Elandra wanders over, spying the creatures as best she can whilst remaining hidden. "I am not one to advocate mindless slaughter, there is a lack of finesse to it all. That said, after what we just fought these two seem somewhat less threatening even with us not being at full capacity. I'd suggest we try to sneak by. If that fails then we have closed the gap and can engage them quickly and as brutally as we need to." She pauses and looks around the trail, "Koric, can Balthar tell us if there are any more nearby?"
This post has potentially manipulated dice roll results.
Koric seems to come out of a daze, his mind elsewhere while everyone debated, "What?" He looks around as he replays Elandra's words in his mind, "Oh. Yes, yes, of course."
"Perfect place for an ambush, eh?" But who is ambushing whom?
He rubs his hands on his trousers as he crouches down, "Tap me on the shoulder if you need my attention."
Eyes closed, he sends Balthar aloft asking him to head west, flying low, then quickly rise and circle to the north, heading clockwise around a circle. He watches through the owls eyes as it completes a half circle then flies low to return to him.
Move west 70' then 70' up (ie' 100' range), then do a semicircle, and drop down then return.
By my estimate, that would take about 7 rounds, and if he sees something obvious earlier, Koric might change the plan...
He is especially interested to see if there are other hidden undead, and if they are blocking the path, and if there are any places that their group might sneak past.
This post has potentially manipulated dice roll results.
@Koric
Balthar flies west, moving the 60 feet of movement that he can in his first turn of the rotation you are trying to have him do. He flies along, low to the ground as he surveys the landscape, but can't see much of anything even with his amazing eyesight. Looking through the Bathar's eyes and hearing through his ears, you suddenly hear the two wights cackle and see them stare directly at the party. Clearly, they know you are there... and something else does as well. Balthar is overcome with a psychic force, and attempts to resist it as it tries to pull him downward. All he can see is a little flicker of a spectral outline of what looks like a dwarven spirit. For simplicity's sake, I'm going to roll Balthar's roll here (a Strength check contested by a Charisma check from whatever this force is) Force Charisma: 10 Balthar Strength: 6
Koric, before you have any chance to respond, Balthar immediately falters, not even able to resist for a moment before the force smashes him into the ground. There's no need to roll fall damage, as Balthar only has 1 hit point. He instantly disappears in a cloud of magical smoke. Koric, with your familiar dispelled, you gain back your sight and hearing. The two wights cackle, preparing to charge towards the group. Clearly, whatever other forces they have with them here are not visible, but you get the sense with Bathar's fate those two wights are far from alone. Initiative + more details coming soon!
Notes on this battle: As you have now learned, there are invisible foes on this battlefield! In terms of how you might detect them, any spells or actions that could detect invisible entities will be able to help you. If you are within 5ft of an invisible enemy, I will also rule you can make out its (therefore know its location). You can also cast spells (especially AOE) spells blindly and try to hit things, and certain other actions could certainly help you find creatures that are invisible. Get creative with what could help you hear or see them! If an action makes something visible to the whole group, I will put it on them map, but if it makes only you able to detect them, I will reveal their location to you privately and it is up to you to relay that info to others in a way that makes sense for the character to be able to describe it. Good luck!
Order is as follows: Soloth, Lux, ????, Wights, Koric, Elandra, Dazlyn, Liri, Jade, Norbus. Soloth is up! Map is the same as before but without Balthar.
@Koric (your above question)
What I mean in this case is that there is something else actively here with the wights, whatever it is that just attacked Balthar. Up to the party to determine what exactly is there or how many there are
Lux casts Spiritual Guardians and designates his team as unaffected.
Spiritual Guardians fly about in a 15' radius where ever I move.
WIS 16 Save
An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
This post has potentially manipulated dice roll results.
