In search of fame, wealth, glory, or even just a place to call home, four heroes journey into Eastern Breland, near New Cyre. This relatively quiet hinterland seems a safe enough place for an adventurer, despite its proximity to the border of four sovereign nations. Tensions run high, and the tenuous peace from the Last War As the movement of monsters and hobgoblin alike seem to become coordinated and attacks against travelers appear less random, could our heroes have found themselves in a war?'
The Nomadic Theater troupe, a motley assemblage of thespians, musicians, and has just completed their most recent performance in a tiny Brelish village as they head toward the recently created province of New Cyre. Established by King Boranel of Breland as a gift to Prince Oargev and the refugee people of Cyre, this small enclave sits at the periphery of The Mournland, the former site of the Cyran nation. That formerly might country is now utterly destroyed, devastated by the magical cataclysm known as the Day of Mourning, leaving only a magical wasteland roamed by the dead. The cause of The Mourning remains unknown, though Prince Oargev seeks to uncover its origins while rebuilding for his people.
The afternoon sun beats down on the caravan; the air is hot and still. The sparsely settled lands of Eastern Breland grow monotonous, the metropolises of Sharn and Wroat have turned to a seemingly endless parade of flyspeck towns. The hamlet of Mistmarch lies ahead of you, a small settlement that stands on a plot of swampy but arable land, serving as a crossing for the minor waterways that crisscross the rolling hills of southeastern Breland. It sits near the Faded Forest, a haunted place filled with dragonseye trees and ghost oaks, rumored to be a Manifest Zone connected to Mabar, the Realm of Eternal Night.
Wiping the sweat from his brow while chewing on a strip of dried deer meat Periheed looks down at his forearm, momentarily puzzled by its discoloration. Blue, red, and black makeup is smeared across part of his face from the troupe’s most recent performance having failed to remove it entirely and now some of it is dripping down his wrist. Periheed was never the cleanliest halfling in the tribe.
The last day of performance with the wandering troupe he finds himself with had been particularly pleasant for Periheed. His usual theatrical obligations of setup and breakdown were replaced with portraying a fey spirit in a play involving several dreams and a traveling band of players conducting their own miniature play, something he had no problem embodying.
Periheed has been traveling with this quaint organization for just under a year and it has suited him well. His compatriots are polite enough to largely leave him to his sometimes bizarre customs and garb. The nomadic lifestyle is something he has been accustomed to since childhood, preferring to drift rather than to settle.
Humming a tune quietly to himself he glances about his companions, rifles through one of his saddle bags and pulls out several more pieces of dried venison and offers it in a general fashion to those traveling beside him while glancing to meet their eyes, then lets out a fart without hesitation or acknowledgment, hand still extended while his horse walks along.
Dopp reclines atop a large crate, one leg crossed over the other, with a bed roll serving as a makeshift pillow. He is relaxing shoeless, his pants cuffed to about mid knee, and wears a button-down workshirt he has modified to be sleeveless. He is quietly harmonizing with Periheed’s droning on his viol.
The viol is an instrument he has been playing since he was a child, but this viol is his prized possession, something he purchased for himself in anticipation of his now nomadic lifestyle. He is never without it. As Perhieed loses interest in the tune he subtly takes over the melody; it is a few bars he composed for a particularly raucous moment in last night’s play, but Periheed’s rendition is somewhat detached and melancholy, which he likes and takes mental note.
The crate he’s perched on is one of many and the result of a busy morning packing up from last night’s performance and festivities. The breakdown is more of a ritual than a chore to him. Dopp appreciates order, his compatriots often find him knolling random objects as a sort of obsessive pastime. The pristinely organized crates containing precisely geometrically nested pieces of the disassembled stage is a testament to how much he also enjoys puzzles. Those that know him understand this personality trait is more of a playful game than it is a compulsion.
Dopp has been travelling with this group for a little over a year now, and although he was not accustomed to the transient lifestyle in his previous life, he fully assimilated to it immediately. In some ways he has never quite left his past life behind him, but he is content with this, finding the melding between the two worlds mutually beneficial, and often even comical at times.
Dopp catches a whiff of something sour, and immediately recognizes it as Periheed’s flavor. He folds 2 long sliding notes into his playing to intone a “peee-youuu”. He catches his eye and the jerky presented to him. He opens his mouth, and finds a quick rest in the melody to point at it, excited to see if Periheed will toss him some.
Bow in hand, Dario keeps an eye on the horizon, slowly checking all directions & taking note of any approach. His pants and shirt are well fitting, and his cloak is worn but clean. He keeps his boots and leather armor polished, doing his best to keep things professional even while traveling.
These caravan security gigs are usually a cake walk, mostly a matter of keeping drunks from disrupting the performances. Occasionally, there's the back country raider to deter, but nobody who'd pose any real threat would bother with traveling bohemians - there's no money in it. Growing up on the streets, Dario's always been transient, and traveling the countryside for the last few months has been a nice change of pace after his last bounty went sideways.
He hears Periheed's fart & politely ignores it, declining his jerky with a quick gesture. He's on the clock & wants to stay focused. Dopp's melody is a nice backdrop to the work, though, and it helps to pass the time.
Farryn Ralofina frantically walks through the caravan. He is doing final checks to make sure that all of the props and gear have been accounted for and that the troupe is ready to depart promptly in the morning. He checks all of the inventory lists so that he can brief the tour manager of their progress. Farryn stops for a moment to take a beat and wipe the sweat from his brow. This type of work is stressful under the best of circumstances, let alone when you're a part of troupe that is touring through a potential warzone. We've been lucky to avoid bandits up until this point and Farryn hopes to maintain this run of form. It will soon be time administer payroll which should pick up everyone else's spirits.
The road crests a small rise and descends into a dusty grove in a large, shallow dell. An abandoned farmhouse, partially visible through the trees, stands on one side of the road. You've passed by a dozen spots much like this one already today, but this one feels wrong. Dario and Farryn both glimpse the glint of mail through the brush by the side of the road. A curt word of warning draw the rest of the caravan's attention to them, and they proceed to take cover. Fierce warriors - tall, hairy humanoids with wide mouths and flattened faces - are lying in wait!
You see half a dozen hobgoblin soldiers wielding longbows and longswords, clad in chain mail, with shields slung across their backs. To the far southeast, you see the form of a large mastiff, smoke seeming to emanate from its nostrils.
Initiative:
Periheed: 22
Dario: 22
Farryn: 20
Dopp: 12
Bad guys all go after you. Periheed is first because he has the higher Dex bonus, though he and Dario rolled the same. Kick it off. Dont over think the map too much, I'll keep track of movement.
The wooded terrain on both sides of the road is filled with light undergrowth and is considered difficult terrain. The steep escarpments on the sides of the road also count as difficult terrain, and to move up them requires 4 feet of movement for every 1 foot actually moved. The tree trunks within the wooded areas can be used for half cover or for three-quarters cover, depending on the angle from which a creature is targeted.
Periheed let's go of a hunk of deer meat aimed at the agape maw of his viol playing friend. As the meat lands squarely in the mouth of Dopp, Periheed turns his head triumphantly to look at the road ahead. When he realizes what is on the surrounding berms and what lies ahead he lets out a violent yualp
"RAIDERS!" He screams. "I will pick my teeth with your bones!"
As the words leave his mouth, Periheed rides his horse toward the closest hobgoblin on the berm to his right halting before any ascent. A green spiked growth emerges from the underside of his wrist and extends toward the hobgoblin reaching to wrap around its throat and pull him down toward Periheed.
OOC: Periheed moves 10-15 feet toward the most NE hobgoblin and casts thorn whip attempting to pull the hobgoblin down.
This post has potentially manipulated dice roll results.
Dario takes cover behind the nearest cart. He aims his bow and looses two arrows towards the nearest raider.
OOC: Dario moves 10-15 feet to take cover behind the nearest cart, placing it between himself and the hobgoblins. He attacks twice with his bow against the most NW hobgoblin.
Attack: 12 Damage: 9
Attack: 6 Damage: 4
Special Ability: Colossus Slayer (Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum) Damage: 7
This post has potentially manipulated dice roll results.
After taking cover behind a cart, Farryn spies two Raiders in the tree line to the east. He prepares to conjure two Agonizing Blast beams, one at each raider. OOC Farryn moves 5 ft behind the nearest cart. Attack: 10 Damage: 12 Attack: 19 Damage: 3
This post has potentially manipulated dice roll results.
Dopp stows his viol and charges the closest Hobgoblin he sees. He quickly climbs the escarpment, his eyes burning a greyish blue hue. He lets out a low guttural rumble as a dark shadowy vine-like mist forms around his arms and chest. he draws his battle axe, and cleaves his prey twice.
[spoiler] OOC: Dopp moves his full 35 feet to make it to the nearest Eastern Hobgoblin (second from top). He uses his bonus action to [Tooltip Not Found] with Wild Surge. He then strikes the Hobgoblin twice.
Wild Surge : 2
Attack 1: 9, Damage: 11 (2-handed)
Attack 2: 20, Damage: 4 (2-handed)
Temporary Hitpoints: 4
The three Hobgoblins on the Eastern side must succeed a Constitution Saving Throw or suffer 1d12 necrotic damage.[/spoiler]
The party springs into action, disrupting the ambush the hobgoblin marauders had prepared for them. Periheed snares one from behind his tree, dragging him to the ground at his feet, a small hillock of debris and snapped foliage before him as he is dragged through the underbrush. The first of Dario's arrows strikes a sapling, spoiling the shot, but the other strikes true, finding a gap in the shoulder of the hobgoblin's armor. The raider lets out a muffled grunt of dismay. Farryn ducks beside the cart to evade any ranged assaults, but in diving behind cover, his eldritch blasts go wide. Finally, Dopp flings himself from a wagon, hurling his body into the berm and scrambling up its side and swinging with wild abandon. Though neither of his strikes connect, the feral arcane energies that suffuse the gnome take form as shadows and lash out at the nearest hobgoblins, and one of the warriors cries out as the chill of death creeps into his bones.
Though several are thoroughly battered, none of the highwaymen seem to have fallen. The one dragged down by Periheed rises to his full height, towering over the halfling by several feet. With a sneer he draws a longsword and brings it down with a crash, Periheed's shield barely forestalling the blow. The one engaged with Dopp is too preoccupied with parrying the gnome's savage assault, but his comrade rushes in and exploits an opening, catching the gnome on his thigh with a grazing slash. Retaining cover from the trees, two fire their longbows at Dario, and another at Farryn. Two arrows sink into the cart before Dario, but Farryn catches a missile in the abdomen, the armor blunting the strike, but not enough to prevent a puncture wound.
Dashing up the road with astonishing speed, a hulking mastiff with jet black fur charges toward the cart, as it draws close, it exhales a jet of flame toward the cart, catching both Periheed and Dario in its swath, causing bits of the cart to smolder and filling the air with the scent of burning wood and charred flesh.
From within the cottage to the south, another hellhound and two hobgoblins emerge. One is clad in a chain shirt and wields a pair of shortswords, and strides with confidence down the pathway towards you. "Aisi itaa! Skiir, shaash, itaa!" he bellows, urging his fellows to attack in the Goblin tongue. The other is armed with a mace, but pauses outside of the cabin, gesturing strangely and muttering something in hushed tones you can't make out, before suddenly vanishing from view. Meanwhile, the second hellhound barrels down the pathway, kicking up the parched road behind it, the summer dust merging with the smoke emanating from its open maw.
Updated Map:
Dogs are hellhounds, red guys are hobgoblin regulars, green guy is the bladebearer, cleric ya can't see.
So as not to deal with the roller issues here, I've rolled separately. Should be visible in the campaign log, though I reserve DM's prerogative to flub a die roll if necessary. These are all legit. All damage assumes no resistances or any other special stuff. Let me know if you wanna take any special reactions.
Hobgoblin vs. Periheed: 16 attack, missing.
Hobgoblins vs. Dopp: 6, missing, and 18 hitting for 7 slashing damage.
Hobgoblins vs. Dario: 13 and 8, missing.
Hobgoblin vs. Farryn: 22, for 8 piercing damage.
Hellhound fire breath - Dario: 6 (nat 1 roll) , Periheed 4 (also a ******* nat 1) for 25 fire damage each. No recharge on the fire breath this round.
Hobgoblin bladebearer moves and takes the dash action down the path. Hobgoblin cleric moves out and disappears. No one needs to make an arcana check, cause you're all pretty damn sure he cast invisibility. Second hellhound double moves down the path as well.
Dopp catches the eye of the Hobgoblin that grazed his leg and spits at his feet. Shifting focus, he makes a horizontal strike to the leg followed by a downward strike to the chest.
Attack 1: 9, Damage: 9 (slashing, 2-handed)
Attack 2: 9, Damage: 9 (slashing, 2-handed)
Round 2 of 10 of Rage. All enemies within 30' radius make a Constitution Saving Throw (14) or take 1d12 necrotic damage
This post has potentially manipulated dice roll results.
Alerted to the more imminent threat of a fiery death, Dario turns his attention to the hound that just attacked him. Focusing his eye on it & launching off two arrows in its direction.
Dario uses Hunter's Mark on the nearest Hell Hound & attacks it twice with his bow.
Special Ability: Colossus Slayer (Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum) Damage: 2
Periheed loudly speaks an incantation, "Boaurindal..." in surprisingly low-tone that drifts away as a faint white glow emanates from his mouth. While swiping at the hobgoblins face with his free hand his nails grow to extend about two more inches in length as drip an iridescent green magic ooze while they seek to maim, blind, and likely end the unfortunate hobgoblin.
Periheed casts [ spell]Healing Word[/ spell] 10
Periheed uses his move action to get off the horse and get into melee range of the hobgoblin he pulled toward him and casts [ spell]Primal Savagery[/ spell] Attack: 25 Damage: 13
This post has potentially manipulated dice roll results.
Farryn recoils after being hit by the hobgoblin. His eyes turn red and he unleashes Hellish Rebuke 13. He then fires two Agonizing Blasts at the hobgoblin that attacked him and the one beside it. 8 Attack: 16 Damage: 7
A horrifying scream rises above the cacophony of battle as one of the archers is engulfed in flames, his charred body flailing about in the underbrush, and the acrid stench of burning hobgoblin flesh mingles with the smoke of the cart's embers. Another hobgoblin fails to scream, his voice taken as his throat is torn out but Periheed's elongated talons, acid eating away at the edges of the hole. Twin arrows strike the first hellhound with unerring accuracy, the first piercing its jaws and pinning them shut, the second burying itself in the beast's prosternum, bursting its heart.
The two marauders facing off with Dopp shift in unison, flanking the gnomish berserker. The first makes a high arcing slash, under which the barbarian easily ducks. The second takes advantage of his position and strikes an upward blow, catching Dopp in the chest, his scale mail and fury absorbing most of the blow.
An arrow whistles past Periheed, sinking into the earth near the hobgoblin still grasping at the gaping hole in his neck, while another crashes into the cart where Farryn is taking cover. Both archers appear content to maintain their positions, sniping from the safety of the underbrush.
The second hellhound positions itself near the cart and bathes it in a gout of flame, catching both Farryn and Dario in the blaze, though the ranger manages to mitigate much of the blast with a quick roll. Jets of fire shoot from the demondog's nostrils, as it heaves, ready to expel another molten blast from its muzzle.
The dual wielder approaches Periheed at speed, his face split by an ugly rictus, half a dozen of his spiky teeth missing. "Kurar, chaat'oor," he spits as he menaces the halfling with a whirling display of his blades.
Out of nowhere, the hobgoblin priest materializes, a bolt of scintillating light springing from his outstretched hand. The blast catches Periheed, and the radiances coruscates about his person, and the bladebearer's sneer grows wider.
7 damage to Dopp after resistance, applied on his sheet.
I took the liberty of equipping Farryn's leather armor, which adds another point of AC, which made a difference.
20 fire damage to Farryn, 10 to Dario. Hellhound breath successfully recharged, which Farryn notices with a successful Arcana check.
16 radiant damage to Periheed, applied on his sheet, from a Guiding Bolt. The next attack against him has advantage.
EDIT: Added 7 temp HP to Farryn from Dark One's Blessing for successfully killing one of the Hobgoblins.
Special Ability: Colossus Slayer (Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum) Damage: 5
The Bloody Blades of Lhesh Haruuc IC
In search of fame, wealth, glory, or even just a place to call home, four heroes journey into Eastern Breland, near New Cyre. This relatively quiet hinterland seems a safe enough place for an adventurer, despite its proximity to the border of four sovereign nations. Tensions run high, and the tenuous peace from the Last War As the movement of monsters and hobgoblin alike seem to become coordinated and attacks against travelers appear less random, could our heroes have found themselves in a war?'
Map:
Characters:
The Characters:
Dario, Half-Orc Ranger
Dopp Doddwer, Rock Gnome Barbarian
Periheed, Ghostwise Halfling Druid
Farryn Ralofina, High Elf Warlock
The Nomadic Theater troupe, a motley assemblage of thespians, musicians, and has just completed their most recent performance in a tiny Brelish village as they head toward the recently created province of New Cyre. Established by King Boranel of Breland as a gift to Prince Oargev and the refugee people of Cyre, this small enclave sits at the periphery of The Mournland, the former site of the Cyran nation. That formerly might country is now utterly destroyed, devastated by the magical cataclysm known as the Day of Mourning, leaving only a magical wasteland roamed by the dead. The cause of The Mourning remains unknown, though Prince Oargev seeks to uncover its origins while rebuilding for his people.
The afternoon sun beats down on the caravan; the air is hot and still. The sparsely settled lands of Eastern Breland grow monotonous, the metropolises of Sharn and Wroat have turned to a seemingly endless parade of flyspeck towns. The hamlet of Mistmarch lies ahead of you, a small settlement that stands on a plot of swampy but arable land, serving as a crossing for the minor waterways that crisscross the rolling hills of southeastern Breland. It sits near the Faded Forest, a haunted place filled with dragonseye trees and ghost oaks, rumored to be a Manifest Zone connected to Mabar, the Realm of Eternal Night.
OOC Thread
Wiping the sweat from his brow while chewing on a strip of dried deer meat Periheed looks down at his forearm, momentarily puzzled by its discoloration. Blue, red, and black makeup is smeared across part of his face from the troupe’s most recent performance having failed to remove it entirely and now some of it is dripping down his wrist. Periheed was never the cleanliest halfling in the tribe.
The last day of performance with the wandering troupe he finds himself with had been particularly pleasant for Periheed. His usual theatrical obligations of setup and breakdown were replaced with portraying a fey spirit in a play involving several dreams and a traveling band of players conducting their own miniature play, something he had no problem embodying.
Periheed has been traveling with this quaint organization for just under a year and it has suited him well. His compatriots are polite enough to largely leave him to his sometimes bizarre customs and garb. The nomadic lifestyle is something he has been accustomed to since childhood, preferring to drift rather than to settle.
Humming a tune quietly to himself he glances about his companions, rifles through one of his saddle bags and pulls out several more pieces of dried venison and offers it in a general fashion to those traveling beside him while glancing to meet their eyes, then lets out a fart without hesitation or acknowledgment, hand still extended while his horse walks along.
“Spotted red deer? Just killed yesterday.”
Dopp reclines atop a large crate, one leg crossed over the other, with a bed roll serving as a makeshift pillow. He is relaxing shoeless, his pants cuffed to about mid knee, and wears a button-down workshirt he has modified to be sleeveless. He is quietly harmonizing with Periheed’s droning on his viol.
The viol is an instrument he has been playing since he was a child, but this viol is his prized possession, something he purchased for himself in anticipation of his now nomadic lifestyle. He is never without it. As Perhieed loses interest in the tune he subtly takes over the melody; it is a few bars he composed for a particularly raucous moment in last night’s play, but Periheed’s rendition is somewhat detached and melancholy, which he likes and takes mental note.
The crate he’s perched on is one of many and the result of a busy morning packing up from last night’s performance and festivities. The breakdown is more of a ritual than a chore to him. Dopp appreciates order, his compatriots often find him knolling random objects as a sort of obsessive pastime. The pristinely organized crates containing precisely geometrically nested pieces of the disassembled stage is a testament to how much he also enjoys puzzles. Those that know him understand this personality trait is more of a playful game than it is a compulsion.
Dopp has been travelling with this group for a little over a year now, and although he was not accustomed to the transient lifestyle in his previous life, he fully assimilated to it immediately. In some ways he has never quite left his past life behind him, but he is content with this, finding the melding between the two worlds mutually beneficial, and often even comical at times.
Dopp catches a whiff of something sour, and immediately recognizes it as Periheed’s flavor. He folds 2 long sliding notes into his playing to intone a “peee-youuu”. He catches his eye and the jerky presented to him. He opens his mouth, and finds a quick rest in the melody to point at it, excited to see if Periheed will toss him some.
Bow in hand, Dario keeps an eye on the horizon, slowly checking all directions & taking note of any approach. His pants and shirt are well fitting, and his cloak is worn but clean. He keeps his boots and leather armor polished, doing his best to keep things professional even while traveling.
These caravan security gigs are usually a cake walk, mostly a matter of keeping drunks from disrupting the performances. Occasionally, there's the back country raider to deter, but nobody who'd pose any real threat would bother with traveling bohemians - there's no money in it. Growing up on the streets, Dario's always been transient, and traveling the countryside for the last few months has been a nice change of pace after his last bounty went sideways.
He hears Periheed's fart & politely ignores it, declining his jerky with a quick gesture. He's on the clock & wants to stay focused. Dopp's melody is a nice backdrop to the work, though, and it helps to pass the time.
Farryn Ralofina frantically walks through the caravan. He is doing final checks to make sure that all of the props and gear have been accounted for and that the troupe is ready to depart promptly in the morning. He checks all of the inventory lists so that he can brief the tour manager of their progress. Farryn stops for a moment to take a beat and wipe the sweat from his brow. This type of work is stressful under the best of circumstances, let alone when you're a part of troupe that is touring through a potential warzone. We've been lucky to avoid bandits up until this point and Farryn hopes to maintain this run of form. It will soon be time administer payroll which should pick up everyone else's spirits.
The road crests a small rise and descends into a dusty grove in a large, shallow dell. An abandoned farmhouse, partially visible through the trees, stands on one side of the road. You've passed by a dozen spots much like this one already today, but this one feels wrong. Dario and Farryn both glimpse the glint of mail through the brush by the side of the road. A curt word of warning draw the rest of the caravan's attention to them, and they proceed to take cover. Fierce warriors - tall, hairy humanoids with wide mouths and flattened faces - are lying in wait!
You see half a dozen hobgoblin soldiers wielding longbows and longswords, clad in chain mail, with shields slung across their backs. To the far southeast, you see the form of a large mastiff, smoke seeming to emanate from its nostrils.
Initiative:
Periheed: 22
Dario: 22
Farryn: 20
Dopp: 12
Bad guys all go after you. Periheed is first because he has the higher Dex bonus, though he and Dario rolled the same. Kick it off. Dont over think the map too much, I'll keep track of movement.
The wooded terrain on both sides of the road is filled with light undergrowth and is considered difficult terrain. The steep escarpments on the sides of the road also count as difficult terrain, and to move up them requires 4 feet of movement for every 1 foot actually moved. The tree trunks within the wooded areas can be used for half cover or for three-quarters cover, depending on the angle from which a creature is targeted.
Periheed let's go of a hunk of deer meat aimed at the agape maw of his viol playing friend. As the meat lands squarely in the mouth of Dopp, Periheed turns his head triumphantly to look at the road ahead. When he realizes what is on the surrounding berms and what lies ahead he lets out a violent yualp
"RAIDERS!" He screams. "I will pick my teeth with your bones!"
As the words leave his mouth, Periheed rides his horse toward the closest hobgoblin on the berm to his right halting before any ascent. A green spiked growth emerges from the underside of his wrist and extends toward the hobgoblin reaching to wrap around its throat and pull him down toward Periheed.
OOC: Periheed moves 10-15 feet toward the most NE hobgoblin and casts thorn whip attempting to pull the hobgoblin down.
Attack: 23 Damage: 6
(post deleted)
Dario takes cover behind the nearest cart. He aims his bow and looses two arrows towards the nearest raider.
OOC: Dario moves 10-15 feet to take cover behind the nearest cart, placing it between himself and the hobgoblins. He attacks twice with his bow against the most NW hobgoblin.
Attack: 12 Damage: 9
Attack: 6 Damage: 4
Special Ability: Colossus Slayer (Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum) Damage: 7
After taking cover behind a cart, Farryn spies two Raiders in the tree line to the east. He prepares to conjure two Agonizing Blast beams, one at each raider. OOC Farryn moves 5 ft behind the nearest cart. Attack: 10 Damage: 12 Attack: 19 Damage: 3
Dopp stows his viol and charges the closest Hobgoblin he sees. He quickly climbs the escarpment, his eyes burning a greyish blue hue. He lets out a low guttural rumble as a dark shadowy vine-like mist forms around his arms and chest. he draws his battle axe, and cleaves his prey twice.
[spoiler] OOC: Dopp moves his full 35 feet to make it to the nearest Eastern Hobgoblin (second from top). He uses his bonus action to [Tooltip Not Found] with Wild Surge. He then strikes the Hobgoblin twice.
Wild Surge : 2
Attack 1: 9, Damage: 11 (2-handed)
Attack 2: 20, Damage: 4 (2-handed)
Temporary Hitpoints: 4
The three Hobgoblins on the Eastern side must succeed a Constitution Saving Throw or suffer 1d12 necrotic damage.[/spoiler]
The party springs into action, disrupting the ambush the hobgoblin marauders had prepared for them. Periheed snares one from behind his tree, dragging him to the ground at his feet, a small hillock of debris and snapped foliage before him as he is dragged through the underbrush. The first of Dario's arrows strikes a sapling, spoiling the shot, but the other strikes true, finding a gap in the shoulder of the hobgoblin's armor. The raider lets out a muffled grunt of dismay. Farryn ducks beside the cart to evade any ranged assaults, but in diving behind cover, his eldritch blasts go wide. Finally, Dopp flings himself from a wagon, hurling his body into the berm and scrambling up its side and swinging with wild abandon. Though neither of his strikes connect, the feral arcane energies that suffuse the gnome take form as shadows and lash out at the nearest hobgoblins, and one of the warriors cries out as the chill of death creeps into his bones.
Though several are thoroughly battered, none of the highwaymen seem to have fallen. The one dragged down by Periheed rises to his full height, towering over the halfling by several feet. With a sneer he draws a longsword and brings it down with a crash, Periheed's shield barely forestalling the blow. The one engaged with Dopp is too preoccupied with parrying the gnome's savage assault, but his comrade rushes in and exploits an opening, catching the gnome on his thigh with a grazing slash. Retaining cover from the trees, two fire their longbows at Dario, and another at Farryn. Two arrows sink into the cart before Dario, but Farryn catches a missile in the abdomen, the armor blunting the strike, but not enough to prevent a puncture wound.
Dashing up the road with astonishing speed, a hulking mastiff with jet black fur charges toward the cart, as it draws close, it exhales a jet of flame toward the cart, catching both Periheed and Dario in its swath, causing bits of the cart to smolder and filling the air with the scent of burning wood and charred flesh.
From within the cottage to the south, another hellhound and two hobgoblins emerge. One is clad in a chain shirt and wields a pair of shortswords, and strides with confidence down the pathway towards you. "Aisi itaa! Skiir, shaash, itaa!" he bellows, urging his fellows to attack in the Goblin tongue. The other is armed with a mace, but pauses outside of the cabin, gesturing strangely and muttering something in hushed tones you can't make out, before suddenly vanishing from view. Meanwhile, the second hellhound barrels down the pathway, kicking up the parched road behind it, the summer dust merging with the smoke emanating from its open maw.
Updated Map:
Dogs are hellhounds, red guys are hobgoblin regulars, green guy is the bladebearer, cleric ya can't see.
So as not to deal with the roller issues here, I've rolled separately. Should be visible in the campaign log, though I reserve DM's prerogative to flub a die roll if necessary. These are all legit. All damage assumes no resistances or any other special stuff. Let me know if you wanna take any special reactions.
Hobgoblin vs. Periheed: 16 attack, missing.
Hobgoblins vs. Dopp: 6, missing, and 18 hitting for 7 slashing damage.
Hobgoblins vs. Dario: 13 and 8, missing.
Hobgoblin vs. Farryn: 22, for 8 piercing damage.
Hellhound fire breath - Dario: 6 (nat 1 roll) , Periheed 4 (also a ******* nat 1) for 25 fire damage each. No recharge on the fire breath this round.
Hobgoblin bladebearer moves and takes the dash action down the path. Hobgoblin cleric moves out and disappears. No one needs to make an arcana check, cause you're all pretty damn sure he cast invisibility. Second hellhound double moves down the path as well.
Top of the order. You guys are up.
Dopp catches the eye of the Hobgoblin that grazed his leg and spits at his feet. Shifting focus, he makes a horizontal strike to the leg followed by a downward strike to the chest.
Attack 1: 9, Damage: 9 (slashing, 2-handed)
Attack 2: 9, Damage: 9 (slashing, 2-handed)
Round 2 of 10 of Rage. All enemies within 30' radius make a Constitution Saving Throw (14) or take 1d12 necrotic damage
Alerted to the more imminent threat of a fiery death, Dario turns his attention to the hound that just attacked him. Focusing his eye on it & launching off two arrows in its direction.
Dario uses Hunter's Mark on the nearest Hell Hound & attacks it twice with his bow.
Attack: 15 Damage: 9 Bonus Damage 1
Attack: 11 Damage: 6 Bonus Damage 6
Special Ability: Colossus Slayer (Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum) Damage: 2
Periheed loudly speaks an incantation, "Boaurindal..." in surprisingly low-tone that drifts away as a faint white glow emanates from his mouth. While swiping at the hobgoblins face with his free hand his nails grow to extend about two more inches in length as drip an iridescent green magic ooze while they seek to maim, blind, and likely end the unfortunate hobgoblin.
Periheed casts [ spell]Healing Word[/ spell] 10
Periheed uses his move action to get off the horse and get into melee range of the hobgoblin he pulled toward him and casts [ spell]Primal Savagery[/ spell] Attack: 25 Damage: 13
Farryn recoils after being hit by the hobgoblin. His eyes turn red and he unleashes Hellish Rebuke 13. He then fires two Agonizing Blasts at the hobgoblin that attacked him and the one beside it. 8 Attack: 16 Damage: 7
A horrifying scream rises above the cacophony of battle as one of the archers is engulfed in flames, his charred body flailing about in the underbrush, and the acrid stench of burning hobgoblin flesh mingles with the smoke of the cart's embers. Another hobgoblin fails to scream, his voice taken as his throat is torn out but Periheed's elongated talons, acid eating away at the edges of the hole. Twin arrows strike the first hellhound with unerring accuracy, the first piercing its jaws and pinning them shut, the second burying itself in the beast's prosternum, bursting its heart.
The two marauders facing off with Dopp shift in unison, flanking the gnomish berserker. The first makes a high arcing slash, under which the barbarian easily ducks. The second takes advantage of his position and strikes an upward blow, catching Dopp in the chest, his scale mail and fury absorbing most of the blow.
An arrow whistles past Periheed, sinking into the earth near the hobgoblin still grasping at the gaping hole in his neck, while another crashes into the cart where Farryn is taking cover. Both archers appear content to maintain their positions, sniping from the safety of the underbrush.
The second hellhound positions itself near the cart and bathes it in a gout of flame, catching both Farryn and Dario in the blaze, though the ranger manages to mitigate much of the blast with a quick roll. Jets of fire shoot from the demondog's nostrils, as it heaves, ready to expel another molten blast from its muzzle.
The dual wielder approaches Periheed at speed, his face split by an ugly rictus, half a dozen of his spiky teeth missing. "Kurar, chaat'oor," he spits as he menaces the halfling with a whirling display of his blades.
Out of nowhere, the hobgoblin priest materializes, a bolt of scintillating light springing from his outstretched hand. The blast catches Periheed, and the radiances coruscates about his person, and the bladebearer's sneer grows wider.
7 damage to Dopp after resistance, applied on his sheet.
I took the liberty of equipping Farryn's leather armor, which adds another point of AC, which made a difference.
20 fire damage to Farryn, 10 to Dario. Hellhound breath successfully recharged, which Farryn notices with a successful Arcana check.
16 radiant damage to Periheed, applied on his sheet, from a Guiding Bolt. The next attack against him has advantage.
EDIT: Added 7 temp HP to Farryn from Dark One's Blessing for successfully killing one of the Hobgoblins.
Farryn approaches the Hellhound as if to touch it.
He attempts Vampiric Touch:
17
Dusting off his cloak, Dario focuses his eye on the second hell hound and fires off two more arrows in its direction
Dario takes a bonus action to change the target of Hunter's Mark to the remaining Hell Hound & attacks it twice with his bow.
Attack: 16 Damage: 5 Bonus Damage 3
Attack: 20 Damage: 10 Bonus Damage 1
Special Ability: Colossus Slayer (Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum) Damage: 5
Due to the critical hit on the second arrow, including additional damage below:
Damage: 10 Bonus Damage: 5 Colossus Slayer: 3