Drexon nods back to Eremoz, "We should keep an eye out for traps in the trees and likely pit traps on the floor. Who's got the best eyesight? Probably best not to travel too close together, or in a line".
He looks around, "Is there a different way to get to Saikhan, Amber? One that this fellow would not expect us to take?"
"We can swing east toward Oakenshield Peninsula," Amber suggests. "Comb the coastline. It will take an extra 3 to 4 hours because we have to circle around, but the trees are denser. We will be able to notice the rider more easily because the only available spot to shoot is from directly above us or from the coastline, which is a sheer cliff drop about 60 feet high. He will be very visible."
“Three or four hours not to have to go through ambushes like this might be worth it. With room to manoeuvre we can’t catch this rider. But if he has to get close we could take him out.” Cob says
Eremoz gives another quick glance out into the trees. “I’d prefer to push onward. The rider is a danger and a nuisance, but the children are what’s important.”
With a plan in mind, Drexon leads the group further north toward Saikhan. Cob flies slightly above the group, helping the others spot the rider's possible traps. With a flourish, Amber once again covers the group with greenish ash and dust before the group slowly blends with the forest. At the back, Eremoz keeps an eye on a possible shot to the group's flank.
It doesn't take long before the first obstacle comes. Not far from where the group had been standing to plan, Drexon spots a minuscule depression on the ground. He would have missed it if Cob hadn't mentioned the slight discolouring of the dirt. In between two large trees lies what appears to be a pit trap covering an area of 15 feet by 15 feet. It blocks the main path north and would be very effective in trapping those who don't have as much perception of their surrounding.
{{Going around it, I need to know which direction you are taking. Left or right? Or make a Dex check if you want to jump the distance.}}
Drexon thanks Cob for spotting the pit trap over the telepathic link he keeps established, then looks left and right.
Deciding to move to the left, he pauses to take a [spell]guidance;good look around[spell], fearing that the pit trap was merely a way to funnel them where the rider really wanted them. He relies on Cob's birds eye view to help with the search too.
If he doesn't spot anything worrying, he will lead the others 30 feet from the pit trap, before turning. He motions for the others to be quiet and keep a look out. A finger to his lips followed by two fingers pointing at his eyes and then out towards the surrounding area will do for Eremoz and Amber. He simply says so over the telepathic link to Cob. He then creates two illusions. The first, an image of a hole at the edge of the trap. The second the loud sounds of snapping branches, like you might hear when a pit trap is sprung, intermingled with a scream.
Drexon's initial guess proves somewhat correct. Looking at the area left of the pit, he can see a very fine string near the surface of the ground in between some trees. It appears the rider had planned for the occassion when the pit trap doesn't work. However, the string is easy enough to go over.
Motioning for everyone to remain quiet, Drexon works his way in creating a simple illusion over the pit. The hope is to lure the rider out, but the forest remains quiet and there is no sign of the rider or his flaming horse.
Drexon shrugs at the lack of movement from the rider, "I guess we move on".
Unless Eremoz, Amber or Cob have other ideas, he will continue to lead them towards Saikhan.
"You know, it must have taken hours if not days to set up all these traps. And he knew our route and the members of our party even before Karm and Dvaark left. They must have a diviner", he muses. "And who is they? If it is the group with the children, they will surely have moved them before we get to the ship".
Cob keeps to the air as much as possible to help the others keep any eye out for danger.
"Maybe," Cob replies. "But we did spend some time distracted. If someone related to the other riders we encountered left directly, they would have gotten ahead of us. Though they might not know how much we know."
After a few minutes of walking, Drexon and Cob notice a flash of red at the corner of their eyes. It doesn't come from the left, the right, the back or the front; it appears briefly above the tree, hovering for a moment in the sky before a black shape hurtles down toward the middle of the group. As the shape touches the ground, you can see a mishapen length of gnarled stick that immediately burst into little hard spikes and thorns.
{{I'm basing this on the spell Spike Growth, but as it is difficult to determine difficult terrain in theatre of the mind, I need everyone to make a Dexterity saving throw. DC is 15 and you take 4 piercing damage on a fail. Half on a success.}}
This post has potentially manipulated dice roll results.
Cob flies up above the spikes just in time. He goes up as high as he can to try and get a better view of the area, thinking this attack must have come from somewhere.
Drexon is the only one who manages to follow the direction of the arrow to divine where it came from. There, just above the treeline, hovering about 60 feet off the ground and about 150 ft of the group, is the rider sitting atop his flaming horse. He seems to be preparing to move away or disappear again.
Drexon spots the rider somehow now in the air, and points in its direction, telling Cob as well through the telepathic link in case he didn't see him motion.
"Target the steed, whilst he has it we will never catch him", he adds telepathically to Cob, whispering the same message to Eremoz and Amber.
He then reaches into his inner well of magic, and sends out a psyhic whip, his innate ability allowing it to travel far further than usual, before he moves onwards through the spiky ground.
Action: Tasha's Mind Whip with distant spell metamagic on the steed (180' range). DC 15 INT Save or take 3+4+1=8 [psychic] damage. On a save it takes 4 [psychic] damage. For a failed save, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Movement: Towards Saikhan - 35'
Unable to locate any sign of the rider, Eremoz calls out to Cob. “Let’s keep moving. If they attack, then so be it. We don’t have time to waist.”
Cob looks to Eremoz and nods. He flies up into the sky and then moves forward, keeping an eye out for any sign of traps or ambush ahead.
Drexon nods back to Eremoz, "We should keep an eye out for traps in the trees and likely pit traps on the floor. Who's got the best eyesight? Probably best not to travel too close together, or in a line".
He looks around, "Is there a different way to get to Saikhan, Amber? One that this fellow would not expect us to take?"
