{{If there are no more reactions, we will continue with the next round.}}
Dvark, you swing your weapon and it bounces off the knight's armor with a dull ring.
With the failed attack, the knight becomes alert that he is once again alone and swings his sword just in time to see the attack from the patrol squad and parries it away. Unfortunately, his horse is not as lucky as two long gashes open on its side from the patrol squad's attack.
The knight looks toward the gate for a moment and nods. He swings his greatsword at the patrol squad, severely injuring one of the hobgoblins, and yells a command at his horse. Slowly, the horse vanishes just like before.
Like before, Dvark, you manage to grab onto the knight and follow him wherever he goes. Your vision once again shifts to the foggy red landscape you have seen before. You feel the disorientation and you can feel yourself being dragged away to the north before you let go. You stand beside the knight and his horse about 90 feet away north from where you have been in the real world. Twenty feet away to the south, you can see the shining form of the weapon you have called upon previously. About two hundred feet away to the southeast, you can see the hunter looking at the village gate's silhouette to the west pensively as she gulps a glimmering red potion.
"You've doomed yourself by following me," the knight says to Dvark. "You will be a good leverage."
Back in the real world, all of you notice that the wall of the village is glowing with faint black and white light. The hobgoblin patrol squad leader sees scribbles flowing from the top of the rampart and curses. He yells in Common, "To the gate! They are inside!"
You can see that the two gatekeepers begin to hurriedly move to the towers of the gate and press something when the scribbles flow further down the wall. A thump and a click reverberate through the clearing as the gate begins to grind open.
Round 4 End
Round 5 Start
{{This is getting repetitive and a little annoying, isn't it? First Quarter, back to you.}}
{{None, but the hobgoblin squad leader is yelling that at least an enemy has breached the village's gate and is currently inside. He is ordering everyone around him to get into the village.}}
{{The knight looks weary and a bit injured. He has some dents on his armor and he seems to be bleeding a little. His horse has some slashes and open wounds, but still standing quite strong.}}
Cob watches the knight vanish, taking Dvark with them.
"How do we deal with them if they can just vanish like this?" Cob says as he starts after Drexon towards the village.
Full 30' movement followed by 30' Dash.
As dangerous as these riders seem to be and how much they're endangering the hobgoblin village, something tickles in the back of Cob's mind that they don't seem the type to be stealing kids though.
{{I wanted to pull the party out of the initiative if you are all just running and dashing, but then Dvark is still in active combat. This will be a bit meta, but I will say that the two riders you have been fighting will not be appearing again in the next few turns. Their job fighting you is done for the moment. Your only concern now is the patrol squad leader's warning about one rider being inside the village, possibly in search of the jade.}}
{{Dvark, perhaps, just take your turn now. I will say this, though: you notice that the one that is doing the traveling between this place and the real world is not the rider, but the horse because the horse always disappears first before the rider. Maybe attacking the horse will bring you back to the real world? It did disappear to the red foggy realm when severely attacked or commanded.}}
"I believe we will have to agree to disagree." Dvark says pointing the tip of his blade at the Knight as his spiritual weapon casually drifts behind the knight and takes a swing: Attack: 19 Damage: 9
Then Dvark grips his holy symbol in his off hand and casts Sleep so it only hits the knight: 20 {{if he has less health than the roll he falls asleep for 1 minute or until he next takes damage}}
{{I'm taking you off the initiative for just a moment. I'll continue the combat in the Ethereal Realm with Dvark separately in private.}}
{{The following narration takes place over the next 4 rounds of combat.}}
"Jade is life and death," the patrol squad leader explains as you rush toward the village's gate. "Hollow Night comes. Jade is a powerful necromancy source in Hollow Night."
You know that Hollow Night falls on the 31st of Kapitu. Karm especially will know that Hollow Night is the time when powerful necromantic rituals can be performed without the need for a catalyst. It is also the time that the Hollow Night Festival commences, a time when the spirits of the departed can be strong enough to directly affect the world in a physical way. Some spirits that are strong enough can appear and interact with their loved ones -- hugging them and touching them. Some other spirits that linger in the world -- ghosts -- with unfinished business can even destroy a building to fulfill their desire. There were rumors of ghosts of fallen soldiers decimating an army during Hollow Night but the validity of the rumors has never been proven.
Hollow Night is the time when the barrier between the world of the living and the world of the dead is at its thinnest, and that also means that it would be easier for demons and devils to escape their prisons with some help. If the Jade is as powerful as the squad leader alluded to, then it is possible that it can be used to double the power of Hollow Night. Necromancy itself is a field that very few people touch. A necromantic ritual that requires such power will either be a catastrophe or a blessing. From the looks of these riders, they are definitely up to no good.
