
Shurq Kawlo |

Though I didn't explicitly state it, in my head Shurq merely laid upon the covers of the bed, still in her armor. But, if you rule she would have taken her armor off...."[/b]
Upon hearing Ireena's shrieks of terror and the other's yells, Shurq leaps off of the bed and fetches her hammer from where is lay propped up against her pack.
[ooc]Since it's not her turn yet, I'll leave her by the bed...

GM Quirk |

Most of you jump up out of bed and arm yourselves, preparing for whatever evil may have attacked this abode.
For a moment, there is silence.
Then the pounding begins.
From all around the outside of the house, whatever is out there begins pounding on the front door, and on many of the boarded up windows. It seems they are attempting to break into the house.
Blaze, I know you wanted to try to brace the front door. You can go ahead and move your token over a bit if you want--this will place you on the opposite side of the main door from the undead who are outside pounding.
Round 1, bold may go. I changed the initiative order a little, making things simpler for all of us. The zombies can't do much yet anyway. Those of you who are waking up on round 1:
remember you probably aren't wearing your armor. I may make an exception if you are wearing light armor. Though I noted you as waking up, you can act normally.
1. Shandi (waking up)
2. Sven (waking up)
3. Darrien (waking up)
4. Rat Swarm Black
5. Zombie Green
6. Zombie Blue
7. Zombie Red
8. Zombie White
9. Zombie Purple
10. Blaze
11. Velspira
12. Shurq (waking up)
13. Ismark
14. Ireena

Velspira Ridani |

"Hey, get back here!" Velspira yells as she chases after the rat, pulling away the couch to get to the rat as runs off with one of her personal effects. She could recognize it as her own, but she could off the top of her head see exactly what it was. She had her crossbow in hand, cursing at it to give it back to her as she seemed determined to get it back.

Blaze Goldenhoof |

"Undead! Trying to break in! Defenders, to me!"
Her voice continuing to boom through the house, Blaze moves her body in front of the wooden doors, and leans hard against it. She faces towards the nearest window, axe in hand, ready for the first creature to attempt to break through it.
The thought of the horrors outside trying to enter this home of hospitality fills Blaze with righteous anger. She thumps the haft of her axe into her other hand - she is ready to do battle with evil!!
Bonus action to Rage
athletics? to bar door: 1d20 + 5 ⇒ (17) + 5 = 22

Shurq Kawlo |

Her hammer clenched firmly in her grasp, Shurq crossed to the door and flings it open, ready to confront whatever evil besets this house...pausing in the doorway, she then crosses the hallway to check on Ireena's door...

GM Quirk |

The single rat that Velspira was focusing on seems to have disappeared behind some furniture. With all of the commotion going on just outside and upstairs, it's difficult to keep track of the thieving little vermin.
Blaze throws herself against the door, her large form bracing it against whatever it is out there attempting to break it down. There is a pungent, rotten odor coming from just outside.
Shurq throws open the bedroom door just in time to notice several individual rats heading toward the stairs, most of them emerging from underneath the door to Ireena's chamber.
Ireena lets out another scream, calling for her brother.
A mere second later, Ismark steps out into the hallway bearing a sword. He heads directly for Ireena's door.
Round 2, bold may go. I changed the initiative order a little, making things simpler for all of us. The zombies can't do much yet anyway.
1. Shandi
2. Sven
3. Darrien
4. Rat Swarm Black
5. Zombie Green
6. Zombie Blue
7. Zombie Red
8. Zombie White
9. Zombie Purple
10. Blaze
11. Velspira
12. Shurq
13. Ismark
14. Ireena

Sven Knudson |

Once he realises what's going on, Sven runs to Blaze's side and helps her hold the door. He knows it's futile, but all the time they can buy for the rest to get ready can be invaluable.
Help Action, I guess?

Darrien Rose |

Darrien follows behind quickly, and shoving Shurq aside if necessary and once he gets to Ireena's door, he doesn't stop and throws it open immediately and goes to enter.
The only thing on his mind the screams from his past.
Note, if its locked, he would try to kick it open.

