"Back to Allhaven? How far is this town? I do not know of it." Ekmong asks Pip, trying to be a bit more friendly. "And yes, let's try to avoid whatever left that behind", pointing to the mark on the ground.
"Back over the Giant's Steppe, then south for three days." Pip tells Ekmong. The party continues to follow the halfling back the way they came, keeping a wide birth from any suspicious tracks. There are no immediate threats as they manage to get out of the deadwoods to find the desolate open plains of cracked dry earth with the occasional patchy bits of straw-like grass. "We're going to have to rest sometime soon." Pip tells the others, "It is up to you if we try and press on into the night and try and get to the scout's tunnels or not. Night time is always treacherous in these parts either way."
(Yes, I am assuming that those in the group that were taking relics from the chapel have filled whatever spots are left within their backpacks.)
Fjorgin considers the matter. "We should press on. This land is not hospitable, and I doubt it will reward us for letting our guard down."
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
This post has potentially manipulated dice roll results.
The group continues along the open plains, attempting to keep low as Ekmong continues to carry the bulky silver container. As they continue onwards, those with darkvision pick up on ahead there are two large ape-like creatures. They have powerful frames, their large arms bulging with muscle as their large frames as they pummel what can only be described as a pile of fleshy paste. They look up, seeing the party as well, their fists covered in the blood of their prey.
(Image of the monster in the spoiler. You may make a DC 15 Arcana check to know more about these beasts. And yes, they appear to be fiends of some sort.)
Scenario: Ahead of the group (60 feet), the two beasts are looming over a bloody pulp of their prior target. The field is open wasteland, with dry cracked earth and clumps of dead grass. There are a couple of straggling trees, blackened and dead, which can be used to provide cover. Between the group and the two fiends there appears to be a few jagged spikes of broken earth. With sturdy boots, it shouldn't harm the footing of the group, but could potentially be an annoyance to the ape-like creatures whom don't have footwear.
Thea curses at the sight of the Apes. She moves 5 feet to the right to avoid having the group clumped together in one place and then casts Distracting Figment (3 Psi Points) at Ape #2, intend on finishing the battle quick so they can move on.
Distracting Figment: INT save 15 - DMG: 20 on a failed save + no reactions and melee attacks against it have advantage
This post has potentially manipulated dice roll results.
Thea assaults the mind of the first large ape creature. She can sense their vindictive thoughts, a little more primitive than the human mind, but a mind is there nonetheless...
Ape #2's Intelligence Saving Throw:2
The creature lets out a cry in a fell tongue, shaking its head as its mind is rended by Thea. It still stands, but isn't happy with what just happened. (Ape #2: 26 damage.)
INITIATIVE TRACKER
Liavyre (34/34 HP)
Ape Monster #2 (26 damage, cannot take reactions & melee attacks have advantage on it until Thea's next turn.)
This post has potentially manipulated dice roll results.
Ekmong will head over to one of the blackened dead trees and place the silver container behind it in a manner that it is hidden (if needed, sleight of hand: 7). If he needs to use the dash action to get there he will do so. If he still has his action after placing the container behind the tree, he will then cast Blade Ward on himself as he can no longer see any potential targets. Regardless, he will still be touching the container with his foot and will not let it out of his sight.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Fjorgin, using the blessings of Pelor, has his path illuminated for him. The blade ignites as a blade of pure light brandishes itself as he can sense the foul fiends nearby. Both of them are around twenty feet forward, with a ten foot gap between them. One is dangerously close to Ekmong right now, seeming to deviate slightly in its path to attack the tiefling that moved away from the group to place the artefact down. (If Fjorgin wishes to move closer, he may do so...)
Ragmin, unable to sense the fiends in the same manner as Fjorgin, plays defensively instead. He goes to his paladin friend, knowing that he can locate the monsters, and grants him the protections of Pelor. He casts Protection from Evil and Good, granting him wards against fiends so long as he concentrates on the spell.