"We can swing east toward Oakenshield Peninsula," Amber suggests. "Comb the coastline. It will take an extra 3 to 4 hours because we have to circle around, but the trees are denser. We will be able to notice the rider more easily because the only available spot to shoot is from directly above us or from the coastline, which is a sheer cliff drop about 60 feet high. He will be very visible."
"That's a sizeable delay", Drexon says with a shake of his head. "I think we should keep moving, and just remain extra vigilant".
He waits to see what the others think, and once a majority decision is made will head off cautiously.
“Three or four hours not to have to go through ambushes like this might be worth it. With room to manoeuvre we can’t catch this rider. But if he has to get close we could take him out.” Cob says
Eremoz gives another quick glance out into the trees. “I’d prefer to push onward. The rider is a danger and a nuisance, but the children are what’s important.”
With a plan in mind, Drexon leads the group further north toward Saikhan. Cob flies slightly above the group, helping the others spot the rider's possible traps. With a flourish, Amber once again covers the group with greenish ash and dust before the group slowly blends with the forest. At the back, Eremoz keeps an eye on a possible shot to the group's flank.
It doesn't take long before the first obstacle comes. Not far from where the group had been standing to plan, Drexon spots a minuscule depression on the ground. He would have missed it if Cob hadn't mentioned the slight discolouring of the dirt. In between two large trees lies what appears to be a pit trap covering an area of 15 feet by 15 feet. It blocks the main path north and would be very effective in trapping those who don't have as much perception of their surrounding.
{{Going around it, I need to know which direction you are taking. Left or right? Or make a Dex check if you want to jump the distance.}}
Drexon thanks Cob for spotting the pit trap over the telepathic link he keeps established, then looks left and right.
Deciding to move to the left, he pauses to take a [spell]guidance;good look around[spell], fearing that the pit trap was merely a way to funnel them where the rider really wanted them. He relies on Cob's birds eye view to help with the search too.
If he doesn't spot anything worrying, he will lead the others 30 feet from the pit trap, before turning. He motions for the others to be quiet and keep a look out. A finger to his lips followed by two fingers pointing at his eyes and then out towards the surrounding area will do for Eremoz and Amber. He simply says so over the telepathic link to Cob. He then creates two illusions. The first, an image of a hole at the edge of the trap. The second the loud sounds of snapping branches, like you might hear when a pit trap is sprung, intermingled with a scream.
Perception (with Guidance and advantage): (19,
19) + 5 + 1=25Drexon's initial guess proves somewhat correct. Looking at the area left of the pit, he can see a very fine string near the surface of the ground in between some trees. It appears the rider had planned for the occassion when the pit trap doesn't work. However, the string is easy enough to go over.
Motioning for everyone to remain quiet, Drexon works his way in creating a simple illusion over the pit. The hope is to lure the rider out, but the forest remains quiet and there is no sign of the rider or his flaming horse.
Drexon shrugs at the lack of movement from the rider, "I guess we move on".
Unless Eremoz, Amber or Cob have other ideas, he will continue to lead them towards Saikhan.
"You know, it must have taken hours if not days to set up all these traps. And he knew our route and the members of our party even before Karm and Dvaark left. They must have a diviner", he muses. "And who is they? If it is the group with the children, they will surely have moved them before we get to the ship".
Cob keeps to the air as much as possible to help the others keep any eye out for danger.
"Maybe," Cob replies. "But we did spend some time distracted. If someone related to the other riders we encountered left directly, they would have gotten ahead of us. Though they might not know how much we know."
After a few minutes of walking, Drexon and Cob notice a flash of red at the corner of their eyes. It doesn't come from the left, the right, the back or the front; it appears briefly above the tree, hovering for a moment in the sky before a black shape hurtles down toward the middle of the group. As the shape touches the ground, you can see a mishapen length of gnarled stick that immediately burst into little hard spikes and thorns.
{{I'm basing this on the spell Spike Growth, but as it is difficult to determine difficult terrain in theatre of the mind, I need everyone to make a Dexterity saving throw. DC is 15 and you take 4 piercing damage on a fail. Half on a success.}}
Drexon sees the flash of red and watches as the black shape comes towards them, but has no time to react beyond trying to avoid the spikes and thorns.
Dex Save: 6+2=8 (Fail)
Drexon winces in pain as the spikes stab into his feet and legs, and looks around for the closest route out of the spikes.
Perception: 16+5=21
“Urgh. Nobody move.” Eremoz pulls a Handaxe and readies for an attack. He tries to ignore the pain of the spikes in his leg.
Dex Save: 9
Assuming this is different than actual spike growth, which is just on the ground and reaches up into the air as well: Cob's Dex Save: 22
Cob flies up above the spikes just in time. He goes up as high as he can to try and get a better view of the area, thinking this attack must have come from somewhere.
Perception: 13
Drexon is the only one who manages to follow the direction of the arrow to divine where it came from. There, just above the treeline, hovering about 60 feet off the ground and about 150 ft of the group, is the rider sitting atop his flaming horse. He seems to be preparing to move away or disappear again.
Drexon spots the rider somehow now in the air, and points in its direction, telling Cob as well through the telepathic link in case he didn't see him motion.
"Target the steed, whilst he has it we will never catch him", he adds telepathically to Cob, whispering the same message to Eremoz and Amber.
He then reaches into his inner well of magic, and sends out a psyhic whip, his innate ability allowing it to travel far further than usual, before he moves onwards through the spiky ground.
Action: Tasha's Mind Whip with distant spell metamagic on the steed (180' range). DC 15 INT Save or take 3+4+1=8 [psychic] damage. On a save it takes 4 [psychic] damage. For a failed save, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
Movement: Towards Saikhan - 35'