The tracks lead into the large sundial-like structure in the center of the map. The creature you’re following appears to have paced about it for a while before making its way to the hole in the upper left wall, which leads into the structure. The hole appears to have been made by something forcibly breaking down the wall, and nothing but blackness peaks out from it.
On the southern end of the same way is a closed stone door. A stone gazebo exists in the north east corner, but the tracks do not lead to it.
Morkeleb is quite taken with the majesty of this strange place. He wonders aloud, "What is this, some kind of elven temple or shrine?"
But he supposes they should stay on task. "We should follow the tracks. Going a different way may alert the creature to our presence and allow it to escape the way it came. If we follow it this way, we might have it cornered in there."
He will cast light on his shield and volunteer to go first. If the group agrees to all that, then he will mutter a few prayers for himself to comport himself heroically as he cautiously advances into the dark opening. (casting guidance on himself)
The four of you delve into the spacious chamber, and the light radiating from Morkeleb's shield provides a look into a space strewn with bones and hay. An elven statue, just like the ones outside, sits on either side of the passage you enter through. Several animals seemed to be napping here, but have been startled by the glowing intruder. Most of these creatures (rabbits, bears, wolves, owls) are young and nonthreatening; even the bear is but a cub. One, however, stands out: a large moose with fur white as snow, save the spots where crimson blood has dried on it. The moose stares all of you down as you enter, then, much like the plesiosaur, it unexpectedly speaks.
"You towners. You towners that Moon show Ravisin and Me. Towners not welcome here."
It lowers its head and starts stamping one foot as if to charge.
Map Notes:
Forgive my questionable map drawing abilities. I'm happy to reposition tokens as we need to, but as before, take this as an approximation. The suits of armor are elven statues, similar to the ones outside. The brown squares represent stone doors. The various animals are set dressing who scatter as combat begins; only the moose is interested in attacking.
Jar comes to a stop and encourages the party to do the same. "Now, now. Settledown." he says to the moose. "We just want to talk. I presume you can speak. Why have you been attacking the town?"
“Towners move forest away. Towners take my home, Me take theirs. Ravisin warn me about you. Warn not to listen.”
Between the bones on the floor and its blood-soaked fur, you’re pretty sure this one isn’t interested in talking. Whereas the lake monster regarded you with a cold disinterest, this creature’s eyes are filled with rage.
Morkeleb readies his sword and shield. He exclaims dramatically:
“Talking or no, I’ve no doubt that this moose will make a fine dinner for us tonight! Know this, moose, that you face Morkeleb, Scion of the Vexashene. Your end is nigh!”
Seeing as how the potential for peace talk gradually dissolved, Nox will move around 10 feet back before releasing an Eldritch blast aiming straight for the Moose's head.
That's all the incentive Barnabus needs. With a primal scream he launches himself at the Beast. Swinging his war pick in an overhand chop he attemps to strike a well placed blow.
Jar with a sad face says "I am sorry we could not resolve this peacefully fair creature. I will do my best to make this quick." He strikes first with his staff (13 to hit with 8 damage) and follows it up with a quick two kick (23 and 21 to hit with a total of 9 damage)
This post has potentially manipulated dice roll results.
Enraged as it takes several strong blows, the moose wheels around on the two who have approached it, first kicking at Jar with its hooves, then spinning and attempting to gore Barnabus with its antlers.
Barnabus growls with defiant battle lust. Capitalizing on the distraction created by Nox' blast the dwarf surges (action surge) forward. His first swing, an upper cut aimed at the moose's jaw, misses but has the desired effect of forcing the beasts head up as it dodges the swing (attack:8). Barnabus skillfully steps into the swing as the pick swoops upward. When his weapon hits the peak of travel, Barnabus Sweeps his right foot around behind him as he pivots on his left. The movement allows him to spin clockwise towards the white devil. His weapon sweeps down and around back towards his foe as it follows him through the spin. The war pick swipes again towards the chest in relentless assault.
The Moose rears back after the repeated blows, then continues its assault, blinded by red. As this happens, you all hear a stone door opening, followed by a set of footsteps. A fierce looking woman in furs, with a white painted face steps out, wielding a sickle in each hand. Trailing this woman is some sort of berry bush that seems to have uprooted itself and begun walking on the roots. She glowers at all of you. "You fools are supposed to be holing up in town, not here! Was that entire barricade just a misdirection ploy? Bah. You get away from my sweet beast before I turn you into mulch for these woods!"
She waves her hands and summons a pillar of light where Morkeleb and Barnabus are standing (the blue circle). You can both feel your skin starting to burn in the light. Effects to follow on your turns.
The tracks lead into the large sundial-like structure in the center of the map. The creature you’re following appears to have paced about it for a while before making its way to the hole in the upper left wall, which leads into the structure. The hole appears to have been made by something forcibly breaking down the wall, and nothing but blackness peaks out from it.
On the southern end of the same way is a closed stone door. A stone gazebo exists in the north east corner, but the tracks do not lead to it.
Jar asks "What do you all think? Do we follow the creature in through the opening it used or try the door and hope they connect?"
D&D since 1984
Morkeleb is quite taken with the majesty of this strange place. He wonders aloud, "What is this, some kind of elven temple or shrine?"
But he supposes they should stay on task. "We should follow the tracks. Going a different way may alert the creature to our presence and allow it to escape the way it came. If we follow it this way, we might have it cornered in there."
