"I do not know, but I don't like this. And now Dvark has disappeared with one, it's worrying. I guess if he comes back maybe he will have answers. If we all survive to hear them", Drexon replies.
He scans the area around them, looking for any sign that the enemies are returning.
"For now I think we should retreat towards the village, that is the goal of these creatures and possibly where Dvark will turn up".
Perception: 6+5=11 (Passive: 15) Movement: 35ft back towards the Hobgoblins
This post has potentially manipulated dice roll results.
Round 3
First Quarter Summary
Eremoz: Move South + Hold Action
Drexon: Move West
Cob: Move West + Dash
Karm: Move West + Dash
Leander: Move South + Hold Action Cast Entangle at the horse when they reappear.
Second Quarter
Inferno Wizard: Unknown - Still unseen
Hunter Nightmare: Ethereal Stride to appear 60 feet away from Patrol Squad + Movement 60 feet to get into melee. Hunter Nightmare Strength Save for Entangle: 22
Inferno Hunter's Held Action: Attack whoever closest when returned from the Ethereal Stride. Inferno Hunter Held Longbow Attack at Patrol Squad: 17 Damage: 6 Inferno Hunter Strength Save for Entangle: 8
Without an enemy in sight, you begin to make your way to regroup with the patrol squad as quickly as you can.
As you dash to close the gap between you and the patrol squad, Drexon and Karm, you feel heat burst from your left. Right before your eyes, the hunter and their steed come into being and rush toward the patrol group. The hunter has their bow drawn and the arrow flies toward the patrol squad as soon as the flaming steed fully materializes back. Unfortunately for the hunter, vines and roots grasp both them and their steed, causing the arrow to fly overhead the patrol squad.
{{Both the Inferno Hunter and the Hunter Nightmare fail their save, so until they break free, all attacks on them have an advantage. Unfortunately, Eremoz's held action doesn't go off.}}
{{Third Quarter, Dvark, you are up. What do you want to do in the strange place you found yourself in?}}
With the hunter and their flaming horse restrained, the squad leader yells out a command that is immediately followed by the patrol squad. As one, they draw their swords and stab them into the hunter and the flaming horse with devastating efficiency.
Blood and ember spurt out from the rider and the horse, and for the first time the hood of the rider fell off to reveal a roguish-looking woman with sharp features. Her pale blonde hair tumbles down her shoulder in a loose braid. Her eyes are piercing crimson, seemingly devoid of light and sanity. A sneer appears on her lips as the hobgoblins crowd her and her horse.
"You are stronger than the last one," she says to the patrol squad leader.
Despite the restraint on her person, the hunter draws her own sword and swings it with surprising accuracy and strength toward the patrol squad. With a couple of flicks of her blade, one member of the patrol squad drops to the ground with their head missing.
The quickness of the act and the grin on the hunter's face at the sudden death cause the patrol squad to widen their distance a bit. The squad leader yells out a command and the patrol squad immediately goes into alert. The change in positioning among them proves to be a boon when out of nowhere the knight appears atop their horse. The knight's sword, already shaky and partially restrained by Dvark's grasp swings too high and too wide to hit anyone.
Dvark, you hold on to the knight will all your strength as they and the horse rush forward through the fog unimpeded. You hear a whisper of cackling laughter echo around the red landscape before your vision once again shifts. The sound of battle returns to your ear as you see the patrol squad is now right in front of you fighting a two-front attack from the hunter and the knight.
End of Round 3
{{The positions at the end of Round 3.}
Round 4 Start
{{Top of the round, First Quarter. A reminder: each box in the map is 30 feet and I have put your positioning after some guesstimations from your movements. The token near the tree is Leander's placeholder token just so you know where he is.}}
This post has potentially manipulated dice roll results.
Cob finds himself suddenly too close for comfort to one of these invisible / visible riders. And almost as surprising is that the one closest to him appears to have Dvark hanging on.
Cob waves his violin bow at that rider, marking him with a Hex and giving them disadvantage on all Strength Checks. Maybe that will make it easier for Dvark to manhandle the rider, Cob thinks.
Before he has time to second guess himself, he strikes the bow across the violin, letting a rippling arc of eldritch energy leap out and lash at the rider.
Eldritch Blast: Attack: 16 Damage: 8 Force Damage plus 1 Necrotic Damage.
{{Dvark, I assume your action and bonus action take place during your turn, which is while you are still in the Ethereal Realm. If it is a held action for after you return to the material world, you will have to choose one between channel divinity or spiritual weapon unless you want to cast spiritual weapon in the Ethereal Realm and hold the channel divinity for the material world.}}
{{If you still want to cast a spiritual weapon as part of your turn, it will be cast in the ethereal realm. It will not follow you to the material world when the nightmare uses Ethereal Stride back to the material world. It will only be for one attack and after you return to the material world, the spiritual weapon will be left in the Ethereal Realm. You still maintain concentration, I think, as the Ethereal Realm is adjacent and parallel to the material world. You can command it as the spell specify, but any attack will be made with a disadvantage as you cannot see where the weapon is swinging. Also, after the initial casting and attack (at the end of Round 3), the nightmare moves about 60 feet south, leaving the weapon about 60 feet away. The weapon will also only be able to attack a creature in the Ethereal Realm.}}
Seeing the Hunter and then the Knight appear and attack the patrol squad, Drexon stops his retreat. There is still one rider unaccounted for, the wizard.
But he can only deal with what he can see, so he reaches out with his mind, splitting his focus and attacking both the Hunter and Knight simultaneously with a psychic barrage.
Action: Tasha's Mind Whip using 2 sorcery points to hit both the Knight and Hunter with Twinned Spell meta magic. DC14 Int Save or take 11 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, 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. On a successful save, 5 psychic damage.
This post has potentially manipulated dice roll results.
{{Sorry, just realized that the Dex save is for a restrained rider. Here's another Dex save and we'll take the lowest: 8. Did we clear up what happened when the target of the catapult success? To be honest, I am still confused about the wording of the spell, but Sage Advice says no damage on a success. Please correct me if I'm wrong.}}
{{Dvark, it's coming back to your turn.}}
Cob, you see rings of eldritch energy wrapping themselves around the knight rider as your viol emits sounds of power. You quickly follow it with a beam of eldritch force that strikes the knight's armor, denting it quite a bit.
Drexon, as you unleash your psychic might, you see both the knight and the hunter grasp their head. The knight regains his sense almost immediately, but you can see that your spell has hurt him. Black blood drips from under the knight's helmet as he let out a guttural growl. On the other hand, the hunter seems to have taken the brunt of the spell. She looks slightly disorientated as blood drips from her nose and ears.
Leander, seeing Dvark reappears, rushes toward him and murmurs words of power. A green beam of light shines under Dvark as some of the wounds on Dvark knit themselves back.
Seeing the riders have moved so quickly, Eremoz runs as fast as he can to catch up.
With its rider in peril, the flaming horse of the hunter begins to once again disappear. Karm, seeing that, you throw the pebble you have been keeping, imbuing it with arcane power. The pebble flies toward the hunter as she disappears with her horse. The pebble disappears with her.
{{Just for transparency: The Patrol Squad consists of 5 members and every 12-15 HP lost their number will be reduced by 1. Another effect is that the number of their multiattack will lower according to how many hobgoblins are still in the squad. With 4 members, the squad will have 3 multiattack. With 3, they will have 2 multiattack and lose the swarm feature. With 2, they will have 2 multiattack and their martial advantage will be halved. With 1, they will have a simple hobgoblin stats.}}
{{Also, apologize that I seem to have misread my own statblock. The patrol squad has a +4 to their melee attack and a +5 to their ranged attack, so don't be surprise if the pop-up will show different modifier. I wrongly entered the modifier on the squad's last round's attack, but they did roll really high and hit.}}
Patrol Squad Longsword Multiattack at Knight Nightmare: Attack: 23 Damage: Unable to parse dice roll. Patrol Squad Longsword Multiattack at Knight Nightmare: Attack: 22 Damage: 6 Patrol Squad Longsword Multiattack at Inferno Knight: Attack: 21 Damage: 10 Patrol Squad Martial Advantage at Inferno Knight if hit: 11
Knight Nightmare: Ethereal Stride with Inferno Knight
{{Now is the time for a reaction if there are any. As before, I will give a chance to whoever is brave enough to willingly grab onto the disappearing hunter and knight as a Reaction. Make a DC 13 Wisdom check to overcome your danger sense and be willing. The ones closest to the nightmares are Dvark, Cob, and Karm.}}
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"I do not know, but I don't like this. And now Dvark has disappeared with one, it's worrying. I guess if he comes back maybe he will have answers. If we all survive to hear them", Drexon replies.
