You can try Animal Handling if you want. I'll need a bit of time to get squared away for the combat. I have to do some other things (in the real world) first. :)
If I seem to be able to calm the creature into returning my pack, I'd like to try to follow up with an effort, combined with the snacks in my pack and my flute, to befriend it, and maybe take it on as a companion.
It leaps across the firepit with rage in its eyes and attacks. As you brace yourself, you contemplate that maybe this isn't actually an animal in the way that you were hoping.
It attempts to pummel you with a fist, but you see it coming and dodge out of the way. It misses with a modified 14.
Your backpack now lays on the other side of the firepit, though you suspect that this creature is much faster than you are.
You can use your crook as a quarterstaff, and a quarterstaff may be used as a one-handed weapon (it has the "versatile" feature). When using a one-handed weapon, you gain the advantage of your "dueling" ability, which gives you a +2 to hit. You are proficient with it, for another +2. It is, however, a strength-based weapon, so you take a -1 for that, giving you a total of +3 to hit. If you want to try to hit it with your stick. On a hit, you would do 1d6-1 damage.
This post has potentially manipulated dice roll results.
Dov has asked me to roll the dice for him for his turn, because he is driving. His plan is to attack the creature and to scream at it, with the hope of driving it away.
. . . and they're done. Let's try to get this wrapped up:
Fope takes another swing, knowing he almost got the beast last time: 19
Damage if he hits: 3
He tries growling, but he doesn't get another Intimidation roll, because (like Insight) it's not something that a person can do over and over in an encounter.
Oh no! Will the battle between the two smallest creatures in this square mile ever end?
The beast is not leaping anymore; it is shielding its injured right shoulder. It rakes out with its left hand, trying for a slap. It misses with a natural 5. Darn it! :)
Fope tries again, knowing how close he is to surviving this battle, but he's hurt and it isn't over: 17
Victory! The mysterious creature limps off to the edge of the clearing and disappears, making little mewling and grumping noises, into the fog. It has changed its mind about needing to find out what was in the bag.
This post has potentially manipulated dice roll results.
Fope ends the day with 4 days' worth of rations, between what he found in the morning and the 3 in his bag, and has his backpack again. Fope gathers himself for what he must do at the end of the day, and gains some strength from a Second Wind. He recovers 6 hit points.
Make another survival check to see if you can find a safe place to rest.
Kif, Puddin, and Barnaby are caught up on their rest. Some time after dark, the Visanti caravan pulls off the road and they make a small camp. Nothing elaborate, and only one tent is erected. The day has passed uneventfully.
During the night, Fope dreams several times of something soft touching his face. Each time he awakes with a start and sees nothing, in the darkness and the fog, and he groans at the disruption to his precious sleep. It keeps happening, to the point where he eventually realizes something *is* there, and *is* messing with him. But at least, when a little light leaks through the morning fog, he realizes he is otherwise unmolested.
You have Level 1 Exhaustion. That means -2 on all ability checks. Also, the fog is more dense this morning, so your checks for finding food and orienteering will be at a -2. So your survival checks for those purposes will be at -4 (set off against your usual bonus there, which also still applies).
In the morning, you can either gather food or go somewhere, or try to do both. As we've discussed. I'm assuming, with 4 days' worth of food, you will try to go somewhere, but feel free to explain for yourself. Then roll two 20-sided dice, roll with advantage for food, orienteering, or just roll once for each.
Kif, Puddin, and Barnaby pack up their few belongings and prepare to board the Vasenti wagon again. As they do, they consider their supply of things.
Stanimir already offered any traveling supplies, if you need them. Do you want to ask for something? Daimla and Menidetto are nearby; the others are all around, too, if you want to approach someone else.
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You can try Animal Handling if you want. I'll need a bit of time to get squared away for the combat. I have to do some other things (in the real world) first. :)
Ok. Fope, you go first. The creature is glowering at you menacingly. What do you do?
Animal Handling: 24
If I seem to be able to calm the creature into returning my pack, I'd like to try to follow up with an effort, combined with the snacks in my pack and my flute, to befriend it, and maybe take it on as a companion.
Woot!
It leaps across the firepit with rage in its eyes and attacks. As you brace yourself, you contemplate that maybe this isn't actually an animal in the way that you were hoping.
It attempts to pummel you with a fist, but you see it coming and dodge out of the way. It misses with a modified 14.
Your backpack now lays on the other side of the firepit, though you suspect that this creature is much faster than you are.
Well, at least I don't need to try again.
Right. What do you do?
You can use your crook as a quarterstaff, and a quarterstaff may be used as a one-handed weapon (it has the "versatile" feature). When using a one-handed weapon, you gain the advantage of your "dueling" ability, which gives you a +2 to hit. You are proficient with it, for another +2. It is, however, a strength-based weapon, so you take a -1 for that, giving you a total of +3 to hit. If you want to try to hit it with your stick. On a hit, you would do 1d6-1 damage.
Dov has asked me to roll the dice for him for his turn, because he is driving. His plan is to attack the creature and to scream at it, with the hope of driving it away.
To hit: 13
If that hits, damage: 5
To intimidate: 7
Fope just misses, grazing its fur. His yell seems to have no effect.
The beast lunges again, foaming at the mouth, trying to pummel Fope with its other hand. It lunges right past him and misses, with an 11.
I will continue this little battle later, if Dov does not come back to roll dice for himself. I have to get to some other things right now.
. . . and they're done. Let's try to get this wrapped up:
Fope takes another swing, knowing he almost got the beast last time: 19
Damage if he hits: 3
He tries growling, but he doesn't get another Intimidation roll, because (like Insight) it's not something that a person can do over and over in an encounter.
Fope knows he got in a good shot with his shepherd's crook, and the creature winces in pain. It leaps again, this time trying to bite.
It just hits, with a 17! Fope take 4 points of damage.
Now getting angry, Fope takes another swing: 19
Damage: 3
Aww. I'm giving it 1 point of damage anyway.
Your sense, Fope, is that it's getting ready to run, but it takes another swing first. It misses with a natural 1.
You're pretty confident that it'll lose heart in the battle with one more good hit: 20
Damage: 0
Oh no! Will the battle between the two smallest creatures in this square mile ever end?
The beast is not leaping anymore; it is shielding its injured right shoulder. It rakes out with its left hand, trying for a slap. It misses with a natural 5. Darn it! :)
Fope tries again, knowing how close he is to surviving this battle, but he's hurt and it isn't over: 17
Damage:3
Victory! The mysterious creature limps off to the edge of the clearing and disappears, making little mewling and grumping noises, into the fog. It has changed its mind about needing to find out what was in the bag.
Fope ends the day with 4 days' worth of rations, between what he found in the morning and the 3 in his bag, and has his backpack again. Fope gathers himself for what he must do at the end of the day, and gains some strength from a Second Wind. He recovers 6 hit points.
Make another survival check to see if you can find a safe place to rest.
Kif, Puddin, and Barnaby are caught up on their rest. Some time after dark, the Visanti caravan pulls off the road and they make a small camp. Nothing elaborate, and only one tent is erected. The day has passed uneventfully.
Føpé searches for shelter for the night: 19
During the night, Fope dreams several times of something soft touching his face. Each time he awakes with a start and sees nothing, in the darkness and the fog, and he groans at the disruption to his precious sleep. It keeps happening, to the point where he eventually realizes something *is* there, and *is* messing with him. But at least, when a little light leaks through the morning fog, he realizes he is otherwise unmolested.
You have Level 1 Exhaustion. That means -2 on all ability checks. Also, the fog is more dense this morning, so your checks for finding food and orienteering will be at a -2. So your survival checks for those purposes will be at -4 (set off against your usual bonus there, which also still applies).
In the morning, you can either gather food or go somewhere, or try to do both. As we've discussed. I'm assuming, with 4 days' worth of food, you will try to go somewhere, but feel free to explain for yourself. Then roll two 20-sided dice, roll with advantage for food, orienteering, or just roll once for each.
Kif, Puddin, and Barnaby pack up their few belongings and prepare to board the Vasenti wagon again. As they do, they consider their supply of things.
Stanimir already offered any traveling supplies, if you need them. Do you want to ask for something? Daimla and Menidetto are nearby; the others are all around, too, if you want to approach someone else.