The two wolves outside make quick chase, running after the boy as he flees. When they are met with the adventurers at the front, they team up in their attacks, working in perfect synchronization. They strike at Tamara at the door, leaping up and pouncing at the woman with her rapier out!
Wolf2 moves to the Common Room. It then makes a Bite attack at Tamara. It uses its Pack Tactics to gain advantage on the attack.
Pack Tactics.The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Wolf2 makes a Bite attack! To Hit: 1d20.advantage() + 4 = 16 vs AC 14 Damage: 2d4 + 2 [piercing] = 10 If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
One of the wolves leaps up high and seizes Tamara's neck, bites down hard. Blood gushes into its maw and drips on the floor, and Tamara drops to the ground, unconscious. The bites are accurate though, as if they were deliberate. They miss her veins precisely by half an inch. She does not seem to be in much harm despite the blood, but it does appear she is out of the fight.
Tamara's hit points is reduced to 0, and is knocked unconscious, but stable. If you have any abilities to prevent yourself from going unconscious, you may make the post in retcon.
The second one goes straight for Komoi, diving forward to yank and bite at his leg!
Wolf3 moves to the Common Room. It then makes a Bite attack at Komoi. It uses its Pack Tactics to gain advantage on the attack.
Pack Tactics.The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Wolf3 makes a Bite attack! To Hit: 1d20.advantage() + 4 = 18 vs AC 17 Damage: 2d4 + 2 [piercing] = 10 If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
The wolf seizes Komoi's leg, gives firm yank and pulls him off-balance. It then leaps up and seizes his neck as well, biting ferociously down upon it. Komoi feels something hot squirt onto his neck and chest, and the world suddenly fades and blacks out. Once again, the bites are precise, missing his veins by just half an inch.
Komoi's hit points is reduced to 0, and is knocked unconscious, but stable. If you have any abilities to prevent yourself from going unconscious, you may make the post in retcon.
As the adventurers look outside, they can see more dark, furry figures in the distance. They seem to be approaching the inn at breakneck speeds.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi NPCs: Boy (Hidden [12]) Monsters: Wolf2 (Injured), Wolf3 (Injured)
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen NPCs:Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street Monsters: Wolf1(Dead), Wolf4, Wolf5, Wolf6 Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
The small goblin see's the wolves approach, his lightning eyes widening a bit as they nimbly duck through the others in front of him to try and tear into him. Without thinking, the goblin throws up his other hand to block the attack with his shield- wait where's hit shield? Right. The goblin murmurs a word and a disk of magical energy snaps into place just in time for the wolf to smash into the barrier. He shoves back, warding off the attack with a returning growl.
"Close the door you blighted fools, and maybe next time think before you act! There is a reason you were told to keep the door closed!" As she shouts, irritated, the dolorous sound of a bell tolling can be hold throughout the inn as she casts another spell, pointing at one of the wolves.
Casting Toll the Dead
DC 13 Wisdom Save or Wolf3 takes 1d12 necrotic damage (4) (as they are already injured). If this kills the wolf, my Dark One's Blessing gives me 4 temporary HP.
This post has potentially manipulated dice roll results.
Komoi:
The disk materializes and deflects the wolf with an electric crackle, sending it whining and reeling backwards! With its first attack thwarted, it spins around, preparing to pounce on Komoi for a second one!
The tolling grows louder, and louder, and one of the wolves begins whining and pawing at his face.
Wolf2 makes a Wisdom saving throw! 1d20 + 1 = 12
The wolf begins to shiver as fur begins to fall off its body in patches. It's teeth then follow, and its skin begins to sag. Within seconds, the creature hits the ground dead, now a mass of decaying flesh and bone.
Wolf2 is reduced to 0 HP and is now dead. Lucette gains 4 temporary hit points.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi NPCs: Boy (Hidden [12]) Monsters:Wolf2 (Dead), Wolf3 (Injured)
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen NPCs:Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street Monsters: Wolf1(Dead), Wolf4, Wolf5, Wolf6 Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
Lucette finds the common room of the tavern to be decently spacious, but not at all for a full-on fight to break out. She sees that she could duck over to the tables for better targets, or over the bar for some cover. However, if she wants true distance away from the wolves, she would likely need to move into the kitchen.
A creature can benefit from either of the two positions here inside the Common Room. Instead of allies imposing half-cover for ranged attacks, you will have a bonus to your ranged attack rolls instead.
These positions do NOT make it harder for the wolves to reach you however, as they have 40 foot movement speed (two zones) and the zone is not difficult terrain. If you wish to make it harder, you can move to the Kitchen.
High Bar. When standing behind the bar, you have half cover. Tables. When standing at the tables, you have a +2 bonus to all ranged attack rolls against creatures inside this zone.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi NPCs: Boy (Hidden [12]) Monsters:Wolf2 (Dead), Wolf3 (Injured)
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it. High Bar. When standing behind the bar, you have half cover. Tables. When standing at the tables, you have a +2 bonus to all ranged attack rolls against creatures inside this zone.
Kitchen NPCs:Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street Monsters: Wolf1(Dead), Wolf4, Wolf5, Wolf6 Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
The fire genasi looks at the deadly wolf on the ground and glance at Lucette, definitively not an enemy you would face. Another standing creature is that growling Goblin, gods, what's Komoi's real nature? While pondering on these facts, Artos throw himself into the door with his back to slam it closed and hold it with his body, and puts pressure pushing with his legs.
Holding the door with his right arm, he releases from his right forefinger a beam on blue-white of arcane energy directed to the black beast in the mainroom
"Check the other doors, if any, and windows, give me hand to secure this one, we don't want other surprises right?"
Artos use ray of frost on the remaining indoor wolf
Spell ranged attack (assuming advantage cause flanking): 21
Hearing the elf's voice, and knowing that the boy is safe inside, Orryn moves toward the door, as a ray of icy energy blasts the remaining wolf. He aims his bow toward the incoming wolves, and lets one last arrow fly, before trying to slam the door shut.
Orryn launches an arrow toward the incoming pack of wolves;
1d20+4 To hit: 6
1d6+2 Damage, should it hit: 8
Right after he releases the arrow Orryn slams the door shut.
Seeing the wolf breach the common room, Warren moves swiftly to smite the creature with his longsword. He tries to make the strike as forceful as possible. In a split second, the sword is arcing in the air toward the wolf like a steely crescent.
Longsword attack roll: 25
Potential Longsword damage roll: 12
"If we don't close it soon, we'll soon have worse than wolves bashing at the door!"
Edit: Apparently I was wrong. Somehow the boy survived... what even...
With the wolf dead, Lucette makes her way over to the unconscious woman, laying a hand where the wolf's bite had landed. A glow of soft light can be seen between her hand as the wound begins to stitch itself back together.
"Put the locks back on, obviously the locals are more knowledgable about defending themselves from this than we are. And now maybe learn the importance of information before acting," she says in a scolding, frustrated tone. She then looks over at the boy, suspicious and looking at his wounds to see how he survived and managed to make his way into the inn.
Note: The above hinges on the fight being over, since I have already used my action and movement this turn if Tooth intends to remain in Initiative.
Used my Healing Hands ability to restore 1 HP to Tamara.
Orryn looks at the elf as her hands glow with magic over the fallen woman. He tilts his head, as he listens intently to the elf woman.
"Perhaps you're right. But, alas, we have the boy! Haha!" (he actually vocalizes 'haha')
He takes a hand and curls his mustache and continues to brace the door.
OC: Cass, I love the dynamic between Lucette and Orryn. The dark, mysterious, logical character and the naive, irrational do-gooder. It's been fun so far! haha.
"And she almost died for it. Had the wyrmling not been there, more people would have fallen to the beasts. All to save a single child who may yet prove to be a threat," she retorts scornfully. "Now stop standing there bracing against the door foolishly and put the locks back in place instead." Lucette steps over, securing several of the locks to illustrate her point.
I'm enjoying things as well. I think things will be interesting as people get to know each other better and her story starts to come forward.
Also, I sincerely hope you vocalized the "haha" in your spoiler, or I will be severely disappointed. :)
This post has potentially manipulated dice roll results.
"Oh, right." Orryn says as he turns quickly to lock the door. Should the threat of the wolves be at least staved off for the moment, he will turn and search for the boy.
Orryn does a perception check to see if he can find the hiding boy.
1d20+2 perception: 14
Should he find the boy, Orryn will run up to him and check him for injuries.
Tamara groans and winces as she comes to consciousnous once more. Her chocolate brown eyes looking around and taking in everything. The words are like murmurs in the dark and the shapes around her like oily shadows. In a wispy and writhing manner moving about. Slowly - color comes to fruition. The feathered effect of all around her becomes sharp, contrasting and giving her the lost sight back slowly.
Sitting up, she rubs her head as she slowly begins rissing up. Pushing herself up with one arm and collecting herself. looking around and seeing hte dead wolf as well as her rapier by the side, it didn't take long for her to put two and two together. However she doesn't say anything and picks up her rapier and sheathes it whilst standing.
Artos swivels around and sprays the ray of frost upon the wolf. The ray slams right into its side, causing it to stagger and whine. Some of the rain freezes over against the wound, and it struggles to stay standing!
Artos hits Wolf3. It is now critically injured.
And yes, there is NO Flanking rules in this game. At least for now.
Orryn:
Orryn fires an arrow out, toward the approaching wolf pack. The arrow flies too high however and sails into the darkness.
Orryn misses Wolf4.
Warren:
Warren brings his longsword up, then slices through the air into the wolf. The blade hits it solidly in the skull, killing it with a sickening crack like an egg against a counter. The last wolf drops to the ground, dead long before the impact.
All Players:
Through a combination of Lucette and Orryn's work, the door is locked up and secured tight. The adventurers hear slams and snarls and scratches soon on the other side, but it appears they have very little luck on getting inside. Lucette heals up Tamara successfully, bringing her to barely conscious.
It appears combat is over, at least for now.
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi NPCs: Boy (Hidden [12]) Monsters:Wolf2 (Dead), Wolf3 (Dead)
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it. High Bar. When standing behind the bar, you have half cover. Tables. When standing at the tables, you have a +2 bonus to all ranged attack rolls against creatures inside this zone.
Kitchen NPCs:Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street Monsters: Wolf1(Dead), Wolf4, Wolf5, Wolf6 Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
Player Log [7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +300 XP (Howls in the Night) [7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +200 XP (The Arrival To Town)
Warren sheathes his sword after cleaning it off with a rag, looking around at his makeshift "allies." Relieved that Tamara will at least be alright, he gives a thumb up to Artos, Lucette, and Orryn for securing the entrance. Warren then picks up the chopped wolf, and takes a seat where he last had his water, setting down the wolf next to his barstool.
"Next time, please let one of us know when you'll be doing something like that again, so that efforts can be coordinated."
Warren's tone had taken a form of solemnity.
"I'd rather not lose a potential compatriot due to such rash solitary mindsets."
Komoi stands to the side of the door still with his sword humming with thunderous power, looking marginally upset that he wasn't able to hit anything. As the battle comes to a close, he lets the magic fade from his blade as he stows it away in his pack once more. His scales however, do not recede immediately. The process is slow as one by one, the scales soften back into the goblin's ashen hide. He beams regardless, looking to be in a great mood post fight.
"Not sure why the town is so scared of a pack of wolves." The goblin muses as he marches back over to the fireplace to sit down. Despite his words, whoever is looking sees the goblin pull out a battered shield from his pack and set it next to him. The shield itself looks to be elfin in design, with a half moon crescent shape and made of a light wood.
Warren turns and looks over at the booths. He spots the young boy peeking over the top of it, his eyes and sopping brown wet hair visible to him. The boy sits up a bit straighter as he's indirectly called out. "M-m-me?" he asks, then frowns and looks around. It's quite obvious the boy is shaken and cold, by how distant his eyes were and how much his body was shivering. However, it appears to be something else that is bothering him, an air of paranoia from not just what lurks outside, but something else as well.
Abigail is still nowhere to be seen, but movement can occasionally be heard from the kitchen. Beth is also nowhere to be seen as well.
Warren nods solemnly, tossing the dead wolf over his shoulder before downing his remaining water and walking to the doorway of the kitchen and knocking on the doorway.
"Hey, you take any food requests? I got some fresh wolf here if you can cook it up."
Warren peers into the kitchen to see if it's still occupied.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Monsters' Turn:
The two wolves outside make quick chase, running after the boy as he flees. When they are met with the adventurers at the front, they team up in their attacks, working in perfect synchronization. They strike at Tamara at the door, leaping up and pouncing at the woman with her rapier out!
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Wolf2 makes a Bite attack!
To Hit: 1d20.advantage() + 4 = 16 vs AC 14
Damage: 2d4 + 2 [piercing] = 10
If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
One of the wolves leaps up high and seizes Tamara's neck, bites down hard. Blood gushes into its maw and drips on the floor, and Tamara drops to the ground, unconscious. The bites are accurate though, as if they were deliberate. They miss her veins precisely by half an inch. She does not seem to be in much harm despite the blood, but it does appear she is out of the fight.
The second one goes straight for Komoi, diving forward to yank and bite at his leg!
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Wolf3 makes a Bite attack!
To Hit: 1d20.advantage() + 4 = 18 vs AC 17
Damage: 2d4 + 2 [piercing] = 10
If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
The wolf seizes Komoi's leg, gives firm yank and pulls him off-balance. It then leaps up and seizes his neck as well, biting ferociously down upon it. Komoi feels something hot squirt onto his neck and chest, and the world suddenly fades and blacks out. Once again, the bites are precise, missing his veins by just half an inch.
As the adventurers look outside, they can see more dark, furry figures in the distance. They seem to be approaching the inn at breakneck speeds.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi
NPCs: Boy (Hidden [12])
Monsters: Wolf2 (Injured), Wolf3 (Injured)
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
NPCs: Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
Monsters:
Wolf1(Dead), Wolf4, Wolf5, Wolf6Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> END MONSTER TURN: ROUND 2 <<<
>>> CONTINUE PLAYER TURN: ROUND 1 <<<
Deadline: 7/7/17 @ 10:00 PM PST
The small goblin see's the wolves approach, his lightning eyes widening a bit as they nimbly duck through the others in front of him to try and tear into him. Without thinking, the goblin throws up his other hand to block the attack with his shield- wait where's hit shield? Right. The goblin murmurs a word and a disk of magical energy snaps into place just in time for the wolf to smash into the barrier. He shoves back, warding off the attack with a returning growl.
Reaction to cast Shield
"Close the door you blighted fools, and maybe next time think before you act! There is a reason you were told to keep the door closed!" As she shouts, irritated, the dolorous sound of a bell tolling can be hold throughout the inn as she casts another spell, pointing at one of the wolves.
Casting Toll the Dead
DC 13 Wisdom Save or Wolf3 takes 1d12 necrotic damage (4) (as they are already injured). If this kills the wolf, my Dark One's Blessing gives me 4 temporary HP.
Komoi:
The disk materializes and deflects the wolf with an electric crackle, sending it whining and reeling backwards! With its first attack thwarted, it spins around, preparing to pounce on Komoi for a second one!
Lucette:
The tolling grows louder, and louder, and one of the wolves begins whining and pawing at his face.
1d20 + 1 = 12
The wolf begins to shiver as fur begins to fall off its body in patches. It's teeth then follow, and its skin begins to sag. Within seconds, the creature hits the ground dead, now a mass of decaying flesh and bone.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi
NPCs: Boy (Hidden [12])
Monsters:
Wolf2(Dead), Wolf3 (Injured)Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
NPCs: Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
Monsters:
Wolf1(Dead), Wolf4, Wolf5, Wolf6Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<<
Deadline: 7/7/17 @ 10:00 PM PST
Satisfied with her work, Lucette sets to putting distance -and obstacles- between herself and the remaining wolf.
Using my movement to make sure there is some distance and some tables - and better targets - between Lucette and the wolf.
Lucette:
Lucette finds the common room of the tavern to be decently spacious, but not at all for a full-on fight to break out. She sees that she could duck over to the tables for better targets, or over the bar for some cover. However, if she wants true distance away from the wolves, she would likely need to move into the kitchen.
These positions do NOT make it harder for the wolves to reach you however, as they have 40 foot movement speed (two zones) and the zone is not difficult terrain. If you wish to make it harder, you can move to the Kitchen.
High Bar. When standing behind the bar, you have half cover.
Tables. When standing at the tables, you have a +2 bonus to all ranged attack rolls against creatures inside this zone.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi
NPCs: Boy (Hidden [12])
Monsters:
Wolf2(Dead), Wolf3 (Injured)Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
High Bar. When standing behind the bar, you have half cover.
Tables. When standing at the tables, you have a +2 bonus to all ranged attack rolls against creatures inside this zone.
Kitchen
NPCs: Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
Monsters:
Wolf1(Dead), Wolf4, Wolf5, Wolf6Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<<
Deadline: 7/7/17 @ 10:00 PM PST
The fire genasi looks at the deadly wolf on the ground and glance at Lucette, definitively not an enemy you would face. Another standing creature is that growling Goblin, gods, what's Komoi's real nature? While pondering on these facts, Artos throw himself into the door with his back to slam it closed and hold it with his body, and puts pressure pushing with his legs.
Holding the door with his right arm, he releases from his right forefinger a beam on blue-white of arcane energy directed to the black beast in the mainroom
"Check the other doors, if any, and windows, give me hand to secure this one, we don't want other surprises right?"
Artos use ray of frost on the remaining indoor wolf
Spell ranged attack (assuming advantage cause flanking): 21
on a hit, Frost Damage: 1
Hearing the elf's voice, and knowing that the boy is safe inside, Orryn moves toward the door, as a ray of icy energy blasts the remaining wolf. He aims his bow toward the incoming wolves, and lets one last arrow fly, before trying to slam the door shut.
Orryn launches an arrow toward the incoming pack of wolves;
1d20+4 To hit: 6
1d6+2 Damage, should it hit: 8
Right after he releases the arrow Orryn slams the door shut.
||PbP: Tarvyn's World... DM||
Seeing the wolf breach the common room, Warren moves swiftly to smite the creature with his longsword. He tries to make the strike as forceful as possible. In a split second, the sword is arcing in the air toward the wolf like a steely crescent.
Longsword attack roll: 25
Potential Longsword damage roll: 12
"If we don't close it soon, we'll soon have worse than wolves bashing at the door!"
With the wolf dead, Lucette makes her way over to the unconscious woman, laying a hand where the wolf's bite had landed. A glow of soft light can be seen between her hand as the wound begins to stitch itself back together.
"Put the locks back on, obviously the locals are more knowledgable about defending themselves from this than we are. And now maybe learn the importance of information before acting," she says in a scolding, frustrated tone. She then looks over at the boy, suspicious and looking at his wounds to see how he survived and managed to make his way into the inn.
Note: The above hinges on the fight being over, since I have already used my action and movement this turn if Tooth intends to remain in Initiative.
Used my Healing Hands ability to restore 1 HP to Tamara.
Orryn looks at the elf as her hands glow with magic over the fallen woman. He tilts his head, as he listens intently to the elf woman.
"Perhaps you're right. But, alas, we have the boy! Haha!" (he actually vocalizes 'haha')
He takes a hand and curls his mustache and continues to brace the door.
OC: Cass, I love the dynamic between Lucette and Orryn. The dark, mysterious, logical character and the naive, irrational do-gooder. It's been fun so far! haha.
||PbP: Tarvyn's World... DM||
"And she almost died for it. Had the wyrmling not been there, more people would have fallen to the beasts. All to save a single child who may yet prove to be a threat," she retorts scornfully. "Now stop standing there bracing against the door foolishly and put the locks back in place instead." Lucette steps over, securing several of the locks to illustrate her point.
I'm enjoying things as well. I think things will be interesting as people get to know each other better and her story starts to come forward.
Also, I sincerely hope you vocalized the "haha" in your spoiler, or I will be severely disappointed. :)
"Oh, right." Orryn says as he turns quickly to lock the door. Should the threat of the wolves be at least staved off for the moment, he will turn and search for the boy.
Orryn does a perception check to see if he can find the hiding boy.
1d20+2 perception: 14
Should he find the boy, Orryn will run up to him and check him for injuries.
||PbP: Tarvyn's World... DM||
Tamara groans and winces as she comes to consciousnous once more. Her chocolate brown eyes looking around and taking in everything. The words are like murmurs in the dark and the shapes around her like oily shadows. In a wispy and writhing manner moving about. Slowly - color comes to fruition. The feathered effect of all around her becomes sharp, contrasting and giving her the lost sight back slowly.
Sitting up, she rubs her head as she slowly begins rissing up. Pushing herself up with one arm and collecting herself. looking around and seeing hte dead wolf as well as her rapier by the side, it didn't take long for her to put two and two together. However she doesn't say anything and picks up her rapier and sheathes it whilst standing.
Artos:
Artos swivels around and sprays the ray of frost upon the wolf. The ray slams right into its side, causing it to stagger and whine. Some of the rain freezes over against the wound, and it struggles to stay standing!
And yes, there is NO Flanking rules in this game. At least for now.
Orryn:
Orryn fires an arrow out, toward the approaching wolf pack. The arrow flies too high however and sails into the darkness.
Warren:
Warren brings his longsword up, then slices through the air into the wolf. The blade hits it solidly in the skull, killing it with a sickening crack like an egg against a counter. The last wolf drops to the ground, dead long before the impact.
All Players:
Through a combination of Lucette and Orryn's work, the door is locked up and secured tight. The adventurers hear slams and snarls and scratches soon on the other side, but it appears they have very little luck on getting inside. Lucette heals up Tamara successfully, bringing her to barely conscious.
It appears combat is over, at least for now.
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara (Unconscious), Komoi
NPCs: Boy (Hidden [12])
Monsters:
Wolf2(Dead),Wolf3(Dead)Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
High Bar. When standing behind the bar, you have half cover.
Tables. When standing at the tables, you have a +2 bonus to all ranged attack rolls against creatures inside this zone.
Kitchen
NPCs: Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
Monsters:
Wolf1(Dead), Wolf4, Wolf5, Wolf6Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
[7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +300 XP (Howls in the Night)
[7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +200 XP (The Arrival To Town)
>>> END COMBAT <<<
Warren sheathes his sword after cleaning it off with a rag, looking around at his makeshift "allies." Relieved that Tamara will at least be alright, he gives a thumb up to Artos, Lucette, and Orryn for securing the entrance. Warren then picks up the chopped wolf, and takes a seat where he last had his water, setting down the wolf next to his barstool.
"Next time, please let one of us know when you'll be doing something like that again, so that efforts can be coordinated."
Warren's tone had taken a form of solemnity.
"I'd rather not lose a potential compatriot due to such rash solitary mindsets."
Komoi stands to the side of the door still with his sword humming with thunderous power, looking marginally upset that he wasn't able to hit anything. As the battle comes to a close, he lets the magic fade from his blade as he stows it away in his pack once more. His scales however, do not recede immediately. The process is slow as one by one, the scales soften back into the goblin's ashen hide. He beams regardless, looking to be in a great mood post fight.
"Not sure why the town is so scared of a pack of wolves." The goblin muses as he marches back over to the fireplace to sit down. Despite his words, whoever is looking sees the goblin pull out a battered shield from his pack and set it next to him. The shield itself looks to be elfin in design, with a half moon crescent shape and made of a light wood.
"It's not just wolves. There's something else out there. Something unnatural."
Warren takes a swig out of his cup, musing at the barred windows as he puts it down on the bartop.
"I have a feeling we'll find out what it is soon enough. Right?"
He turns to look at the child they just recently saved from the wolves, spotting him in his hiding spot with not much difficulty.
Passive Perception is 13, beating the commoner kid's amount of 12.
Warren:
Warren turns and looks over at the booths. He spots the young boy peeking over the top of it, his eyes and sopping brown wet hair visible to him. The boy sits up a bit straighter as he's indirectly called out. "M-m-me?" he asks, then frowns and looks around. It's quite obvious the boy is shaken and cold, by how distant his eyes were and how much his body was shivering. However, it appears to be something else that is bothering him, an air of paranoia from not just what lurks outside, but something else as well.
Abigail is still nowhere to be seen, but movement can occasionally be heard from the kitchen. Beth is also nowhere to be seen as well.
Warren nods solemnly, tossing the dead wolf over his shoulder before downing his remaining water and walking to the doorway of the kitchen and knocking on the doorway.
"Hey, you take any food requests? I got some fresh wolf here if you can cook it up."
Warren peers into the kitchen to see if it's still occupied.