By the time you reach the threshold into the village, the scribbles on the wall have encompassed the entire wall from top to bottom. It flares white for a second before scorching the wall black. As you step into the village, the evening sky shifts into a more pinkish tint. You look outside the village briefly and the landscape you just left behind looks blurry and foggy. The scribbles must have done something.
As you continue sprinting, you can see the wizard atop his flaming steed pointing an emerald gem toward a pagoda fountain standing at the end of the main thoroughfare, about 600 feet away from you. A blast of greenish light bursts from the gem and the sound of shattered glass echoes throughout the village. From the remains of the pagoda fountain, floating about five feet off the ground is a fist-sized jade that sparkles with thirteen shades of green.
The wizard encloses his hand around the jade and he and his steed start to disappear. Just when you thought that all is lost, the gate behind you closes and the pinkish tint of the sky turns redder. In the direction of the fountain, you can see a faint shimmer outlining the wizard and his steed. Instead of completely disappearing, you now can vaguely see where the wizard and the horse are.
{{Instead of impossible to be attacked, you can now attack the wizard or his horse but every roll will have to be made with a disadvantage. Any saving throw from a spell that he and his horse must make will be made with an advantage. The targets are 600 feet away from you, but they will be coming toward you on their turn.}}
{{In the interim during these 4 rounds of dashing, if there are any conversations to be had, it's free actions. If not, then this is where we continue with Round 9, starting with First Quarter.}}
Drexon frowns as he runs alongside the patrol leader.
"Necromancy", he says shaking his head. "Very much a double sided coin. And these creatures seem the kind to be up to no good".
He looks around at the walls and the scribbles, "You have strong wards protecting the village? Is there any way to make them stronger?".
Seeing the wizard grasp the jade and it and it's steed fade, Drexon sets himself. He knows that the other riders are also around somewhere, likely to appear at any moment.
"I assume it would be very bad if that thing gets the Jade out the village, we must stand firm and trap it inside the village", he says to the others.
He whispers some words of Deep Speech, preparing to send a spectral hand to harry his foes.
Movement: 35 feet closer to the Wizard Action: ReadyChill Touch on Wizard (or one of the other creatures if the wizard doesn't get close enough after it has moved) - (18, 7)+3 = 13, Damage: 4 [necrotic], and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
{{I'm going to expedite the movement a bit because this will stretch out for a long time if we are to follow each creature's movement speed and that wouldn't be fun anymore. Let's say that when it is the wizard nightmare's turn in this round, the wizard and the nightmare will be within 120 feet of you, and your reaction and hold action will pop off.}}
"Seal at its strongest," the squad leader says. "Take village to Inbetween. Allow seeing disappearing creatures. Unseen becomes seen."
You step forward slowly and steadily, each thinking of a plan to trap this wizard. As the wizard gets closer, each of you calms yourself and prepares your best action to get the Jade from the wizard and perhaps capture him.
Leander moves a little bit forward and murmurs into a pod of seeds wrapped with a brass-colored material. He cocks his hand back and waits for the rider to get closer before throwing the seed.
Leander Movement: 30 feet Leander Action: ReadyMoonbeam at the Nightmare when it is within 120 feet. Constitution save DC 15 or take 11 Radiant Damage.
{{We are waiting for Karm to take his turn before I continue with the patrol squad and then the wizard's turn.}}
That would be to simple of a solution i think replies Karm to Cob.
As my held action i would like to try a move i wanted to do at the beginning of the campaign: Hurl the grappling hook past the wizard and catapult it at an angle to try and wind the rope around him. If thats to rule-finicky, he will just hold a ray of frost
The Patrol Squad moves back close to the gate and operates a mechanism that blows a loud horn across the entire village to warn people that something threatening is in the village. Back up is on the way.
{{A reminder: the wizard and the nightmare make their save with advantage until they decide to Ethereal Stride out to the village.}}
{{We can do the catapult thing. I'm curious how that will go. I'm going to make a Dexterity save (against your spell DC, which is 14, I think?) with an advantage as the wizard is still only partially present in the realm, but if he fails, he will be considered restrained. He will fall prone and take 4 fall damage but no damage from the catapult spell itself. How is that?}}
Inferno Wizard Dexterity Save: 8
Rollback Post to RevisionRollBack
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{{my spiritual weapon is still in there so I'm going}} wisdom: 21 (in game log) {{dice roll worked and then stopped for some reason idk}}
Dvark grabs in to the knight once again trying to travel with him.
