{{We're waiting for Karm's turn, but I think as the second quarter is the wizard rider, I'll post his and Leander's action first while we wait. Karm, just post your action when you have the time, hopefully before the Fourth Quarter starts.}}
First Quarter
Leander Action: send Raven to alert the Rangers. Leander Bonus Action: use feature Spirit Totem Bear - Each creature (Eremoz and Dvark) gains temporary hit points equal to 8. In addition, you gain an advantage on Strength checks and Strength saving throws while within 30 feet of the spirit totem (Leander's strange-looking horse).
First Quarter End - Pending Karm's Turn
Second Quarter
Inferno Wizard: Talking
Hunter Nightmare Movement: 90 feet toward the group Hunter Nightmare Action: Ethereal Stride (with its rider)
Second Quarter End
Behind Eremoz, Leander whispers something to his raven and lets the bird go north. He then touches his strange-looking horse and green veins appear all over its body. The strange-looking horse starts to bulk up and its neck shortens and thickens. At a glance, it resembles a misshapen bear. The strange horse or bear or whatever it is lets out a snort of green fumes that surrounds it, Leander, Eremoz, and Dvark before dissipating as quickly as it comes.
Dvark and Eremoz, as soon as the green fumes touch you, you feel a rush of adrenaline shoots through your body.
"I am a practitioner of the arcane arts, sir," the rider says. "Talking is the only thing I am good at in a confrontation. Let's just say that we have a need for the jade and will return it when we're done using it. I will be happy to wait for a more formal discussion, but I don't think my friends want to."
As the rider says, the horse carrying the hunter begins charging at the group before shimmering and vanishing.
{{Eremoz, your held action goes off just before the nightmare and the hunter disappears. Roll your attack.}}
{{Third Quarter, Dvark, if you want to post your action, you can. If you want to wait for Karm, we can do that too.}}
Inferno Hunter: in the Ethereal Plane; Hold Action
Knight Nightmare: Move 90 feet and Dash another 90 feet.
{{This puts the Inferno Knight about 60 feet from Dvark, so he can attempt to tackle.}} Inferno Knight Opposing [Tooltip Not Found]: 4 Inferno Multiattack Dvark: 14 Damage: 7 Inferno Multiattack Dvark: 17 Damage: 9
Wizard Nightmare: Ethereal Stride with Inferno Wizard
"No talk," the hobgoblin squad leader says in Common.
"You die here," he continues his words in Goblin. "We will not give something so precious to someone as greedy as you. You think you are strong enough to breach our village, but you do not know who you are dealing with. Men! Loose!"
The hobgoblin squad unleashes a volley of arrows toward the wizard. A grunt from the wizard follows two arrows finding their way into his body. The wizard looks at the patrol squad and the group with disappointment before he and his steed vanish from view.
As the group backs away, Dvark sees the knightly rider nearby. With a burst of speed, he tackles the knight off of their steed. Angered by the fall, they swing their greatsword at Dvark. Dvark nimbly dodges away, but the second swing surprises him.
{{Position update: The only visible ones, the Knight and their nightmare, are about 120 feet away from Cob, Drexon, and Karm; about 90 feet away from Eremoz; about 180 feet away from the Patrol Squad.}}
This post has potentially manipulated dice roll results.
As Drexon looks on, Karm rushes closer toward the flaming steed and sends a shard of ice at it. The ice vaporizes from the heat, but it seems that it hurts the steed slightly.
Nearby, Eremoz throws his other handaxe at the knight. The axe spins beside Dvark's head, followed by a streak of eldritch energy from Cob, and both harmlessly bounce off the knight's armor.
Leander, who has remained unseen, steps out of the treeline and yanks his hand upwards. From under the knight and his steed, a web of vines and roots begin entangling and restraining them.
Third Quarter
{{The patrol squad and Dvark will have advantage when attacking both the knight and the nightmare due to the Entangle until they break free. I've rolled one set without advantage, so I'll be rolling another set and take the higher between the two sets.}}
Patrol Squad's advantage at Knight: 9 Damage: 4 Patrol Squad's advantage at Knight: 25 Damage: 19 Patrol Squad's advantage at Nightmare: 14 Damage: 11 Patrol Squad's advantage at Nightmare: 21 Damage: 11
Fourth Quarter
{{I'm going to put the fourth quarter here as well for expediency.}}
{{Both the Inferno Hunter and the Wizard Nightmare are still unseen.}}
Inferno Knight Greatsword Multiattack at Dvark: 10 Damage: 11 Inferno Knight Greatsword Multiattack at Dvark: 7 Damage: 8
Knight Nightmare: Ethereal Stride with Inferno Knight.
{{OOC: This is a bit meta, but here's something to consider: Ethereal Stride can take up to 3 willing creature within 5 feet. I will allow Dvark to spend an Opportunity Attack to willingly grasp the knight when both the knight and the nightmare start to disappear.}}
{{OOC: This is a bit meta, but here's something to consider: Ethereal Stride can take up to 3 willing creature within 5 feet. I will allow Dvark to spend an Opportunity Attack to willingly grasp the knight when both the knight and the nightmare start to disappear.}}
{{Add: I'm going to rule this as the nightmare being intelligent, but not intelligent enough to control who to take during its stride. So, if anyone is willing, they can join the stride. Dvark, you can make a Wisdom check DC 13 if you want to do this. On a pass, you will see what happens when the knight and the flaming horse disappear. On a fail, you will be too distrustful to willingly let whatever magic the knight or the horse do to affect your person.}}
This post has potentially manipulated dice roll results.
Seeing the restrained knight Dvark channels all of his energy to try and blast the knight from the timeline. He casts Inflict Wounds at second level: Attack: 9 Damage: 11
He the sees the knight and nightmare begin to dissipate and attempts to latch onto the knight: 18
Seeing the knight and his horse being wrapped and restrained by the forest, the patrol squad leader yells out to let loose another volley of arrows. The arrows strike true at both the knight and the nightmare.
Despite the restraint put on him, the knight continues swinging at Dvark. One swing tangles with the vines, but another flies directly toward Dvark. The knight turns to pat his steed and they both begin to disappear with a shimmer. In an attempt to prevent such a thing from happening, Dvark daringly grasps the knight's armor and disappears with them. He casts a powerful spell on the knight's armor that -- while it doesn't cause any damage -- allows him to latch onto the armor like glue.
{{Dvark, you just missed with your 17.}}
Dvark, when you grab the knight's armor, you feel your vision shift. One moment you are seeing a verdant forest and a strong village wall behind the knight, and another you are seeing a red foggy landscape. Behind the knight, you can see the outline of the village wall trying to form into a solid but failing.
A scream echoes through the red fog. As you turn toward the direction of the scream, you notice, at a very far distance, nine incredibly large concentric rings gleaming a baleful crimson, redder than the fog surrounding it. You can feel the malice and torturous existence of souls living there. You have only heard tales and nightmares about it, but you are certain that you are gazing at the Nine Circles of Perdition. You cannot help the shivers that run down your body and you grasp the knight's armor tighter as an unexplainable fear of being unable to return back to the real world pervades you.
{{Dvark, I will need you to make a Strength or Athletics check for me to see whether the knight can dislodge your grasp. You will be willing, hoping, to get out of the strange place, but your means of transport between this strange place and the real world may be leaving you behind if your grasp is not strong enough. You want to roll above a 10.}}
Round 2 End.
{{No End of Round 2 Map as the previous map can still be used as a reference. I'll update the position after the end of Round 3.}}
Eremoz stays steady with his hand axe ready.
Held Action: Attack when a rider is within 60’.
{{We're waiting for Karm's turn, but I think as the second quarter is the wizard rider, I'll post his and Leander's action first while we wait. Karm, just post your action when you have the time, hopefully before the Fourth Quarter starts.}}
Behind Eremoz, Leander whispers something to his raven and lets the bird go north. He then touches his strange-looking horse and green veins appear all over its body. The strange-looking horse starts to bulk up and its neck shortens and thickens. At a glance, it resembles a misshapen bear. The strange horse or bear or whatever it is lets out a snort of green fumes that surrounds it, Leander, Eremoz, and Dvark before dissipating as quickly as it comes.
Dvark and Eremoz, as soon as the green fumes touch you, you feel a rush of adrenaline shoots through your body.
"I am a practitioner of the arcane arts, sir," the rider says. "Talking is the only thing I am good at in a confrontation. Let's just say that we have a need for the jade and will return it when we're done using it. I will be happy to wait for a more formal discussion, but I don't think my friends want to."
As the rider says, the horse carrying the hunter begins charging at the group before shimmering and vanishing.
{{Eremoz, your held action goes off just before the nightmare and the hunter disappears. Roll your attack.}}
{{Third Quarter, Dvark, if you want to post your action, you can. If you want to wait for Karm, we can do that too.}}
Handaxe: Attack: 24 Damage: 8
If there is an enemy within 60 feet of Dvark I would like to attempt to tackle a rider off of their horse.
Attack roll: 7
Athletics?: 16
Karm would have backed up further towards the patrol squad, sorry
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
"No talk," the hobgoblin squad leader says in Common.
"You die here," he continues his words in Goblin. "We will not give something so precious to someone as greedy as you. You think you are strong enough to breach our village, but you do not know who you are dealing with. Men! Loose!"
The hobgoblin squad unleashes a volley of arrows toward the wizard. A grunt from the wizard follows two arrows finding their way into his body. The wizard looks at the patrol squad and the group with disappointment before he and his steed vanish from view.
As the group backs away, Dvark sees the knightly rider nearby. With a burst of speed, he tackles the knight off of their steed. Angered by the fall, they swing their greatsword at Dvark. Dvark nimbly dodges away, but the second swing surprises him.
{{Position update: The only visible ones, the Knight and their nightmare, are about 120 feet away from Cob, Drexon, and Karm; about 90 feet away from Eremoz; about 180 feet away from the Patrol Squad.}}
Round 2
{{First Quarter, back to you.}}
Drexon turns and frowns at the Hobgoblin leader, seeing diplomacy fly out the window.
"Ok, I guess talking is no longer an option", he says with a sigh.
Seeing Dvark tackle one of the creatures, he stands his ground, waiting for what might happen next but showing no outward sign of being a threat.
{{ Drexon doesn't really have the range at the moment on the one that is still visible }}
Karm holds his action to throw a shard of ice at whichever enemy would enter a 90ft distance
Ima roll right now just for convenience: Attack: 16 for 8 cold damage on a hit and 10ft reduced movement
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz charges 35 feet towards the Knight. Seeing him attack Dvark, he pulls his other hand axe and attacks the Knight.
Attack: 10 Damage: 7
Cob looks around quickly for their other opponents and not being able to see them makes him very uneasy.
Finally he plucks a note on his fiddle causing eldritch energy to crackle around him before it leaps off and races towards the one visible knight.
Eldritch Blast: Attack: 7 Damage: 7
{{End of Round 1 Map.}}
As Drexon looks on, Karm rushes closer toward the flaming steed and sends a shard of ice at it. The ice vaporizes from the heat, but it seems that it hurts the steed slightly.
Nearby, Eremoz throws his other handaxe at the knight. The axe spins beside Dvark's head, followed by a streak of eldritch energy from Cob, and both harmlessly bounce off the knight's armor.
Leander, who has remained unseen, steps out of the treeline and yanks his hand upwards. From under the knight and his steed, a web of vines and roots begin entangling and restraining them.
{{Add: I'm going to rule this as the nightmare being intelligent, but not intelligent enough to control who to take during its stride. So, if anyone is willing, they can join the stride. Dvark, you can make a Wisdom check DC 13 if you want to do this. On a pass, you will see what happens when the knight and the flaming horse disappear. On a fail, you will be too distrustful to willingly let whatever magic the knight or the horse do to affect your person.}}
Seeing the restrained knight Dvark channels all of his energy to try and blast the knight from the timeline. He casts Inflict Wounds at second level: Attack: 9 Damage: 11
He the sees the knight and nightmare begin to dissipate and attempts to latch onto the knight: 18
Seeing the knight and his horse being wrapped and restrained by the forest, the patrol squad leader yells out to let loose another volley of arrows. The arrows strike true at both the knight and the nightmare.
Despite the restraint put on him, the knight continues swinging at Dvark. One swing tangles with the vines, but another flies directly toward Dvark. The knight turns to pat his steed and they both begin to disappear with a shimmer. In an attempt to prevent such a thing from happening, Dvark daringly grasps the knight's armor and disappears with them. He casts a powerful spell on the knight's armor that -- while it doesn't cause any damage -- allows him to latch onto the armor like glue.
{{Dvark, you just missed with your 17.}}
Dvark, when you grab the knight's armor, you feel your vision shift. One moment you are seeing a verdant forest and a strong village wall behind the knight, and another you are seeing a red foggy landscape. Behind the knight, you can see the outline of the village wall trying to form into a solid but failing.
A scream echoes through the red fog. As you turn toward the direction of the scream, you notice, at a very far distance, nine incredibly large concentric rings gleaming a baleful crimson, redder than the fog surrounding it. You can feel the malice and torturous existence of souls living there. You have only heard tales and nightmares about it, but you are certain that you are gazing at the Nine Circles of Perdition. You cannot help the shivers that run down your body and you grasp the knight's armor tighter as an unexplainable fear of being unable to return back to the real world pervades you.
{{Dvark, I will need you to make a Strength or Athletics check for me to see whether the knight can dislodge your grasp. You will be willing, hoping, to get out of the strange place, but your means of transport between this strange place and the real world may be leaving you behind if your grasp is not strong enough. You want to roll above a 10.}}
Round 2 End.
{{No End of Round 2 Map as the previous map can still be used as a reference. I'll update the position after the end of Round 3.}}
Round 3 Start.
{{First Quarter, start from the top.}}
{{Currently there is no enemy visible though?}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{Currently, there is no enemy visible, but all of you see that Dvark has disappeared with the knight.}}
Strength:24
Dvark attempts trying to hold onto the knight
Eremoz pulls out his maul and moves 35 feet south, to the others. “Where did they all go?”
Held action: Attack with maul if one of the riders appears within range.