Salys cast his spell and looks around that looks Dust Mephits flying around, invisible and seem to keeping a far distance away from the party.
With the winged cat scouting ahead, the group sets off up the path. Lining the paths are ropes hammered into the cliffside and a few places with climbing section with pitons heading up but no signs of hostile individuals. The cat sees what seems like an abandoned checkpoint of a watch tower and small enclosure of stone. A quick investigation yields nothing of use but a possible resting point but continuing up the path with the sun still visible in the sky. After two hours, there are no rest areas in sight forward in the curving and looping path around the mountain range but they should return to the watchtower.
Which way? Continue forward and hope for a resting spot or backtrack to the watchtower?
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
“I think we should push on, the last time we tried to play it save and our pray got away. I didn’t like that feeling. What do you think?” Onyx calmly explains.
Gotch just shrugs. "Forward or back, it doesn't really matter." he will use a tiny hut either way, so they have their safe rest place wherever they end up.
This post has potentially manipulated dice roll results.
Choosing to continue forward, the party with a winged cat scout ahead, Sabetian sees no camping spots along the path as far as it can see in the shadow of the mountain but shortly after the sun set and the party continues their trek along the path, the winged cat see flames rushing down the path but unable to get close enough fast enough to see what they are but the party sees it as the flames comes around the curving path about ahead of them. Onyx with his increased dark vision is able to see it properly first.
Three horseman on flaming horses are charging the group about 90ft out.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
The path is about 15ft wide give or take here and there. To the right is a very considerable drop, proably not lethal if you fall but it's gamble.
The path is unsuited for setting up a camp, very uneven ground and covered in sharp volcanic rocks, a fair amount of hot steam vents around. Tiny Hut doesn't deal with where you lay down.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Horsemen are about 90ft out ahead. Area is very open, provides little to no cover. To the right of path is a drop into rock.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
DC 14 Int save for half, or take 12 psychic. It can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Gotch then would attempt to fall back to the very rear of the group, letting the fighters get in front of him.
(I am not sure what the terrain is truly like here. We were told we had to travel single-file before, or at least I think we were told this, so I assume we have one person in front of our group, and the riders are coming at us in a single-file line as well. Seems like a bad place to attack, or have a battle, as only the first person in our group, and the first person on the rider's group, can actually get into melee with each other... Maybe a better description of the area would be a good idea.)
This post has potentially manipulated dice roll results.
(the path is about 15 ft wide as it curves in and around the mountain side. Party is traveling in single file due to being on large dire wolves mounts, they're large so they're about 10ft wide. On foot, about three players can stand side to side really or one mount and a PC standing side by side)
Onyx left his arrows fly at the leading horsemen a nd sees a blue glow as if a barrier formed in front of him, deflecting the first shot but the second and third arrow pierces through the shield spell. The rider is set aglow by green flame as he falls off his steed and the green flames is absorbed by the later on Onyx's hip. Onyx dismounts and pressing himself against the mountain side to the left. The mount seem remains standing next tp onyx, posed to move as it growls at the approaching enemy.
Resfaen hops off her large mount and marched forward with her glowing axe ready to strike as they approach. The wolf takes up a position ready to dodge for lack of options.
Gotch targets first Nightmare as it continues riding towards the party without a rider and the second rider with a mental lashing before retreating farther back down the path away from the charging riders and horses. The steed and the rider's head start to float in as they become confused by the pyschic damage.
Save: Nightmare 13 Rider #2 15
Enemy turn TBD #1 Nightmare continues to move forward but is quickly overtaken as the other nightmares
#2 Nightmare dashes pass the first nightmare towards the party, in a gallop, meeting Resfaen's attack head on. Taking the blunt of Resfaen's strike before the rider reaches down and attempts to jab at he while chanting words.
Attack: 12 Damage: 22 Necrotic Damage
the third steed races pass the first fiery horse but stopping short of the 2nd horse in it's gallop as it's rider chants their own spell before a large spectral hammer you sees ion a smith appears next to ONyx and attempt to stirke him before a Scared Flame ignites in in his face.
Spiritual Weapon: Attack: 8 Damage: 2
Dex Save DC 11 (hard save for him I know) Damage: 2
Next Up
Salys Start of Round 2 Onyx Resfaen Gotch
rough line up on path if it helps Nightare #1 - some distance away | (space) Nightmare #3 w/ Rider Nightmare #2 w/ Rider Resfaen Resfaen's Mount (Space) Onyx - Mount (Side by side) (Space) Saylys on Mountn (Space) Gotch on Mount
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
(Marching Order: Resfaen, Onyx, Gotch, Salys)
Salys cast his spell and looks around that looks Dust Mephits flying around, invisible and seem to keeping a far distance away from the party.
With the winged cat scouting ahead, the group sets off up the path. Lining the paths are ropes hammered into the cliffside and a few places with climbing section with pitons heading up but no signs of hostile individuals. The cat sees what seems like an abandoned checkpoint of a watch tower and small enclosure of stone. A quick investigation yields nothing of use but a possible resting point but continuing up the path with the sun still visible in the sky. After two hours, there are no rest areas in sight forward in the curving and looping path around the mountain range but they should return to the watchtower.
Which way? Continue forward and hope for a resting spot or backtrack to the watchtower?
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDone“I think we should push on, the last time we tried to play it save and our pray got away. I didn’t like that feeling. What do you think?” Onyx calmly explains.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Gotch just shrugs. "Forward or back, it doesn't really matter." he will use a tiny hut either way, so they have their safe rest place wherever they end up.
"No sense retracing our steps, I say forward as well." Resfaen says.
Salys nods, "Gotch's magic will protect us just as well up ahead as it will here, let's keep moving."
Choosing to continue forward, the party with a winged cat scout ahead, Sabetian sees no camping spots along the path as far as it can see in the shadow of the mountain but shortly after the sun set and the party continues their trek along the path, the winged cat see flames rushing down the path but unable to get close enough fast enough to see what they are but the party sees it as the flames comes around the curving path about ahead of them. Onyx with his increased dark vision is able to see it properly first.
Three horseman on flaming horses are charging the group about 90ft out.
Roll Initiative:
Onyx - 16
Resfaen -14
Gotch - 11
Horsemen& Steads 5
Salys - 3
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneInnitiativ 16
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Salys: 11
(We would have stopped as the sun started to set, so is this just before then?)
Gotch initiative: 17
How wide is the path and am i correct in assuming that there is a drop off to the side?
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]The path is about 15ft wide give or take here and there. To the right is a very considerable drop, proably not lethal if you fall but it's gamble.
The path is unsuited for setting up a camp, very uneven ground and covered in sharp volcanic rocks, a fair amount of hot steam vents around. Tiny Hut doesn't deal with where you lay down.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneResfaen Initiative: 10
Turn order:
Onyx - 16
Resfaen -14
Gotch - 11
Horsemen& Steads - 5
Salys - 3
Horsemen are about 90ft out ahead. Area is very open, provides little to no cover. To the right of path is a drop into rock.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDone90 ft is just within reach of Hunters Mark, i’ll mark the first rider and shoot 3 radient arrows.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]And i dismount the wolf and step as close to a side without a drop as posible
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Resfean hops off his dire wolf and directs it to get behind her as she readies her Sun Axe to strike at the nearest creature that gets close.
Readied Sun Axe: Attack: 12 Damage: 7
Throwing in a Divine Smite when the axe connects: 8
Gotch casts Tasha's Mind Whip At third level.
He targets the first two riders.
DC 14 Int save for half, or take 12 psychic.
It can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Gotch then would attempt to fall back to the very rear of the group, letting the fighters get in front of him.
(I am not sure what the terrain is truly like here. We were told we had to travel single-file before, or at least I think we were told this, so I assume we have one person in front of our group, and the riders are coming at us in a single-file line as well. Seems like a bad place to attack, or have a battle, as only the first person in our group, and the first person on the rider's group, can actually get into melee with each other... Maybe a better description of the area would be a good idea.)
(the path is about 15 ft wide as it curves in and around the mountain side. Party is traveling in single file due to being on large dire wolves mounts, they're large so they're about 10ft wide. On foot, about three players can stand side to side really or one mount and a PC standing side by side)
Onyx left his arrows fly at the leading horsemen a nd sees a blue glow as if a barrier formed in front of him, deflecting the first shot but the second and third arrow pierces through the shield spell. The rider is set aglow by green flame as he falls off his steed and the green flames is absorbed by the later on Onyx's hip. Onyx dismounts and pressing himself against the mountain side to the left. The mount seem remains standing next tp onyx, posed to move as it growls at the approaching enemy.
Resfaen hops off her large mount and marched forward with her glowing axe ready to strike as they approach. The wolf takes up a position ready to dodge for lack of options.
Gotch targets first Nightmare as it continues riding towards the party without a rider and the second rider with a mental lashing before retreating farther back down the path away from the charging riders and horses. The steed and the rider's head start to float in as they become confused by the pyschic damage.
Save:
Nightmare 13
Rider #2 15
Enemy turn TBD
#1 Nightmare continues to move forward but is quickly overtaken as the other nightmares
#2 Nightmare dashes pass the first nightmare towards the party, in a gallop, meeting Resfaen's attack head on. Taking the blunt of Resfaen's strike before the rider reaches down and attempts to jab at he while chanting words.
Attack: 12 Damage: 22 Necrotic Damage
the third steed races pass the first fiery horse but stopping short of the 2nd horse in it's gallop as it's rider chants their own spell before a large spectral hammer you sees ion a smith appears next to ONyx and attempt to stirke him before a Scared Flame ignites in in his face.
Spiritual Weapon: Attack: 8 Damage: 2
Dex Save DC 11 (hard save for him I know) Damage: 2
Next Up
Salys
Start of Round 2
Onyx
Resfaen
Gotch
rough line up on path if it helps
Nightare #1 - some distance away
| (space)
Nightmare #3 w/ Rider
Nightmare #2 w/ Rider
Resfaen
Resfaen's Mount
(Space)
Onyx - Mount (Side by side)
(Space)
Saylys on Mountn
(Space)
Gotch on Mount
(Just bad rolls for these guys in general)
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneLets see if i trip over my feet: 15
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Onyx transverse his mark to the easiest target (i assume rider close to Rasfean) and shoots two more normal arrows:
30 for 17
25 for 15
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]