
Draxwile the Exile |

Draxwile seems pleased with this notion, nodding firmly. "Wise choice! Stay close to the fires, though, the tougher ones stay on the outer rims. Back with my... well, my old tribe, our shamen rarely saw the front lines. Too valuable. I... hoped to be like them, but my work never could suit their styles."
Draxwile seems to grow a little quieter at this, averting his eyes before pulling off his pack and placing it at the central location of the site. "Supplies were also never withheld around the warren; should you need my things, feel free to grab them. I couldn't bring much of my workshop with me - I can only carry so much. But what is in here, you're welcome to it! I will take the next shift; I'm used to little sleep, so I may join others on their watch."

Illuthal Tarun |

Sorry, Illuthal picks up some food and other misc. supplies.
Setting down his backpack and other things in a likely place to sleep for the night, Illuthal nods. "I'll take the first watch of the night. How long will each watch be?"
What exactly does a watch entail? The group I play with hasn't really worried about stuff like travel.

Addams Family DM |

Basically, most of the time you don't need to worry about it. The only times it really matters is when the GM wants to throw a night encounter at you. Then, you roll Perception check or whatever you need to. Sleeping characters, at least in my games, take a -10 to their Perception checks. Don't remember if this is a house rule or not though.
And now that I've basically admitted you're about to have an encounter, this is mostly for me to see how a new group deals with situations.
1d6 ⇒ 6
So who's taking the last shift? Chitterton or Silverpaw? They're both spellcasters.

Addams Family DM |

I could do that if everyone else is okay with that. I'm going to get Silverpaw's check out of the way for right now though.
Silverpaw's Perception: 1d20 ⇒ 1
Ohhkay then.
Surprise Round
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d8 + 8 ⇒ (2) + 8 = 10
Silverpaw's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
opponent's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Round 1
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Silverpaw vision goes blurry as something large, hard, and pointy smashes into the back of his head. Instinctively, he stepped back to avoid what he thought would be another swing. His guess is correct, and he sees a spiked ball of metal pass within inches of his face. As he holds his head in pain, blood streams between his fingers, matting his the fur around his scalp and neck. Darkness passes before him and a massive figure fades in and out.
Standing before him is a six foot creature of a humanoid shape. His thick body is almost entirely made up of corded muscle covered by a coat of matted hair. Despite its bulk, the beast moves lightly on its feet, barely making a sound. It wears leather armor while it holds up a morningstar and wooden shield. You can see the campfire reflected in its orange eyes, and its large, pointed ears perk up to every sound.

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Sorry Army Stuff came up
Silverpaw use his spell Daze the creature before him.
School enchantment (compulsion) [mind-affecting]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Illuthal Tarun |

Daze had a verbal component. Googling it, spellcasters have to cast using a "strong voice", DC 0 to here. We could make a perception to hear him casting?
On the bright side, if his spell works, he'll have time to wake us up. :P

Addams Family DM |

Everyone jerks awake as Silverpaw begins shouting.
Clyde McClod's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Chitterton Quink's Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Illuthal Tarun's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Will Murder's Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Draxwile's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
You all see the same hulking creature that Silverpaw does.

Addams Family DM |

The creature is a common humanoid creature called a bugbear. Based on it's gear, you can tell it's had a bit more experience than most if it's kind.
The bugbear has a couple levels in the Expert NPC class.
The bugbear moves to finish off the catfolk before worrying about the rest of the party.
1d20 + 4 ⇒ (3) + 4 = 7
The Morningstar misses its target again.
Everyone else can take their turns now. You don't necessarily have to wait for your exact initiative turn.

Illuthal Tarun |

Illuthal stands up and, taking in the situation, runs towards Silverpaw to help, staying clear of the hulking shape. "Silverpaw! Hold still so I can get close to you!"
Move action stand up, move action run towards Silverpaw. Next round, when I get there, going to cast CLW.

Chitteron Quink |

Keeping some distance, Chitteron moves in to engage the beast. He thrusts at it somewhat feebly with his longspear.
Whoops, missed the post about being out of order. Apologies team!
Move: Move to one square away (reach weapon)
Standard: Attack with spear.
attack: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 1 ⇒ (3) + 1 = 4

Willful "Will" Murder |

attack, pbs: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Willful pulls a shaft from his quiver and fires at the large mass of fur and muscle. One of his companions slides in between them at the last minute and Will pulls his shot, nearly nicking Clyde.
HP 11/11. Current AC: 16/13/13
Active conditions:
Active spell effects:

Illuthal Tarun |

What is the current initiative order? Are we worried about it?
Illuthal closes the remaining distance between him and Silverpaw, and then casts CLW.
Concentration check: 1d20 + 1 + 4 + 4 ⇒ (11) + 1 + 4 + 4 = 20
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 HP healed, Silverpaw.

Addams Family DM |

Silverpaw can take a full turn since he's healed and awake. Also, I apologize for taking so long over the weekend.
Clyde and Chitterton manage to wound the bugbear. He retaliates against the fighter since the rodent retreated from him.
attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 8 ⇒ (8) + 8 = 16
Clyde is knocked unconscious by the goblinoid's morningstar.

Illuthal Tarun |

Deciding it would be too risky to get close to Clyde and heal him, Illuthal casts Bless (+1 on attack rolls for all allies within 50 ft).
Concentration: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15

Willful "Will" Murder |

attack, pbs: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
damage: 1d8 + 1 ⇒ (3) + 1 = 4
Sorry about that. I tried to post yesterday, lost connection, and then forgot about it.
...and the dice roller hates us!
Willful grimaced and pulled another arrow, but this one too went wide of his mark.
HP 11/11. Current AC: 16/13/13
Active conditions:
Active spell effects:
Arrows used: 2

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Silverpaw will touch whoever is near him to give them help.
Touch Party Member closes as my standard then move out of the way.
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.