This post has potentially manipulated dice roll results.
Round 9: Ixsas
Ixsas moves 30' to the west, into the circle of wagons and toward his allies. Seeing the escaping flame spirit, he calls down Kossuth's flame to punish it. He asks Zeds and Ironthar, since they should have the clearest view, "Do you see anything else coming to attack?" If he can do it this round, he'll scan the night beyond the wagons for the signs of any other undead (flaming or otherwise). (Perception7)
Movement: 30' west Action: Cast spell Sacred Flame at FS #1, DEX 14 save (with no benefit from cover) or target takes damage: 2 (Radiant). Bonus Action: Move his spiritual weapon 20' west, trailing behind him Free Action: Talking
Zeds moves northwest and cuts in front of the fleeing attacker, his short swords flashing out angrily.
ShortSword Attack: 19to hit for 10piercing damage Bonus Action SSword Attck: 22 to hit for 10piercing damage Sneak Attack: 6additional damage to first attack that hits.
Realizing that he's been drawn, intentionally or not, away from camp Zeds takes a quick look around himself to see if there are further dangers out here... (Perception: 19)
Flame spirit 1 is further injured by Ironthar and Zeds and it dies. It dodged Ixsas's spell. Krackle is able to put out all the fires.
Flame Spirit 1 is dead
As Zeds and Ixsas look beyond the circle of wagons they begin hearing the sound of hooves thundering across the Fields of Dead from the North. Zeds is the only one who notices from the corner of his eye a group of armed and well armored riders charging for the circle of wagons. There are no war cries, just an eerie sense of bloodlust.
The horses' eyes are milky and some still bearing scars from past. The Hellriders still bear the symbol of Tempus and you can see a fiery glow emanating from their bodies. There are 3 Hellriders
((OOC: Ixsas is 20' straight south of Krackle. Does he have enough movement (without dashing) to move to the north side of the circle and get into a position that would provide 1/2 or 3/4 cover from the new attackers? I'm trying to figure out what Ixsas can fit into this round before the riders arrive.
Also, if I'm counting correctly, this preparatory round will be round 10/10 on Krackle's dragon's breath and round 9/10 on spiritual weapon.))
Hearing the hooves and Zeds's warning, Ixsas turns to the north and moves in a crouch to the very north of the circle, using the wagons as cover while he peers at the flaming riders approaching in the darkness. His glowing spear hovers along with him, its tip facing upward with a flickering light like some sort of holy flame. Seeing the "Hellriders," Ixsas worries that their heavy armor may make it even harder for his companions to damage the fiendish energy that animates them. Ixsas looks over to Krackle and shouts, "I planned to heal the injured, but I do not have time to say a prayer of healing before these 'Hellriders' are upon us!" He casts faerie fire: "Kossuth, may your light guide our hands so that we may strike down these blasphemous undead in your name!"
As the riders get closer, he suggests to his companions, "Let's try to keep them grouped together so that the dragon's breath can affect more than one of them at a time." (He's not aware that the dragon's breath has expired.)
Movement: 30' north, ending just to the right of the northernmost point of the circle of wagons, with 1/2 cover from the riders Action: Cast spell (LVL 1 slot) Faerie Fire on the 3 riders (If they're riding as shown above, 1 in front and 2 right behind, then he should be able to cover all three in a 20' square.) All objects and creatures in a 20-foot square must make a DEX 14 save or be outlined in a brilliant green light that flickers like flames. Attacks against affected creatures or objects have advantage. Bonus Action: Move the spiritual weapon 20' north, it's just to his west now, on the north side of the wagons Free Action: Talking
Flame Spirit 4 dies from the glowing spear strike.
Flame Spirit 2 dies from Zeds attack
Only Flame Spirit 1 lives.
Flame Spirit 1 uses disengage action the retreat to the west by 30 ft.
Round 9
Post when able.
Round 9: Ixsas
Ixsas moves 30' to the west, into the circle of wagons and toward his allies. Seeing the escaping flame spirit, he calls down Kossuth's flame to punish it. He asks Zeds and Ironthar, since they should have the clearest view, "Do you see anything else coming to attack?" If he can do it this round, he'll scan the night beyond the wagons for the signs of any other undead (flaming or otherwise). (Perception 7)
Movement: 30' west
Action: Cast spell Sacred Flame at FS #1, DEX 14 save (with no benefit from cover) or target takes damage: 2 (Radiant).
Bonus Action: Move his spiritual weapon 20' west, trailing behind him
Free Action: Talking
Round 8 of 10 (no concentration required) for Spiritual Weapon.