{{If there are no more reactions, we will continue with the next round.}}
Dvark, you swing your weapon and it bounces off the knight's armor with a dull ring.
With the failed attack, the knight becomes alert that he is once again alone and swings his sword just in time to see the attack from the patrol squad and parries it away. Unfortunately, his horse is not as lucky as two long gashes open on its side from the patrol squad's attack.
The knight looks toward the gate for a moment and nods. He swings his greatsword at the patrol squad, severely injuring one of the hobgoblins, and yells a command at his horse. Slowly, the horse vanishes just like before.
Like before, Dvark, you manage to grab onto the knight and follow him wherever he goes. Your vision once again shifts to the foggy red landscape you have seen before. You feel the disorientation and you can feel yourself being dragged away to the north before you let go. You stand beside the knight and his horse about 90 feet away north from where you have been in the real world. Twenty feet away to the south, you can see the shining form of the weapon you have called upon previously. About two hundred feet away to the southeast, you can see the hunter looking at the village gate's silhouette to the west pensively as she gulps a glimmering red potion.
"You've doomed yourself by following me," the knight says to Dvark. "You will be a good leverage."
Back in the real world, all of you notice that the wall of the village is glowing with faint black and white light. The hobgoblin patrol squad leader sees scribbles flowing from the top of the rampart and curses. He yells in Common, "To the gate! They are inside!"
You can see that the two gatekeepers begin to hurriedly move to the towers of the gate and press something when the scribbles flow further down the wall. A thump and a click reverberate through the clearing as the gate begins to grind open.
Round 4 End
Round 5 Start
{{This is getting repetitive and a little annoying, isn't it? First Quarter, back to you.}}
{{ No enemy is visible to those in the material plane? }}
{{None, but the hobgoblin squad leader is yelling that at least an enemy has breached the village's gate and is currently inside. He is ordering everyone around him to get into the village.}}
Drexon curses and dashes back towards the gate.
Movement: 35ft to the gate
Action: Dash 35ft to the gate
{{how hurt does the knight and the nightmare look?}}
{{The knight looks weary and a bit injured. He has some dents on his armor and he seems to be bleeding a little. His horse has some slashes and open wounds, but still standing quite strong.}}
Cob watches the knight vanish, taking Dvark with them.
"How do we deal with them if they can just vanish like this?" Cob says as he starts after Drexon towards the village.
Full 30' movement followed by 30' Dash.
As dangerous as these riders seem to be and how much they're endangering the hobgoblin village, something tickles in the back of Cob's mind that they don't seem the type to be stealing kids though.
{{cataplut deals no damage on a success. It has decent damage and utility to compensate though. but with a 6, that sould be a failure}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{I wanted to pull the party out of the initiative if you are all just running and dashing, but then Dvark is still in active combat. This will be a bit meta, but I will say that the two riders you have been fighting will not be appearing again in the next few turns. Their job fighting you is done for the moment. Your only concern now is the patrol squad leader's warning about one rider being inside the village, possibly in search of the jade.}}
{{Dvark, perhaps, just take your turn now. I will say this, though: you notice that the one that is doing the traveling between this place and the real world is not the rider, but the horse because the horse always disappears first before the rider. Maybe attacking the horse will bring you back to the real world? It did disappear to the red foggy realm when severely attacked or commanded.}}
"I believe we will have to agree to disagree." Dvark says pointing the tip of his blade at the Knight as his spiritual weapon casually drifts behind the knight and takes a swing: Attack: 19 Damage: 9
Then Dvark grips his holy symbol in his off hand and casts Sleep so it only hits the knight: 20 {{if he has less health than the roll he falls asleep for 1 minute or until he next takes damage}}
Karm continues to move after his buddies towards the village, dashing
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz sprints towards the village.
{{I'm taking you off the initiative for just a moment. I'll continue the combat in the Ethereal Realm with Dvark separately in private.}}
{{The following narration takes place over the next 4 rounds of combat.}}
"Jade is life and death," the patrol squad leader explains as you rush toward the village's gate. "Hollow Night comes. Jade is a powerful necromancy source in Hollow Night."
You know that Hollow Night falls on the 31st of Kapitu. Karm especially will know that Hollow Night is the time when powerful necromantic rituals can be performed without the need for a catalyst. It is also the time that the Hollow Night Festival commences, a time when the spirits of the departed can be strong enough to directly affect the world in a physical way. Some spirits that are strong enough can appear and interact with their loved ones -- hugging them and touching them. Some other spirits that linger in the world -- ghosts -- with unfinished business can even destroy a building to fulfill their desire. There were rumors of ghosts of fallen soldiers decimating an army during Hollow Night but the validity of the rumors has never been proven.
Hollow Night is the time when the barrier between the world of the living and the world of the dead is at its thinnest, and that also means that it would be easier for demons and devils to escape their prisons with some help. If the Jade is as powerful as the squad leader alluded to, then it is possible that it can be used to double the power of Hollow Night. Necromancy itself is a field that very few people touch. A necromantic ritual that requires such power will either be a catastrophe or a blessing. From the looks of these riders, they are definitely up to no good.
By the time you reach the threshold into the village, the scribbles on the wall have encompassed the entire wall from top to bottom. It flares white for a second before scorching the wall black. As you step into the village, the evening sky shifts into a more pinkish tint. You look outside the village briefly and the landscape you just left behind looks blurry and foggy. The scribbles must have done something.
As you continue sprinting, you can see the wizard atop his flaming steed pointing an emerald gem toward a pagoda fountain standing at the end of the main thoroughfare, about 600 feet away from you. A blast of greenish light bursts from the gem and the sound of shattered glass echoes throughout the village. From the remains of the pagoda fountain, floating about five feet off the ground is a fist-sized jade that sparkles with thirteen shades of green.
The wizard encloses his hand around the jade and he and his steed start to disappear. Just when you thought that all is lost, the gate behind you closes and the pinkish tint of the sky turns redder. In the direction of the fountain, you can see a faint shimmer outlining the wizard and his steed. Instead of completely disappearing, you now can vaguely see where the wizard and the horse are.
{{Instead of impossible to be attacked, you can now attack the wizard or his horse but every roll will have to be made with a disadvantage. Any saving throw from a spell that he and his horse must make will be made with an advantage. The targets are 600 feet away from you, but they will be coming toward you on their turn.}}
{{In the interim during these 4 rounds of dashing, if there are any conversations to be had, it's free actions. If not, then this is where we continue with Round 9, starting with First Quarter.}}
Drexon frowns as he runs alongside the patrol leader.
"Necromancy", he says shaking his head. "Very much a double sided coin. And these creatures seem the kind to be up to no good".
He looks around at the walls and the scribbles, "You have strong wards protecting the village? Is there any way to make them stronger?".
Seeing the wizard grasp the jade and it and it's steed fade, Drexon sets himself. He knows that the other riders are also around somewhere, likely to appear at any moment.
"I assume it would be very bad if that thing gets the Jade out the village, we must stand firm and trap it inside the village", he says to the others.
He whispers some words of Deep Speech, preparing to send a spectral hand to harry his foes.
Movement: 35 feet closer to the Wizard
Action: Ready Chill Touch on Wizard (or one of the other creatures if the wizard doesn't get close enough after it has moved) - (
18, 7)+3 = 13, Damage: 4 [necrotic], and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.Eremoz kneels down, tracing one of the runes on his boot. The runes begin to glow as he grows in size. He sprints towards the wizard.
Movement + Dash = 70 feet
Cob takes as much of what’s going on in as possible. But still he’s unsure how they can fight these riders.
”Thinning walls between planes? Anyone think this jade got used to create the problems we’re dealing with in the future?”
Cob moves forward 30’ towards the approaching ethereal wizard. He readies an Eldritch Blast to race towards the horse if it gets within 120’.
Attack: 13 Damage: 9
{{I'm going to expedite the movement a bit because this will stretch out for a long time if we are to follow each creature's movement speed and that wouldn't be fun anymore. Let's say that when it is the wizard nightmare's turn in this round, the wizard and the nightmare will be within 120 feet of you, and your reaction and hold action will pop off.}}
"Seal at its strongest," the squad leader says. "Take village to Inbetween. Allow seeing disappearing creatures. Unseen becomes seen."
You step forward slowly and steadily, each thinking of a plan to trap this wizard. As the wizard gets closer, each of you calms yourself and prepares your best action to get the Jade from the wizard and perhaps capture him.
Leander moves a little bit forward and murmurs into a pod of seeds wrapped with a brass-colored material. He cocks his hand back and waits for the rider to get closer before throwing the seed.
{{We are waiting for Karm to take his turn before I continue with the patrol squad and then the wizard's turn.}}
That would be to simple of a solution i think replies Karm to Cob.
As my held action i would like to try a move i wanted to do at the beginning of the campaign: Hurl the grappling hook past the wizard and catapult it at an angle to try and wind the rope around him. If thats to rule-finicky, he will just hold a ray of frost
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist