(Anybody opposed to a single file marching order of Rand, Penumbra, Valefor, Salty Joe, and Bankur? FOr two abreast, like on most of the Triboar Trail, it will be Rand and Penumbra, then Valefor, then Salty Joe and Bankur, like the pips on a 6-sided die for 5. Need to know the order of watches at night - you can each do a 2 hour watch and have a little overlap. This gets everyone a full 8 hours of rest, about 9-10 hours of walking, and some extra time for bathroom breaks, setting up and breaking camp, etc.)
You head north away from Phandalin, reaching the east-to-west Triboar Trail in a couple of hours. From here, you have a choice of talking the The High Road along the coast north to Neverwinter, then east to Thundertree. You estimate that will take you 2 days to get to Neverwinter, then another half day east. Or, you can march straight north along the edge of the Neverwinter Wood and get there in 2 days. The road is (supposedly) safer and an easier walk, but longer. On the plus side, you could visit Neverwinter either before or after and pick up any supplies or items you need! (See the area map).
"I would love to take the road up to Neverwinter, to be close enough to the ocean to perhaps catch a smell of it every once in a while, but I wonder how much of our mission dictates a little bit of stealth? Perhaps it would be better for us to stay off the road so those we are plotting against won't know our actions?"
(The proposed marching orders sound good, and Bankur will take second watch)
“I’m not really sure which path would be better going to Neverwinter sound fun, but with the chance this Black Spider has any agents watching the roads it may be even more dangerous than the forest edge.”
(Valefor will take firsts watch and I’m cool with either marching orders)
"I am happy to lead the marching order. Just remember, I'm not the best person to see in the dark. I'll take last watch. I don't mind getting up early.
It doesn't matter to me which way we go. I have a feeling that we will wind up in trouble in either direction. Sounds like we are leaning toward the short cut. That's fine with me... at least we get to pick our poison."
The party sets off due north, keeping about an arrow shot's distance from the edge of the ancient Neverwinter Wood. The beauty of these lands makes it easy to understand why so many are drawn to the area. There is plenty of game, water sources are easy to find, and you don't lack for firewood. There are some signs of the natural struggle for survival, though. Around mid-afternoon you pass by the mostly-eaten remains of a large deer. DC12 Survival:
After a brief inspection of the carcass you determine it was most likely brought down and consumed by a pack of forest wolves, as opposed to some other creature or monster...
As twilight approaches, the party stops and sets up a camp in the scrub, a light breeze blowing in from the ocean to the west. Morale is high, even after a long day's march. After a dinner of roasted rabbit and wild onions, you settle in for a night under the stars.
DM Screen:
#=3
Shh=11
Bankur Init: 10
Penumbra Init: 18
Rand Init: 7
Salty Joe Init: 15
Valefor Init: 8
Creature Init: 11
The next morning you break camp and continue the trip north. It promises to be another clear day. The wild lands roll around you, but the sounds of birdsong, and the wind through the trees, continue to make this an enjoyable hike. One could almost forget how dangerous wild lands are... Shortly after stopping for your mid-day meal, Penumbra cocks her head and listens to the wind for a moment, then exclaims, "Wolves!"
From halfway between your position and the tree line, 3 large wolves jump up from their stalking position and they run towards you! One howls as it runs towards you...
(I rolled initiatives for everyone to help move this along...you had the second highest, Keneux! Initiative order listed at bottom of my previous post =)
Rand is oblivious to the wolves, as he goes back for a second helping of the rabbit that probably drew the wolves in the first place. It takes him a moment to get his sword drawn to join the fray.
Bankur hears Penumbra's exclamation but the danger doesn't quite sink in. "Yes friend Penumbra, I think we will probably see much wildlife on our trip, including wolves... Oh, you meant THOSE wolves?!"
Finally seeing the danger Bankur moves just a little faster than the flat footed Rand to join the fray.
Penumbra quickly draws her bow and attempts to take one of the wolves down before they close in.
Attack: 12 Damage: 5
After letting her arrow loose she spreads her wings and leaps into the air out of the reach of the wolves then flies over the beast's heads positioning herself behind the wolves, flanking them.
Penumbra quickly fires off an arrow at one of the wolves, narrowly missing the quickly moving animal. While she is taking a flying leap over them, Salty Joe unleashes a mad riff on his harmonica, mixing his magic in with the notes to assault the wolves' keen hearing. (DC13 Con save: 14)
The wolves then rush in and attack the party, using their pack tactics to gain an advantage! (1=Salty Joe; 2=Bankur; 3=Valefor; 4=Rand)
Wolf 1 (red) attack on 1: Attack: 14 Damage: 7
Wolf 2 (blue) attack on 4: Attack: 17 Damage: 10
Wolf 3 (green) attack on 1: Attack: 23 Damage: 7
(If you are hit, you must succeed on a DC 11 Strength saving throw or be knocked prone. With Penumbra flanking the creatures, everyone now has advantage on attacks! Map updated!)
Bankur sprints into the battle, his shield emblazoned with his deity held high. With a yell he engages the (green) wolf, swinging his mace in an overhead chop at the creature's head.
Penumbra / Salty Joe (-7) / Wolves (Red -5; Blue -13; Green -11) / Bankur / Valefor / Rand (-10)
Salty's ear-splitting notes on the harmonica cause a thin trickle of blood to come out of the wolves' ears, to be quickly followed by Valefor's firebolt (you are correct - Adv + Dis = normal roll) and Bankur's mace hit, dropping two of the three beasts!
This post has potentially manipulated dice roll results.
The wolf clamps onto Rand before he even realizes what has happened. (Strength Saving throw: 5). He barely keeps his feet, and as he tries to rip free of the wolf's maw, his companions strike the wolf down. Rand tries to recover and steps over the dead wolves to lash out at the one remaining. (Attack: 23 Damage: 10).
“I’m told it is a beautiful site to behold it would certainly be interesting to see it with my own eyes.”
(OOC: the glass cannon thanks you greatly sound marching order.)
(Anybody opposed to a single file marching order of Rand, Penumbra, Valefor, Salty Joe, and Bankur? FOr two abreast, like on most of the Triboar Trail, it will be Rand and Penumbra, then Valefor, then Salty Joe and Bankur, like the pips on a 6-sided die for 5. Need to know the order of watches at night - you can each do a 2 hour watch and have a little overlap. This gets everyone a full 8 hours of rest, about 9-10 hours of walking, and some extra time for bathroom breaks, setting up and breaking camp, etc.)
You head north away from Phandalin, reaching the east-to-west Triboar Trail in a couple of hours. From here, you have a choice of talking the The High Road along the coast north to Neverwinter, then east to Thundertree. You estimate that will take you 2 days to get to Neverwinter, then another half day east. Or, you can march straight north along the edge of the Neverwinter Wood and get there in 2 days. The road is (supposedly) safer and an easier walk, but longer. On the plus side, you could visit Neverwinter either before or after and pick up any supplies or items you need! (See the area map).
Love God. Love Others. Any Questions?
"I would love to take the road up to Neverwinter, to be close enough to the ocean to perhaps catch a smell of it every once in a while, but I wonder how much of our mission dictates a little bit of stealth? Perhaps it would be better for us to stay off the road so those we are plotting against won't know our actions?"
(The proposed marching orders sound good, and Bankur will take second watch)
“I’m not really sure which path would be better going to Neverwinter sound fun, but with the chance this Black Spider has any agents watching the roads it may be even more dangerous than the forest edge.”
(Valefor will take firsts watch and I’m cool with either marching orders)
"I think we should keep to the forest edge. We don't know if Gundren is still alive or not, but if he is we should waste no time in finding him."
(Marching order sounds ok to me, Penumbra will take third watch.)
"I am happy to lead the marching order. Just remember, I'm not the best person to see in the dark. I'll take last watch. I don't mind getting up early.
It doesn't matter to me which way we go. I have a feeling that we will wind up in trouble in either direction. Sounds like we are leaning toward the short cut. That's fine with me... at least we get to pick our poison."
"Thats all fine with me."
I got alot a doods
The party sets off due north, keeping about an arrow shot's distance from the edge of the ancient Neverwinter Wood. The beauty of these lands makes it easy to understand why so many are drawn to the area. There is plenty of game, water sources are easy to find, and you don't lack for firewood. There are some signs of the natural struggle for survival, though. Around mid-afternoon you pass by the mostly-eaten remains of a large deer. DC12 Survival:
After a brief inspection of the carcass you determine it was most likely brought down and consumed by a pack of forest wolves, as opposed to some other creature or monster...
As twilight approaches, the party stops and sets up a camp in the scrub, a light breeze blowing in from the ocean to the west. Morale is high, even after a long day's march. After a dinner of roasted rabbit and wild onions, you settle in for a night under the stars.
DM Screen:
#=3
Shh=11
Bankur Init: 10
Penumbra Init: 18
Rand Init: 7
Salty Joe Init: 15
Valefor Init: 8
Creature Init: 11
The next morning you break camp and continue the trip north. It promises to be another clear day. The wild lands roll around you, but the sounds of birdsong, and the wind through the trees, continue to make this an enjoyable hike. One could almost forget how dangerous wild lands are... Shortly after stopping for your mid-day meal, Penumbra cocks her head and listens to the wind for a moment, then exclaims, "Wolves!"
From halfway between your position and the tree line, 3 large wolves jump up from their stalking position and they run towards you! One howls as it runs towards you...
Penumbra / Salty Joe / Wolves (x3) / Bankur / Valefor / Rand
Love God. Love Others. Any Questions?
INIT: 24
I got alot a doods
(I rolled initiatives for everyone to help move this along...you had the second highest, Keneux! Initiative order listed at bottom of my previous post =)
Love God. Love Others. Any Questions?
Rand is oblivious to the wolves, as he goes back for a second helping of the rabbit that probably drew the wolves in the first place. It takes him a moment to get his sword drawn to join the fray.
Bankur hears Penumbra's exclamation but the danger doesn't quite sink in. "Yes friend Penumbra, I think we will probably see much wildlife on our trip, including wolves... Oh, you meant THOSE wolves?!"
Finally seeing the danger Bankur moves just a little faster than the flat footed Rand to join the fray.
Penumbra quickly draws her bow and attempts to take one of the wolves down before they close in.
Attack: 12 Damage: 5
After letting her arrow loose she spreads her wings and leaps into the air out of the reach of the wolves then flies over the beast's heads positioning herself behind the wolves, flanking them.
Salty grabs his harmonica and rides the scales till he hits a high note centered on the wolves and not his allies. Shatter (Con Save 13 or take 10)
I got alot a doods
Penumbra / Salty Joe / Wolves (x3) / Bankur / Valefor / Rand
Penumbra quickly fires off an arrow at one of the wolves, narrowly missing the quickly moving animal. While she is taking a flying leap over them, Salty Joe unleashes a mad riff on his harmonica, mixing his magic in with the notes to assault the wolves' keen hearing. (DC13 Con save: 14)
The wolves then rush in and attack the party, using their pack tactics to gain an advantage! (1=Salty Joe; 2=Bankur; 3=Valefor; 4=Rand)
Wolf 1 (red) attack on 1: Attack: 14 Damage: 7
Wolf 2 (blue) attack on 4: Attack: 17 Damage: 10
Wolf 3 (green) attack on 1: Attack: 23 Damage: 7
(If you are hit, you must succeed on a DC 11 Strength saving throw or be knocked prone. With Penumbra flanking the creatures, everyone now has advantage on attacks! Map updated!)
Love God. Love Others. Any Questions?
Valefor a bit shocked at how quickly the wolves appeared tosses a fire bolt at blue!
(OOC: I have advantage for flanking but disadvantage for range spell in melee so it’s a straight roll if I’m not mistaken)
Attack: 19
Damage: 8 Fire damage
(Do the wolves still take half damage?)
Salty strength save 17
I got alot a doods
Bankur sprints into the battle, his shield emblazoned with his deity held high. With a yell he engages the (green) wolf, swinging his mace in an overhead chop at the creature's head.
Attack: 15 Damage: 6
Penumbra / Salty Joe (-7) / Wolves (Red -5;
Blue -13; Green -11) / Bankur / Valefor / Rand (-10)Salty's ear-splitting notes on the harmonica cause a thin trickle of blood to come out of the wolves' ears, to be quickly followed by Valefor's firebolt (you are correct - Adv + Dis = normal roll) and Bankur's mace hit, dropping two of the three beasts!
Love God. Love Others. Any Questions?
The wolf clamps onto Rand before he even realizes what has happened. (Strength Saving throw: 5). He barely keeps his feet, and as he tries to rip free of the wolf's maw, his companions strike the wolf down. Rand tries to recover and steps over the dead wolves to lash out at the one remaining. (Attack: 23 Damage: 10).