Cal Pol spends the first ten minutes of his day, telling stories of how he fought a Owl bear previously and how this band of adventurers are far more skill full, charming, brave ,kind and handsome than the group he fought with before.
Inspiring leader You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains 5 temp HP once per short rest.
Prentiss takes a moment to enjoy this morning - Cal Pol has entertained them with a story of daring which builds his confidence in his own abilities, and Coralie's family have laid on an amazing breakfast. Having indulged himself enough, he gets up and starts to pack his kit away.
"I am prepared to take this owlbear pairing down if it is a threat to helpless people in this area"he says, sad that such things are sometimes necessary.
Velshir will express his willingness to go, there’s just something he needs to handle first. He looks for Leigh, in agreement with the terms in the parchment.
Leigh greets you and gets Coralie. Two small vials of blood are drawn from you and the wound created healed with Coralie's gracious thanks and promise that the next time you see her, she will provide you with one potion. You also have a choice of an item that she has here. Which are you interested in? Should you wish to decline the Longevity potion, you may pick two.
Two items don't seem to work with the tooltip - the Bag of Jelly Beans and the Companion Rock. The jelly beans have 3d4 jelly beans with a random effect upon eating them. The companion rock can be thrown and will come back to your pocket. both are wonderous items if you'd like to look the add items list for them.
Prentiss sees Velshir head off for his side chat and tries to gently hustle the rest of the group along, more for his own confidence than anything else "Are we all good to go? We should make use of the daylight"
He is ready to move as soon as possible, taking second place in the marching order.
@velshir - the link for them may not have worked for you as the character sheet wouldn't allow me to add so I've added as customized (click for list of effects) - I've added to your inventory, please take a look to confirm this is what you want. Otherwise you may choose something else.
You set off on the road North towards the Lair of the Owlbears with Prentiss second in line, a couple of you with newly acquired items from Coralie's party. Your group travels parallel to the forest for most of the morning but by mid-day the heat seems to really be bearing down and you move closer to the shelter of the trees to make use of some shade. As you draw closer to the trees the woods seems stiller than usual but cool.
Velshir suggests slowing down, proceeding alertly with caution. He will also take some time, if permitted, to search for sign of owlbear or other potential dangers.
Velshir pauses his trek forward and gazes into the forest, trying to seek the reason for the forest's silence. He spots the tail of a wolf as it darts through the shadows stalking the group.
A pack of 7 wolves stalk your group, slowly and about 30 feet into the trees.
This post has potentially manipulated dice roll results.
Assuming Cal Pol will take a forward stance, Velshir will also take a forward stance near him, brandishing his club. If no wolves are in immediate vicinity then he will stride forward to engage one. He hopes sudden decisive strike will quickly cause the wolves to see that this group is not easy prey.
“Stay close” shouts Cal Pol as he offers protection to the group and taking a forward stance.
Protection - While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.
he casts Shield of faith on Velshir as a bonus action
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
he readies his battle axe to strike any wolf that approach’s
@CalPol - Not using readied action as will negate your previously specified Protection offered to your group mates (both use your Reaction)
CalPol moves forward just in front of Prentiss taking a protective stance, shield in one hand battle axe in the other uttering a swift prayer of protection - shield of faith .
Velshir is suddenly surrounded by a soft golden glow granting him +2 to his AC (AC now of 20 for the next 10 minutes)
Velshir's move
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What’s on Velshir’s parchment, same?
Cal Pol spends the first ten minutes of his day, telling stories of how he fought a Owl bear previously and how this band of adventurers are far more skill full, charming, brave ,kind and handsome than the group he fought with before.
Inspiring leader
You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains 5 temp HP once per short rest.
Prentiss takes a moment to enjoy this morning - Cal Pol has entertained them with a story of daring which builds his confidence in his own abilities, and Coralie's family have laid on an amazing breakfast. Having indulged himself enough, he gets up and starts to pack his kit away.
"I am prepared to take this owlbear pairing down if it is a threat to helpless people in this area" he says, sad that such things are sometimes necessary.
"Does anyone need anything before we go?"
@Velshir - messaged separately regarding parchment.
@Cal Pol - Assuming the targets to benefit being your party mates and possibly one of the other four at the meal.
Please all add 5 Temp Hit Points to your character sheets - these do not expire until used and will be first damage taken.
Velshir will express his willingness to go, there’s just something he needs to handle first. He looks for Leigh, in agreement with the terms in the parchment.