GM Quirk |

We'll skip Shandi for now. She can go back to her turn later.
Darrien steps out into the hall and immediately notices several rats running through the hall toward the landing and stairs beyond. Opening the door to Ireena's chamber, you see she is standing on her bed and looks terrified. She keeps saying "The rats...the rats! Are they gone?"
Sven throws his body onto the front door, and for a moment he feels as if he and Blaze may hold the door against whatever unholy creature is outside.
THEN, a swarm of hundreds of rats rushes down the stairs, heading straight for the centaur and human bracing the door.
The rats double moved from upstairs. Any rats sighted upstairs are simply stragglers from this swarm and are harmless for purposes of this combat.
Round 2, bold may go. I changed the initiative order a little, making things simpler for all of us. The zombies can't do much yet anyway.
1. Shandi
2. Sven
3. Darrien
4. Rat Swarm Black
5. Zombie Green
6. Zombie Blue
7. Zombie Red
8. Zombie White
9. Zombie Purple
10. Blaze
11. Velspira
12. Shurq
13. Ismark
14. Ireena

Shandi Zelz'ah |

I'm sorry about this house, but there doesn't seem to be much choice... Lowering her head and looking from under her brows, Shandi walks forward with a dagger in her hand and utters the words of a mighty spell. Together with the exhalation of the last letters, a wave of force with the sound of thunder spreads in all directions from her, overturning furniture and sweeping rats out of the way.
Thunderwave 2, it affects only rats - it is far from the rest
Thunderwave: 3d8 ⇒ (5, 3, 1) = 9 CON DC 13

Blaze Goldenhoof |

hooves: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Blaze roared in approval when Shandi's spell scattered rats around the room. Without leaving the doorway, Blaze awaited the remaining rats to find her, and she began stomping her hooves, crushing them underneath to a pulp.
Do teeth count as mundane weapons for damage resistance?

GM Quirk |

con save vs. thunderwave: 1d20 - 1 ⇒ (19) - 1 = 18
I'll be darned--they made the save. Not sure about your question, Blaze.
I'm not sure what the context is, but my guess is that yes, it would count as a mundane weapon.
Despite being attacked by Shandi's magic and Blaze's hooves, the rats regroup and aggressively begin to move on Blaze again.
Shurq and Velspira may go.

Velspira Ridani |

Scroching Ray
Attack 1: 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1: 2d6 ⇒ (6, 6) = 12
Attack 2: 1d20 + 7 ⇒ (5) + 7 = 12
Damage 2: 2d6 ⇒ (5, 4) = 9
Attack 3: 1d20 + 7 ⇒ (19) + 7 = 26
Damage 3: 2d6 ⇒ (4, 6) = 10
"Rats, I hate rats, damn you rats!" she shouts seeing the larger mass of rats that swarmed towards the door. She was going to kill them, kill all of these rodents as she shot forth with arcane power her blood had capable of. If they were to steal herself, they would die doing it.

GM Quirk |

Streams of hot light exude from Velspira, incinerating whatever rats were left in the swarm (and perhaps damaging Ismark's floors).
The pounding on the windows and door suddenly starts. A peak through a crack in the boarded windows allows you all to see that the half dozen or so shambling undead are moving away from the grounds of the mansion.
Ireena has gotten a hold of herself and grabbed a nearby weapon--a shortsword. Replying to Shurq, she says "that was not how I wish to be awoken--by RATS crawling across my bed." Looking toward her brother, she adds "we had best check on our guests downstairs."
We'll stay in initiative order at least one more round. You could sally forth out of the mansion and attack the undead if you wish, though it is apparent that they are leaving and will soon slip into the night.
Round 3, bold may go. I changed the initiative order a little, making things simpler for all of us. The zombies can't do much yet anyway.
1. Shandi
2. Sven
3. Darrien
4. Rat Swarm Black (DEAD)
5. Zombie Green
6. Zombie Blue
7. Zombie Red
8. Zombie White
9. Zombie Purple
10. Blaze
11. Velspira
12. Shurq
13. Ismark
14. Ireena

Sven Knudson |

Sven keeps holding the door as best as he can, putting at least his weight and that of his armour against the strength of the zombies.
"I'm not sure it's going to hold!"
Help action, if there's anyone to be helped :p

Velspira Ridani |

"Come back, no don't go!" she cried out, rushing towards a window, half tempted to shoot a crossbow bolt towards the large rat that ran away into the brush surrounding the manor home, [b]"Bastard rat, open the door, let them in, I'll them all!"
Yet, come to think of it, did she even own a scarf in the first place, was it her scarf. Thoughts that pervaded her mind as she suddenly became slightly disoriented.

