Bear'Tana lets out a huff of frustration as he ambles through the woods out onto small ravine that runs parallel to the black path.
What I was thinking is that they had strange and powerful weapons that they were willing to use and I wasn't going to stand by and let them kill us. I will remind you that they escalated to violence first. Instead of remonstrating me an expression of gratitude might be nice. They stopped their hostile actions after all.
Anyway, now that I have taken on this form a second time, after I return to my normal state I won't be able to do so again until I meditate for a while. We should spend the next little while trying to find a place where we can set up a temporary camp...at least to take a breather and examine if there was anything else of use that we got from that strange magic shop.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
It is around Noon. You are approximately 12 hours into your journey.
Baragon, Wallace seems rather concerned about what you had said. He raises his hands in an unthreatening manner, and stumbles backwards as your intimidating figure rises. "I don't know who or what you are, but I don't want to get hurt. You can help yourself to anything you need, just - don't hurt me, okay?"
Upon this conclusion, a loud ring emanates from the front of the entrance. Wallace instinctively turns his head to the sound, and begins slowly walking towards the entrance, not taking his eyes off the three strange travelers enjoying the comfort of the room.
Oran and Doe'Tana, as you head up the path, make Perception checks if you are intending to be aware of your surroundings. Make Stealth checks if you are attempting to stay hidden.
Also Ciradyl, I completely forgot (& likely will forget), so it's up to you to roll Wild Magic on your spells.
Doe'Tana makes no attempt to be stealth as he walks alongside the strange dark pathway. Bears are not known for their great stealth abilities, a bear trying to be stealthy poorly would infact be likely to draw more attention. So for now he intentionally sticks out and try to blend in that way instead.
He does keep any eye on the pathway as well as the wildlands beyond, watching for an opportune place for them to rest, gather themselves, and meditate on their next steps.
Doe'Tana Perception: 9
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Oran will definitely be stealthy as he walks along the strange path, trying to keep a good distance from Bear'Tana and look cautious like he would assume these humans would be around bears, just in case someone spots him. 'If we tend to be cautious, why would they be any different?'(Stealth: 21).
He'll also periodically check his surroundings for any signs of anything strange or suspicious on the way, at least, out of the ordinary from what they can tell for having been in this new environ for only the past 8 or so hours. (Perception: 23)
This post has potentially manipulated dice roll results.
(Sorry about that, first time playing a magic-user. I'll try my best to remember. It's every spell I cast right?)
Ciradylgets up off of the couch and goes to Baragonand whispers. "I'm not sure about this, maybe we shouldn't have trusted this one. Maybe we should look for a quick exit just in case." She looks back to the door where they entered and around looking for anyway outside.
Perception Check: 7
She makes her way over toward Wallace and says kindly. "We truly do not mean you any harm, Baragon is right. You have given us shelter and shown us kindness, why would we hurt you? That seems silly. Arnold and Baragon may look intimidating, but we have no intention of ill will, just understanding of this world as we have stated."She turns her head to the others looking for their recognition in her statement. Hearing the ring happen she panics a bit and goes back to Baragonand Arnold.
Baragon practically bristles at the insinuation that they would rob or harm their host. His eyes are wide and his tone is rigid, defensive. "We will not suffer the indignity of being called thugs or bandits. We entered your home because you offered aid and hospitality. Now that you do not offer us these things anymore we will leave with no quarrel, we will not tread dirt on our honor by robbing you."
He drops the book and the black-and-white parchment on the ground. "Wallace. You simply had to say the word with dignity in your heart. We will stay here no longer..." His ears flick up as the ring comes. Wallace moves towards the door and he senses it is because someone had come. Who was it? The 'help'? "You fear us, don't you. Who have you brought to your door?"
He puts himself between Ciradyl and the door while scanning the room again for a quick way out. Too bad none of them had explored when they had the chance, but it would have been rude to poke around without permission so there's nothing to regret now...
(Are you getting Stranger Things vibes yet? Because I'm going for Stranger Things vibes. You're definitely going to get Stranger Things vibes from this post.)
Oranand Doe'Tana, you see more of those strange vehicles rush by every few minutes, but nobody pays any mind to the lumbering bear near the edge of the woods. It's safe to say that nobody notices the more stealthy figure flitting through the shadows.
Orannotices a slight increase in elevation of the terrain and can see what appears to be a bridge looming in the far distance. The trees begin to thin as you observe some small figures in the distance becoming larger and larger - they look to be buildings of some sort. You are coming across a town, and you see a rather tall green sign in precise white wording reads; "WELCOME TO DENNYSVILLE. ENJOY YOUR STAY!".
Ciradyl, that roll allows you to surmise the second floor of the house contains a rough approximation of the floor plan of the bottom. You remember a door next to the side as the 'car' pulled into the house, and a passageway to your right could lead to an exit.
As the party begins to tensely converse with Wallace, he eventually exits and begins to open the door, not heeding to the words you are saying. The three of you instinctively flinch back at an incredibly loud, thundering sound tears through the room. Baragon, your proximity to the door allows you to feel a streak of hot blood splash across your muzzle as Wallace keels over, a surprised expression on his face. A blossoming pool of blood will seep from his chest onto the floor.
Standing at the doorway is a Human female with short, reddish hair and crisp black clothing. She turns to two similarly clad Humans in the back - one carrying significant bandaging - and says something along the lines of “They’re here, get them!”
(A few questions before he acts: Are you using the optional tumble/overrun rules for bypassing enemy squares? How far away is Baragon from the door? How close are the humans standing together? I assume Wallace is also next to the door?)
(Here's some kind of roll to determine the amount of lay on hands needed to reduce Wallace's wound to a non-fatal flesh wound... Wisdom, maybe?)
Wisdom: 22
Edit: Holy crap that's a nat 20. Baragon is a keen eye'd healer!
(I've never seen Stranger Things, so I wouldn't know the vibes.)
Dennysville. What an odd name for a settlement, Oran tells Bear'Tana. What do you think we should do here? Should we find somewhere to take a good rest for a little bit? He takes a few seconds to stop and breathe deeply by a nearby tree. "Man, this hood is making me warm." He takes off his hood and puts it in his backpack. Plus I don't want to have the wrong idea come across, he adds mentally, then having a sudden realization: Do you think they're still trying to look for us?
Yes, let's not go into town just yet. If nothing else I doubt bears are welcome in the settlement. Humans seem off put by nature more than other races. Although, who is to say about these strange humans in this strange land. Let us find a place to hole up and rest for a moment. I can meditate and perhaps we can find this Dennysville on the map to get an idea of where we are.
Keeping their current distance from the new township, Doe'Tana turns away from the road and begins to circle the settlement in the wilderness, looking for a likely place to set up a temporary bivouac.
Survival? : 17
Edit to add: I don't believe they are continuing to look. I scared that one pretty good. If they are smart I probably ran them off.
Initiative for the three agents: Agent 1 - At the door: 10 Injured Agent / Agent 2 - Around 15 feet behind the door: 14 Agent 3 - Next to Agent 2 - 15
Will have a map up soon. For now, I ask of you to use Theater of Mind!
Baragon, you tell from the amount of blood that Wallace has been fatally injured. You need to provide immediate medical care or he will quickly perish, which may be difficult - killing seemed to be the intention of the ones you are up against!
Doe'Tana, you find a small alcove in the woods that is conducive for a nice rest, and is relatively shaded from the surrounding areas. You are confident that anyone passing by will not notice you or Oran. Roll an Investigation check if you would like to investigate your possessions - if you are helping each other, do so with advantage, or roll separately.
As Bear'Tana settles into the shadded alcove, his form slowly shifts back into that of the familiar Kalashtar. He rubs and massages his arm as he rotates it in a slow circle. "Ah, that's better. Shoulder always feels stiff if I spend too much time walking around on all fours."
"So...let's take a look at what we have shall we? I have a little magician's trick that might help you figure out what there is to determine about the objects we procured."Gli spiriti della natura tu guidano. Doe'Tana reaches out and taps Oran lightly just above the bridge of his nose in the middle of his forehead. There is a momentary tingling sensation from the point touched all along Oran's scalp.
(I will cede the investigation roll with advantage to you. Also add a bonus d4 from guidance.)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Baragon inhales deeply through his nose, the scent of blood awakening his instincts. It screams at him in his mind, 'FIGHT'!
He leaps over the sofa with surprising agility, shouting, "Wallace! Hold your wound tight!" As he approaches the rapidly dying man, he lays one massive paw, glowing with life, over the bleeding wound and says, "In the name of Iroas, bear this torch against the cold of the night and stand tall!" As the wound closes, he looks at Arnold and Ciradyl. "Get our host somewhere safe. I'm counting on you both."
With that taken care of, he looks down at the three humans with an utterly fearsome grimace, his predator's features overtaking his usually calm demeanor. As he places himself between the three assailants, he speaks with a growl. "You have called for blood, fools. Prepare to be answered. Kuputsa! Pane! KukotamaAAAOOOORRRR!"
(OCC: He will... Use his action to pump all of his lay on hands hp pool since he couldn't determine the exact amount needed even with a nat 20. That's 10 hp for Wallace. Also I'll just assume Baragon can get through the door. Let me know if he needs an athletics check or something. So he's 5' behind the one at the door, 10' away from the other two. Use bonus action for daunting roar.)
Bonus action, Daunting Roar - All of them would need to make a wisdom save of dc 14 or be frightened of him until end of his next turn.
(I chose Shona for Leonin's language. Warcry transitioning into daunting roar.)
Oran will need to continue to get used to Doe'Tana's transformations. As the druid touches Oran's forehead, he feels suddenly enlightened. Thanking Doe'Tana, Oran begins searching through the backpacks to determine the specific function of each of the items they took. (Investigation: 19 (if Doe'Tana is helping, here's a second roll for advantage: 25))
Sitting down under a nearby tree, Oran will hum to himself as he takes the next hour simply to relax.
Ciradyl pops up from behind the couch where she was with a furious look on her face and says quite pointedly ~*Hloima Falarië*~Acid Splash. A teal bubble of ooze shoots from her hands at the first intruder she sees at the door. It explodes on contact and starts bubbling and smoking on the intruder. 6 DC Dex13
She goes from behind the couch as close as she can to Wallace to try and pull him from harms way.
(Apologies on the delay in posting - I'm moving soon. 0/10 would not recommend moving during COVID.)
Oran and Doe'Tana, for the sake of expediency, you have completed a short rest while you are peering and inferring data from the smaller map you have purchased. Lettering reads "BROCHURE" on the top, and this is what you see:
Infer as much as you can from this image - you rolled highly enough! You determine your location to be near what you read is a 'gas station' near the Buffalo Peaks Ranch and Farm.
DM controlling Arnold for this round. Seeing their new friend, Wallace, being injured, Arnold is determined to save his friend from whatever Humans are assailing him and his companions. Drawing a Greataxe from its back with ease, Arnold turns to Ciradyl and yells, "Get to the back!" before bringing it down on the woman who had harmed Wallace, but unfortunately, the woman flinches out of the way before it can connect. To hit: 26 dealing 7 damage.
Wisdom save for each Agent: 30
The first agent, seeing what looks to be a hulking robot and a roaring lion, turns white and is frightened, momentarily dropping her jaw and loosening the grip on her weapon. The other two, though, seem not to resist this effect, and retrain their vision, one aiming his arm towards the source of the noise, Baragon. The other aims another at Wallace, seeing him somehow alive again. Both strike true and hard, hitting the Leonin in the shoulder. Bright flashes of pain erupt from the impacts.
To hit - Agent 2: 14 dealing 5 Piercing damage. To hit - Agent 3: 20 dealing 8 Piercing damage. Dexterity save for Agent 1 - 9
Ciradyl's strange utterance connects true, splashing across the face. Wild Magic roll: 18
Wallace sputters awake, gasping and staring at the suddenly mended wound on his chest, and up at the insane array of activities happening. The barreling robot, roaring lion, and magical...elf? in front of him was too much for him to handle, not to mention the agents who had shot him. He promptly faints, but otherwise looks alive. (He currently is at 7 HP if you are concerned).
Strength check for Ciradyl to pull Wallace: 0
The Elf manages to pull a still-bleeding Wallace away from the fray and around the corner, safe from view.
Bear'Tana lets out a huff of frustration as he ambles through the woods out onto small ravine that runs parallel to the black path.
What I was thinking is that they had strange and powerful weapons that they were willing to use and I wasn't going to stand by and let them kill us. I will remind you that they escalated to violence first. Instead of remonstrating me an expression of gratitude might be nice. They stopped their hostile actions after all.
Anyway, now that I have taken on this form a second time, after I return to my normal state I won't be able to do so again until I meditate for a while. We should spend the next little while trying to find a place where we can set up a temporary camp...at least to take a breather and examine if there was anything else of use that we got from that strange magic shop.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
It is around Noon. You are approximately 12 hours into your journey.
Baragon, Wallace seems rather concerned about what you had said. He raises his hands in an unthreatening manner, and stumbles backwards as your intimidating figure rises. "I don't know who or what you are, but I don't want to get hurt. You can help yourself to anything you need, just - don't hurt me, okay?"
Upon this conclusion, a loud ring emanates from the front of the entrance. Wallace instinctively turns his head to the sound, and begins slowly walking towards the entrance, not taking his eyes off the three strange travelers enjoying the comfort of the room.
Oran and Doe'Tana, as you head up the path, make Perception checks if you are intending to be aware of your surroundings. Make Stealth checks if you are attempting to stay hidden.
Also Ciradyl, I completely forgot (& likely will forget), so it's up to you to roll Wild Magic on your spells.
Doe'Tana makes no attempt to be stealth as he walks alongside the strange dark pathway. Bears are not known for their great stealth abilities, a bear trying to be stealthy poorly would infact be likely to draw more attention. So for now he intentionally sticks out and try to blend in that way instead.
He does keep any eye on the pathway as well as the wildlands beyond, watching for an opportune place for them to rest, gather themselves, and meditate on their next steps.
Doe'Tana Perception: 9
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Oran will definitely be stealthy as he walks along the strange path, trying to keep a good distance from Bear'Tana and look cautious like he would assume these humans would be around bears, just in case someone spots him. 'If we tend to be cautious, why would they be any different?' (Stealth: 21).
He'll also periodically check his surroundings for any signs of anything strange or suspicious on the way, at least, out of the ordinary from what they can tell for having been in this new environ for only the past 8 or so hours. (Perception: 23)
(Sorry about that, first time playing a magic-user. I'll try my best to remember. It's every spell I cast right?)
Ciradyl gets up off of the couch and goes to Baragon and whispers. "I'm not sure about this, maybe we shouldn't have trusted this one. Maybe we should look for a quick exit just in case." She looks back to the door where they entered and around looking for anyway outside.
Perception Check: 7
She makes her way over toward Wallace and says kindly. "We truly do not mean you any harm, Baragon is right. You have given us shelter and shown us kindness, why would we hurt you? That seems silly. Arnold and Baragon may look intimidating, but we have no intention of ill will, just understanding of this world as we have stated." She turns her head to the others looking for their recognition in her statement. Hearing the ring happen she panics a bit and goes back to Baragon and Arnold.
Perkas Brightmoon | Rhanloi's Romp Through the Sword Coast
Ciradyl | Lost In Time
Baragon practically bristles at the insinuation that they would rob or harm their host. His eyes are wide and his tone is rigid, defensive. "We will not suffer the indignity of being called thugs or bandits. We entered your home because you offered aid and hospitality. Now that you do not offer us these things anymore we will leave with no quarrel, we will not tread dirt on our honor by robbing you."
He drops the book and the black-and-white parchment on the ground. "Wallace. You simply had to say the word with dignity in your heart. We will stay here no longer..." His ears flick up as the ring comes. Wallace moves towards the door and he senses it is because someone had come. Who was it? The 'help'? "You fear us, don't you. Who have you brought to your door?"
He puts himself between Ciradyl and the door while scanning the room again for a quick way out. Too bad none of them had explored when they had the chance, but it would have been rude to poke around without permission so there's nothing to regret now...
Lost In Time: An Interdimensional Escapade: Baragon Starfeller - Level 2 Leonin Paladin
Out of Elysium: Rhaecus, of the Raving Drums - Level 1 Satyr Rogue
Dungeonverse: Weizol L'varr - Level 1 Eladrin Wizard
"I am not authorized nor made to steal! When I said I was getting money for my home village, i meant in legal manners, like, quests!"
(Are you getting Stranger Things vibes yet? Because I'm going for Stranger Things vibes. You're definitely going to get Stranger Things vibes from this post.)
Oran and Doe'Tana, you see more of those strange vehicles rush by every few minutes, but nobody pays any mind to the lumbering bear near the edge of the woods. It's safe to say that nobody notices the more stealthy figure flitting through the shadows.
Oran notices a slight increase in elevation of the terrain and can see what appears to be a bridge looming in the far distance. The trees begin to thin as you observe some small figures in the distance becoming larger and larger - they look to be buildings of some sort. You are coming across a town, and you see a rather tall green sign in precise white wording reads; "WELCOME TO DENNYSVILLE. ENJOY YOUR STAY!".
Ciradyl, that roll allows you to surmise the second floor of the house contains a rough approximation of the floor plan of the bottom. You remember a door next to the side as the 'car' pulled into the house, and a passageway to your right could lead to an exit.
As the party begins to tensely converse with Wallace, he eventually exits and begins to open the door, not heeding to the words you are saying. The three of you instinctively flinch back at an incredibly loud, thundering sound tears through the room. Baragon, your proximity to the door allows you to feel a streak of hot blood splash across your muzzle as Wallace keels over, a surprised expression on his face. A blossoming pool of blood will seep from his chest onto the floor.
Standing at the doorway is a Human female with short, reddish hair and crisp black clothing. She turns to two similarly clad Humans in the back - one carrying significant bandaging - and says something along the lines of “They’re here, get them!”
Roll Initiative!
(Whoo! Here we go!)
Initiative: 18
(A few questions before he acts: Are you using the optional tumble/overrun rules for bypassing enemy squares? How far away is Baragon from the door? How close are the humans standing together? I assume Wallace is also next to the door?)
(Here's some kind of roll to determine the amount of lay on hands needed to reduce Wallace's wound to a non-fatal flesh wound... Wisdom, maybe?)
Wisdom: 22
Edit: Holy crap that's a nat 20. Baragon is a keen eye'd healer!
Lost In Time: An Interdimensional Escapade: Baragon Starfeller - Level 2 Leonin Paladin
Out of Elysium: Rhaecus, of the Raving Drums - Level 1 Satyr Rogue
Dungeonverse: Weizol L'varr - Level 1 Eladrin Wizard
(I've never seen Stranger Things, so I wouldn't know the vibes.)
Dennysville. What an odd name for a settlement, Oran tells Bear'Tana. What do you think we should do here? Should we find somewhere to take a good rest for a little bit? He takes a few seconds to stop and breathe deeply by a nearby tree. "Man, this hood is making me warm." He takes off his hood and puts it in his backpack. Plus I don't want to have the wrong idea come across, he adds mentally, then having a sudden realization: Do you think they're still trying to look for us?
(whooohooo! they're coming to take us away Haha hoho. I dig the stranger things vibe, I was wondering if that's where you were going with it.)
Initiative:6
Ciradyl will look to hide behind something.
Perkas Brightmoon | Rhanloi's Romp Through the Sword Coast
Ciradyl | Lost In Time
Yes, let's not go into town just yet. If nothing else I doubt bears are welcome in the settlement. Humans seem off put by nature more than other races. Although, who is to say about these strange humans in this strange land. Let us find a place to hole up and rest for a moment. I can meditate and perhaps we can find this Dennysville on the map to get an idea of where we are.
Keeping their current distance from the new township, Doe'Tana turns away from the road and begins to circle the settlement in the wilderness, looking for a likely place to set up a temporary bivouac.
Survival? : 17
Edit to add: I don't believe they are continuing to look. I scared that one pretty good. If they are smart I probably ran them off.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(Idk about Stranger Things much ether, I don't like horror XD )
Initiative! 19
Initiative for the three agents:
Agent 1 - At the door: 10
Injured Agent / Agent 2 - Around 15 feet behind the door: 14
Agent 3 - Next to Agent 2 - 15
Will have a map up soon. For now, I ask of you to use Theater of Mind!
Baragon, you tell from the amount of blood that Wallace has been fatally injured. You need to provide immediate medical care or he will quickly perish, which may be difficult - killing seemed to be the intention of the ones you are up against!
Doe'Tana, you find a small alcove in the woods that is conducive for a nice rest, and is relatively shaded from the surrounding areas. You are confident that anyone passing by will not notice you or Oran. Roll an Investigation check if you would like to investigate your possessions - if you are helping each other, do so with advantage, or roll separately.
Initiative Order:
Arnold - 19
Baragon - 18
Agent 3 - 15
Agent 2 - 14
Agent 1 - 10
Ciradyl - 6
As Bear'Tana settles into the shadded alcove, his form slowly shifts back into that of the familiar Kalashtar. He rubs and massages his arm as he rotates it in a slow circle. "Ah, that's better. Shoulder always feels stiff if I spend too much time walking around on all fours."
"So...let's take a look at what we have shall we? I have a little magician's trick that might help you figure out what there is to determine about the objects we procured." Gli spiriti della natura tu guidano. Doe'Tana reaches out and taps Oran lightly just above the bridge of his nose in the middle of his forehead. There is a momentary tingling sensation from the point touched all along Oran's scalp.
(I will cede the investigation roll with advantage to you. Also add a bonus d4 from guidance.)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Baragon inhales deeply through his nose, the scent of blood awakening his instincts. It screams at him in his mind, 'FIGHT'!
He leaps over the sofa with surprising agility, shouting, "Wallace! Hold your wound tight!" As he approaches the rapidly dying man, he lays one massive paw, glowing with life, over the bleeding wound and says, "In the name of Iroas, bear this torch against the cold of the night and stand tall!" As the wound closes, he looks at Arnold and Ciradyl. "Get our host somewhere safe. I'm counting on you both."
With that taken care of, he looks down at the three humans with an utterly fearsome grimace, his predator's features overtaking his usually calm demeanor. As he places himself between the three assailants, he speaks with a growl. "You have called for blood, fools. Prepare to be answered. Kuputsa! Pane! KukotamaAAAOOOORRRR!"
(OCC: He will... Use his action to pump all of his lay on hands hp pool since he couldn't determine the exact amount needed even with a nat 20. That's 10 hp for Wallace. Also I'll just assume Baragon can get through the door. Let me know if he needs an athletics check or something. So he's 5' behind the one at the door, 10' away from the other two. Use bonus action for daunting roar.)
Bonus action, Daunting Roar - All of them would need to make a wisdom save of dc 14 or be frightened of him until end of his next turn.
(I chose Shona for Leonin's language. Warcry transitioning into daunting roar.)
Lost In Time: An Interdimensional Escapade: Baragon Starfeller - Level 2 Leonin Paladin
Out of Elysium: Rhaecus, of the Raving Drums - Level 1 Satyr Rogue
Dungeonverse: Weizol L'varr - Level 1 Eladrin Wizard
Oran will need to continue to get used to Doe'Tana's transformations. As the druid touches Oran's forehead, he feels suddenly enlightened. Thanking Doe'Tana, Oran begins searching through the backpacks to determine the specific function of each of the items they took. (Investigation: 19 (if Doe'Tana is helping, here's a second roll for advantage: 25))
Sitting down under a nearby tree, Oran will hum to himself as he takes the next hour simply to relax.
(Nice!)
Lost In Time: An Interdimensional Escapade: Baragon Starfeller - Level 2 Leonin Paladin
Out of Elysium: Rhaecus, of the Raving Drums - Level 1 Satyr Rogue
Dungeonverse: Weizol L'varr - Level 1 Eladrin Wizard
Ciradyl pops up from behind the couch where she was with a furious look on her face and says quite pointedly ~*Hloima Falarië*~Acid Splash. A teal bubble of ooze shoots from her hands at the first intruder she sees at the door. It explodes on contact and starts bubbling and smoking on the intruder.
6
DC Dex13
She goes from behind the couch as close as she can to Wallace to try and pull him from harms way.
Perkas Brightmoon | Rhanloi's Romp Through the Sword Coast
Ciradyl | Lost In Time
(Apologies on the delay in posting - I'm moving soon. 0/10 would not recommend moving during COVID.)
Oran and Doe'Tana, for the sake of expediency, you have completed a short rest while you are peering and inferring data from the smaller map you have purchased. Lettering reads "BROCHURE" on the top, and this is what you see:
Infer as much as you can from this image - you rolled highly enough! You determine your location to be near what you read is a 'gas station' near the Buffalo Peaks Ranch and Farm.
DM controlling Arnold for this round. Seeing their new friend, Wallace, being injured, Arnold is determined to save his friend from whatever Humans are assailing him and his companions. Drawing a Greataxe from its back with ease, Arnold turns to Ciradyl and yells, "Get to the
back!" before bringing it down on the woman who had harmed Wallace, but unfortunately, the woman flinches out of the way before it can connect.To hit: 26 dealing 7 damage.
Wisdom save for each Agent: 30
The first agent, seeing what looks to be a hulking robot and a roaring lion, turns white and is frightened, momentarily dropping her jaw and loosening the grip on her weapon. The other two, though, seem not to resist this effect, and retrain their vision, one aiming his arm towards the source of the noise, Baragon. The other aims another at Wallace, seeing him somehow alive again. Both strike true and hard, hitting the Leonin in the shoulder. Bright flashes of pain erupt from the impacts.
To hit - Agent 2: 14 dealing 5 Piercing damage.
To hit - Agent 3: 20 dealing 8 Piercing damage.
Dexterity save for Agent 1 - 9
Ciradyl's strange utterance connects true, splashing across the face. Wild Magic roll: 18
Wallace sputters awake, gasping and staring at the suddenly mended wound on his chest, and up at the insane array of activities happening. The barreling robot, roaring lion, and magical...elf? in front of him was too much for him to handle, not to mention the agents who had shot him. He promptly faints, but otherwise looks alive. (He currently is at 7 HP if you are concerned).
Strength check for Ciradyl to pull Wallace: 0
The Elf manages to pull a still-bleeding Wallace away from the fray and around the corner, safe from view.
Will edit in more.