Ironthar moves to pursue the last spirit and blast it with his cold breath.
9 cold damage
Zeds moves northwest and cuts in front of the fleeing attacker, his short swords flashing out angrily.
ShortSword Attack: 19 to hit for 10 piercing damage
Bonus Action SSword Attck: 22 to hit for 10 piercing damage
Sneak Attack: 6 additional damage to first attack that hits.
Realizing that he's been drawn, intentionally or not, away from camp Zeds takes a quick look around himself to see if there are further dangers out here... (Perception: 19)
Flame Spirit 1
Dex Save
5
Flame spirit 1 is further injured by Ironthar and Zeds and it dies. It dodged Ixsas's spell. Krackle is able to put out all the fires.
Flame Spirit 1 is dead
As Zeds and Ixsas look beyond the circle of wagons they begin hearing the sound of hooves thundering across the Fields of Dead from the North. Zeds is the only one who notices from the corner of his eye a group of armed and well armored riders charging for the circle of wagons. There are no war cries, just an eerie sense of bloodlust.
The horses' eyes are milky and some still bearing scars from past. The Hellriders still bear the symbol of Tempus and you can see a fiery glow emanating from their bodies. There are 3 Hellriders
The Hellriders are 60 ft away to the North from the Circle of Wagons and approaching fast. On horses they will arrive on the next round.
Round 10
((OOC: Ixsas is 20' straight south of Krackle. Does he have enough movement (without dashing) to move to the north side of the circle and get into a position that would provide 1/2 or 3/4 cover from the new attackers? I'm trying to figure out what Ixsas can fit into this round before the riders arrive.
Also, if I'm counting correctly, this preparatory round will be round 10/10 on Krackle's dragon's breath and round 9/10 on spiritual weapon.))
"We got company!" Zeds calls out frantically to the others. "And these ones look serious!"
While screaming Zeds stabs his swords into the ground and pulls out his shortbow and rips off a shot at the closest rider...
Shortbow Attack: 24 to hit for 6 piercing damage
(Yes, Ixsas can reach the north side of the circle of wagons without dashing and use it as 1/2 cover.)
Interim Round: Ixsas
Hearing the hooves and Zeds's warning, Ixsas turns to the north and moves in a crouch to the very north of the circle, using the wagons as cover while he peers at the flaming riders approaching in the darkness. His glowing spear hovers along with him, its tip facing upward with a flickering light like some sort of holy flame. Seeing the "Hellriders," Ixsas worries that their heavy armor may make it even harder for his companions to damage the fiendish energy that animates them. Ixsas looks over to Krackle and shouts, "I planned to heal the injured, but I do not have time to say a prayer of healing before these 'Hellriders' are upon us!" He casts faerie fire: "Kossuth, may your light guide our hands so that we may strike down these blasphemous undead in your name!"
As the riders get closer, he suggests to his companions, "Let's try to keep them grouped together so that the dragon's breath can affect more than one of them at a time." (He's not aware that the dragon's breath has expired.)
Movement: 30' north, ending just to the right of the northernmost point of the circle of wagons, with 1/2 cover from the riders
Action: Cast spell (LVL 1 slot) Faerie Fire on the 3 riders (If they're riding as shown above, 1 in front and 2 right behind, then he should be able to cover all three in a 20' square.)
All objects and creatures in a 20-foot square must make a DEX 14 save or be outlined in a brilliant green light that flickers like flames.
Attacks against affected creatures or objects have advantage.
Bonus Action: Move the spiritual weapon 20' north, it's just to his west now, on the north side of the wagons
Free Action: Talking
Concentration: faerie fire round 1 of 10
Round 9 of 10 (no concentration required) for Spiritual Weapon.
Krackle would Look around frantically before attempting to scurry under one of the nearby cartridges and hide.
stealth 16
Once there he clutch his orb tightly and prepare to attack the new enemies once they got close from his conceled location
OOC: so I didn't roll any attacks or anything because I was hoping to use my action to hide
(That is fine, and I will continue as soon as Bartjeebus joins the campaign)
Hellriders have advantage against Dex Saves as part of the adept rider feature
Hellrider 1 Dex Save
15
Hellrider 2 Dex Save
4
Hellrider 3 Dex Save
8
Only Hellrider 3 glows Brillant green from the Faerie Fire.
Zeds arrow strikes true finding a gap in their armor injuring Hellrider 1 who is riding in the lead.
None of the Hellriders notice Krackle
Round 11
The Hellriders will attack this round
Post when able