Shandi Zelz'ah |

The wizardess does not continue to pursue the retreating enemy. What kind of scarf are we talking about? Rats... stolen something? Shandi looks at Velespira with great surprise.

Darrien Rose |

Darrien will move to a window and look out, trusting Ismark with Ireena for the moment and then he will take a pot shot at the zombies as they are leaving.
attack: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 2d8 + 13 ⇒ (2, 8) + 13 = 23
Once he is with the others, he will say.
Whatever it is, it is nothing good.... If I had to wager, that was a welcoming party for you all.

GM Quirk |

Darrien peers out one of Ireena's windows and draws a bead on one of the zombies. A brutally efficient goes right through the base of the back of the shambling undead. The unfortunate creature falls over, twitches, and is once again at peace.
The others continue into the night.
Unless you want to pursue, combat is over. Nice shot, Darrien! Please see my post is discussion regarding inspiration points.
I will let all of you react, then I'll make a post with Ismark and Ireena's reactions. What about this rat, making off with one of Velspira's things? That's...CRAZY! What could it mean?

Velspira Ridani |

Velspira would sit down upon one of the couches in the right, cursing as she didn't fire a shot at the rat nor the undead. She looked at the smouldering remains of the rats that she did kill, none of which were the ones that had her scarf, "My scarf, damn things steal my stuff and all, damn damn damn. I've had it since I was young, kept it in my pack. Probably going to use it to build some sort of disgusting nest."

Shandi Zelz'ah |

Or for a some magical ritual. They weren't ordinary rats, since they came with zombies...
Arcana: 1d20 + 5 ⇒ (3) + 5 = 8
It seems that Shandi does not know exactly what scrying is )) But I guess it's normal for a wizard to hear at least out of the corner of her ear that something like this is needed for something like this.

Blaze Goldenhoof |

Blaze watches with some confusion as the zombies just turn and...walk away? Her blood is racing, and she was certain blood was going to be spilled this night. She shakes her hair and mane, swishes her tail in aggravation. "What was that all about? Who would send a "welcoming party" just to scare us, but not to fight?"
At the mention of the stolen scarf, and a magical ritual, the centaur shuddered. Her ears flat against her head, she said, "What can we do about it?" She knew there was next to no chance of tracking down an individual rat, but the idea of their enemies using black magic on them made her skin crawl.

Sven Knudson |

"Well" Sven thinks out loud, "there doesn't seem to be anything we can do about it, cc at least for now. And I'm willing to bet where will this scarf end up..."
Then he goes with more practical matters. "If everyone is fine and healthy, I think we should go back to sleep. We've got a busy day tomorrow."

Shandi Zelz'ah |

I'm not sure I'll fall asleep quickly after that. Or fall asleep at all. She casts another worried but sympathetic glance at tiefling.

GM Quirk |

Ireena and Ismark remain fully armed, and in fact both have their swords out and at the ready. Ismark is the first to speak. "Is everyone alright? I was afraid the attacks would begin again. This may be my fault, as I rebuffed Strahd strongly today."
Ireena continues, "This makes it all the more important that we leave this place in the morning. Let us get what rest we can."
Please see the post in discussion regarding leveling up. Spoiler alert: you are all now level 4!

Sven Knudson |

"I guess he'll now be able to find us if he wants, but something tells me he likes to play cat and mice. I agree with you, Ireena; we should leave early and steady."
Sven walks back to bed, where he opens his book and slowly goes all over it as a way to retain some data while provoking his eyelids to naturally and slowly close...

GM Quirk |

Most of you are able to get at least a little fitful sleep. At dawn, Ismark's two servants arrive and begin preparing food and assisting Ismark and Ireena with packing for the journey.
You are all served cooked eggs, stewed turnips, fresh bread, and a bit of sausage. Leftovers are wrapped in cloth and packed for the journey.
Ismark makes arrangements with neighbors to take the corpse of the undead that Darrien efficiently dispatched to the priest for a blessing and burial in the churchyard.
Soon, you all find yourselves marching west out of town.
I'll point you all toward a couple of overland maps, now slide 2 and 3.