@Soloth and Lux
Soloth, you create a large circle of spiked ground around the general area of the wights, making it much harder for them to progress towards the group. Lux, you prepare your defenses, weary of whatever forces are at play here
The mysterious forces shift around the map, and in one massive wave, they unleash their force of their psychic power against various members of the group Elandra, make a strength check contested by a Charisma check of 14. If you fail, you are thrown 30 feet into the air, taking 8 fall damage and falling prone Soloth, make a strength check contested by a Charisma check of 19. If you fail, you are thrown 30 feet into the air, taking 9 fall damage and falling prone Norbus makes a strength check of 12 contested by a Charisma check of 8. If he fails, he is thrown 30 feet into air, taking 15 fall damage and falls prone Liri, make a strength check contested by a Charisma check of 7. If you fail, you are thrown 30 feet into the air, taking 5 fall damage and falling prone In addition, two mysterious forces unleash their attacks on the rocks in from of the group, one being thrown at Dazlyn and one at Soloth Attack on Soloth: 9 Damage: 6 Attack on Dazlyn 7 Damage: 4
This post has potentially manipulated dice roll results.
The wights then prepare to strike the group, each taking 5 damage as they move laterally off of the path of thorns (10 damage for moving over 10 feet of the thorny ground, halved by resistance to piercing). They then hold up their hands and unleash two dark bolts of necrotic energy, the first one shooting at Norbus and the second at Liri Attacks on Norbus: Attack: 11 Damage: 7 Attack: 11 Damage: 8 Attacks on Liri: Attack: 10 Damage: 11 Attack: 15 Damage: 9
This post has potentially manipulated dice roll results.
Panicking and angry at the loss of his familiar, and not having a clue what is attacking them, Koric focuses his mind and begins a complex incantation. Flames and heat gather around him, and quickly concentrate into a point of intense light that he hurriedly launches toward the centre of the clearing. When it lands it erupts into a massive ball of flame.
The wights have cunningly moved 65' apart (pretty clever), so he can only hit one of them. I think this is the best he can do (ie. just hit W1. If he could hit both, he would):
This post has potentially manipulated dice roll results.
@Koric
You launch a massive fireball at a patch of the battlefield, trying to sear the first wight and anything else near it Wight Dex Save: 12 ????? Dex Save: 4
The first wight takes the full damage, reeling back heavily burnt. After the blaze subsides, you see the outline of what looks to you to be some sort of dwarven ghost, only visible slightly southeast of the wight, visible only because it is covered in ash from the blaze. It was also hit full-force by the fireball, but looks a bit less harmed by the flames (resistance to fire damage). It looks pretty hurt for the moment you can see it before it brushes off the ash and again becomes invisible
Elandra is up!
Note: Looking at fireball, I think it is just a 20 foot radius? Would still hit both of the enemies anyway, but for future reference I think the range is smaller than what you outlined here
....Note: Looking at fireball, I think it is just a 20 foot radius? Would still hit both of the enemies anyway, but for future reference I think the range is smaller than what you outlined here
((Not sure I'll have much chance to post tomorrow, so I'm just posting my action early to help keep things moving))
With a groan, Liri staggers back up to her feet, shaking the dust and gravel from herself. She then casts Barkskin on herself, her skin becoming visibly rougher and gnarled. ((Her AC is now 16))
This post has potentially manipulated dice roll results.
((sorry about the delay in posting))
Str save: 14
Standing strong against the wave of energy that hits her, Elandra spies the wight that has moved over to her side of the battlefield, and possibly an extra flicker of resistance when Koric's fireball hit - unsure if it was just a trick of the flame or maybe something more substantial. She shouts to Jade as Elandra rushes forwards, "Let's go fishing, help me to find them!" singing the last words in a light and flitty tune as she unleashes a spell, shedding momentary light on an area around the closest wight.
Action: Cast Faerie Fire targeted around Wight I, and if she has any inclination where another creature might be in proximity, she will try to catch that in the 20ft cube also. Bonus: Bardic inspiration on Jade Movement: 30ft forward around rock pillar to bring the wight in range
This post has potentially manipulated dice roll results.