He scans the area around them, looking for any sign that the enemies are returning.
"For now I think we should retreat towards the village, that is the goal of these creatures and possibly where Dvark will turn up".
Perception: 6+5=11 (Passive: 15)
Movement: 35ft back towards the Hobgoblins
Cob, now that all of the riders have vanished and have taken Dvark with them, has a sense of dread fall over him.
"Agreed," Cob calls to Drexon and takes off as fast as he can.
Movement 30' towards village walls; Action - Dash 30' more towards village walls.
Karm also dashes towards the village
I could try to conjure a replica of this stone if i knew what it looked like...
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Without an enemy in sight, you begin to make your way to regroup with the patrol squad as quickly as you can.
As you dash to close the gap between you and the patrol squad, Drexon and Karm, you feel heat burst from your left. Right before your eyes, the hunter and their steed come into being and rush toward the patrol group. The hunter has their bow drawn and the arrow flies toward the patrol squad as soon as the flaming steed fully materializes back. Unfortunately for the hunter, vines and roots grasp both them and their steed, causing the arrow to fly overhead the patrol squad.
{{Both the Inferno Hunter and the Hunter Nightmare fail their save, so until they break free, all attacks on them have an advantage. Unfortunately, Eremoz's held action doesn't go off.}}
{{Third Quarter, Dvark, you are up. What do you want to do in the strange place you found yourself in?}}
{{We haven't seen Dvark's action yet, so to get the combat going, I'm going to move the turn along.}}
With the hunter and their flaming horse restrained, the squad leader yells out a command that is immediately followed by the patrol squad. As one, they draw their swords and stab them into the hunter and the flaming horse with devastating efficiency.
Blood and ember spurt out from the rider and the horse, and for the first time the hood of the rider fell off to reveal a roguish-looking woman with sharp features. Her pale blonde hair tumbles down her shoulder in a loose braid. Her eyes are piercing crimson, seemingly devoid of light and sanity. A sneer appears on her lips as the hobgoblins crowd her and her horse.
"You are stronger than the last one," she says to the patrol squad leader.
Despite the restraint on her person, the hunter draws her own sword and swings it with surprising accuracy and strength toward the patrol squad. With a couple of flicks of her blade, one member of the patrol squad drops to the ground with their head missing.
The quickness of the act and the grin on the hunter's face at the sudden death cause the patrol squad to widen their distance a bit. The squad leader yells out a command and the patrol squad immediately goes into alert. The change in positioning among them proves to be a boon when out of nowhere the knight appears atop their horse. The knight's sword, already shaky and partially restrained by Dvark's grasp swings too high and too wide to hit anyone.
Dvark, you hold on to the knight will all your strength as they and the horse rush forward through the fog unimpeded. You hear a whisper of cackling laughter echo around the red landscape before your vision once again shifts. The sound of battle returns to your ear as you see the patrol squad is now right in front of you fighting a two-front attack from the hunter and the knight.
End of Round 3
{{The positions at the end of Round 3.}
Round 4 Start
{{Top of the round, First Quarter. A reminder: each box in the map is 30 feet and I have put your positioning after some guesstimations from your movements. The token near the tree is Leander's placeholder token just so you know where he is.}}
Cob finds himself suddenly too close for comfort to one of these invisible / visible riders. And almost as surprising is that the one closest to him appears to have Dvark hanging on.
Cob waves his violin bow at that rider, marking him with a Hex and giving them disadvantage on all Strength Checks. Maybe that will make it easier for Dvark to manhandle the rider, Cob thinks.
