Krackles, Ixsas, and Zeds watch is rather uneventful. Around 4 AM Ironthar hears a horse whinny nearby and begins pulling trying to break free. The other horses seem agitated as well and seem to also want to flee. The oxen snort loudly and paw the ground in agitation.
Next the campfire winks out and Ixsas light has long since extinguished since their shift ended over an hour ago.
The 2 robed figures look out into the dark blanket of night of the rolling Fields of Dead. Out in the distance Ironthar sees what might be torchlight. At first there is only 1 then 2 then many more.
As they close the distance Ironthar sees the that they are not a pack of humans with torches, but ghostly spirits made of smoke and flames. There are 5 in total.
The party goes first. Please describe your initial response to being rudely awakened and Ironthar's response to seeing these ghostly apparitions. Then post your actions.
((OOC: @weathervision - The image above is cool, but is that just for adding some spooky flavor for the players? I assume that the attackers are the Hellriders, but those ghosts look very different from the description the burned teamster gave of knights with flames coming out of their armor. Are all five figures approaching from the same direction? Are they already inside the circle of wagons at the start of round 1?))
When Ironthar raises the alarm / wakes everyone, Ixsas sits up in confusion. He grabs his shield and stands up, trying to remember where he is and to shake off a dream filled with fire and darkness only to find himself surrounded by darkness and fire. Normally, dreams of fire leave him feeling warm and inspired, but in this dream the flame seemed to radiate hatred, and the darkness left him cold with fear. He touches the amulet he wears around his neck, a symbol of the Eternal Flame, and his faith steadies him.
Once Ixsas is on his feet, he sees the glowing figures approaching the circle of wagons. Before his companions split up, he invokes Kossuth to bless him and the fighters with the piercing light of inspiration and guidance. He then moves (either closer or farther from the glowing figures) to put himself about 60 ft away from the nearest one. He tries to end his movement with some cover (a cart, a pile of supplies, etc.) from the ghosts. Finally, he summons a spiritual weapon that looks like a translucent spear that glows with a golden radiance and whose point seems to flicker with an holy fire. It appears near the closest of the ghosts and strikes at it as Ixsas calls out, "Unquiet dead! May the Sacred Flame take you!"
Action: Cast spell (LVL 1 slot) Bless, targeting himself, Ironthar, and Zeds. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add it to the roll. Movement: Move up to 30' to find cover and to get 60' from the nearest glowing figure. Bonus Action: None Free Action: Equip shield.
Update: Removed spiritual weapon because he cannot cast two leveled spells in one turn.
Indeed, what you face are not the Hellriders but just a prelude. By the time everyone is up they have reached the circle of wagons and have started entering the camp.
I made a simple battle map. The Orange circle is the circle of wagons. The axe is Ironthar. The Star is Ixsas. The Wizard hat is Krackle. The Dagger is Zeds. The Ghosts are numbered 1-5 from top to bottom.
Zeds inhales sharply as his sleep in suddenly broken. He flops from his back onto his stomach as his eyes open and dart about trying to get a read of the situation. And most importantly to find the Robed Figures. The Robed Ones don't seem to be the problem. For now at least. They seem to be doing nothing but staring out into the dark night. Zeds climbs to his feet and gathers his weapons even as he tries to follow the path of the Robed Ones stares to try to see what they see.
"Not good," Zeds mutters as he slowly walks forward, a short sword in each hand, and approaches Ironthar.
"I don't suppose they're harmless and just passing through?" he asks without much hope. As he asks the question he feels a wave of... warmth? wash over him. A calm assurance that he will act with a little extra grace as if he was blessed. It is an odd feeling, in that it is one he is not used to, but he gives it little thought. There were glowy shadowy undeady looking things headed their way, after all.
Zeds stays close to Ironthar hoping to attack in unison if attack be required. (wants to be within 5' to get sneak attack...) Not one hundred percent convinced these apparitions are threats, Zeds holds his action - Ready to strike out if these things attack in any way, but willing to let them pass by if that is all they are doing.
Readied Attack - Short Sword Attack: 21 to hit for 9 piercing and 4 Sneak Attack damage, if applicable.
Krackle awakens leaned up against Krackle Jr near the fire. "what is that?" The kobold asks quietly as the flaming spirits make their approach. Looking around, he spots Ironthar and quickly moves towards his large companion. Gripping his orb in his small clawed hand, he casts dragonbreath on his companion. Frost begins to form around his companions mouth and a few snowflakes fall from his nostrils before Krackle quickly scrambles backwards towards the safety of his cart.
Ironthar shouts as the flaming spirits approaches the camp. “Wake up! Stand guard! The Dead rises!”
Ironthar rages! His black cloak blends with the shadow of the night as his visage turned semi translucent not unlike a ghost himself. He takes his wicked glaive and nods to Krackle for his cold magic. He takes a deep breath and blows an icy blast against the mob of fire spirits.
Bonus Action: Rage; Action: Dragon Breath Cold: 11 Cold Damage vs Krackle’s Spell DC
Zeds since Ironthar did not move into melee range of a flame spirit do you still want to move into melee or stay back?
Intention was for Zeds to move up next to him and stay there so yeah, Zeds should likely be in the square right below him holding his readied attack...
Flame Spirit 1 moves to the northwest wagon and sets it on fire. Faelsin and the other caravaners are in a panic as they move to the Eastern edge of the circle of wagons.
Flame Spirit 2 moves to strike Ironthar with a fiery hand
Attack: 18 Damage: Unable to parse dice roll.
On hit take 5 additional fire damage
Flame Spirit 3 moves to attack Zeds with a fiery strike
Attack: 19 Damage: 4
On hit 6 additional fire damage
Flame Spirit 4 moves into the camp and fires a fire bolt at Ixsas
Attack: 8 Damage: 1
Flame Spirit 5 moves into camp and fires a fire bolt at Krackle.
Post when able. Krackle using his carriage as cover will be treated as half cover giving him a +2 AC unless he moves behind his carriage which will give him full cover. If Krackle moved behind his carriage in round 1 then ignore the attack from Flame spirit 5.
When Flame Spirit 2 attacks Ironthar Zeds' Readied Attack of a Short Sword Attack: 21 to hit for 9 piercing and 4 Sneak Attack damage would be triggered. (Reminder as you didn't mention it...)
Zeds is able to duck the attack upon him. It was close but sometimes a fingers-width is all you need...
Round 2...
Zeds attacks without reservation now that these things have indeed proven their hostile intention. He lashes out first one shortsword and then the other, targeting first the hopefully wounded Spirit that is attacking Ironthar and only changing to focus on the one attacking himself if that one falls... or dissipates... or whatever these things do.
Shortsword Attack: Nat 1 Bonus Action ShortSword Attack: 18 to hit for 9 piercing damage and 2 Sneak Attack damage...
Zeds readied action and bonus action strikes true, but your blade passes through the spirit. The spirits let's out a cry of pain. You surmise they may have resistance to any weapon type that is not magical. So, Flame spirit 2 takes in total 11 damage and still lives.
((OOC: Not that it would help with a Nat 1, but don't forget that Zeds is currently blessed. Every time you attack, roll a 1d4 and add it to the attack roll. Same with any saving throws.))
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Krackles, Ixsas, and Zeds watch is rather uneventful. Around 4 AM Ironthar hears a horse whinny nearby and begins pulling trying to break free. The other horses seem agitated as well and seem to also want to flee. The oxen snort loudly and paw the ground in agitation.
Next the campfire winks out and Ixsas light has long since extinguished since their shift ended over an hour ago.
The 2 robed figures look out into the dark blanket of night of the rolling Fields of Dead. Out in the distance Ironthar sees what might be torchlight. At first there is only 1 then 2 then many more.
As they close the distance Ironthar sees the that they are not a pack of humans with torches, but ghostly spirits made of smoke and flames. There are 5 in total.
Combat
Flame spirits 11
Party 3
Round 1
The party goes first. Please describe your initial response to being rudely awakened and Ironthar's response to seeing these ghostly apparitions. Then post your actions.
((OOC: @weathervision - The image above is cool, but is that just for adding some spooky flavor for the players? I assume that the attackers are the Hellriders, but those ghosts look very different from the description the burned teamster gave of knights with flames coming out of their armor. Are all five figures approaching from the same direction? Are they already inside the circle of wagons at the start of round 1?))
When Ironthar raises the alarm / wakes everyone, Ixsas sits up in confusion. He grabs his shield and stands up, trying to remember where he is and to shake off a dream filled with fire and darkness only to find himself surrounded by darkness and fire. Normally, dreams of fire leave him feeling warm and inspired, but in this dream the flame seemed to radiate hatred, and the darkness left him cold with fear. He touches the amulet he wears around his neck, a symbol of the Eternal Flame, and his faith steadies him.
Once Ixsas is on his feet, he sees the glowing figures approaching the circle of wagons. Before his companions split up, he invokes Kossuth to bless him and the fighters with the piercing light of inspiration and guidance. He then moves (either closer or farther from the glowing figures) to put himself about 60 ft away from the nearest one. He tries to end his movement with some cover (a cart, a pile of supplies, etc.) from the ghosts.
Finally, he summons a spiritual weapon that looks like a translucent spear that glows with a golden radiance and whose point seems to flicker with an holy fire. It appears near the closest of the ghosts and strikes at it as Ixsas calls out, "Unquiet dead! May the Sacred Flame take you!"Action: Cast spell (LVL 1 slot) Bless, targeting himself, Ironthar, and Zeds.
Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add it to the roll.
Movement: Move up to 30' to find cover and to get 60' from the nearest glowing figure.
Bonus Action: None
Free Action: Equip shield.
Update: Removed spiritual weapon because he cannot cast two leveled spells in one turn.
Indeed, what you face are not the Hellriders but just a prelude. By the time everyone is up they have reached the circle of wagons and have started entering the camp.