@Elandra
You works flicker out of your mouth and light starts to dance around the wight, illuminating him in a series of bright colors Wight Save: 5 ???? Save: 21
The light flickers around the wight as it winces at the brightness of it. @All, It also reveals a spirit located 10ft south and 5ft east of Wight #1. The spirit is clearly dwarven in nature, although it lacks the trappings of a mage like the two wights have
@Jade Dazlyn then runs over to you and puts a hand on your left shoulder saying "Fight yer heart out! Moradin will shield you from harm". He then casts Protection from Evil and Good on you
@Liri Thick, gnarly roots grow over your skin, protecting you from harm
Jade briefly turns to Elandra and Dazlyn giving them a quick nod, "Thank you"
She then runs towards the now outlined creature and wight 1, knowing she won't be able to use her favored weapons, but pulls out her longbow as she gets to her spot. She calms herself as she gets there, not allowing exterior elements cloud her concentration. She first casts hunters mark on the invisible creature "Try and run, even in the dark, you cannot escape, my hunters mark" She pulls back her bow and fires her arrows.
@Jade (I don't know if you intended to rhyme or not Jade, but I love it.)
Firing at the exposed spirit, your first arrow strikes the spirit right where it's heart would have been if it were alive, and the spirit dissipates. Since it is dead before your second attack, let me know if you want to fire that arrow somewhere else and if you want to use the bardic still or not.
Norbus runs over towards the second wight, making it to the top left corner of the rock in front of Soloth, and then looking around him, concerned after the absolute barrage of psychic attacks levied on the group, he takes the dodge action
Soloth is up! If you want to hold your turn to see where Jade redirects the second arrow, feel free to do so
Lux says "I also can turn them from harming us. I say we proceed."
D&D since 1984
Elandra wanders over, spying the creatures as best she can whilst remaining hidden. "I am not one to advocate mindless slaughter, there is a lack of finesse to it all. That said, after what we just fought these two seem somewhat less threatening even with us not being at full capacity. I'd suggest we try to sneak by. If that fails then we have closed the gap and can engage them quickly and as brutally as we need to." She pauses and looks around the trail, "Koric, can Balthar tell us if there are any more nearby?"
Bring out your inner chatacter class...
Koric seems to come out of a daze, his mind elsewhere while everyone debated, "What?" He looks around as he replays Elandra's words in his mind, "Oh. Yes, yes, of course."
"Perfect place for an ambush, eh?" But who is ambushing whom?
He rubs his hands on his trousers as he crouches down, "Tap me on the shoulder if you need my attention."
Eyes closed, he sends Balthar aloft asking him to head west, flying low, then quickly rise and circle to the north, heading clockwise around a circle. He watches through the owls eyes as it completes a half circle then flies low to return to him.
Move west 70' then 70' up (ie' 100' range), then do a semicircle, and drop down then return.
By my estimate, that would take about 7 rounds, and if he sees something obvious earlier, Koric might change the plan...
He is especially interested to see if there are other hidden undead, and if they are blocking the path, and if there are any places that their group might sneak past.
Balthar Perception: 14
@Koric
Balthar flies west, moving the 60 feet of movement that he can in his first turn of the rotation you are trying to have him do. He flies along, low to the ground as he surveys the landscape, but can't see much of anything even with his amazing eyesight. Looking through the Bathar's eyes and hearing through his ears, you suddenly hear the two wights cackle and see them stare directly at the party. Clearly, they know you are there... and something else does as well. Balthar is overcome with a psychic force, and attempts to resist it as it tries to pull him downward. All he can see is a little flicker of a spectral outline of what looks like a dwarven spirit. For simplicity's sake, I'm going to roll Balthar's roll here (a Strength check contested by a Charisma check from whatever this force is)
Force Charisma: 10
Balthar Strength: 6
Koric, before you have any chance to respond, Balthar immediately falters, not even able to resist for a moment before the force smashes him into the ground. There's no need to roll fall damage, as Balthar only has 1 hit point. He instantly disappears in a cloud of magical smoke. Koric, with your familiar dispelled, you gain back your sight and hearing. The two wights cackle, preparing to charge towards the group. Clearly, whatever other forces they have with them here are not visible, but you get the sense with Bathar's fate those two wights are far from alone. Initiative + more details coming soon!
Koric pales as the wave of force washes over Balthar; he is not fast enough to dismiss the familiar before it dees.
His eyes flash open. "They're coming! And there's something else with them."
(( @DM: We knew there were other undead dwarves(?); am I correct in thinking that you mean there's also another something? ))
Initiative:
Elandra: 18
Jade: 6
Koric: 7
Liri: 23
Lux: 15
Soloth: 15
Norbus: 5
Dazlyn: 19
Wights: 5
????: 19
Notes on this battle:
As you have now learned, there are invisible foes on this battlefield! In terms of how you might detect them, any spells or actions that could detect invisible entities will be able to help you. If you are within 5ft of an invisible enemy, I will also rule you can make out its (therefore know its location). You can also cast spells (especially AOE) spells blindly and try to hit things, and certain other actions could certainly help you find creatures that are invisible. Get creative with what could help you hear or see them! If an action makes something visible to the whole group, I will put it on them map, but if it makes only you able to detect them, I will reveal their location to you privately and it is up to you to relay that info to others in a way that makes sense for the character to be able to describe it. Good luck!
Order is as follows: Soloth, Lux, ????, Wights, Koric, Elandra, Dazlyn, Liri, Jade, Norbus. Soloth is up! Map is the same as before but without Balthar.
@Koric (your above question)
What I mean in this case is that there is something else actively here with the wights, whatever it is that just attacked Balthar. Up to the party to determine what exactly is there or how many there are
Lux casts Spiritual Guardians and designates his team as unaffected.
Spiritual Guardians fly about in a 15' radius where ever I move.
WIS 16 Save
An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
D&D since 1984
@Soloth and Lux
Soloth, you create a large circle of spiked ground around the general area of the wights, making it much harder for them to progress towards the group. Lux, you prepare your defenses, weary of whatever forces are at play here
The mysterious forces shift around the map, and in one massive wave, they unleash their force of their psychic power against various members of the group
Elandra, make a strength check contested by a Charisma check of 14. If you fail, you are thrown 30 feet into the air, taking 8 fall damage and falling prone
Soloth, make a strength check contested by a Charisma check of 19. If you fail, you are thrown 30 feet into the air, taking 9 fall damage and falling prone
Norbus makes a strength check of 12 contested by a Charisma check of 8. If he fails, he is thrown 30 feet into air, taking 15 fall damage and falls prone
Liri, make a strength check contested by a Charisma check of 7. If you fail, you are thrown 30 feet into the air, taking 5 fall damage and falling prone
In addition, two mysterious forces unleash their attacks on the rocks in from of the group, one being thrown at Dazlyn and one at Soloth
Attack on Soloth: 9 Damage: 6
Attack on Dazlyn 7 Damage: 4
Strength check: 14
The wights then prepare to strike the group, each taking 5 damage as they move laterally off of the path of thorns (10 damage for moving over 10 feet of the thorny ground, halved by resistance to piercing). They then hold up their hands and unleash two dark bolts of necrotic energy, the first one shooting at Norbus and the second at Liri
Attacks on Norbus:
Attack: 11 Damage: 7
Attack: 11 Damage: 8
Attacks on Liri:
Attack: 10 Damage: 11
Attack: 15 Damage: 9
Updated Map:
Koric is now up!
Panicking and angry at the loss of his familiar, and not having a clue what is attacking them, Koric focuses his mind and begins a complex incantation. Flames and heat gather around him, and quickly concentrate into a point of intense light that he hurriedly launches toward the centre of the clearing. When it lands it erupts into a massive ball of flame.
Fireball 24 fire damage, DEX save 17 for HALF.
The wights have cunningly moved 65' apart (pretty clever), so he can only hit one of them. I think this is the best he can do (ie. just hit W1. If he could hit both, he would):

@Koric
You launch a massive fireball at a patch of the battlefield, trying to sear the first wight and anything else near it
Wight Dex Save: 12
????? Dex Save: 4
The first wight takes the full damage, reeling back heavily burnt. After the blaze subsides, you see the outline of what looks to you to be some sort of dwarven ghost, only visible slightly southeast of the wight, visible only because it is covered in ash from the blaze. It was also hit full-force by the fireball, but looks a bit less harmed by the flames (resistance to fire damage). It looks pretty hurt for the moment you can see it before it brushes off the ash and again becomes invisible
Elandra is up!
Note: Looking at fireball, I think it is just a 20 foot radius? Would still hit both of the enemies anyway, but for future reference I think the range is smaller than what you outlined here
You are correct!! Many apologies!
((Not sure I'll have much chance to post tomorrow, so I'm just posting my action early to help keep things moving))
With a groan, Liri staggers back up to her feet, shaking the dust and gravel from herself. She then casts Barkskin on herself, her skin becoming visibly rougher and gnarled. ((Her AC is now 16))
((sorry about the delay in posting))
Str save: 14
Standing strong against the wave of energy that hits her, Elandra spies the wight that has moved over to her side of the battlefield, and possibly an extra flicker of resistance when Koric's fireball hit - unsure if it was just a trick of the flame or maybe something more substantial. She shouts to Jade as Elandra rushes forwards, "Let's go fishing, help me to find them!" singing the last words in a light and flitty tune as she unleashes a spell, shedding momentary light on an area around the closest wight.
Action: Cast Faerie Fire targeted around Wight I, and if she has any inclination where another creature might be in proximity, she will try to catch that in the 20ft cube also.
Bonus: Bardic inspiration on Jade
Movement: 30ft forward around rock pillar to bring the wight in range
Bring out your inner chatacter class...
@Elandra
You works flicker out of your mouth and light starts to dance around the wight, illuminating him in a series of bright colors
Wight Save: 5
???? Save: 21
The light flickers around the wight as it winces at the brightness of it. @All, It also reveals a spirit located 10ft south and 5ft east of Wight #1. The spirit is clearly dwarven in nature, although it lacks the trappings of a mage like the two wights have
@Jade
Dazlyn then runs over to you and puts a hand on your left shoulder saying "Fight yer heart out! Moradin will shield you from harm". He then casts Protection from Evil and Good on you
@Liri
Thick, gnarly roots grow over your skin, protecting you from harm
Map:
JAd
Location of Spirit:
Jade is up!
Jade briefly turns to Elandra and Dazlyn giving them a quick nod, "Thank you"
She then runs towards the now outlined creature and wight 1, knowing she won't be able to use her favored weapons, but pulls out her longbow as she gets to her spot. She calms herself as she gets there, not allowing exterior elements cloud her concentration. She first casts hunters mark on the invisible creature "Try and run, even in the dark, you cannot escape, my hunters mark" She pulls back her bow and fires her arrows.
Attack: 19 Damage: 20
Attack: 24 Damage: 9
bardic inspiration for the second attack 4
@Jade
(I don't know if you intended to rhyme or not Jade, but I love it.)
Firing at the exposed spirit, your first arrow strikes the spirit right where it's heart would have been if it were alive, and the spirit dissipates. Since it is dead before your second attack, let me know if you want to fire that arrow somewhere else and if you want to use the bardic still or not.
Norbus runs over towards the second wight, making it to the top left corner of the rock in front of Soloth, and then looking around him, concerned after the absolute barrage of psychic attacks levied on the group, he takes the dodge action
Soloth is up! If you want to hold your turn to see where Jade redirects the second arrow, feel free to do so