INITIATIVE TRACKER
Thea (16/34 HP) Liavyre (34/34 HP, concentrating on Hunter's Mark)
Ape Monster #2 (26 damage, cannot take reactions & melee attacks have advantage on it until Thea's next turn, under Lia's Hunter's Mark 600 rounds, Invisible.)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Thea also directs her steps over to Ekmong and Fjorgin, but will position herself 10 ft behind them. "Be damned, does anyone know where they are?" She then taps the Circlet of Blasting in a somewhat desperate attempt to hit the creatures with something. (What rolls would be needed to randomly fire the three attacks onto the difficult terrain? Thats where she is guessing them to be)
Thea sends out her blasts of fire. The first two appear to fly past where she was directed. The final blast strikes, but seems to dissipate against the invisible creature, unable to penetrate its hide. (Others know the general location of one of the invisible ape-like monsters.)
Liavyre, now aiming at where Thea's blast made contact, attempts to fire a shot at the invisible fiend. Longbow vs. Ape Monster #2:17 vs. AC. Hit:12 piercing damage.
Thanks to Thea's flames, her arrow strikes true into the beast, causing it a lot of pain. (Ape Monster #2: 40 damage.) Ape Monster #2's Concentration check (DC 10):6
The ape monster reappears, only a short distance away from the group at the tree.
Ape Monster #2, angered at the attack, lets out a screech, then slams its arms on the ground. A swarm of tendrils reach out of the ground, attempting to grasp Fjorgin, Ekmong, and Thea. Entangle vs. Ekmong, Fjorgin, and Thea: DC 13 Strength Saving Throw, or be entangled.
Ape Monster #1 moves around, before reappearing as it attempts to suckerpunch Liavyre from behind, swinging with its huge hands then attempting to bite at her. Fist vs. Liavyre:25 vs. AC. Hit:14 bludgeoning damage. Fist vs. Liavyre:13 vs. AC. Hit:6 bludgeoning damage. Bite vs. Liavyre:13 vs. AC. Hit:6 bludgeoning damage.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
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"Back to Allhaven? How far is this town? I do not know of it." Ekmong asks Pip, trying to be a bit more friendly. "And yes, let's try to avoid whatever left that behind", pointing to the mark on the ground.
"Back over the Giant's Steppe, then south for three days." Pip tells Ekmong. The party continues to follow the halfling back the way they came, keeping a wide birth from any suspicious tracks. There are no immediate threats as they manage to get out of the deadwoods to find the desolate open plains of cracked dry earth with the occasional patchy bits of straw-like grass. "We're going to have to rest sometime soon." Pip tells the others, "It is up to you if we try and press on into the night and try and get to the scout's tunnels or not. Night time is always treacherous in these parts either way."
(Yes, I am assuming that those in the group that were taking relics from the chapel have filled whatever spots are left within their backpacks.)
“I’d prefer to avoid sleeping out in the open in this desolate land,” Ekmong adds his two cents...
Fjorgin considers the matter. "We should press on. This land is not hospitable, and I doubt it will reward us for letting our guard down."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
The group continues along the open plains, attempting to keep low as Ekmong continues to carry the bulky silver container. As they continue onwards, those with darkvision pick up on ahead there are two large ape-like creatures. They have powerful frames, their large arms bulging with muscle as their large frames as they pummel what can only be described as a pile of fleshy paste. They look up, seeing the party as well, their fists covered in the blood of their prey.
(Image of the monster in the spoiler. You may make a DC 15 Arcana check to know more about these beasts. And yes, they appear to be fiends of some sort.)
ROLLING INITIATIVE
Ekmong: 15
Fjorgin: 11
Liavyre: 13
Ragmin: 19
Thea: 25
Ape Monster #1: 21
Ape Monster #2: 22
Pip: 21
INITIATIVE: ROUND 1
Liavyre (34/34 HP)
Thea (16/34 HP)
Ape Monster #2
Pip (uninjured)
Ape Monster #1
Ragmin (35/35 HP)
Ekmong (33/33 HP)
Fjorgin (20/36 HP)
END OF ROUND
Scenario: Ahead of the group (60 feet), the two beasts are looming over a bloody pulp of their prior target. The field is open wasteland, with dry cracked earth and clumps of dead grass. There are a couple of straggling trees, blackened and dead, which can be used to provide cover. Between the group and the two fiends there appears to be a few jagged spikes of broken earth. With sturdy boots, it shouldn't harm the footing of the group, but could potentially be an annoyance to the ape-like creatures whom don't have footwear.