He will cast light on his shield and volunteer to go first. If the group agrees to all that, then he will mutter a few prayers for himself to comport himself heroically as he cautiously advances into the dark opening. (casting guidance on himself)
The four of you delve into the spacious chamber, and the light radiating from Morkeleb's shield provides a look into a space strewn with bones and hay. An elven statue, just like the ones outside, sits on either side of the passage you enter through. Several animals seemed to be napping here, but have been startled by the glowing intruder. Most of these creatures (rabbits, bears, wolves, owls) are young and nonthreatening; even the bear is but a cub. One, however, stands out: a large moose with fur white as snow, save the spots where crimson blood has dried on it. The moose stares all of you down as you enter, then, much like the plesiosaur, it unexpectedly speaks.
"You towners. You towners that Moon show Ravisin and Me. Towners not welcome here."
It lowers its head and starts stamping one foot as if to charge.
Map Notes:
Forgive my questionable map drawing abilities. I'm happy to reposition tokens as we need to, but as before, take this as an approximation. The suits of armor are elven statues, similar to the ones outside. The brown squares represent stone doors. The various animals are set dressing who scatter as combat begins; only the moose is interested in attacking.
Initiative:
Nox - 19
Barnabus - 16
Jar - 11
White Moose - 11
Morkeleb - 9
Jar comes to a stop and encourages the party to do the same. "Now, now. Settle down." he says to the moose. "We just want to talk. I presume you can speak. Why have you been attacking the town?"
D&D since 1984
“Towners move forest away. Towners take my home, Me take theirs. Ravisin warn me about you. Warn not to listen.”
Between the bones on the floor and its blood-soaked fur, you’re pretty sure this one isn’t interested in talking. Whereas the lake monster regarded you with a cold disinterest, this creature’s eyes are filled with rage.
"If we talk to them. Make them stop. Wait. Who's Tavisin?" Jar asks
D&D since 1984
Morkeleb readies his sword and shield. He exclaims dramatically:
“Talking or no, I’ve no doubt that this moose will make a fine dinner for us tonight! Know this, moose, that you face Morkeleb, Scion of the Vexashene. Your end is nigh!”
Seeing as how the potential for peace talk gradually dissolved, Nox will move around 10 feet back before releasing an Eldritch blast aiming straight for the Moose's head.
23 to hit; 4 force damage
That's all the incentive Barnabus needs. With a primal scream he launches himself at the Beast. Swinging his war pick in an overhand chop he attemps to strike a well placed blow.
Attack: 13
Damage :8
**This Space for Rent**
Both Nox and Barnabus’s attacks land, spurring the beast into further anger.
Jar, per having higher Dex in a tied initiative, is up. Despite your hope for a peaceful resolution, weapons and spells are flying.
Jar with a sad face says "I am sorry we could not resolve this peacefully fair creature. I will do my best to make this quick." He strikes first with his staff (13 to hit with 8 damage) and follows it up with a quick two kick (23 and 21 to hit with a total of 9 damage)
D&D since 1984
Enraged as it takes several strong blows, the moose wheels around on the two who have approached it, first kicking at Jar with its hooves, then spinning and attempting to gore Barnabus with its antlers.
Jar: 10 to hit, for 7 Bludgeoning damage
Barnabus: 26 to hit, for 7 Piercing damage
Morkeleb is up, then back to Nox.
Jar will use Stone's Endurance as a reaction, reducing the damage by 9.
D&D since 1984
Barnabus deftly deflects the antlers with his Shield.
(Maneuver:Riposte)
This opens the neck to a swipe from his war pick.
Attack:11
Damage:11
**This Space for Rent**
Morkeleb bellows, “Die, dinner!”
…and swings with his longsword. It glows with radiant energy as he does so which burns deeply into the moose.
(longsword attack + divine smite)
23 to hit, 12 damage total (8 slashing and 4 radiant)
As the Moose is sent reeling back from Morkeleb's slash, Nox will capitalize and fire another Eldritch Blast.
24 to hit; 10 force damage
Barnabus growls with defiant battle lust. Capitalizing on the distraction created by Nox' blast the dwarf surges (action surge) forward. His first swing, an upper cut aimed at the moose's jaw, misses but has the desired effect of forcing the beasts head up as it dodges the swing (attack:8). Barnabus skillfully steps into the swing as the pick swoops upward. When his weapon hits the peak of travel, Barnabus Sweeps his right foot around behind him as he pivots on his left. The movement allows him to spin clockwise towards the white devil. His weapon sweeps down and around back towards his foe as it follows him through the spin. The war pick swipes again towards the chest in relentless assault.
Attack:15
damage:7
Nox - 19
Barnabus - 16
Jar - 11
White Moose - 11
Morkeleb - 9
**This Space for Rent**
The Moose rears back after the repeated blows, then continues its assault, blinded by red. As this happens, you all hear a stone door opening, followed by a set of footsteps. A fierce looking woman in furs, with a white painted face steps out, wielding a sickle in each hand. Trailing this woman is some sort of berry bush that seems to have uprooted itself and begun walking on the roots. She glowers at all of you. "You fools are supposed to be holing up in town, not here! Was that entire barricade just a misdirection ploy? Bah. You get away from my sweet beast before I turn you into mulch for these woods!"
She waves her hands and summons a pillar of light where Morkeleb and Barnabus are standing (the blue circle). You can both feel your skin starting to burn in the light. Effects to follow on your turns.
Updated Initiative Order:
Nox - 19
Barnabus - 16
Frost Druid - 15
Jar - 11
White Moose - 11
Morkleb - 9
Awakened Shrub - 1
Jar is up, as the new arrival appears.
How badly hurt is the moose?
D&D since 1984