I made a simple battle map. The Orange circle is the circle of wagons. The axe is Ironthar. The Star is Ixsas. The Wizard hat is Krackle. The Dagger is Zeds. The Ghosts are numbered 1-5 from top to bottom.
Zeds inhales sharply as his sleep in suddenly broken. He flops from his back onto his stomach as his eyes open and dart about trying to get a read of the situation. And most importantly to find the Robed Figures. The Robed Ones don't seem to be the problem. For now at least. They seem to be doing nothing but staring out into the dark night. Zeds climbs to his feet and gathers his weapons even as he tries to follow the path of the Robed Ones stares to try to see what they see.
"Not good," Zeds mutters as he slowly walks forward, a short sword in each hand, and approaches Ironthar.
"I don't suppose they're harmless and just passing through?" he asks without much hope. As he asks the question he feels a wave of... warmth? wash over him. A calm assurance that he will act with a little extra grace as if he was blessed. It is an odd feeling, in that it is one he is not used to, but he gives it little thought. There were glowy shadowy undeady looking things headed their way, after all.
Zeds stays close to Ironthar hoping to attack in unison if attack be required. (wants to be within 5' to get sneak attack...) Not one hundred percent convinced these apparitions are threats, Zeds holds his action - Ready to strike out if these things attack in any way, but willing to let them pass by if that is all they are doing.
Readied Attack - Short Sword Attack: 21 to hit for 9 piercing and 4 Sneak Attack damage, if applicable.
Krackle awakens leaned up against Krackle Jr near the fire. "what is that?" The kobold asks quietly as the flaming spirits make their approach. Looking around, he spots Ironthar and quickly moves towards his large companion. Gripping his orb in his small clawed hand, he casts dragonbreath on his companion. Frost begins to form around his companions mouth and a few snowflakes fall from his nostrils before Krackle quickly scrambles backwards towards the safety of his cart.
Ironthar shouts as the flaming spirits approaches the camp. “Wake up! Stand guard! The Dead rises!”
Ironthar rages! His black cloak blends with the shadow of the night as his visage turned semi translucent not unlike a ghost himself. He takes his wicked glaive and nods to Krackle for his cold magic. He takes a deep breath and blows an icy blast against the mob of fire spirits.
Bonus Action: Rage; Action: Dragon Breath Cold: 11 Cold Damage vs Krackle’s Spell DC
Ironthar exhales a cone of cold at the spirits catching 2 in the cone.
Zeds since Ironthar did not move into melee range of a flame spirit do you still want to move into melee or stay back?
2 flame spirits Dex save vs Krackle spell save DC
Flame Spirit 2
4
Flame spirit 3
21
Flame spirit 2 takes 5 cold damage
Flame spirit 3 takes 11 cold damage.
They let out a hiss of pain as the blast of cold injures them, but you see they seem not to be vulnerable to cold.
Intention was for Zeds to move up next to him and stay there so yeah, Zeds should likely be in the square right below him holding his readied attack...
Enemies turn.
Flame Spirit 1 moves to the northwest wagon and sets it on fire. Faelsin and the other caravaners are in a panic as they move to the Eastern edge of the circle of wagons.
Flame Spirit 2 moves to strike Ironthar with a fiery hand
Attack: 18 Damage: Unable to parse dice roll.
On hit take 5 additional fire damage
Flame Spirit 3 moves to attack Zeds with a fiery strike
Attack: 19 Damage: 4
On hit 6 additional fire damage
Flame Spirit 4 moves into the camp and fires a fire bolt at Ixsas
Attack: 8 Damage: 1
Flame Spirit 5 moves into camp and fires a fire bolt at Krackle.
Attack: 8 Damage: 5
Round 2
Post when able. Krackle using his carriage as cover will be treated as half cover giving him a +2 AC unless he moves behind his carriage which will give him full cover. If Krackle moved behind his carriage in round 1 then ignore the attack from Flame spirit 5.
When Flame Spirit 2 attacks Ironthar Zeds' Readied Attack of a Short Sword Attack: 21 to hit for 9 piercing and 4 Sneak Attack damage would be triggered. (Reminder as you didn't mention it...)
Zeds is able to duck the attack upon him. It was close but sometimes a fingers-width is all you need...
Round 2...
Zeds attacks without reservation now that these things have indeed proven their hostile intention. He lashes out first one shortsword and then the other, targeting first the hopefully wounded Spirit that is attacking Ironthar and only changing to focus on the one attacking himself if that one falls... or dissipates... or whatever these things do.
Shortsword Attack: Nat 1
Bonus Action ShortSword Attack: 18 to hit for 9 piercing damage and 2 Sneak Attack damage...
(Thanks for the reminder)
Zeds readied action and bonus action strikes true, but your blade passes through the spirit. The spirits let's out a cry of pain. You surmise they may have resistance to any weapon type that is not magical. So, Flame spirit 2 takes in total 11 damage and still lives.
((OOC: Not that it would help with a Nat 1, but don't forget that Zeds is currently blessed. Every time you attack, roll a 1d4 and add it to the attack roll. Same with any saving throws.))