(Arcana: 8)
Thea curses at the sight of the Apes. She moves 5 feet to the right to avoid having the group clumped together in one place and then casts Distracting Figment (3 Psi Points) at Ape #2, intend on finishing the battle quick so they can move on.
Distracting Figment: INT save 15 - DMG: 20 on a failed save + no reactions and melee attacks against it have advantage
Thea assaults the mind of the first large ape creature. She can sense their vindictive thoughts, a little more primitive than the human mind, but a mind is there nonetheless...
Ape #2's Intelligence Saving Throw: 2
The creature lets out a cry in a fell tongue, shaking its head as its mind is rended by Thea. It still stands, but isn't happy with what just happened. (Ape #2: 26 damage.)
INITIATIVE TRACKER
Liavyre (34/34 HP)
Ape Monster #2 (26 damage, cannot take reactions & melee attacks have advantage on it until Thea's next turn.)
Pip (uninjured)
Ape Monster #1
Ragmin (35/35 HP)
Ekmong (33/33 HP)
Fjorgin (20/36 HP)
END OF ROUND
Thea (16/34 HP)
Liavyre, wanting a swift fight as well, narrows her sights onto the same ape monster as Thea, using her Hunter's Mark to target and attack it.
Longbow vs. Ape #2: Attack: 17 vs. AC. Hit: 12 piercing damage.
The arrow is deflected by the ape's huge hammer hands, as the creature begins to vanish, turning invisible.
Pip, quickly seeing that one has disappeared, attempts to loose an arrow at the other one before it follows suit.
Shortbow vs. Ape #1: Attack: 12 vs. AC. Hit: 6 piercing damage.
The arrow strikes into the ape, as it growls before beginning to move towards the group, turning invisible as well.
Ragmin (35/35 HP)
Ekmong (33/33 HP)
Fjorgin (20/36 HP)
END OF ROUND
Thea (16/34 HP)
Liavyre (34/34 HP)
Ape Monster #2 (26 damage, cannot take reactions & melee attacks have advantage on it until Thea's next turn, Invisible.)
Pip (uninjured)
Ape Monster #1 (8 damage, Invisible)
Ekmong will head over to one of the blackened dead trees and place the silver container behind it in a manner that it is hidden (if needed, sleight of hand: 7). If he needs to use the dash action to get there he will do so. If he still has his action after placing the container behind the tree, he will then cast Blade Ward on himself as he can no longer see any potential targets. Regardless, he will still be touching the container with his foot and will not let it out of his sight.
(It's just the once per turn manipulate an object to put it down, so it's all good.)
Ekmong places the box out of harm's way (hopefully) and places some wardings around himself to protect from any nasty physical blows.
INITIATIVE TRACKER
Ragmin (35/35 HP)
Fjorgin (20/36 HP)
END OF ROUND
Thea (16/34 HP)
Liavyre (34/34 HP)
Ape Monster #2 (26 damage, cannot take reactions & melee attacks have advantage on it until Thea's next turn, Invisible.)
Pip (uninjured)
Ape Monster #1 (8 damage, Invisible)
Ekmong (33/33 HP, Blade Ward active)
Fjorgin uses his Divine Sens to detect the fiends. He then prays to Pelor, and as he does a beam of radiance bursts from the sword hilt.
Arcana: 16
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Fjorgin, using the blessings of Pelor, has his path illuminated for him. The blade ignites as a blade of pure light brandishes itself as he can sense the foul fiends nearby. Both of them are around twenty feet forward, with a ten foot gap between them. One is dangerously close to Ekmong right now, seeming to deviate slightly in its path to attack the tiefling that moved away from the group to place the artefact down. (If Fjorgin wishes to move closer, he may do so...)
