Will 1d20 + 4 ⇒ (2) + 4 = 6
Blinded and Stunned 1d4 ⇒ 1
As Nox gets close enough to see through the smoke in the campsite, he sees Gilgar deliver a serious cut to a half-wolf, half-girl wearing the ragged dress you last saw on Jeva.
The axe hits the girl squarely, but she proves surprisingly resilient and the axe doesn't dig as deeply as it should have.
Laucian steps over to Gilgar's side both for protection and to avoid including the dwarf in the area of his spell. Drawing forth a pinch each of red, yellow, and blue sand, he flings the combined colors toward the wolf-girl as he says a word of power. The sand becomes a brilliant cone of colors that wash over her.
Her expression changes from the vicious snarl that it was to a near panic as her eyes lose focus again and her jaw falls slack. She looks like someone just punched her in the gut - hard - and she wasn't ready for it.
Nox, I'm using some DM's poetic license and assuming you still intended to move with haste back to the campsite. The above assumes you have used 20' of movement. Your position is 15' from the wolf-girl. Gilgar and Laucian are between you and her. Perrin is 10' to their left near where Graymoon is withdrawing a bloody sword from near the center of another kobold's torso. Your turn.
Gilgar, eyes bulging and frothy-mouthed as he revels in the uncontrolled rage, screams something incoherent and primally guttural at the wolf-thing. He seems quite angry that the thing didn't expire with that last chop of his axe.
The wolf-girl makes no move, still trying to recover from the spell's effects.
Graymoon works his way out of the foliage and strikes at her. His blade strikes true, but somehow the wound seems to close almost as soon as it is made.
Gilgar's up; Graymoon couldn't move far enough to provide a flank, but Gilgar can shift to get one if he has the presence of mind to do so.
A werewolf! That sweet, innocent girl was a werewolf?! You know their nature makes them unnaturally resilient to damage, allowing them to take much more abuse than they should be able to take.
Realizing what the group faces, the druid draws back and lets fly. The arrow flies true and sticks in her ribs for just a moment, then falls back out as though pushed from inside. Only the slight tear in her dress reveals that the missile even hit her. There is no blood on the dress or the arrow.
The elven ranger strikes true again. With eerie silence, the tension goes out of the wolf-girl's body and she falls to the ground. Her ragged breathing is the only sound you hear.
Gilgar doesn't hesitate in delivering the killing blow to the werewolf, then glares around the area, anxiously looking for another kobold to put an end to.
The ranger comes back after about fifteen minutes. "Looks like we each let one go, but none of them got very far. The dwarf's stumbled over a tree root trying to get away. He'd lost so much blood, I think he passed out when he fell. Someone or something finished him off with his own spear. I found one with burns on him - I assume that's your handiwork, Nox, based on the scorch marks I saw where you were fighting. He was in a pit trap -- one of the spikes did him in, but there were fresh footprints around the pit. I think someone checked on him after he fell in. The one that got away from me was hurt worse than I thought. I followed his blood trail about 30 feet to where he was hiding under a bush, already dead."
Gilgar, sweat dripping from his fingers, chin, and eyebrows, chest heaving, staggers only slightly as the adrenaline rush leaves him. He leans against a tree, shoulders slumping, as he exhales "Moradin's beard, I love that feelin'."
Nox replying to Graymoon Not in such a way that it should slow us from moving along. These Kobolds are quite aggressive and the prescense of werewolves is a wee concern with that he pull a waterskin from his pack and pours a bit of the contents on a small wound before grimacing and taking a pull.
He then turns and offers it to Gilgar and the others A bit of my favorite medicine? The wonders of what nature can provide rarely cease to amaze.
Laucian stands holding his forearm staring at what he had thought was an innocent little girl. "I, uh, I'm fine." The brevity of his reply is enough for you to know that he's not, but whether it is physical or emotional, it's hard to tell.
Gilgar's head swivels sideways, his gaze falling over Laucian like an impending storm. "Bitten?" When he gets no reply within a few seconds, Gilgar grunts out in a guttural staccato "Hey! Did th' thing bite ye, er no?"
