| DM Nerk |
In general, I like to assume a little common sense from characters, such as building a pyre outside, rather than in, and building a single pyre rather than two smaller ones, but that's ust me.
The pyre is burning slow by the time Ismark and Anhur have finished repairing the window, and a moment later Cerin and Ireena have cleared the door. Ismark beckons anxiously to those who are outside and heads towards the door.
"Inside, quickly," he says. "There is no telling when he will return."
| Cerin Etherstrom |
"That's of little comfort. I don't imagine he would be seen unless he wishes it so. Inside, all of you. This ordeal has just begun."
obviously, once everyone has returned inside Cerin will replace the furniture blocking the door with all haste.
"Get what rest you can, I will awaken the next watch at the appointed hour."
| DM Nerk |
Once the group has returned inside, the barricade rebuilt at the front door, the two Barovians go upstairs to sleep.
They recognize the extraordinary danger they are in, and will not refuse any reasonable measures to protect them, short of actually climbing into bed with either of them.
Cerin 10-12
Morgan 12-2
Anhur 2-4
Jake 4-6
Wintermoon 6-8
I assume we're still following these watches unless I'm told otherwise.
| Anhur |
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They... will not refuse any reasonable measures to protect them, short of actually climbing into bed with either of them.
What about onto the bed?
| Cerin Etherstrom |
With the party and hosts finally settling in, Cerin will pass the remainder of his watch quietly walking room to room in the house, hand on sword hilt.
While not so bold to enter rooms with sleeping persons, he pauses at doorways to bedrooms and listens for anything out of the ordinary.
| DM Nerk |
Ireena welcomes Jake to make a bed on the floor of her room and should Anhur ask his question IC, he will receive eyerolls for semantic nuisancing and Wintermoon takes a place on the sofa and is soon asleep. Cerin's watch passes uneventfully, and at midnight, he wakes Morgan and settles into sleep.
"My friend, will you let me in? Quietly, though. The enemy is near." The voice is one you know and trust.
Sorry for the delay. Things have been hectic here.
| DM Nerk |
"Damnation," the man whispers, grabbing your arm in a powerful grip. "They won't stop following me. Please. You must hold them here. If they come inside, we're lost. I'll fetch your allies. Come my children." The last seems to be some sort of prayer, as his eyes and hands lift up to the night sky as he says it.
Morgan: 1d20 + 2 ⇒ (3) + 2 = 5
Wintermoon: 1d20 + 5 ⇒ (6) + 5 = 11
Wintermoon has that terrible (kidding) Alertness feat, and his passive perception was better than Morgan's stealth roll, so he is awake at this point. Still laying down on the couch, but awake.
Dire Wolves: 1d20 + 2 ⇒ (7) + 2 = 9
Gentleman: 1d20 + 4 ⇒ (12) + 4 = 16
Anhur: 1d20 + 4 ⇒ (6) + 4 = 10
Ceric: 2d20 ⇒ (14, 9) = 23
Jake: 1d20 + 3 ⇒ (10) + 3 = 13
Anhur, Ceric and Jake are upstairs and asleep. These are their initiative rolls assuming something wakes them up. Perhaps the gentleman will fetch them.
| Wintermoon |
The night's events did not wear him out so much that the ensuing racket would lull him further to sleep. What now, he thought of the barricade being pulled down. It did not occur to him but a few moments later when muffled conversation was prevalent that he was not in fact dreaming and someone had been let in.
He slowly raised his head to peer over the end of his feet and the couch arm. The gentleman passes through the hall before him and Wintermoon's eyes go wide.
Didn't want to post an action out of turn but I felt like if I could yell out then I could cast a spell and I didn't think that was fair to assume.
| Wintermoon |
Who was this man?! Why was he inside so easily?! Why was Morgan helping him?! What was growling outside?! STOP! Where do you think you're going!?!
...His hands flashed in a blur of symbols Rhoi'r gorau i Stop! As he shouts the last symbol is formed and a thunderous boom rocks the old house.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
2d8 ⇒ (5, 5) = 10
Hopefully that includes Morgan and the Gentleman not sure about the wolves. The thunder clap is heard within 300ft. Any household items probably just got broke.
| DM Nerk |
Wintermoon ... pardon me if I misunderstood your spoiler.
As Morgan stares into the fog at the dire wolves, the gentleman moves towards the stairs, only to be caught by a massive blast of sound and energy from Wintermoon as he rose from the couch.
Gentleman's save: 1d20 + 4 ⇒ (7) + 4 = 11
The gentleman is flung into the wall by the force of the spell. The furniture that had formed the barricade crashes against the walls, and the BOOM! of thunder from below wakens those upstairs.
To Wintermoon's surprise, the gentleman moves swiftly to stand beside him.
Thunderwave is loud enough to wake everyone up this round. Those upstairs are prone and have 60' to move to reach the action. Because the man's turn came before Wintermoon's and he moved towards the stairs, Morgan is out of the AoE.
