The fight continues, and one by one the twigs are destroyed until only two are left, one by Drexon and another by Eremoz, both are looking at their last leg. They are weak enough that both Drexon and Eremoz easily dodge away from their sharp branches. It will not take long to deal with them.
Yet, something still unsettles you, and you can see the reason why. Perhaps drawn to the sound of battle, or perhaps to Eremoz's mighty roar, you see four pairs of eyes appear from the mud pit to the west and begin to swim rapidly toward you. You can see their form, akin to a crocodile but with a mane of fur around its head. They could only be the so-called lizard-lions that the coachman talked about. They are perhaps 60 feet away and getting closer by the moment.
{{Top of the round. Two twigs still remain, looking very hurt. The four crocodiles are below you in the initiative. I've been rolling badly with the enemies' initiatives in all my games. If you want to make a run/escape, you must make your run on this round because they will dash (30 move and 30 dash) to melee range this round. If you do, I need Eremoz to make a survival check -- single roll. You have a disadvantage due to the rush, but Cob can still offer an advantage that cancels the disadvantage.}}
Cob yells to the others in case they haven't seen the lizard-lions.
"They look hungry," Cob says.
As he's already 30' ahead of where Drexon was, he decides not to fly full speed away, but tries to dissuade the croc-cats from thinking they're easy targets.
He lets the energy that had been building for another strike at the twigs to instead head for the lizard-lions. Once it leaps away from him, he turns and heads north along the trail, looking to help point out things for the others to avoid so they can run full tilt this way.
Maybe he should have waited to aim before taking off, he thinks as the eldritch blast misses the creatures completely.
Turning to look at what Cob is talking about, Drexon curses and ducks away from the last remaining stick creature attacking him, running towards his fairy companion.
"Come on Eremoz, time to go", he says to his feline friend.
Action: Disengage Movement: 35ft towards Cob, hoping Eremoz will also move and lead the way, choosing a safe path
Aside from the short timeline the group is already working with, Eremoz knows fleeing is the smart choice. As much as he wants to test his mettle against these new swamp creatures, he takes off down the path with his friends.
Drexon and Eremoz run away as soon as they see the lizard-lions barreling toward them. The threat of these new creatures is greater than the two remaining twigs. Cob flies ahead but eventually matches the pace of the others. Yet, despite their attempt to flee, the lizard-lions persistently chase them.
Looking forward, you grimace as you see the path laying before you is rife with potholes and mudpits, a scar on the path from when the vine creatures force the nature around them to bloom quickly. Despite flying, Cob can also see the path before him is now filled with low-hanging vines and low branches. It will be difficult to traverse.
Drexon leaps in between the potholes with ease, slaloming the larger pits and avoiding the deceptively shallow puddles. Eremoz, unfortunately, turns back to check on their chasers and fails to see one of the hazards before him. One of the shallow-looking puddles appears to be deeper than expected. He has to pull himself up when one of his legs sinks into one of the potholes up to his knee. The sensation unbalanced him a little, causing him to fall behind Drexon.
Due to his flying, Cob finds himself having an easier time despite having to manoeuvre around a dense curtain of vines. As he moves around the vines, however, he finds that the curtain of vines seems to extend much further and blocks his path from the others. There is now a line of trees with thick vines and dense foliage separating him from Drexon and Eremoz.
Luckily, the path ahead is not too hazardous and the group traverses it without much difficulty.
{{Assuming you guys only Dash, Drexon is 70 ft ahead of the lizardlions and still in the main path. Eremoz is 50 ft ahead of the lizardlions and 20 ft behind Drexon. Cob is 60 ft ahead of the lizardlions. Imagine 4 lanes. Cob is on the first lane. There is a line of trees along the second lane. The third and fourth lane is the main path. Drexon is on the third lane, and Eremoz is on the fourth lane, but heading further right and away from the main path. The area left of the first lane is a quagmire. The area right of the fourth lane is a wetland.}}
{{That's 1 round done. Back to your turn. I won't make you roll a Survival again because it will become tedious if we roll for it every turn. This will be enough as it is. Cob, if you want to rejoin the others, you can use your Action to make a Strength or Dexterity check to force yourself through the curtain of vines, or perhaps cast a fire spell to burn it.}}
Drexon continues to run as fast he can along the main path, hearing Eremoz a little way behind him. He scans the sky for Cob but doesn't immediately spot the fairy.
Even though he is falling behind, Eremoz decides that slowing their enemies may be more beneficial. As he runs, he takes the loose end of his rope and makes a simple slip-knot.
Cob continues on in a straight line, listening for the others, not wanting to get too far separated. But for now he just flies at top speed to continue along parallel to the path.
With the path ahead clear of any obstacles, Drexon and Cob dash faster. Eremoz, seeing that there would be a chance that the chaser would reach them, slows down a bit to set some tripwires that would hopefully impede the lizardlions.
{{Drexon is still 70 ft ahead of the lizardlions and still in the main path. Eremoz is 25 ft ahead of the lizardlions. Cob is also still 60 ft ahead of the lizardlions.}}
{{That's chase round 2. Back to the top. What do you want to do? Eremoz, make that attack roll. I'll make a Dex save for the lizardlions; the DC depends on how good your attack roll is. They will be slowed down if they fail.}}
Cob keeps moving forward but he's sure he's only hearing one set of steps more clearly now on the other side of the vines. He tries to push his way through as he moves along.
(Movement - full 30'; Action: Dex Check to try and squirm through (11+3 = 14; 16 if acrobatics would help by contorting his body through the gaps)
With a little bit of a struggle, Cob weaves into the thick branches and vines separating him and the others. The first thing he notices is that Drexon is already far away, but Eremoz seems to stay behind a little bit, fiddling with a length of rope.
Eremoz ties one end of a rope to a spike and jams it hard enough for the entire spike and rope to sink to the ground. With deft hands, he ties the other end to another spike and swings it to the closest trees, causing the rope to loop around the tree and back his way. As he moves to run, he catches the flying spike and slams it toward another tree in the opposite direction, creating a double tripwire trap to hopefully block the stride of the lizard lions.
As Eremoz runs, he looks back at his creation and sees the lizardlions about to cross it. Unfortunately, the lizardlions seem to be more agile than he expects. Two of the lizardlions easily bypass the trap and match Eremoz's stride as they prepare to block and attack him in a few moments. One of them struggles a little but frees itself from the rope. The last one becomes entangled by the rope.
{{That's chase round 3. If we use the last position of the lizardlion as distance 0, then Drexon is now at distance 140 ft, Eremoz is at distance 60 ft, Cob is at distance 80 ft (slowed down a bit due to changing lanes and moving diagonally), 2 lizardlions are at distance 60 ft, 1 lizardlion is at distance 45 ft, and the last lizardlion is at distance 0 and is restrained.}}
Hoping this doesn't come back to hurt him, Cob pauses just long enough to twang one of the strings of his fiddle to let an eldritch bolt of energy rip towards one of the lizardlions near Eremoz. Even as the energy lashes out, Cob turns and continues after Drexon.
Action - Eldritch Blast - (3+7)=10 to hit for (7+5)=12 force damage
Having seen Eremoz laying his trap and falling behind, Drexon follows Cob's lead and twists to send a spectral hand towards the lead lizardlion, before carrying on moving onward.
One of the lizardlions swerves away as Cob's energy blast comes near it. The other lizardlion by Eremoz recoils as the spectral hand grasps it. Still, both lizardlions continue their chase with the other one a little bit behind the two. All three are now nipping at the heel of both Cob and Eremoz. The last lizardlion, luckily, is still entangled by the rope.
Looking ahead, Drexon is the first to see that the path before them has been getting darker and darker. At a closer look, he can see that it is blocked by the swarm of little insects that the group had seen a couple of hours ago. The swarm is thin enough that it is passable, but it may impede their stride. The light that Drexon has been maintaining doesn't seem to show any effect to this particular swarm.
{{Chase round 4. Drexon is at 150 ft, Eremoz is at 130 ft, Cob is at 110 ft, 2 lizardlions are at 120 ft, 1 lizardlion is at 105 ft, and the last is still restrained.}}
{{The swarm is at 160 ft. Anyone passing it must make a Dex check. The DC is 10. On a fail, you will take 2d6 (9) poison damage and subtract 10 ft from your total movement. On a success, you take half as much damage and subtract 5 ft from your total movement.}}
Drexon rushes straight through the insects, seeing them as the lesser of the threats, and hoping the lizardlions might be wary of them. Or better still, see the swarm as a sufficient meal.
The fight continues, and one by one the twigs are destroyed until only two are left, one by Drexon and another by Eremoz, both are looking at their last leg. They are weak enough that both Drexon and Eremoz easily dodge away from their sharp branches. It will not take long to deal with them.
Yet, something still unsettles you, and you can see the reason why. Perhaps drawn to the sound of battle, or perhaps to Eremoz's mighty roar, you see four pairs of eyes appear from the mud pit to the west and begin to swim rapidly toward you. You can see their form, akin to a crocodile but with a mane of fur around its head. They could only be the so-called lizard-lions that the coachman talked about. They are perhaps 60 feet away and getting closer by the moment.
{{Top of the round. Two twigs still remain, looking very hurt. The four crocodiles are below you in the initiative. I've been rolling badly with the enemies' initiatives in all my games. If you want to make a run/escape, you must make your run on this round because they will dash (30 move and 30 dash) to melee range this round. If you do, I need Eremoz to make a survival check -- single roll. You have a disadvantage due to the rush, but Cob can still offer an advantage that cancels the disadvantage.}}
Cob yells to the others in case they haven't seen the lizard-lions.
"They look hungry," Cob says.
As he's already 30' ahead of where Drexon was, he decides not to fly full speed away, but tries to dissuade the croc-cats from thinking they're easy targets.
He lets the energy that had been building for another strike at the twigs to instead head for the lizard-lions. Once it leaps away from him, he turns and heads north along the trail, looking to help point out things for the others to avoid so they can run full tilt this way.
Maybe he should have waited to aim before taking off, he thinks as the eldritch blast misses the creatures completely.
Eldritch Blast on the first one (1+7) = Critical Miss
Turning to look at what Cob is talking about, Drexon curses and ducks away from the last remaining stick creature attacking him, running towards his fairy companion.
"Come on Eremoz, time to go", he says to his feline friend.
Action: Disengage
Movement: 35ft towards Cob, hoping Eremoz will also move and lead the way, choosing a safe path
Aside from the short timeline the group is already working with, Eremoz knows fleeing is the smart choice. As much as he wants to test his mettle against these new swamp creatures, he takes off down the path with his friends.
Disengage and Full 35 ft. of movement.
Survival: 16
Drexon and Eremoz run away as soon as they see the lizard-lions barreling toward them. The threat of these new creatures is greater than the two remaining twigs. Cob flies ahead but eventually matches the pace of the others. Yet, despite their attempt to flee, the lizard-lions persistently chase them.
Looking forward, you grimace as you see the path laying before you is rife with potholes and mudpits, a scar on the path from when the vine creatures force the nature around them to bloom quickly. Despite flying, Cob can also see the path before him is now filled with low-hanging vines and low branches. It will be difficult to traverse.
Drexon leaps in between the potholes with ease, slaloming the larger pits and avoiding the deceptively shallow puddles. Eremoz, unfortunately, turns back to check on their chasers and fails to see one of the hazards before him. One of the shallow-looking puddles appears to be deeper than expected. He has to pull himself up when one of his legs sinks into one of the potholes up to his knee. The sensation unbalanced him a little, causing him to fall behind Drexon.
Due to his flying, Cob finds himself having an easier time despite having to manoeuvre around a dense curtain of vines. As he moves around the vines, however, he finds that the curtain of vines seems to extend much further and blocks his path from the others. There is now a line of trees with thick vines and dense foliage separating him from Drexon and Eremoz.
Luckily, the path ahead is not too hazardous and the group traverses it without much difficulty.
{{Assuming you guys only Dash, Drexon is 70 ft ahead of the lizardlions and still in the main path. Eremoz is 50 ft ahead of the lizardlions and 20 ft behind Drexon. Cob is 60 ft ahead of the lizardlions. Imagine 4 lanes. Cob is on the first lane. There is a line of trees along the second lane. The third and fourth lane is the main path. Drexon is on the third lane, and Eremoz is on the fourth lane, but heading further right and away from the main path. The area left of the first lane is a quagmire. The area right of the fourth lane is a wetland.}}
{{That's 1 round done. Back to your turn. I won't make you roll a Survival again because it will become tedious if we roll for it every turn. This will be enough as it is. Cob, if you want to rejoin the others, you can use your Action to make a Strength or Dexterity check to force yourself through the curtain of vines, or perhaps cast a fire spell to burn it.}}
Drexon continues to run as fast he can along the main path, hearing Eremoz a little way behind him. He scans the sky for Cob but doesn't immediately spot the fairy.
Action: Dash
Even though he is falling behind, Eremoz decides that slowing their enemies may be more beneficial. As he runs, he takes the loose end of his rope and makes a simple slip-knot.
Full movement
Action: Set up the tripwire
Survival: 14
Cob continues on in a straight line, listening for the others, not wanting to get too far separated. But for now he just flies at top speed to continue along parallel to the path.
(Movement 30' plus Dash)
With the path ahead clear of any obstacles, Drexon and Cob dash faster. Eremoz, seeing that there would be a chance that the chaser would reach them, slows down a bit to set some tripwires that would hopefully impede the lizardlions.
{{Drexon is still 70 ft ahead of the lizardlions and still in the main path. Eremoz is 25 ft ahead of the lizardlions. Cob is also still 60 ft ahead of the lizardlions.}}
{{That's chase round 2. Back to the top. What do you want to do? Eremoz, make that attack roll. I'll make a Dex save for the lizardlions; the DC depends on how good your attack roll is. They will be slowed down if they fail.}}
Cob keeps moving forward but he's sure he's only hearing one set of steps more clearly now on the other side of the vines. He tries to push his way through as he moves along.
(Movement - full 30'; Action: Dex Check to try and squirm through (11+3 = 14; 16 if acrobatics would help by contorting his body through the gaps)
Drexon continues to run and dash for the moment, briefly glancing back once he has done so to make sure Eremoz and Cob are keeping up.
Movement: 35ft onwards
Action: dash another 35ft
Eremoz throws the spike with all his might into a nearby stump. As soon as it leaves his hand, he takes off after his friends in a full sprint.
To hit: 21
With a little bit of a struggle, Cob weaves into the thick branches and vines separating him and the others. The first thing he notices is that Drexon is already far away, but Eremoz seems to stay behind a little bit, fiddling with a length of rope.
Eremoz ties one end of a rope to a spike and jams it hard enough for the entire spike and rope to sink to the ground. With deft hands, he ties the other end to another spike and swings it to the closest trees, causing the rope to loop around the tree and back his way. As he moves to run, he catches the flying spike and slams it toward another tree in the opposite direction, creating a double tripwire trap to hopefully block the stride of the lizard lions.
As Eremoz runs, he looks back at his creation and sees the lizardlions about to cross it. Unfortunately, the lizardlions seem to be more agile than he expects. Two of the lizardlions easily bypass the trap and match Eremoz's stride as they prepare to block and attack him in a few moments. One of them struggles a little but frees itself from the rope. The last one becomes entangled by the rope.
{{That's chase round 3. If we use the last position of the lizardlion as distance 0, then Drexon is now at distance 140 ft, Eremoz is at distance 60 ft, Cob is at distance 80 ft (slowed down a bit due to changing lanes and moving diagonally), 2 lizardlions are at distance 60 ft, 1 lizardlion is at distance 45 ft, and the last lizardlion is at distance 0 and is restrained.}}
Hoping this doesn't come back to hurt him, Cob pauses just long enough to twang one of the strings of his fiddle to let an eldritch bolt of energy rip towards one of the lizardlions near Eremoz. Even as the energy lashes out, Cob turns and continues after Drexon.
Action - Eldritch Blast - (3+7)=10 to hit for (7+5)=12 force damage
Movement - 30' after Drex
Having seen Eremoz laying his trap and falling behind, Drexon follows Cob's lead and twists to send a spectral hand towards the lead lizardlion, before carrying on moving onward.
Action: Chill Touch: To Hit: 16+7=23, Damage 5 [necrotic]
Movement: 30 feet onwards
Seeing his friends provide some cover, Eremoz tries to regain the ground he lost with his trap.
Full Movement + Dash
One of the lizardlions swerves away as Cob's energy blast comes near it. The other lizardlion by Eremoz recoils as the spectral hand grasps it. Still, both lizardlions continue their chase with the other one a little bit behind the two. All three are now nipping at the heel of both Cob and Eremoz. The last lizardlion, luckily, is still entangled by the rope.
Looking ahead, Drexon is the first to see that the path before them has been getting darker and darker. At a closer look, he can see that it is blocked by the swarm of little insects that the group had seen a couple of hours ago. The swarm is thin enough that it is passable, but it may impede their stride. The light that Drexon has been maintaining doesn't seem to show any effect to this particular swarm.
{{Chase round 4. Drexon is at 150 ft, Eremoz is at 130 ft, Cob is at 110 ft, 2 lizardlions are at 120 ft, 1 lizardlion is at 105 ft, and the last is still restrained.}}
{{The swarm is at 160 ft. Anyone passing it must make a Dex check. The DC is 10. On a fail, you will take 2d6 (9) poison damage and subtract 10 ft from your total movement. On a success, you take half as much damage and subtract 5 ft from your total movement.}}
Drexon rushes straight through the insects, seeing them as the lesser of the threats, and hoping the lizardlions might be wary of them. Or better still, see the swarm as a sufficient meal.
Movement: 30 feet onwards
Action: dash 35 feet
Dex Save: 16+2=18