Startled out of his trance, he looks at his arm, but shakes his head. "No. She - clawed at me. I thought she was putting her arm on me for support, then I looked at her and she had.... changed."
He closes his eyes and turns away from the body. "I'm sorry, it's just... I'm sorry. I'll be fine. The sooner we leave, the better."
"Do you need to prepare spells? We maybe should find somewhere else to prepare for the day if you do. Otherwise, I think we know where the trail leads. I'm ready to follow it through."
Nox: This is a new day, so you can take an hour to alter your spells from yesterday's allocation. Just keep in mind that you have already cast one of today's allotment even though you prayed for it yesterday. If you are good with your spell selection from yesterday, you do not need to prepare the spells, so your prayers needn't last so long.
Laucian shrugs his shoulders, "I can get by. I have little to offer. Given time, I think I might prepare my rainbow spell again - thank goodness that worked so well on her."
The group finds their way to the old monastery without incident despite the ranger's concerns. Any special plans before you enter? Going through the 'main' double doors that you started through last time? Or the 'back' door to the left where you circled around?
Gilgar appears a little sluggish for a couple of minutes after the fight, but soon gets back to his regular stomping and glaring. I was raging for 3 rounds, correct, Mr. DM?
Gilgar, if asked, suggests going through the double-doors, and looks ready to lead the way.
Grinning, Gilgar hefts his waraxe, and heads for the double doors.
General perception check as he approaches: 1d20 + 7 ⇒ (17) + 7 = 24
Not being particularly stealthy, Gilgar doesn't concern himself with sneakifying right now, though he does glance at the ground a time or two to see if there are any fresh or new (from what he remembers) tracks near the doors.
The doors do not appear to have been moved since your departure, but there has been considerable new traffic over the last day or two, from the looks of the ground just outside the doors.
Gilgar:
You feel as much as hear a presence in the building. You think maybe you heard something from hallway that leads to the left.
We beleive it is an ancient Dwarven Monastery that has been since overrun. We were here to collect the mushrooms for the medicine the town needed. We came across a Worg and a pair of shadow creatures.
We did not encounter any until we were on our way back. However, the shadow creatures may have been keeping them out. I am curious why they would move in.
You enter the monastery through the double doors. Ahead is the ancient shrine you fought the darkmantles in and the doors that you broke down last time remain ajar. Which direction do you wish to go, left or right? Or do you wish to examine one of these other rooms?
Moving carefully to the door on the North side of the alcove, Nox will stop at the jam and listen at the cracked door while checking for sign that the room may have been entered in the past few days.
The only visible disturbance in the dust at the threshold looks like your tracks and Nox hears nothing. Peeking around the corner, it's really too dark to make out any detail, but the room appears to be empty other than the ancient corpse you found here last time.
Laucian explains to Graymoon quietly (for him), "There was a fight in there, the old chapel, with these things that were like flying leather cloaks. They made it dark and since I'm not much help in a fight when I can see, I retreated down that hall." He points to the left (south) and adds, "There was an old library down there, but water's gotten in. The books are probably all moldy, a real shame. The shelves are definitely moldy - I didn't spend much time and didn't dare disturb what was on the shelves." He shakes his head firmly.
Though Nox cringes at the unintentional noise he makes, nothing untoward seems to happen. The second room is much the same as the first - no apparent disturbances since you left.
One human-sized set, looks like sturdy shoes, once to the south, once to the north, appears to be the same set of shoes. Impossible to tell which direction was traveled first.
The other tracks are kobold. Some are older than the human set (which are less than a week old), some are newer. There never seems to be more than a single pair of prints at a time, but it's not possible to tell if it's the same kobold each time.
Other than the tracks, you hear and see nothing other than doors farther down the hall.
I say we start with the Worg and his mates. As sneaky he is, Graypelt made it clear that he is, or was, no fan of outsiders and he was up the hallway pointing to the north as Perrin comes to his side.
There is also the question of what was in the well that we didn't have time to investigate.