Only Hellrider 3 glows Brillant green from the Faerie Fire.
((OOC: Which one is Hellrider 3? I'm trying to figure out whether Ixsas's last round with his existing Spiritual Weapon can reach that rider. I think that it can reach the one in front or at the back left but probably not the one on the back right.))
Zeds stays where he is and eyes the riders. Slowly with grim intention he draws another arrow and notches it, taking aim with his shortbow. He watches their quick advance even as he tries to steady his own pulse, slow his own breathing and take aim once more at the lead rider... Then with his Steady Aim he releases the arrow and takes his shot.
(Bonus Action to use Steady Aim feature for advantage, movement is 0 for this turn...)
Short Bow Attack on lead rider: 17to hit for 5piercing damage plus 3 Sneak Attack damage.
This post has potentially manipulated dice roll results.
Round 11: Ixsas
Knowing the Krackle is nearby, when Ixsas sees Ironthar vanish in the face of the charging Hellriders, he says, "Krackle, unless your friend, Ironthar, can become completely invisible, I fear that the Raven Queen has called him home. You may need to summon your courage and spew the dragon's breath yourself! I will do what I can, but if I fall in this fight, you must keep me alive so that I may heal the others."
Ixsas makes sure that the shield is firmly strapped to his left arm. He gestures with his right hand, and the glowing spear streaks through the air toward the rider who is ringed with green light before it (success or failure) finally winks out of existence.
As the spear leaps eagerly toward its target, Ixsas grasps the symbol of Kossuth's flame that hangs on a cord around his neck and raises it above his head. He calls out, "Kossuth! Reveal your awesome radiance and strike down these blasphemous knights who have corrupted the purity of the flames. Reclaim their fire and release them from undeath!"
Movement: Ixsas remains at the north side of the ring, trying to maintain at least 1/2 cover from the Hellriders. He hopes that they focus on him so that Zeds can move back into the ring of the wagons. Bonus Action: Move Spiritual Weapon north to strike at HR#3 with advantage from Faerie Fire: 11, Damage: 11 force (Move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.) Action: Channel Divinity, Radiance of the Dawn. Dispel any magical darkness within 30'. Each hostile creature within 30' (that doesn't have total cover) must make a CON saving throw (DC 14) or take damage: 11 (radiant), or half damage on a successful save. Free Action: Talking
From behind them, the caravan’s defenders hear heavy chainmail rattling and boots pounding the dusty road. A young man leaps between the ring of circled wagons, huffing and sweating as though he’s been exerting himself for a while already.
His round shield glows like a torch, illuminating a human man of perhaps 25 years. He is wearing fine chain and wields castle forged steel in the form of a long sword. A blue tabard over his chain bears a symbol of some kind, too hard to make out as he runs through the dark.
Emerging from the wagons, he takes a defensive stance with sword and shield raised against the horsemen.
“Riders! Your wars are done! Turn your horses toward the distant horizons, and home.”
Looking back over his shoulder to Ixsas, he mutters through gritted teeth…
”This is bad. Try to whittle them down while I draw their ire.”
[Serge will dash north, then use Action Surge to dash again. Assuming those are 5’ squares, that should put him between Ixsas and the Hellriders.]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Krackle would crouch down in his concealed location under the carriage when his new companion mentions Ironthar's disappearance. Looking down towards his chest, he shakes his head before quickly dropping his pack gently to the ground. He mutters a few words in draconic before giving the backpack a gentle pat before gripping his orb tightly once more. Through his clenched teeth, the small kobold growls in draconic as he casts [Tooltip Not Found] on himself. Icy fog begins to stream from his nostrils as he attempts to sneak around under the carriages before unleashing a burst of cold from a hidden location under a nearby carriage..
Dex save 14 or take 6 cold damage
ooc: he is going to attempt to surprise the enemies with a breath of cold damage... hopefully that helps counter some of their dex saves?
Hellrider 1 and 2 takes 18 radiant damage as they are vulnerable to that damage type. They recoil in pain but continue on intent to draw blood this night.
Zeds arrow and Ixsas glowing spear misses.
Hellrider 3 takes 8 radiant damage
Hellrider 1 pause just for a brief moment at Serge's words as if trying to remember something important though the effects of undeath seem to make it single minded and it continues the attack.
I will count Krackle's action as a readied action as the Hellriders are not in range of the dragon breath. So, Krackle will unleash an Icy breath when the Hellriders are within 15 ft of the wagons. Unfortunately, the Hellriders adept rider feature is not negated.
As the riders continue to drive on toward the caravan, Serge curses under his breath.
Of course they can't just be reasonable...
Serge easily deflects the fiery axe from the 1st Hellrider with his round shield, but as the 2nd Hellrider surges past he is unable to land even a glancing blow with his longsword, missing completely.
Longsword AOO on 2nd Hellrider: 7
Seeing the riders break ranks, he can only look on helplessly as the archer faces a Hellrider on his own.
"One thing at a time," he says aloud, apparently to himself.
Trying to keep his defenses ready for another attack from the 1st Hellrider, he pivots toward the second and tries to slash the horse or rider with his longsword. Too concerned about the attacker at his back, however, he once again fails to accomplish anything with his blade.
Longsword Attack on 2nd Hellrider: 7
He curses again, this time sounding legitimately concerned. He considers his positioning, but someone inside the wagon circle seems to have a clear shot at the riders with powerful spells, so he holds where he is for now, not wanting to compromise a magical attack (or stumble into the path of it).
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Zeds swallows hard when he sees one of the riders peel off and come directly for him. He had hoped he could just take pot shots from afar but crap... Dropping his shortbow and once more taking up the two shortswords he had planted in the ground in front of him, Zeds prepares to defend himself even as he wonders what his best plan of attack is. One thing is certain, attacking...
Shortsword Attack vs Hell3: 13 to hit... BonusAction Shortsword Attack vs Hell3: 16 to hit... ((Damage not rolled as 17misses so *shrug*))
His attacks going for naught and being out here all by his lonesome, Zeds isn't liking his chances. He books back towards the camp and the others. He knows he cannot outrace a horse but just standing waiting to get hit won't do much good. Zeds heads pretty much due east looking as he runs to see if there is a wagon he can roll under or duck behind for cover or such. ((Fancy Footwork means anyone he's made an attack against does not get opportunity attacks on him that turn...))
Hellrider 2 rides past Serge to attack Ixsas with a flaming longsword
As the Hellrider swings his flaming sword, a bright light flashes in the darkness.
Reaction: Warding Flare. When you are attacked by a creature (that can be blinded) within 30 ft. that you can see, you can use your reaction to impose disadvantage on the attack roll.
This post has potentially manipulated dice roll results.
A small cloud of fog forms around the snoot of the kobold as he takes another deep breath in preparation of another blast of icy cold. This time however, along with the wave of sleet and ice that erupts from his mouth; a loud DRACONIC Cry can be heard as well. The shrill and powerful cry pierces through night and echoes into the distance. Krackle stands under the carriage with his chest heaving rapidly as he prepares for another icy blast..
Dex 14 or take 8 half on a save (it has always been half damage on a save, not sure if it was ever mentioned)
((Oh! The Faerie Fire. Right, right. Forget which one it was on... I'm in too many darn games to remember all the conditions that are in effect and such, sorry.))
Shortsword Attack vs Hell3: 13 or 13 to hit... BonusAction Shortsword Attack vs Hell3: 16 or 9 to hit... ((Damage not rolled as 17 misses so *shrug*))
((Good thought but alas, I roll like crap... Adv no help.))
Ixsas is able to dodge out of the way of the flaming sword as Kossuth's warding light momentarily blinds the undead knight. Ixsas considers trying to finish off the rider near Zeds with a Guiding Bolt, but his mind is too occupied with the one before him. Having seen how they reacted to Kossuth's radiance has bolstered his resolve. "The spirit is willing," he mutters, "but the flesh is weak."
Ixsas is amazed to see a heavily-armored fighter, unknown to him, burst through the wagon circle and join the battle against the Hellriders. He considers it a good omen from Kossuth that the fighter bears a light-giving shield. He calls out, "Welcome, young warrior! You arrive just in time to end this unholy menace!"
Ixsas calls down Sacred Flame on the rider in front of him. Then, as the sudden roar of a "dragon" causes the horse in front of him to rear and try to turn, Ixsas creates another spear of fire and light just to the north of his opponent, attempting to stab at the rider while he is distracted and trying to control his mount.
Movement: None. Stuck in combat with HR #2. Action: Cast spell Sacred Flame on HR #2, DEX 14 save (with no benefit from cover) or target takes damage: 1 (Radiant). Bonus Action: Cast spell (LVL 2 slot) Spiritual Weapon. Attack: 19 on HR#2 with advantage from Krackle's Draconic Cry, Damage: 12 (Force) A floating, translucent spear of radiant light rimmed with flickering flames appears within 60' and attacks one creature within 5' of it. Free Action:
((OOC: Which one is Hellrider 3? I'm trying to figure out whether Ixsas's last round with his existing Spiritual Weapon can reach that rider. I think that it can reach the one in front or at the back left but probably not the one on the back right.))
(Hellrider 3 is the one in the back left position)
Zeds stays where he is and eyes the riders. Slowly with grim intention he draws another arrow and notches it, taking aim with his shortbow. He watches their quick advance even as he tries to steady his own pulse, slow his own breathing and take aim once more at the lead rider... Then with his Steady Aim he releases the arrow and takes his shot.
(Bonus Action to use Steady Aim feature for advantage, movement is 0 for this turn...)
Short Bow Attack on lead rider: 17 to hit for 5 piercing damage plus 3 Sneak Attack damage.
Round 11: Ixsas
Knowing the Krackle is nearby, when Ixsas sees Ironthar vanish in the face of the charging Hellriders, he says, "Krackle, unless your friend, Ironthar, can become completely invisible, I fear that the Raven Queen has called him home. You may need to summon your courage and spew the dragon's breath yourself! I will do what I can, but if I fall in this fight, you must keep me alive so that I may heal the others."
Ixsas makes sure that the shield is firmly strapped to his left arm. He gestures with his right hand, and the glowing spear streaks through the air toward the rider who is ringed with green light before it (success or failure) finally winks out of existence.
As the spear leaps eagerly toward its target, Ixsas grasps the symbol of Kossuth's flame that hangs on a cord around his neck and raises it above his head. He calls out, "Kossuth! Reveal your awesome radiance and strike down these blasphemous knights who have corrupted the purity of the flames. Reclaim their fire and release them from undeath!"
Movement: Ixsas remains at the north side of the ring, trying to maintain at least 1/2 cover from the Hellriders. He hopes that they focus on him so that Zeds can move back into the ring of the wagons.
Bonus Action: Move Spiritual Weapon north to strike at HR#3 with advantage from Faerie Fire: 11, Damage: 11 force
(Move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.)
Action: Channel Divinity, Radiance of the Dawn. Dispel any magical darkness within 30'.
Each hostile creature within 30' (that doesn't have total cover) must make a CON saving throw (DC 14) or take damage: 11 (radiant), or half damage on a successful save.
Free Action: Talking
Concentration: Faerie Fire round 2 of 10
Round 10 of 10 (no concentration required) for Spiritual Weapon.
From behind them, the caravan’s defenders hear heavy chainmail rattling and boots pounding the dusty road. A young man leaps between the ring of circled wagons, huffing and sweating as though he’s been exerting himself for a while already.
His round shield glows like a torch, illuminating a human man of perhaps 25 years. He is wearing fine chain and wields castle forged steel in the form of a long sword. A blue tabard over his chain bears a symbol of some kind, too hard to make out as he runs through the dark.
Emerging from the wagons, he takes a defensive stance with sword and shield raised against the horsemen.
“Riders! Your wars are done! Turn your horses toward the distant horizons, and home.”
Looking back over his shoulder to Ixsas, he mutters through gritted teeth…
”This is bad. Try to whittle them down while I draw their ire.”
[Serge will dash north, then use Action Surge to dash again. Assuming those are 5’ squares, that should put him between Ixsas and the Hellriders.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Krackle would crouch down in his concealed location under the carriage when his new companion mentions Ironthar's disappearance. Looking down towards his chest, he shakes his head before quickly dropping his pack gently to the ground. He mutters a few words in draconic before giving the backpack a gentle pat before gripping his orb tightly once more. Through his clenched teeth, the small kobold growls in draconic as he casts [Tooltip Not Found] on himself. Icy fog begins to stream from his nostrils as he attempts to sneak around under the carriages before unleashing a burst of cold from a hidden location under a nearby carriage..
Dex save 14 or take 6 cold damage
ooc: he is going to attempt to surprise the enemies with a breath of cold damage... hopefully that helps counter some of their dex saves?
Hellrider 1 Con Save
16
Hellrider 2 Con Save
16
Hellrider 3 Con Save
18
Hellrider 1 and 2 takes 18 radiant damage as they are vulnerable to that damage type. They recoil in pain but continue on intent to draw blood this night.
Zeds arrow and Ixsas glowing spear misses.
Hellrider 3 takes 8 radiant damage
Hellrider 1 pause just for a brief moment at Serge's words as if trying to remember something important though the effects of undeath seem to make it single minded and it continues the attack.
I will count Krackle's action as a readied action as the Hellriders are not in range of the dragon breath. So, Krackle will unleash an Icy breath when the Hellriders are within 15 ft of the wagons. Unfortunately, the Hellriders adept rider feature is not negated.
Krackle's Icy breath catches Hellriders 1 and 2
Hellrider 1 Dex Save with advantage
4
Hellrider 2 Dex Save with advantage
18
Hellrider 1 takes 16 cold damage and Hellrider 2 takes 8 cold damage.
As part of the adept rider feature the Hellriders have advantage on melee attack rolls against any unmounted creature that is smaller than your mount
Hellrider 1 attacks Serge with a fiery axe
Attack: 13 Damage: 9
On Hit 5 fire damage
Hellrider 2 rides past Serge to attack Ixsas with a flaming longsword
Attack: 25 Damage: 5
On Hit 4 fire damage
Hellrider 3 gallops towards Zeds Dash action to reach him.
Serge gets an opportunity attack against Hellrider 2
Round 12
Post when able
As the riders continue to drive on toward the caravan, Serge curses under his breath.
Of course they can't just be reasonable...
Serge easily deflects the fiery axe from the 1st Hellrider with his round shield, but as the 2nd Hellrider surges past he is unable to land even a glancing blow with his longsword, missing completely.
Longsword AOO on 2nd Hellrider: 7
Seeing the riders break ranks, he can only look on helplessly as the archer faces a Hellrider on his own.
"One thing at a time," he says aloud, apparently to himself.
Trying to keep his defenses ready for another attack from the 1st Hellrider, he pivots toward the second and tries to slash the horse or rider with his longsword. Too concerned about the attacker at his back, however, he once again fails to accomplish anything with his blade.
Longsword Attack on 2nd Hellrider: 7
He curses again, this time sounding legitimately concerned. He considers his positioning, but someone inside the wagon circle seems to have a clear shot at the riders with powerful spells, so he holds where he is for now, not wanting to compromise a magical attack (or stumble into the path of it).
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
((17 misses.. eek.))
Zeds swallows hard when he sees one of the riders peel off and come directly for him. He had hoped he could just take pot shots from afar but crap... Dropping his shortbow and once more taking up the two shortswords he had planted in the ground in front of him, Zeds prepares to defend himself even as he wonders what his best plan of attack is. One thing is certain, attacking...
Shortsword Attack vs Hell3: 13 to hit...
BonusAction Shortsword Attack vs Hell3: 16 to hit...
((Damage not rolled as 17misses so *shrug*))
His attacks going for naught and being out here all by his lonesome, Zeds isn't liking his chances. He books back towards the camp and the others. He knows he cannot outrace a horse but just standing waiting to get hit won't do much good. Zeds heads pretty much due east looking as he runs to see if there is a wagon he can roll under or duck behind for cover or such. ((Fancy Footwork means anyone he's made an attack against does not get opportunity attacks on him that turn...))
As the Hellrider swings his flaming sword, a bright light flashes in the darkness.
Reaction: Warding Flare. When you are attacked by a creature (that can be blinded) within 30 ft. that you can see, you can use your reaction to impose disadvantage on the attack roll.
Hellrider 2 attacks through the distracting warding flare. (From Round 11)
Attack: 12 Damage: 6
On hit 9 fire damage
A small cloud of fog forms around the snoot of the kobold as he takes another deep breath in preparation of another blast of icy cold. This time however, along with the wave of sleet and ice that erupts from his mouth; a loud DRACONIC Cry can be heard as well. The shrill and powerful cry pierces through night and echoes into the distance. Krackle stands under the carriage with his chest heaving rapidly as he prepares for another icy blast..
Dex 14 or take 8 half on a save (it has always been half damage on a save, not sure if it was ever mentioned)
Since Ixsas's Warding Flare prevented that hit last round, he is still concentrating on Faerie Fire, affecting the one that attacked Zeds.
((Oh! The Faerie Fire. Right, right. Forget which one it was on... I'm in too many darn games to remember all the conditions that are in effect and such, sorry.))
Shortsword Attack vs Hell3: 13 or 13 to hit...
BonusAction Shortsword Attack vs Hell3: 16 or 9 to hit...
((Damage not rolled as 17 misses so *shrug*))
((Good thought but alas, I roll like crap... Adv no help.))
Round 12: Ixsas
Ixsas is able to dodge out of the way of the flaming sword as Kossuth's warding light momentarily blinds the undead knight. Ixsas considers trying to finish off the rider near Zeds with a Guiding Bolt, but his mind is too occupied with the one before him. Having seen how they reacted to Kossuth's radiance has bolstered his resolve. "The spirit is willing," he mutters, "but the flesh is weak."
Ixsas is amazed to see a heavily-armored fighter, unknown to him, burst through the wagon circle and join the battle against the Hellriders. He considers it a good omen from Kossuth that the fighter bears a light-giving shield. He calls out, "Welcome, young warrior! You arrive just in time to end this unholy menace!"
Ixsas calls down Sacred Flame on the rider in front of him. Then, as the sudden roar of a "dragon" causes the horse in front of him to rear and try to turn, Ixsas creates another spear of fire and light just to the north of his opponent, attempting to stab at the rider while he is distracted and trying to control his mount.
Movement: None. Stuck in combat with HR #2.
Action: Cast spell Sacred Flame on HR #2, DEX 14 save (with no benefit from cover) or target takes damage: 1 (Radiant).
Bonus Action: Cast spell (LVL 2 slot) Spiritual Weapon. Attack: 19 on HR#2 with advantage from Krackle's Draconic Cry, Damage: 12 (Force)
A floating, translucent spear of radiant light rimmed with flickering flames appears within 60' and attacks one creature within 5' of it.
Free Action:
Concentration: Faerie Fire round 2 of 10
Round 1 of 10 (no concentration required) for Spiritual Weapon