NOTES: Just as I usually depict horses as medium creatures, I am choosing the depict the wolves here as medium creatures. Note that both are technically large creatures.
(Obsben, Neya, Graxx, and Utar may all take their turns. Utar may keep his last inspiration token until it is used instead of it expiring at the end of the day.)
"Oh my. This is certainly not good. Hmm... I don't suppose you fellows are partial to jerky? No? Okay then."Obsben hops on a warily growling Basil, and tried to give him a few comforting pats when inspiration hits her. "Hm... That could work... Graxx? Mind dealing with the ones on the north and right-ish? Easy Peezy for you, I'm sure."She bardically encourages. "Everyone else, uh, I guess we can take out the rest and hope for the best, yeah? They seem pretty big and tough, so best to not hold back too, mkay?" She adds, sounding as calm and nonchalant as ever, even if the very opposite at the moment.
A noticeable tremble accompanied her next words -- an incantation for a spell or an excerpt from one of her stories about endurance. But still she prepared as best she could from the back of Basil, before either urging him to take flight or even closer to the danger to the left.
Movement: Spend half to mount up on Basil.
Bonus Action: Bardic Inspiration(d6) to Graxx.
(OOC: Below Actions dependent on PM response.)
Action: Cast (5th level)Aid on Opal, Gluhoof, and Neya, granting all three 20 Max HP and HP healed.
Movement(remaining): To N-6(using Basil's speed).
OR
Movement(10ft): To N-10.
Action: Cast (5th level)Fly on Opal, Basil, and Gluhoof.
Movement(Remaining): Fly 40ft straight up.
Future Reaction(Obsben): If she or basil would be hit(and is within the realm of a miss with a d6) or take damage, spending a use of Cutting Words to avoid/lessen the 1st instance of damage.
OR
If a player or Basil would be hit with a crit 1st, spending a use of Chronal Shift to re-roll the attack roll.
OR
If subject to alotta elemental damage initially, she would use a 1st level Absorb Elements.
This post has potentially manipulated dice roll results.
"Not good is an understatement."
The half-orc mounts up Glühoof II giving the beast a reassuring pat on the neck as he does so. Once seated, Utar's pauldron glows faintly for a moment as he summons his spiritual weapon at R,6. The spectral warhammer wastes no time in attempting to slam into the flank of the nearest wolf.
Attack: 15 Damage: 6
The half-orc continues the magical onslaught against the same wolf, casting sacred flame. (Wolfie needs to succeed on a DC16 dex save or take 7 radiant damage. No damage on a save.)
Then following Obsben's example, he spurs Glühoof II into the air and positions himself to get a better look at the wolves to the party's south.
Utar's move: Mount Glühoof II.
Bonus Action: Cast spiritual weapon at normal level.
This post has potentially manipulated dice roll results.
Graxx growls and his axe thirsts for blood.
Graxx quickly turns to Glory.
"STAY HERE GIRL!" shouts Graxx.
Graxx does as requested and moves to H,12!
(Bonus Action): Graxx begins to RAGE as he is INSPIRED(Bardic Inspiration Noted)!
Graxx will make two RECKLESS GWM STRIKES AGAINST THE WINTER WOLF AT G,13!
Attack: 6 Damage: 24
Attack: 20 Damage: 26
Divine Radiant Damage to first hit: 9
FIRST CRIT WITH WEAPON!
As Graxx's second strike reaches a critical impact, a momentary circle of spectral axe-blades sweep around him after the attack! The Wolf within 5 feet must make a Dexterity saving throw or take 4FORCE damage akin to Sword Burst cantrip!
DC for Dex throw is: 8 + Proficiency(4) + CON Modifier(5)= 17!
This post has potentially manipulated dice roll results.
Neya mounts up on Opal and rides her to the wolf of unusual size (WOUS) to the northeast (H-12, or thereabouts) and rains sword slashes and kicks to it. Not eniterly
Longsword Attack: 23 Damage: 6
Extra Longsword Attack: 27 Damage: 6
Bonus action: 1ki point for flurry of blows
FoB 1 Attack: 15 Damage: 7
FoB 2 Attack: 23 Damage: 11
Opal's action
Being so close to so many predators, Neya's mount looks to [action]dodge;avoid any attacks[/actions].
(I think I did that turn right. It's been a while since our last run at mounted combat.)
Obsben reacts first to the approaching predators and stays calm. She delivers portions of a strategy to the rest of the group and then focuses on giving the party's animals a chance of avoiding the wolves completely. She picks the three most fragile mounts (Basil, Glühoof II, and Opal) and gives them the temporary ability to fly. She is sure to mount Basil before the mastiff can float anywhere. As halfling and mastiff fly upward, Obsben recites a couple of sentences from a tale she is still brainstorming. She picks a passage that she knows will especially please Graxx(Bardic Inspiration).
Neya follows suit by mounting Opal, although the monk chooses not to ride her horse into the air just yet. Instead, she rides to meet one of the wolves in combat and rains kicks and sword thrusts at the selected WOUS. A well-domesticated Opal remains ready to avoid being hit. (Winter Wolf#1 takes 31 magical bludgeoning and piercing damage.)
Graxx takes a different strategy, ordering Glory to stay put. Raging, he then advances to the wolves to the northeast, as the quickly laid out strategy called for. It just so happens to be the same wolf Neya picked for her barrage of attacks. At first, this seems to be a logical choice. The barbarian's first slash almost claims the life of the already wounded wolf. (Winter Wolf#1 takes 34 magical slashing and radiant damage.)
Needing a second strike, Graxx swings with all his might. Somewhat unexpectedly, several spectral copies of his relic weapon sweep around him, delivering additional cuts to those nearby. The good news is that the second swing does it for the wolf. (Winter Wolf#1 takes 31 magical slashing and force damage and is DEFEATED.)
The bad news is that Neya and Opal are right there too. Neya manages to turn the horse just in time for her to avoid the spectral blades, but Opal is still hit in her haunches. Neya has to hold tight to control her horse. (Opal takes 4 force damage.)
Utar also opts for mounted combat, though of a ranged fashion. His spiritual weapon emerges already mid-swing but the effort proves to be rushed and the attack misses.
The Tormite's second attempt is more successful. A gout of sacred flame materializes on the same wolf's area and singes the creature as intended. (Winter Wolf#5 takes 13 radiant damage.)
Utar then rides Glühoof II upward, also aiming to maintain a safer distance for the horse's sake.
This post has potentially manipulated dice roll results.
After the initial flurry of attacks, the wolves stop circling the party and move in for their attack. One of them moves toward Graxx, its mouth releasing a white, frigid air that is suspiciously too dense to simply be condensated breath. Four other wolves approach Graxx and Neya at a somewhat slower pace, as if they were waiting for the wolf in the vanguard to do something. Then, it does something: the wolf exhales a blast of freezing wind in a 15-foot cone.
-> DEX saving throw {DC 12} or take 25 cold damage (half on a success):
Opal moves quickly enough to avoid most of the blast but the partial hit is still enough to force the horse to slump down to the ground. Neya benefits from the partial avoidance of the blast, while Graxx stays in place and takes it all like the tough guy he is. (Graxx takes 24 cold damage; Neya takes 12 cold damage; Opal takes 12 cold damage and is now unconscious, incapacitated, and prone.)
The four wolves who were waiting then rush forward and attack the survivors:
-> [Tooltip Not Found] vs. Graxx: Attack: 11 Damage: 11
-> If this attack hits, Graxx has to roll a STR saving throw {DC 14} or be knocked prone(Rage):21. If the attack missed, then ignore this roll.
-> [Tooltip Not Found] vs. Graxx: Attack: 24 Damage: 12 (advantage if prone: 7).
-> If this attack hits, Graxx has to roll a STR saving throw {DC 14} or be knocked prone(Rage):25. If the attack missed or if already prone from previous attack, then ignore this roll.
-> [Tooltip Not Found] vs. Neya: Attack: 11 Damage: 10
-> If this attack hits, Neya has to roll a STR saving throw {DC 14} or be knocked prone: 19. If the attack missed, then ignore this roll.
-> [Tooltip Not Found] vs. Neya: Attack: 19 Damage: 12 (advantage if prone: 23).
-> If this attack hits, Neya has to roll a STR saving throw {DC 14} or be knocked prone: 7. If the attack missed or if already prone from previous attack, then ignore this roll.
This post has potentially manipulated dice roll results.
(OOC: Those attacks above were supposed to say "Bite". Also, the wolves attacks are supposed to have advantage. I can still use the second roll for the second attack on each PC, but here are the advantage rolls for the first attacks: 13 (12) and 318 (12).)
Graxx bats the first biting wolf out of the way but can't do the same with the second, who crunches on his arm. The barbarian maintains his balance. (Graxx takes 6 piercing damage, already halved.)
Neya ducks out of the way of the first lunging wolf but the second one gets her leg and messes up her balance. (Neyatakes 12 piercing damage(Evasion) and is now prone.)
(@Grx: Since you didn't specify an action for Glory, we can assume she took the dodge action. This cancels out the wolves' advantage on their attacks.)
Two wolves remain and they can do little but growl at the airlifted bunch consisting of Utar, Glühoof II, Obsben, and Basil. This means that the closest reachable prey for these two wolves is... Glory. They rush and attack.
-> Bite vs. Glory (dodge): Attack: 25 Damage: Unable to parse dice roll.
-> If this attack hits, Glory has to roll a STR saving throw {DC 14} or be knocked prone: 11. If the attack missed, then ignore this roll.
-> If this attack hits, Glory has to roll a STR saving throw {DC 14} or be knocked prone: 11. If the attack missed or if already prone from previous attack, then ignore this roll.
The first wolf ends up hesitating a bit. It simply snaps its jaws at the warhorse without ever lunging forward. The second wolf uses the provided distraction to bite Glory's hind leg. Although it hurts, it is not enough to trip the combat-ready mount. (Glory takes 9 piercing damage.)
08. Utar & Glühoof II (84+13/84 and 13/13; orange) - 40ft in the air, Spiritual Weapon (9), DM's Inspiration; Glühoof II dodged and can fly;
04. Winter Wolf (x7) - {L-10} is damaged;
MAP:
NOTES: Just as I usually depict horses as medium creatures, I am choosing the depict the wolves here as medium creatures. Note that both are technically large creatures.
(Obsben, Neya, Graxx, and Utar may all take their turns. @MB & @Ori: We can also say that Glühoof II and Basildodged, if you'd like.)
d20: 18 (15)
d100: 59 (39)
Neya agrees with, "Spernik has had a big head-start. If we stay any longer, he may accomplish what he set out to do and we would have wasted our efforts."
(She takes the first of the survival checks.)
Survival: 12 (17)
Extended Signature
Graxx now sitting on top of Glory reaches down and pats her hard on the neck out of excitement.
”Are you ready girl?” says Graxx gleefully.
Graxx turns to Neya.
”You have turned the tide in our favor! Well done!” says Graxx.
Graxx closes his eyes and breathes in deeply through his nose taking it all in.
”Let the hunt begin.” says Graxx as his eyes open wide.
Survival: 20
Mystery: 18
Chance: 35
DM's Screen:
6
8
After Utar and Obsben do a bit of trading between themselves, Neya and the others agree that the group has little additional time to waste. With the thrill of the hunt building inside Graxx, any hopes for a lunch break will have to wait. CRAP rides their mounts to the north part of town and, from there, ride up the Stojanow trail northbound.
Responsible for navigating the maps, Neya takes the lead for the day ahead. It wasn't too long ago the group had to go on a day-long trip westward and it soon becomes apparent that, relatively speaking, traveling by horse is much faster and less tiring, at least from the riders' perspective. Whatever minor inconvenience or distraction the group might come across on the road is quickly and easily left behind in the wake of the mounts' dash. For most of the first day of riding, the group can travel down a northbound path used mostly by farmers bringing their produce into town. By the time night falls, CRAP has the common sense to stop by one such farm and ask for shelter in the barn. The farmers are more than willing to welcome townsfolk for the night, with minimum contact, simply from the kindness of their heart. If asked, they have seen no other townsfolk in recent times. In the morning, they send you off with some bread (no need to use your own rations for this first day.)
Graxx volunteers to take the lead during the second day of riding, Glory taking her natural place at the head of the stampede. The path soon comes to an end and CRAP begins to trek uncharted territory as they come closer to the mountains. Temperatures are dropping fast, albeit not to the freezing point, and the purchased furs are swiftly put into use. Riding is a little less comfortable in the cold, and any hopes of finding another kind farmer household all but disappear out here in the wilderness. At some point in the afternoon of the second day, the party begins to traverse upward-sloping terrain. At some point, Obsben is sure to regale the party with another of her child's tales (13 temp HP all around.) From this point onward, the crunch of frost can be heard beneath the horses' hooves and Basil's paws. Glühoof II and Opal need their rest a bit sooner than the warhorse, so the party takes one of their breaks at some point in the mid-afternoon. In this area, the ground is covered in a layer of snow and the sun and sky are hidden by heavy clouds. You deduce that the sun will go down in another three hours; with some luck, you should be able to reach the point Neya identified on the map one hour before sundown. You have been making good time.
Ten minutes into this break, you hear the howl of approaching wolves. As you turn your heads to look for the source, you notice shadowy figures rushing by the foliage, circling the party. Their fur is as white as the snow they walk on; their size as menacing as a dire-wolf's; their breath a chilly and heavy as the clouds high above.
DM's SCREEN:
20
ROLLING INITIATIVE
(Obsben, Neya, Graxx, and Utar may all take their turns. Utar may keep his last inspiration token until it is used instead of it expiring at the end of the day.)
"Oh my. This is certainly not good. Hmm... I don't suppose you fellows are partial to jerky? No? Okay then." Obsben hops on a warily growling Basil, and tried to give him a few comforting pats when inspiration hits her. "Hm... That could work... Graxx? Mind dealing with the ones on the north and right-ish? Easy Peezy for you, I'm sure." She bardically encourages. "Everyone else, uh, I guess we can take out the rest and hope for the best, yeah? They seem pretty big and tough, so best to not hold back too, mkay?" She adds, sounding as calm and nonchalant as ever, even if the very opposite at the moment.
A noticeable tremble accompanied her next words -- an incantation for a spell or an excerpt from one of her stories about endurance. But still she prepared as best she could from the back of Basil, before either urging him to take flight or even closer to the danger to the left.
Movement: Spend half to mount up on Basil.
Bonus Action: Bardic Inspiration(d6) to Graxx.
(OOC: Below Actions dependent on PM response.)Action: Cast (5th level)Aid on Opal, Gluhoof, and Neya, granting all three 20 Max HP and HP healed.Movement(remaining): To N-6(using Basil's speed).OR
Movement(10ft): To N-10.
Action: Cast (5th level)Fly on Opal, Basil, and Gluhoof.
Movement(Remaining): Fly 40ft straight up.
Future Reaction(Obsben): If she or basil would be hit(and is within the realm of a miss with a d6) or take damage, spending a use of Cutting Words to avoid/lessen the 1st instance of damage.
OR
If a player or Basil would be hit with a crit 1st, spending a use of Chronal Shift to re-roll the attack roll.
OR
If subject to alotta elemental damage initially, she would use a 1st level Absorb Elements.
When you realize you're doing too much: Signature.
"Not good is an understatement."
The half-orc mounts up Glühoof II giving the beast a reassuring pat on the neck as he does so. Once seated, Utar's pauldron glows faintly for a moment as he summons his spiritual weapon at R,6. The spectral warhammer wastes no time in attempting to slam into the flank of the nearest wolf.
Attack: 15 Damage: 6
The half-orc continues the magical onslaught against the same wolf, casting sacred flame. (Wolfie needs to succeed on a DC16 dex save or take 7 radiant damage. No damage on a save.)
Then following Obsben's example, he spurs Glühoof II into the air and positions himself to get a better look at the wolves to the party's south.
Utar's move: Mount Glühoof II.
Bonus Action: Cast spiritual weapon at normal level.
Action: Cast sacred flame.
Glühoof II's move: Fly 40ft up ending at P,7
Graxx growls and his axe thirsts for blood.
Graxx quickly turns to Glory.
"STAY HERE GIRL!" shouts Graxx.
Graxx does as requested and moves to H,12!
(Bonus Action): Graxx begins to RAGE as he is INSPIRED(Bardic Inspiration Noted)!
Graxx will make two RECKLESS GWM STRIKES AGAINST THE WINTER WOLF AT G,13!
Attack: 6 Damage: 24
Attack: 20 Damage: 26
Divine Radiant Damage to first hit: 9
FIRST CRIT WITH WEAPON!
As Graxx's second strike reaches a critical impact, a momentary circle of spectral axe-blades sweep around him after the attack! The Wolf within 5 feet must make a Dexterity saving throw or take 4 FORCE damage akin to Sword Burst cantrip!
DC for Dex throw is: 8 + Proficiency(4) + CON Modifier(5)= 17!
Neya mounts up on Opal and rides her to the wolf of unusual size (WOUS) to the northeast (H-12, or thereabouts) and rains sword slashes and kicks to it. Not eniterly
Longsword Attack: 23 Damage: 6
Extra Longsword Attack: 27 Damage: 6
Bonus action: 1ki point for flurry of blows
FoB 1 Attack: 15 Damage: 7
FoB 2 Attack: 23 Damage: 11
Opal's action
Being so close to so many predators, Neya's mount looks to [action]dodge;avoid any attacks[/actions].
(I think I did that turn right. It's been a while since our last run at mounted combat.)
Extended Signature
Obsben reacts first to the approaching predators and stays calm. She delivers portions of a strategy to the rest of the group and then focuses on giving the party's animals a chance of avoiding the wolves completely. She picks the three most fragile mounts (Basil, Glühoof II, and Opal) and gives them the temporary ability to fly. She is sure to mount Basil before the mastiff can float anywhere. As halfling and mastiff fly upward, Obsben recites a couple of sentences from a tale she is still brainstorming. She picks a passage that she knows will especially please Graxx (Bardic Inspiration).
Neya follows suit by mounting Opal, although the monk chooses not to ride her horse into the air just yet. Instead, she rides to meet one of the wolves in combat and rains kicks and sword thrusts at the selected WOUS. A well-domesticated Opal remains ready to avoid being hit. (Winter Wolf#1 takes 31 magical bludgeoning and piercing damage.)
DM's Screen:
DEX save {DC 17}: 9
DEX save {DC 16}: 6
-> Neya's DEX saving throw {DC 17}: 17
-> Opal's DEX saving throw {DC 17} (dodge): 9
Graxx takes a different strategy, ordering Glory to stay put. Raging, he then advances to the wolves to the northeast, as the quickly laid out strategy called for. It just so happens to be the same wolf Neya picked for her barrage of attacks. At first, this seems to be a logical choice. The barbarian's first slash almost claims the life of the already wounded wolf. (Winter Wolf#1 takes 34 magical slashing and radiant damage.)
Needing a second strike, Graxx swings with all his might. Somewhat unexpectedly, several spectral copies of his relic weapon sweep around him, delivering additional cuts to those nearby. The good news is that the second swing does it for the wolf. (Winter Wolf#1 takes 31 magical slashing and force damage and is DEFEATED.)
The bad news is that Neya and Opal are right there too. Neya manages to turn the horse just in time for her to avoid the spectral blades, but Opal is still hit in her haunches. Neya has to hold tight to control her horse. (Opal takes 4 force damage.)
Utar also opts for mounted combat, though of a ranged fashion. His spiritual weapon emerges already mid-swing but the effort proves to be rushed and the attack misses.
The Tormite's second attempt is more successful. A gout of sacred flame materializes on the same wolf's area and singes the creature as intended. (Winter Wolf#5 takes 13 radiant damage.)
Utar then rides Glühoof II upward, also aiming to maintain a safer distance for the horse's sake.
After the initial flurry of attacks, the wolves stop circling the party and move in for their attack. One of them moves toward Graxx, its mouth releasing a white, frigid air that is suspiciously too dense to simply be condensated breath. Four other wolves approach Graxx and Neya at a somewhat slower pace, as if they were waiting for the wolf in the vanguard to do something. Then, it does something: the wolf exhales a blast of freezing wind in a 15-foot cone.
(OOC: Wolves' turn continues in the next post.)
Opal moves quickly enough to avoid most of the blast but the partial hit is still enough to force the horse to slump down to the ground. Neya benefits from the partial avoidance of the blast, while Graxx stays in place and takes it all like the tough guy he is. (Graxx takes 24 cold damage; Neya takes 12 cold damage; Opal takes 12 cold damage and is now unconscious, incapacitated, and prone.)
The four wolves who were waiting then rush forward and attack the survivors:
-> [Tooltip Not Found] vs. Graxx: Attack: 11 Damage: 11
-> If this attack hits, Graxx has to roll a STR saving throw {DC 14} or be knocked prone (Rage): 21. If the attack missed, then ignore this roll.
-> [Tooltip Not Found] vs. Graxx: Attack: 24 Damage: 12 (advantage if prone: 7).
-> If this attack hits, Graxx has to roll a STR saving throw {DC 14} or be knocked prone (Rage): 25. If the attack missed or if already prone from previous attack, then ignore this roll.
-> [Tooltip Not Found] vs. Neya: Attack: 11 Damage: 10
-> If this attack hits, Neya has to roll a STR saving throw {DC 14} or be knocked prone: 19. If the attack missed, then ignore this roll.
-> [Tooltip Not Found] vs. Neya: Attack: 19 Damage: 12 (advantage if prone: 23).
-> If this attack hits, Neya has to roll a STR saving throw {DC 14} or be knocked prone: 7. If the attack missed or if already prone from previous attack, then ignore this roll.
(OOC: Wolves' turn continues in the next post.)
(OOC: Those attacks above were supposed to say "Bite". Also, the wolves attacks are supposed to have advantage. I can still use the second roll for the second attack on each PC, but here are the advantage rolls for the first attacks: 13 (12) and
318 (12).)Graxx bats the first biting wolf out of the way but can't do the same with the second, who crunches on his arm. The barbarian maintains his balance. (Graxx takes 6 piercing damage, already halved.)
Neya ducks out of the way of the first lunging wolf but the second one gets her leg and messes up her balance. (Neya
takes 12 piercing damage(Evasion) and is now prone.)(OOC: Wolves' turn continues in the next post.)
(@Grx: Since you didn't specify an action for Glory, we can assume she took the dodge action. This cancels out the wolves' advantage on their attacks.)
Two wolves remain and they can do little but growl at the airlifted bunch consisting of Utar, Glühoof II, Obsben, and Basil. This means that the closest reachable prey for these two wolves is... Glory. They rush and attack.
-> Bite vs. Glory (dodge): Attack: 25 Damage: Unable to parse dice roll.
-> If this attack hits, Glory has to roll a STR saving throw {DC 14} or be knocked prone: 11. If the attack missed, then ignore this roll.
-> Bite vs. Glory (dodge): Attack: 18 Damage: 14
-> If this attack hits, Glory has to roll a STR saving throw {DC 14} or be knocked prone: 11. If the attack missed or if already prone from previous attack, then ignore this roll.
(OOC: Wolves' turn continues in the next post.)
The first wolf ends up hesitating a bit. It simply snaps its jaws at the warhorse without ever lunging forward. The second wolf uses the provided distraction to bite Glory's hind leg. Although it hurts, it is not enough to trip the combat-ready mount. (Glory takes 9 piercing damage.)
END OF INITIATIVE ROUND 1
(Obsben, Neya, Graxx, and Utar may all take their turns. @MB & @Ori: We can also say that Glühoof II and Basil dodged, if you'd like.)