Casters, I can see I'm not going to persuade you to tell me your spell DCs when you cast spells. Is it possible you could include them in the race/class bar of your profile? It would make my life easier, and that's not actually a bad thing.
-10 hps, -1 LA (round 1)
For convenience, I'm going to put group everyone's initiative, with the gentleman at the top of the round and the wolves at the bottom. Wintermoon has acted, so the rest of the party can now act.
| Wintermoon |
ROUND 2: action pending on what the Gentleman does first
Where once was a man laying down now lay a beast no less ferocious than what waits outside. Wintermoon turned Dire Wolf lunges at the Gentleman with all his ferocity in tow.
bite attack: 1d20 + 5 ⇒ (20) + 5 = 25
bite damage: 4d6 + 3 ⇒ (4, 6, 5, 3) + 3 = 21
DC13STR Save to not be knocked prone
| Anhur |
Anhur bolts upright at the explosive thunder that resonates through the house. "Again? How do these people sleep?" He runs towards the noise. dash & stuff I guess
| DM Nerk |
Waiting on Morgan and Cerin to finish round one.
Jake (who sleeps with a magic spear in her hands) and Anhur rush down the stairs and see Morgan standing by the open door. They see Wintermoon standing next to a handsome gentleman in ancient finery. Wintermoon will transform into a wolf next round.
attack: 1d20 + 9 ⇒ (1) + 9 = 10
HA! The dice are on your side... this time. That's his LA's for Rnd 1.
The gentleman reaches out for Wintermoon, but the wiley old druid slips out of his grasp.
| Jocelyn "Jake" Day |
Okay, honestly Jake has no idea what's going on right now, so she is going to try to find out before she starts stabbing people
Pointing the spear, but standing her ground and not advancing, at the well dressed man,Jake says
It's way too late for a social call, and we aren't in the mood to buy any snake oil, friend. So who are you and exactly what are you doing coming in here in the middle of the night?
She then shouts out for the residence
Ismark, Ireena, we've got company and I don't know if this guy is a friend of the family, or if he is about to become a wall decoration. We can use a little help here.
She then threatens the man Mister I wouldn't do anything else again, don't raise you hands, don't open your out, don't move a muscle or you are going to know what pain is.[/b]
| DM Nerk |
Cerin hurries down to see what is happening and Morgan calls out for his weapon, which appears in his hand.
"As you say, we are friends, dear," the man says to Jake. As his eyes find hers, she sees that he is a trustworthy sort. Perhaps she is in the mood to buy snake oil after all. Or perhaps not. Wisdom save DC 17 or Charmed. As an elf you'll have advantage.
Meanwhile, the wolves rush Morgan. As he stands in the door, only one can reach him easily, though two others try to push in.
bite: 1d20 + 5 ⇒ (8) + 5 = 13 bite: 1d20 + 5 ⇒ (16) + 5 = 21 Pack tactics granting advantage.
damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
Morgan Strength Save: 1d20 + 2 ⇒ (1) + 2 = 3
The wolf catches Morgan by the leg and pulls him off his feat, snarling viciously.
| Jocelyn "Jake" Day |
We, are not, friends, mister. Now I'm going to ask you nicely to leave and then...wait. Morgan watch out! How did these wolves get in here. Wintermoon! Are these your dogs. They are being a nuisance.
Jake will rush to help Morgan, attacking a wolf to try and get it off him
Melee Spear Attack, Versatile: 1d20 + 5 ⇒ (7) + 5 = 12
Bad dog, down, get down!
| Cerin Etherstrom |
Awoken at the sound, Cerin lurches to his feet, and draws his sword. Once out of the room he had bunked down in and at the top of the stairs, he quickly surveys the situation.
"What's going on?" he shouts, and then puts himself between the stranger and the stairs.
Move/Dash action to get Cerin in position to engage next turn
| DM Nerk |
Cerin, Jake and Anhur scramble down the stairs and see the scene unfolding.
ROUND TWO
The Gentleman, Wintermoon, and Jake have acted. Morgan, Cerin and Anhur are up. Sorry for the confusion.
Jake rushes to Morgan's aid, but is unable to get a clear shot at the wolf without risking her friend.
Note to self: Wild Shape is a bonus action for Circle of the Moon Druids.
Wintermoon slips away of the gentleman's grasping fingers and lunges at him, is body sprouting fur as he transforms into a dire wolf. His teeth catch the man's arm and drag the man to the ground.
strength save: 1d20 + 4 ⇒ (4) + 4 = 8
attack: 1d20 + 9 ⇒ (19) + 9 = 28 attack: 1d20 + 9 ⇒ (6) + 9 = 15
Again, the man seems to move unnatural speed, trying to grapple the Wintermoon-wolf, but failing.
| Anhur |
Anhur leaps down the stairs at the man attacking Wintermoon.
Epic Flying Jump Kick: 1d20 + 7 ⇒ (19) + 7 = 26, Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Martial Arts: Punch: 1d20 + 7 ⇒ (16) + 7 = 23, Damage: 1d4 + 4 ⇒ (1) + 4 = 5
| DM Nerk |
Gentleman: -42 hps
Wolf #1: -7 hps
Waiting on an action from Anhur before the enemies take their turn. The genteman is using Legendary Actions.
The gentleman stands and this time gets his arm around the Wintermoon/wolf's neck before the druid pulls free.
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 3 ⇒ (15) + 3 = 18
| DM Nerk |
attack: 1d20 + 9 ⇒ (17) + 9 = 26
grapple: 1d20 + 4 ⇒ (16) + 4 = 20
resist: 1d20 + 3 ⇒ (13) + 3 = 16
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 4 ⇒ (5) + 4 = 9
damage: 3d6 ⇒ (5, 4, 2) = 11
Wolf1: 1d20 + 5 ⇒ (11) + 5 = 16Wolf1: 1d20 + 5 ⇒ (15) + 5 = 20Cerin: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8
Wolf2: 1d20 + 5 ⇒ (19) + 5 = 24Wolf2: 1d20 + 5 ⇒ (16) + 5 = 21Jake: 1d20 + 1 ⇒ (14) + 1 = 15 damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5
Wolf3: 1d20 + 5 ⇒ (10) + 5 = 15Wolf3: 1d20 + 5 ⇒ (18) + 5 = 23Morgan: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
The gentleman's fingers finally catch hold of Wintermoon, tangling in the wolf's fur and pulling him into a tight embrace. Then he bites, his teeth sinking deep. As the druid's blood pours into his mouth, his wounds heal, and when he has drunk, he looks up.
"So these are the heroes Kolyan thought would save him?" he says, laughing. "At least you're too late to bury him."
As he laughs, the wolves bite at Cerin, Jake and Morgan. Each draws blood, but the three manage to stay on their feet.
Cerin takes 8 hps piercing
Jake takes 5 hps piercing
Morgan takes 8 hps piercing
Wintermoon takes 9 points of piercing damage, and 11 points of necrotic damage which also reduces his hit point maximum (putting him at 17/26) until he finishes a long rest. He's also grappled, and will need a DC 18 strength or dex check to break free.
Gentleman -31 hps.
Wolf #1 -16 hps.
Round 3: Players up
| Jocelyn "Jake" Day |
Wintermoon, don't let that blood sucking moron get the better of you. Fight him like the day fights the night!
Sorry that's the best bardic Inspiration I can come up with, having an off day.
Wintermoon gets Bardic Inspiration, a +d8 to one attack roll, ability check, or save.Then I will shift my attention to the gentleman and attempt to use Vicious Mockery against him, that's 2d4 damage and Disadvantage on his next attacks unless he succeeds on a Wisdom save DC 14, sheesh that's terrible.
| DM Nerk |
save: 1d20 + 7 ⇒ (10) + 7 = 17
"Blood sucking moron?" he chuckles. It does not sound as if his pride has been badly stung. He begins to drag Wintermoon towards the door and calls out to Morgan. "Step aside, my friend, so that I may take this foul beast from this noble house."
Anhur - Cerin, Jake and Morgan are blocking the door, keeping the wolves from getting in, but unfortunately, they're keeping you from getting out. Of course, if Morgan steps aside....
| Anhur |
Or casting spells on us.
Anhur sees the vampire address Morgan as an ally. "Morgan Il'Fayne, by the power of The Flame, remember who you are."
Casting Calm Emotions to suppress charm and fear conditions for 1 minute. Cha negates, but creatures may choose to fail their saves. I'll try to get us all in the 20ft radius if I can, but most importantly Morgan.
"Be well, Wintermoon." he adds, healing some of the druid's wounds.
Healing Word: 1d4 + 3 ⇒ (1) + 3 = 4
| Wintermoon |
A yelp pierces the air as Diremoon is bitten. He writhes in the uncanny grasp of the Gentleman who is obviously less than gentle.
strength check: 1d20 + 3 ⇒ (2) + 3 = 5
To no avail though, he's only able to viciously bite back at the man again.
bite attack: 1d20 + 5 ⇒ (16) + 5 = 21
pack tactics advantage: 1d20 + 5 ⇒ (1) + 5 = 6
damage; DC13STR or fall prone: 2d6 + 3 ⇒ (4, 2) + 3 = 9
A warm soothing feeling flows through his wolf blood. +4hp
| Wintermoon |
Yup, I'm aware, I still have an inspiration from the first combat, and BI is good for 10 minutes... Might keep it for a save at this point.
| DM Nerk |
Assuming Morgan will choose to fail his save, and will NOT step out of the doorway.
The man, no longer seeming gentle, attempts to bite Wintermoon again, but is unable to get his teeth through the thickly matted hair.
All Legendary Actions used for Round 3. -40 hps.
str: 1d20 + 4 ⇒ (18) + 4 = 22
attack: 1d20 + 9 ⇒ (1) + 9 = 10