Ragmin, unable to sense the fiends in the same manner as Fjorgin, plays defensively instead. He goes to his paladin friend, knowing that he can locate the monsters, and grants him the protections of Pelor. He casts Protection from Evil and Good, granting him wards against fiends so long as he concentrates on the spell.
INITIATIVE TRACKER
Thea (16/34 HP)
Liavyre (34/34 HP, concentrating on Hunter's Mark)
Ape Monster #2 (26 damage, cannot take reactions & melee attacks have advantage on it until Thea's next turn, under Lia's Hunter's Mark 600 rounds, Invisible.)
Pip (uninjured)
Ape Monster #1 (8 damage, Invisible)
Ekmong (33/33 HP, Blade Ward active)
Ragmin (35/35 HP, concentrating on Protection from Evil and Good)
Fjorgin (20/36 HP, under Protection from Evil and Good - Fiend - for 100 rounds)
END OF ROUND
Fjorgin will move toward Ekmong.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Thea also directs her steps over to Ekmong and Fjorgin, but will position herself 10 ft behind them. "Be damned, does anyone know where they are?" She then taps the Circlet of Blasting in a somewhat desperate attempt to hit the creatures with something. (What rolls would be needed to randomly fire the three attacks onto the difficult terrain? Thats where she is guessing them to be)
(With Fjorgin helping with directions, roll with disadvantage.)
(Okay then!)
Relying on Fjorgin for rough directions, Thea activates the bracelet and hurls the magic bolts towards the fiends.
Thea sends out her blasts of fire. The first two appear to fly past where she was directed. The final blast strikes, but seems to dissipate against the invisible creature, unable to penetrate its hide. (Others know the general location of one of the invisible ape-like monsters.)
Liavyre, now aiming at where Thea's blast made contact, attempts to fire a shot at the invisible fiend.
Longbow vs. Ape Monster #2: 17 vs. AC. Hit: 12 piercing damage.
Thanks to Thea's flames, her arrow strikes true into the beast, causing it a lot of pain. (Ape Monster #2: 40 damage.)
Ape Monster #2's Concentration check (DC 10): 6
The ape monster reappears, only a short distance away from the group at the tree.
Ape Monster #2, angered at the attack, lets out a screech, then slams its arms on the ground. A swarm of tendrils reach out of the ground, attempting to grasp Fjorgin, Ekmong, and Thea.
Entangle vs. Ekmong, Fjorgin, and Thea: DC 13 Strength Saving Throw, or be entangled.
Ape Monster #1 moves around, before reappearing as it attempts to suckerpunch Liavyre from behind, swinging with its huge hands then attempting to bite at her.
Fist vs. Liavyre: 25 vs. AC. Hit: 14 bludgeoning damage.
Fist vs. Liavyre: 13 vs. AC. Hit: 6 bludgeoning damage.
Bite vs. Liavyre: 13 vs. AC. Hit: 6 bludgeoning damage.
Liavyre takes two nasty blows. (Liavyre: 16/34 HP)
Liavyre's Concentration Check (DC 10): 22
Liavyre's Concentration Check (DC 10): 7
Liavyre's concentration is broken.
INITIATIVE TRACKER
Ekmong (33/33 HP, Blade Ward active)
Ragmin (35/35 HP, concentrating on Protection from Evil and Good)
Fjorgin (20/36 HP, under Protection from Evil and Good - Fiend - for 100 rounds)
END OF ROUND
Thea (16/34 HP)
Liavyre (16/34 HP)
Ape Monster #2 (40 damage.)
Pip (uninjured)
Ape Monster #1 (8 damage.)
Ekmong, Ragmin, and Fjorgin are up. Two of you need to make your Strength saving throws.
STR Save: 18
Fjorgin is wrapped in vines, but he continues to struggle.
STR Save: 19
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum