Themius cannot hide a slight grin after he hears Donir's concerns about the hippogriffs. "I assure you, Donir, a sack of potatoes could safely pilot one of these beasts. So well trained they are."
The journey from Waterdeep to the Sunset Mountains has been mapped out in three phases:
Phase 1 . . . . Waterdeep to Daggerford, where the party will meet with Edo (3 or 4 days by horse)
Phase 2 . . . . Daggerford to Twilight Hall, the base of local Harper operations, in Berdusk (8 or 9 days by hippogriff)
Phase 3 . . . . Berdusk to Badrizar Nath's location in the Sunset Mountains (4 or 5 days on foot)
There is a consensus with Sarime, Themius, and Merranock regarding the need for heightened caution and watchfulness as this endeavor moves forward. They have no insight regarding the vague threat that he, whoever it might be, is aware of Dhamab's fate or the identity of those who retrieved it. They also doubt that the encounter with the imps was purely coincidental.
<> - <> - <> - <> - <> - <> - <> - <>
From Waterdeep to Daggerford
It is for these reasons, then, that the Halls of Justice arrange for the party to travel south to Daggerford as cargo. Rather than leaving Waterdeep on horseback--a sight that would be somewhat easily detectable by any potential foes--the five of you sit in a large wooden wagon being pulled by a team of four draft horses. At the reins sits a taciturn half-orc named (of all things) Shrug. Next to him sits Marza, a large she-wolf that frequently joins you in the back of the wagon for the sole purpose of sharing her affection (which manifests itself in large quantities of her fur clinging to your garments and even larger quantities of her saliva on your face and neck). For whatever reason, Fargoth is her favorite.
The wagon in which you are carried is fully enclosed by high wooden side walls and a canvas roof. To anyone passing by, the wagon appears to be one of the many (and, therefore, common) vehicles that transports goods from Waterdeep to smaller towns. Traveling in this manner costs an extra day, but a loss of one day seems worthwhile for the secrecy and safety it provides.
Four days after departing Waterdeep, Shrug guides the wagon off the main road approximately one mile north of Daggerford. "Edo's smithy stands on the eastern edge of town," he explains. "Go there directly under cover of darkness. And may Tyr's hand be upon you."
You can hear Marza's whimpers as you slink away, making toward Daggerford over the sparsely-covered hills that lie north of the town. Half an hour later, you stand in the home of Edo, a one-eyed human male, who leads you on a one-hour march to a canyon south of the Delimbiyr River. In that canyon stand the creatures that are to take you to Berdusk. A lightfoot halfling named Dinnie has been tasked with guiding the party in this airborne portion of the journey.
<> - <> - <> - <> - <> - <> - <> - <>
From Daggerford to Berdusk
The great unease of streaking across the sky on the back of a hippogriff wears off after a day or so. By the end of the second day, you have become quite comfortable with the entire process, and you and your steed seem to understand each other quite well. Five days pass as you speed over the hills, forests, rivers, and towns below you. The only complaint you have is the cold that bites at you as you slice through the air.
It is on the sixth day of your airborne journey that you encounter the terror of facing an enemy when the ground is over one hundred feet below. Less than an hour of daylight remains when you spy several dark, indistinct shapes rising toward you from the southeast. As the distance quickly narrows between your party and the approaching shapes, Dinnie looks over his shoulder and calls to all of you. "Manticores!"
Initiative:
Brevig 10
Donir 16
Fargoth 13
Gwin 10
Patrin 7
Manticores 9
Brevig, Donir, Fargoth, and Gwin may act in any order. The manticores will follow. Patrin will then act. The 7 manticores are approximately 300' distant and flying directly toward you.
Rules regarding mounted combat:
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
I am assuming you are electing to control your hippogriff, rather than allowing it to act independently. If this is not correct, please let me know.
Also, movement while in flight is a bit different from movement on the ground. For example, stopping and moving directly backwards isn't an option (after all, you're not flying on hummingbirds). So, after you explain your movement for the first round, I will create a battle map that will, hopefully, reflect things accurately. Be as detailed as possible in your description (e.g. "I spur my hippogriff to fly straight ahead but climb as fast as possible" or "I turn as sharply as possible to the left")
"Dinnie, take cover among us, and stay close to me," shouts the aasimar, sitting tall in the saddle, the setting sun throwing a corona of illumination around his armored form. Brevig shifts his shield into position and readies his morning star, testing the balance of these new treasures, reflecting upon their purchase, 'I seek no returns for the healing and relief I give freely to the people of Waterdeep, but, too, I am grateful for the kindness those whom I heal show me. If not for having relieved an old smith of the tumor assailing him, I'm certain these magic items he sold me would have cost far more than I could spare.'
To their halfling guide, the paladin calls again, "Can we outrun them?," then reads out loud a few runes written upon a small slip of paper he has adhered to the back of his shield. The paper disintegrates, smoldering away in a few moments, while the runes slip off of it and, growing larger, circle around his (Brevig's) mount, like shifting tattoos, providing divine protection to the hippogryph.
Fargoth slides his bow off his shoulder and grips the flanks of his hippogriff with his knees. He'd tested it a little on their journey, and it seemed amenable enough to his command. It made less of a mess of his clothing than the wolf, as well.
He lines up a shot at one of the manticores, and then forces his mount down and wide, trying to get below the horizon from the manticores' perspective.
Maybe at a 45 deg angle both ways, heading west since Gwin below is heading east. Rolling Stealth for the hell of it.
No sooner does Gwin hear Dinnie's warning than she sees Fargoth's hippogriff drop below the group. Clutching the neck feathers of her own creature, Gwin leans forward and softly gives a few encouraging clucks with her tongue while simultaneously prompting it on with a slight kick of her heels. Shouting to the group she says, I doubt our attackers are acting on their own accord. Stay alert! I'm going to try and flank them on the eastern side and get within range.
@DM: Gwin will move at full hippogriff speed but with a slight easterly angle.
(Oh, how I wish I remembered to switch to infiltrator armor)
Donir curses, and pulls up on the reins, moving up till he's on a course to pass over the manticores.
"Alright, I don't have much in the way of ranged weaponry, so it seems I'll have to do things the old fashioned way. Glad I decided to do a bit of crafting before this mission. At the very least, I'll have the opportunity to test my finished product."
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
(Brevig will position himself between their assailants and Dinnie, and depending on Dinnie’s answer, will accelerate if he thinks it possible to outrun them, maintaining close spacing between himself and Dinnie.)
Dinnie, with a look of terror on his face, calls back to Brevig, "Yes, I believe it is possible! Turning around, however, may allow them to close on us!"
Fargoth watches his first shot strike its target; the rogue then maneuvers his steed, hoping to elude the manticores' notice. Gwin begins her move to flank, and Donir immediately urges his hippogriff to climb.
The manticores continue to close, their massive dragon-like wings flapping furiously.
Patrinmay act, and thereby end round 1. Then, to begin round 2, the others may act after Patrin. Some clarification on the map:
Manticores' altitude = 120'
Altitude for Gwin, Brevig, Dinnie (in grey), and Patrin = 100'
Altitude for Donir = 150'
Altitude for Fargoth = 50'
It may be helpful if you identify direction of movement (using the numbers of the clock method) and desired altitude (in feet). Your hippogriff can use its dash action if you desire, granting you up to 120' movement per turn. Changes in elevation should count as movement, however. For example, +40' altitude and 80' toward ten o'clock would consume all movement for the turn)
This post has potentially manipulated dice roll results.
Patrin brings his hippogriff up in altitude to a little above the manticores, and towards them to get to attack range (240 ft)
He then launches his attacks at Manticore1, in the hope of demoralising the attackers, sending his now familiar silver and gold blasts across the distance.
The first manticore, now struck by Fargothand Patrin, emits a roar of pain that can be heard despite its distance from the party.
Round 1 concludes
Dinnie yells to no one in particular, "I'm taking her to the ground! I've no way to fight from a distance!"
The halfling then leans forward and directs his hippogriff to descend rapidly. Within fifteen seconds or so, the halfling will be on his own two feet with shortswords drawn to face whatever fight may come to him.
"Stay calm, and stay with me. And mind the tail spikes," Brevig yells with confidence to Dinnie, attempting to reassure him and both of their mounts with his tone of voice, which carries powerfully and seems to lend strength of purpose to all who hear him. The aasimar dives just behind Dinnie, spurring his mount, trying to overtake him and maintain a higher altitude, so that he, Brevig, is between the halfling and the manticores. His aim is not to land, but to maintain a protective position. The watcher savors the wind buffeting him as the hippogryphs fold their wings and they rocket downward.
Channel Divinity: Watcher’s Will: As an action, you can choose up to 3 creatures you can see within 30 ft of you. For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. (Affects Brevig, Dinnie, and their two hippogryphs)
Gwin continues to flank their attackers on the eastern side. Urging her hippogriff forward the cleric makes for manticore 7 until she is directly facing it from 120 feet.
Sparks of light shoot from her fingers as the hill dwarf initiates a spell attack against the eastern-most monster.
This post has potentially manipulated dice roll results.
Fargoth guides his mount closer to the hills. It skims the peak of one, and glides about 20 feet off the ground. Keeping it steady, the elf nocks another arrow and fires at the closest manticore (2).
30 feet down, continuing same direction a further 30 feet, mount will dodge as an action.
This post has potentially manipulated dice roll results.
Dinnie brings his hippogriff safely to the ground while Brevig keeps guard just above the halfling. Donir continues to gain altitude; he is now the highest flyer, approximately 80' above the approaching manticores. Gwin's guiding bolt works precisely as she has intended; the targeted manticore flies within range and is immediately struck by the beam of energy and light. Unaware of the rider to its left, manticore 2 is pierced through the ribs by Fargoth's arrow.
The members of the flying herd begin their first volley of attacks, whipping their tails forward and sending spikes through the air. Two of the monsters focus Gwin...
Of the seven manticores, two refrain from attacking. One descends rapidly (#1), seemingly intending to land. A second (#5) breaks from the group, vectoring west. Whether it's aware of Fargothor executing some other plan is difficult to tell.
Patrin acts next, which will end round 2. Then all others may act. All manticores are flying at an altitude of approximately 120', except manticore 1, which has descended rapidly and is very near the ground. Numbers 1, 2, and 7 are wounded. The others are unharmed.
Patrin screams in pain, as every. single. spike. hits him…
’Ware their tails!’ he calls out, before pulling his hippogriff to the right and down - but not before casting a blazing golden bolt towards Manticore 3…
Guiding the hippogriff toward 9 and heading to the ground ASAP…!
He casts Guiding Bolt at Manticore3, and then uses his bonus action to heal himself.
Brevig notices that the manticores are targeting riders, not mounts, so he utters a prayer and the subtle runes shifting across the fur of his hippogryph move to crawl over his armor and skin instead. He continues the same maneuver, keeping himself between Dinnie and the manticores.
This post has potentially manipulated dice roll results.
Donir urges his hippogriff to even greater speeds, and when he's just a few feet away from it... he leaps off. Plummeting towards the ground and the winged beast between him and it, Donir brings back his one fist, and as he accelerates, and accelerates...
Acrobatics: 12
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
This post has potentially manipulated dice roll results.
...and misses.
Donir plummets straight by the manticore, his fist just barely shaving a few hairs off of its mane, but not connecting. For a moment, it seems as if the dwarf is about to splatter against the earth... but when everyone looks down, he's not a speck in the distance. Because he's flying straight back up, bolts of hot lightning blasting from his boots, somehow propelling him forward. As he moves by the monstrosity, he makes a swift turn, angling his feet towards it, and another burst of lightning and thunder shoots from them, blasting both dwarf and manticore back.
Reaction for flash of genius, casting thunderwave at 2nd level.
Con 17 save or 18 thunder and 10 ft. knockback.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Patrin's guiding bolt sears its target, causing the manticore to wobble in its flight. Moments later the air is filled with the noise of a thunderclap as Donir causes one of the manticores to become disoriented momentarily. The creature freefalls for a few seconds before recovering from the shock.
(Gwin and Fargoth may act, in any order. Manticore 2 is seriously wounded. Manticores 1, 3, and 7 are wounded)
This post has potentially manipulated dice roll results.
Gwin gently presses her heel into the hippogriff's left flank while *simultaneously stroking its neck feathers and uttering encouraging words. Trying not to get too separated from the rest of the group, Gwin's hippogriff turns west toward Patrin with manticore 4 now directly in their path. Loosing another thunderous bolt the cleric attempts to injure the yet unaffected creature.
*It's quite a sight, the cleric's cloaks fluttering behind her, long tendrils of black hair loosed from its bun and winding around her face and neck while Gwin's tiny body is practically engulfed with every flap of her mount's wings. You wouldn't expect a dwarf to ride such a massive creature with graceful ease, but in her early days of temple work the acolytes enjoyed games of Whifflepump in their spare time and of course it's nearly impossible for a dwarf to play Whifflepump without a hippogriff.
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
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Themius cannot hide a slight grin after he hears Donir's concerns about the hippogriffs. "I assure you, Donir, a sack of potatoes could safely pilot one of these beasts. So well trained they are."
The journey from Waterdeep to the Sunset Mountains has been mapped out in three phases:
There is a consensus with Sarime, Themius, and Merranock regarding the need for heightened caution and watchfulness as this endeavor moves forward. They have no insight regarding the vague threat that he, whoever it might be, is aware of Dhamab's fate or the identity of those who retrieved it. They also doubt that the encounter with the imps was purely coincidental.
<> - <> - <> - <> - <> - <> - <> - <>
From Waterdeep to Daggerford
It is for these reasons, then, that the Halls of Justice arrange for the party to travel south to Daggerford as cargo. Rather than leaving Waterdeep on horseback--a sight that would be somewhat easily detectable by any potential foes--the five of you sit in a large wooden wagon being pulled by a team of four draft horses. At the reins sits a taciturn half-orc named (of all things) Shrug. Next to him sits Marza, a large she-wolf that frequently joins you in the back of the wagon for the sole purpose of sharing her affection (which manifests itself in large quantities of her fur clinging to your garments and even larger quantities of her saliva on your face and neck). For whatever reason, Fargoth is her favorite.
The wagon in which you are carried is fully enclosed by high wooden side walls and a canvas roof. To anyone passing by, the wagon appears to be one of the many (and, therefore, common) vehicles that transports goods from Waterdeep to smaller towns. Traveling in this manner costs an extra day, but a loss of one day seems worthwhile for the secrecy and safety it provides.
Four days after departing Waterdeep, Shrug guides the wagon off the main road approximately one mile north of Daggerford. "Edo's smithy stands on the eastern edge of town," he explains. "Go there directly under cover of darkness. And may Tyr's hand be upon you."
You can hear Marza's whimpers as you slink away, making toward Daggerford over the sparsely-covered hills that lie north of the town. Half an hour later, you stand in the home of Edo, a one-eyed human male, who leads you on a one-hour march to a canyon south of the Delimbiyr River. In that canyon stand the creatures that are to take you to Berdusk. A lightfoot halfling named Dinnie has been tasked with guiding the party in this airborne portion of the journey.
<> - <> - <> - <> - <> - <> - <> - <>
From Daggerford to Berdusk
The great unease of streaking across the sky on the back of a hippogriff wears off after a day or so. By the end of the second day, you have become quite comfortable with the entire process, and you and your steed seem to understand each other quite well. Five days pass as you speed over the hills, forests, rivers, and towns below you. The only complaint you have is the cold that bites at you as you slice through the air.
It is on the sixth day of your airborne journey that you encounter the terror of facing an enemy when the ground is over one hundred feet below. Less than an hour of daylight remains when you spy several dark, indistinct shapes rising toward you from the southeast. As the distance quickly narrows between your party and the approaching shapes, Dinnie looks over his shoulder and calls to all of you. "Manticores!"
Initiative:
Brevig, Donir, Fargoth, and Gwin may act in any order. The manticores will follow. Patrin will then act. The 7 manticores are approximately 300' distant and flying directly toward you.
Rules regarding mounted combat:
I am assuming you are electing to control your hippogriff, rather than allowing it to act independently. If this is not correct, please let me know.
Also, movement while in flight is a bit different from movement on the ground. For example, stopping and moving directly backwards isn't an option (after all, you're not flying on hummingbirds). So, after you explain your movement for the first round, I will create a battle map that will, hopefully, reflect things accurately. Be as detailed as possible in your description (e.g. "I spur my hippogriff to fly straight ahead but climb as fast as possible" or "I turn as sharply as possible to the left")
Have fun!
"Dinnie, take cover among us, and stay close to me," shouts the aasimar, sitting tall in the saddle, the setting sun throwing a corona of illumination around his armored form. Brevig shifts his shield into position and readies his morning star, testing the balance of these new treasures, reflecting upon their purchase, 'I seek no returns for the healing and relief I give freely to the people of Waterdeep, but, too, I am grateful for the kindness those whom I heal show me. If not for having relieved an old smith of the tumor assailing him, I'm certain these magic items he sold me would have cost far more than I could spare.'
To their halfling guide, the paladin calls again, "Can we outrun them?," then reads out loud a few runes written upon a small slip of paper he has adhered to the back of his shield. The paper disintegrates, smoldering away in a few moments, while the runes slip off of it and, growing larger, circle around his (Brevig's) mount, like shifting tattoos, providing divine protection to the hippogryph.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Fargoth slides his bow off his shoulder and grips the flanks of his hippogriff with his knees. He'd tested it a little on their journey, and it seemed amenable enough to his command. It made less of a mess of his clothing than the wolf, as well.
He lines up a shot at one of the manticores, and then forces his mount down and wide, trying to get below the horizon from the manticores' perspective.
Maybe at a 45 deg angle both ways, heading west since Gwin below is heading east. Rolling Stealth for the hell of it.
Attack: 18
Damage: 7
Stealth: 24
No sooner does Gwin hear Dinnie's warning than she sees Fargoth's hippogriff drop below the group. Clutching the neck feathers of her own creature, Gwin leans forward and softly gives a few encouraging clucks with her tongue while simultaneously prompting it on with a slight kick of her heels. Shouting to the group she says, I doubt our attackers are acting on their own accord. Stay alert! I'm going to try and flank them on the eastern side and get within range.
@DM: Gwin will move at full hippogriff speed but with a slight easterly angle.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
(Oh, how I wish I remembered to switch to infiltrator armor)
Donir curses, and pulls up on the reins, moving up till he's on a course to pass over the manticores.
"Alright, I don't have much in the way of ranged weaponry, so it seems I'll have to do things the old fashioned way. Glad I decided to do a bit of crafting before this mission. At the very least, I'll have the opportunity to test my finished product."
"Ignorance is bliss, and you look absolutely miserable."
(Brevig will position himself between their assailants and Dinnie, and depending on Dinnie’s answer, will accelerate if he thinks it possible to outrun them, maintaining close spacing between himself and Dinnie.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Dinnie, with a look of terror on his face, calls back to Brevig, "Yes, I believe it is possible! Turning around, however, may allow them to close on us!"
Fargoth watches his first shot strike its target; the rogue then maneuvers his steed, hoping to elude the manticores' notice. Gwin begins her move to flank, and Donir immediately urges his hippogriff to climb.
The manticores continue to close, their massive dragon-like wings flapping furiously.
Patrin may act, and thereby end round 1. Then, to begin round 2, the others may act after Patrin. Some clarification on the map:
It may be helpful if you identify direction of movement (using the numbers of the clock method) and desired altitude (in feet). Your hippogriff can use its dash action if you desire, granting you up to 120' movement per turn. Changes in elevation should count as movement, however. For example, +40' altitude and 80' toward ten o'clock would consume all movement for the turn)
Patrin brings his hippogriff up in altitude to a little above the manticores, and towards them to get to attack range (240 ft)
He then launches his attacks at Manticore1, in the hope of demoralising the attackers, sending his now familiar silver and gold blasts across the distance.
Attack: 29 Damage: 13
Attack: 20 Damage: 12
The first manticore, now struck by Fargoth and Patrin, emits a roar of pain that can be heard despite its distance from the party.
Round 1 concludes
Dinnie yells to no one in particular, "I'm taking her to the ground! I've no way to fight from a distance!"
The halfling then leans forward and directs his hippogriff to descend rapidly. Within fifteen seconds or so, the halfling will be on his own two feet with shortswords drawn to face whatever fight may come to him.
(Donir, Fargoth, Gwin, and Brevig may act)
"Stay calm, and stay with me. And mind the tail spikes," Brevig yells with confidence to Dinnie, attempting to reassure him and both of their mounts with his tone of voice, which carries powerfully and seems to lend strength of purpose to all who hear him. The aasimar dives just behind Dinnie, spurring his mount, trying to overtake him and maintain a higher altitude, so that he, Brevig, is between the halfling and the manticores. His aim is not to land, but to maintain a protective position. The watcher savors the wind buffeting him as the hippogryphs fold their wings and they rocket downward.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Gwin continues to flank their attackers on the eastern side. Urging her hippogriff forward the cleric makes for manticore 7 until she is directly facing it from 120 feet.
Sparks of light shoot from her fingers as the hill dwarf initiates a spell attack against the eastern-most monster.
Guiding Bolt: 25 If successful, radiant damage: 23
Edit: I just realized the squares are 20 ft not 10 ft, so I'll use my guiding bolt as a ready action when the manticore is within range
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Donir continues forward, attempting to position himself in such a way that he would be above the manticores when they end up crossing past each other.
"Ignorance is bliss, and you look absolutely miserable."
Fargoth guides his mount closer to the hills. It skims the peak of one, and glides about 20 feet off the ground. Keeping it steady, the elf nocks another arrow and fires at the closest manticore (2).
30 feet down, continuing same direction a further 30 feet, mount will dodge as an action.
Attacking with sharpshooter
Attack: 21
Damage: 35
Stealth: 25
Elven Accuracy: 2
Dinnie brings his hippogriff safely to the ground while Brevig keeps guard just above the halfling. Donir continues to gain altitude; he is now the highest flyer, approximately 80' above the approaching manticores. Gwin's guiding bolt works precisely as she has intended; the targeted manticore flies within range and is immediately struck by the beam of energy and light. Unaware of the rider to its left, manticore 2 is pierced through the ribs by Fargoth's arrow.
The members of the flying herd begin their first volley of attacks, whipping their tails forward and sending spikes through the air. Two of the monsters focus Gwin...
NOTE: Manticore 6 attacks with disadvantage because it is more that 100' from Gwin
Likewise, Patrin sees two manticores flinging tail spikes in his direction...
NOTE: All attacks made with disadvantage
And one manticore aims for Donir overhead...
NOTE: Attacks are made with disadvantage
Of the seven manticores, two refrain from attacking. One descends rapidly (#1), seemingly intending to land. A second (#5) breaks from the group, vectoring west. Whether it's aware of Fargoth or executing some other plan is difficult to tell.
Patrin acts next, which will end round 2. Then all others may act. All manticores are flying at an altitude of approximately 120', except manticore 1, which has descended rapidly and is very near the ground. Numbers 1, 2, and 7 are wounded. The others are unharmed.
Patrin screams in pain, as every. single. spike. hits him…
’Ware their tails!’ he calls out, before pulling his hippogriff to the right and down - but not before casting a blazing golden bolt towards Manticore 3…
Guiding the hippogriff toward 9 and heading to the ground ASAP…!
He casts Guiding Bolt at Manticore3, and then uses his bonus action to heal himself.
Guiding Bolt: Attack: 19 Damage: 36
Healing: 14
Brevig notices that the manticores are targeting riders, not mounts, so he utters a prayer and the subtle runes shifting across the fur of his hippogryph move to crawl over his armor and skin instead. He continues the same maneuver, keeping himself between Dinnie and the manticores.
Brevig Action: Cast shield of faith
Hippogryph Movement Action: stay ahead of Dinnie. Dodge, if possible.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Donir urges his hippogriff to even greater speeds, and when he's just a few feet away from it... he leaps off. Plummeting towards the ground and the winged beast between him and it, Donir brings back his one fist, and as he accelerates, and accelerates...
Acrobatics: 12
"Ignorance is bliss, and you look absolutely miserable."
...and misses.
Donir plummets straight by the manticore, his fist just barely shaving a few hairs off of its mane, but not connecting. For a moment, it seems as if the dwarf is about to splatter against the earth... but when everyone looks down, he's not a speck in the distance. Because he's flying straight back up, bolts of hot lightning blasting from his boots, somehow propelling him forward. As he moves by the monstrosity, he makes a swift turn, angling his feet towards it, and another burst of lightning and thunder shoots from them, blasting both dwarf and manticore back.
Reaction for flash of genius, casting thunderwave at 2nd level.
Con 17 save or 18 thunder and 10 ft. knockback.
"Ignorance is bliss, and you look absolutely miserable."
CON save for manticore 2: 20
Patrin's guiding bolt sears its target, causing the manticore to wobble in its flight. Moments later the air is filled with the noise of a thunderclap as Donir causes one of the manticores to become disoriented momentarily. The creature freefalls for a few seconds before recovering from the shock.
(Gwin and Fargoth may act, in any order. Manticore 2 is seriously wounded. Manticores 1, 3, and 7 are wounded)
Gwin gently presses her heel into the hippogriff's left flank while *simultaneously stroking its neck feathers and uttering encouraging words. Trying not to get too separated from the rest of the group, Gwin's hippogriff turns west toward Patrin with manticore 4 now directly in their path. Loosing another thunderous bolt the cleric attempts to injure the yet unaffected creature.
Guiding Bolt: 24 If successful, radiant damage: 22
*It's quite a sight, the cleric's cloaks fluttering behind her, long tendrils of black hair loosed from its bun and winding around her face and neck while Gwin's tiny body is practically engulfed with every flap of her mount's wings. You wouldn't expect a dwarf to ride such a massive creature with graceful ease, but in her early days of temple work the acolytes enjoyed games of Whifflepump in their spare time and of course it's nearly impossible for a dwarf to play Whifflepump without a hippogriff.
‘The hardest thing in this world is to live in it.’ - Buffy Summers