@Velshir
Leigh greets you and gets Coralie. Two small vials of blood are drawn from you and the wound created healed with Coralie's gracious thanks and promise that the next time you see her, she will provide you with one potion. You also have a choice of an item that she has here. Which are you interested in? Should you wish to decline the Longevity potion, you may pick two.
Two items don't seem to work with the tooltip - the Bag of Jelly Beans and the Companion Rock. The jelly beans have 3d4 jelly beans with a random effect upon eating them. The companion rock can be thrown and will come back to your pocket. both are wonderous items if you'd like to look the add items list for them.
To save you some time and explanations:
boots of False Tracks ; tankard of plenty ; tankard of sobriety ; bead of nourishment ; bead of refreshment ; dread helm ; decanter of endless water ; chest of preserving ; lock of trickery ; ear horn of hearing ; pipe of smoke monsters ; perfume of bewitching ; feather token (feather fall) .
Velshir steps aside to speak with Leigh and Coralie and returns a short time later.
Velshir will accept the jelly beans
Prentiss sees Velshir head off for his side chat and tries to gently hustle the rest of the group along, more for his own confidence than anything else "Are we all good to go? We should make use of the daylight"
He is ready to move as soon as possible, taking second place in the marching order.
@velshir - the link for them may not have worked for you as the character sheet wouldn't allow me to add so I've added as customized (click for list of effects) - I've added to your inventory, please take a look to confirm this is what you want. Otherwise you may choose something else.
You set off on the road North towards the Lair of the Owlbears with Prentiss second in line, a couple of you with newly acquired items from Coralie's party. Your group travels parallel to the forest for most of the morning but by mid-day the heat seems to really be bearing down and you move closer to the shelter of the trees to make use of some shade. As you draw closer to the trees the woods seems stiller than usual but cool.
Velshir suggests slowing down, proceeding alertly with caution. He will also take some time, if permitted, to search for sign of owlbear or other potential dangers.
Velshir pauses his trek forward and gazes into the forest, trying to seek the reason for the forest's silence. He spots the tail of a wolf as it darts through the shadows stalking the group.
A pack of 7 wolves stalk your group, slowly and about 30 feet into the trees.
Initiatives please
Wolves -> Wolf1 10 ; Wolf2 6 ; Wolf3 12 ; Wolf4 14 ; Wolf5 8 ; Wolf6 10 ; Wolf7 6
3 initiative roll
17
Initiative: 17
Please feel free to edit your previous posts with your actions or add a new post.
Initiatives so far: CalPol 20 ; Velshir 17 ; Joshua 17 ; Wolf4 14 ; Wolf3 12 ; Wolf1 10 ; Wolf6 10 ; Wolf5 8 ; Wolf2 6 ; Wolf7 6
Prentiss initiative 3
Edit: For his action, Prentiss will untangle his shoelaces...
@Prentiss - after some difficulty you are able to untangle your shoelaces. I think I understand why Cal won that fight.
Initiatives : Initiatives so far: CalPol 20 ; Velshir 17 ; Joshua 17 ; Wolf4 14 ; Wolf3 12 ; Wolf1 10 ; Wolf6 10 ; Wolf5 8 ; Wolf2 6 ; Wolf7 6 ; Prentiss 3
Assuming Cal Pol will take a forward stance, Velshir will also take a forward stance near him, brandishing his club. If no wolves are in immediate vicinity then he will stride forward to engage one. He hopes sudden decisive strike will quickly cause the wolves to see that this group is not easy prey.
Attack: 10 Damage: 6
Follow up unarmed strike Attack: 18 Damage: 6
“Stay close” shouts Cal Pol as he offers protection to the group and taking a forward stance.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
he readies his battle axe to strike any wolf that approach’s
attack 18
damage 8
Initiatives so far: CalPol 20 ; Velshir 17 (+2 AC) ; Joshua 17 ; Wolf4 14 ; Wolf3 12 ; Wolf1 10 ; Wolf6 10 ; Wolf5 8 ; Wolf2 6 ; Wolf7 6 ; Prentiss 3 (Loren please roll when you can)
@CalPol - Not using readied action as will negate your previously specified Protection offered to your group mates (both use your Reaction)
CalPol moves forward just in front of Prentiss taking a protective stance, shield in one hand battle axe in the other uttering a swift prayer of protection - shield of faith .
Velshir is suddenly surrounded by a soft golden glow granting him +2 to his AC (AC now of 20 for the next 10 minutes)
Velshir's move