Before he has time to second guess himself, he strikes the bow across the violin, letting a rippling arc of eldritch energy leap out and lash at the rider.
Eldritch Blast: Attack: 16 Damage: 8 Force Damage plus 1 Necrotic Damage.
{{sorry I didn't realize that it was my turn}}
Dvark activates his channel divinity to create his temp HP sphere and then he casts Spiritual Weapon with his bonus action which attacks the knight.
Temp HP:5
Spiritual weapon Attack: 11 Damage: 9
{{Dvark, I assume your action and bonus action take place during your turn, which is while you are still in the Ethereal Realm. If it is a held action for after you return to the material world, you will have to choose one between channel divinity or spiritual weapon unless you want to cast spiritual weapon in the Ethereal Realm and hold the channel divinity for the material world.}}
{{If you still want to cast a spiritual weapon as part of your turn, it will be cast in the ethereal realm. It will not follow you to the material world when the nightmare uses Ethereal Stride back to the material world. It will only be for one attack and after you return to the material world, the spiritual weapon will be left in the Ethereal Realm. You still maintain concentration, I think, as the Ethereal Realm is adjacent and parallel to the material world. You can command it as the spell specify, but any attack will be made with a disadvantage as you cannot see where the weapon is swinging. Also, after the initial casting and attack (at the end of Round 3), the nightmare moves about 60 feet south, leaving the weapon about 60 feet away. The weapon will also only be able to attack a creature in the Ethereal Realm.}}
{{I wasn't thinking about that oof. I think I would have cast it not thinking about it either way so I'll stand by it}}
Seeing the Hunter and then the Knight appear and attack the patrol squad, Drexon stops his retreat. There is still one rider unaccounted for, the wizard.
But he can only deal with what he can see, so he reaches out with his mind, splitting his focus and attacking both the Hunter and Knight simultaneously with a psychic barrage.
Action: Tasha's Mind Whip using 2 sorcery points to hit both the Knight and Hunter with Twinned Spell meta magic. DC14 Int Save or take 11 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, 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. On a successful save, 5 psychic damage.
Eremoz will move and use Dash to get to the square south of Cob.
{{We are still waiting for Karm's turn.}}
-
Karm cataplults the pebble he is still holding at the closest entangled rider.
DC 14 Dex save or take 25 bludgeoning damage (cast at 2nd level)
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Dvark draws his sword with both hands attempting to slash it across the knight as he does: Attack: 9 Damage: 11
Temp HP: 4
{{Sorry, just realized that the Dex save is for a restrained rider. Here's another Dex save and we'll take the lowest: 8. Did we clear up what happened when the target of the catapult success? To be honest, I am still confused about the wording of the spell, but Sage Advice says no damage on a success. Please correct me if I'm wrong.}}
{{Dvark, it's coming back to your turn.}}
Cob, you see rings of eldritch energy wrapping themselves around the knight rider as your viol emits sounds of power. You quickly follow it with a beam of eldritch force that strikes the knight's armor, denting it quite a bit.
Drexon, as you unleash your psychic might, you see both the knight and the hunter grasp their head. The knight regains his sense almost immediately, but you can see that your spell has hurt him. Black blood drips from under the knight's helmet as he let out a guttural growl. On the other hand, the hunter seems to have taken the brunt of the spell. She looks slightly disorientated as blood drips from her nose and ears.
Leander, seeing Dvark reappears, rushes toward him and murmurs words of power. A green beam of light shines under Dvark as some of the wounds on Dvark knit themselves back.
Seeing the riders have moved so quickly, Eremoz runs as fast as he can to catch up.
With its rider in peril, the flaming horse of the hunter begins to once again disappear. Karm, seeing that, you throw the pebble you have been keeping, imbuing it with arcane power. The pebble flies toward the hunter as she disappears with her horse. The pebble disappears with her.
{{Now is the time for a reaction if there are any. As before, I will give a chance to whoever is brave enough to willingly grab onto the disappearing hunter and knight as a Reaction. Make a DC 13 Wisdom check to overcome your danger sense and be willing. The ones closest to the nightmares are Dvark, Cob, and Karm.}}