Blaze Goldenhoof |

Blaze feels good marching out of the village. The humans had been hospitable, but she wasn't sad to be leaving their gloomy home. Out under the sky, no mist in sight, sturdy companions at her side...this was better.
Her shield at her side, axe within easy reach, her pack on her back; Blaze trots out with a smile on her face. She takes position near the front, on the lookout for danger, ready to defend the others if need be.
perception: 1d20 + 3 ⇒ (19) + 3 = 22

Sven Knudson |

Sven enjoys the landscape of this beautiful land, a place nice enough once you leave behind the dark feeling of oppression that was reigning in town. It makes him remember his home, and wonders how would people fare without him.
He turns his head and looks at his companions. Each of them has a home, people they've left behind, dreams that had to be put aside.
Shandi, the one closer to him, is doing her wizard things. He's felt recently closer to her due to his interest in magical investigation and application. Where would she come from? What's her life like back home? Does she have kids? Are her parents still alive?
"Hey, Shandi" he breaks the ice, "what's your home like? Is it anything like this?" he asks, presenting the landscape around with his open arms.

Shandi Zelz'ah |

My native lands are a wonderful place, and my country, Cyre, is the center of the local culture. The only problem is that my continent is being devoured by the great Hundred Years' War. It's like cancer... War is scary and pointless, Sven. Especially such a long and cruel one. Generations are changing, but the war continues. Although those who started it are already dead for the most part. I hope something happens in Khorvaire sometime that will stop this massacre. My land deserves peace. She says all this while looking blankly in front of her. Then he is silent for a long time. Then he looks at Sven. Where are you from? Tell me about your homeland.

Sven Knudson |

"My homeland..." Sven starts to daydream. It's a village near the woods, with cold winters and temperate summers at most. We have plenty of game and timber nearby, and our creek carries water transparent and cold." Sven smiles. "Strangely enough, the place is called Neverwinter Woods, but there's almost always winter. Very beautiful winter."
Coming back to reality again, he breathes deeply, enjoying the pure air. "What about you, guys? Blaze? Velspira?"

Velspira Ridani |

"Tough place that if a war go on that long. Bad business war, at least you can say I guess it be calm hear, beyond what happened last night," she says in response to Shandi. What a strange place it was to her, not thinking she had ever heard of a land that went by Cyre. She turns to the Dwarf, crossbow over her shoulder as she trudged along, "Baldur, off the Sword Coast. I heard of Neverwinter I think a few times."

Darrien Rose |

Darrien leads to troupe. He didn't like the roads much, he felt open and vulnerable. But, he knew them well. And At least, they provided safety from other dangers. He glances towards Sven at his remark of if the others home was anything like this land. He hoped not, for their sake. Otherwise, he remained silent, and kept near Ireena and Ismark.

GM Quirk |

The morning air is chilled, though the all-too common mists do not invade what seems to be a serene moment just outside of the village. The river Ivlis flows as clear as a blue winter sky through this part of the valley.
Soon you come to a crossroads. An old wooden gallows creaks in a chill wind that blows down from the high ground to the west. A frayed length of rope dances from the its beam. The well-worn road splits here, and a signpost opposite the gallows points of in three directions: Barovia village to the east, Tser Pool to the northwest, and Ravenloft/Vallagi to the southwest.
The northwest fork slants down and disappears into the trees, while the southwest fork clings to an upward slope. Across from the gallows, a low wall, crumbling in places, partially encloses a small plot of graves shrouded in a rapidly forming fog.

Blaze Goldenhoof |

Poor Shandi - good thing she's not back home, considering what happens to Cyre.
Blaze stares at Shandi, aghast. Battle is common amongst the centaurs, and between them and other groups/tribes. The fey are hotblooded, after all. They will fight to protect themselves, for honour, to avenge a slight, sometimes just for fun.
War, however, is a foreign concept. The idea of holding onto a grudge, of fighting for years, for generations...she can't even fathom it. "100 years?! An entire continent?!" She shakes her head, tail swishing in agitation, unable to find words to express her horror.
Sven's homeland sounded much better. "My home sounds similar to yours. The fields are thick with green grass and bright flowers. The woods hold plenty of game, and the lake and rivers teem with fish. We have trouble with monsters, higher in the mountains, and orcs in the next valley over like to raid us. But our army handles them!" She says the last with pride, touching her fingertips to an embroidered insignia on her vest.
When they arrive at the crossroads, she keeps a lookout at the graveyward - this seems like the type of place trouble could come from. "Which way now?"
perception: 1d20 + 3 ⇒ (14) + 3 = 17

GM Quirk |

Blaze looks around, then posts herself up as a sentry. For a moment, everything seems calm, but then there is something evil in the air. A second later, there is a howl that is far too near.
Just as Blaze turns to warn you all of wolves, they emerge from beyond the graveyard and from the brush and scrub trees in the vicinity of the gallows.
Two of the wolves are immediately on you.
blue on Shandi: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Miss!
orange on Shurq: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
Miss!
Round one. Bold may go. Please see the new slide #2. This fight will be a little more of a knock down, drag out encounter than the last one that ended not long after it started. You guys did NOT roll well for initiative. I made a couple of slight adjustments to make this initiative order a little simpler. I did not roll initiative for Ismark and Ireena, I'm just putting them at the end.
1. Wolf blue
2. Wolf orange
3. Velspira
4. Wolf black
5. Wolf Purple
6. Shandi
7. Shurq
8. Darrien
9. Wolf green
10. Wolf red
11. Sven
12. Blaze
13. Ireena
14 Ismark
Sven: 1d20 + 2 ⇒ (8) + 2 = 10
Blaze: 1d20 + 2 ⇒ (18) + 2 = 20
Shurq: 1d20 + 1 ⇒ (13) + 1 = 14
Velspira: 1d20 + 2 ⇒ (15) + 2 = 17
Shandi: 1d20 + 3 ⇒ (19) + 3 = 22
enemy black: 1d20 + 2 ⇒ (3) + 2 = 5
enemy blue: 1d20 + 2 ⇒ (6) + 2 = 8
enemy red: 1d20 + 2 ⇒ (18) + 2 = 20
enemy green: 1d20 + 2 ⇒ (15) + 2 = 17
enemy orange: 1d20 + 2 ⇒ (6) + 2 = 8
enemy purple: 1d20 + 2 ⇒ (6) + 2 = 8

Velspira Ridani |

"These dogs aren't friendly!" shouts Velspira as she immediately summons out two fire bolts at one of the wolves.
Spell Attack 1: 1d20 + 8 ⇒ (16) + 8 = 24
Damage 1: 1d10 ⇒ 8
Spell Attack 1: 1d20 + 8 ⇒ (7) + 8 = 15
Damage 2: 1d10 ⇒ 7

Shandi Zelz'ah |

@Blaze, yes, exactly - "be afraid of your desires." The war is really over... But not at the price Shandi would like.
____
I noticed! Shandi barely dodges the bite of one of the wolves and reaches for a dagger.

GM Quirk |

Velspira incinerates one of the wolves, who yelps, then falls in a smoldering heap.
Unfortunately, two more wolves immediately replace the one who fell, also attacking Shandi and Shurq.
to hit, black vs. Shandi: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Shandi receives a vicious bite!
to hit, purple vs. Shurq--with advantage due to pack tactics: 1d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (9) + 4 = 13
damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Another miss on Shurq!
Round one. Bold may go. Please see the new slide #2. This fight will be a little more of a knock down, drag out encounter than the last one that ended not long after it started. You guys did NOT roll well for initiative. I made a couple of slight adjustments to make this initiative order a little simpler. I did not roll initiative for Ismark and Ireena, I'm just putting them at the end.
1. Wolf blue
2. Wolf orange
3. Velspira
4. Wolf black
5. Wolf Purple
6. Shandi (-4)
7. Shurq
8. Darrien
9. Wolf green
10. Wolf red
11. Sven
12. Blaze
13. Ireena
14 Ismark

Shandi Zelz'ah |

The other wolves had crept up too quickly. Shandi was able to dodge one, but chatting with Velspira distracted her from the others. Oh, this bravado...
Clenching her teeth in pain, she began to sing an ancient folk song, moving in time with the words and rotating the knife with unpredictable movements.
She walks a couple of steps forward and whistles to the wolves still growling in the distance. She's ready to take the hit...
Dagger: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 3 ⇒ (1) + 3 = 4 - black
At the same time, she spins and lunges at the snarling jaw of one of the wolves standing next to her.
Bladesong - AC 20 now

GM Quirk |

Shandi lunges at one of the wolves near her, slashing the animal and causing it to yelp in pain.
At the same time, the remaining two wolves join the fray, one attacking Sven, and yet another one attacking Shandi.
to hit vs. Sven: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6
It misses.
to hit vs. Shandi, with advantage: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (17) + 4 = 21
damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Oooh. That's a hit. Wolves are nasty in groups like this.
Round one. Bold may go. Please see the new slide #2. This fight will be a little more of a knock down, drag out encounter than the last one that ended not long after it started. You guys did NOT roll well for initiative. I made a couple of slight adjustments to make this initiative order a little simpler. I did not roll initiative for Ismark and Ireena, I'm just putting them at the end.
1. Wolf blue (DEAD)
2. Wolf orange
3. Velspira
4. Wolf black (-4)
5. Wolf Purple
6. Shandi (-13)
7. Shurq
8. Darrien
9. Wolf green
10. Wolf red
11. Sven
12. Blaze
13. Ireena
14 Ismark

Shandi Zelz'ah |

At the moment when the wolf's fangs were about to sink into Shandi's leg, she folds the fingers of her free hand in a complex gesture and some translucent energy appears between her and the predator's jaw.
shield - AC 25

Sven Knudson |

The wolves are dangerous foes, specially when they act as a pact. They're threatening Sven's comrades and he feels he can fix that. Stepping forward, he launches a pair of punches trying to get the beasts' focus.
Thunder gauntlet vs red: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 3 ⇒ (4) + 3 = 7 thunder, and the enemy gets disadvantage when attacking anyone but Sven
Thunder gauntlet vs black (bonus action): 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (5) + 3 = 8 thunder, and the enemy gets disadvantage when attacking anyone but Sven

Blaze Goldenhoof |

The smell of predators makes Blaze fly into a rage. Wolves! Few things were so dangerous to the elders and the foals. An unexpected ripple of magic shuddered over the centaur, concentrating around her weapon. It suddenly felt light and incredibly well-balanced.
Her soldier's senses took quick stock and saw that Shandi was in trouble. Rearing onto her hind legs, she readied her axe and galloped at one of the wolves (green). She swung hard at the filthy mutt, reared up again, and brought her hooves down on the snarling beast.
Yay, my first charge! Finally an outdoor battle with room to move around! :)
axe: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d12 + 3 + 2 ⇒ (5) + 3 + 2 = 10
hooves: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d6 + 3 ⇒ (6) + 3 = 9
wild magic surge: 1d8 ⇒ 4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

GM Quirk |

Botting Shurq.
Shurq pulls out her warhammer and takes a mighty swing at one of the wolves (orange).
to hit: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Miss!
Similarly, Ireena and Ismark pull out their swords and join the swirling melee.
to hit, Ismark: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d8 + 2 ⇒ (4) + 2 = 6
to hit, Ireena: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Ireena is able to rake one of the wolves with her rapier.

GM Quirk |

Sven and Blaze are merciless as they ride down the wolves, sending two to their demise.
The three remaining wolves continue fighting with a hungry bloodlust, viciously snarling as they do.
to hit, orange vs. Ismark: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Miss!
Round two. Bold may go. Please see the new slide #2.
1. Wolf blue (DEAD)
2. Wolf orange(-3)
3. Velspira
4. Wolf black (DEAD)
5. Wolf Purple
6. Shandi (-13)
7. Shurq
8. Darrien
9. Wolf green (DEAD)
10. Wolf red (-7)
11. Sven
12. Blaze
13. Ireena
14 Ismark

Velspira Ridani |

Spell Attack 1: 1d20 + 8 ⇒ (15) + 8 = 23
Spell Attack 2: 1d20 + 8 ⇒ (12) + 8 = 20
Spell Damage 1: 1d10 ⇒ 7
Spell Damage 2: 1d10 ⇒ 2
Velspira kept lobbing fire bolt towards the wolf that was in sight of her, smiling as she did so, chanting out words that made no sense but seemed to be unknown in origin. Whatever they were allowed brought the magic to bear as one bolt flew from the right while the other the left.

GM Quirk |

Velspira's magic incinerates another one of the wolves. The smell of burning wolf fur lingers in the air for all to enjoy.
Velspira, just wondering--how is that you are making two spell attacks with firebolt?
One of the remaining wolves snarls and continues to attack Shurq.
to hit with advantage: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (18) + 4 = 22
damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7
Round two. Bold may go. Please see the new slide #2.
1. Wolf blue (DEAD)
2. Wolf orange(-3)
3. Velspira
4. Wolf black (DEAD)
5. Wolf Purple
6. Shandi (-13)
7. Shurq (-7)
8. Darrien
9. Wolf green (DEAD)
10. Wolf red (DEAD)
11. Sven
12. Blaze
13. Ireena
14 Ismark