(Wondering if we should "rush" forward at half speed by using the Dodge option as we go? Not sure which would work out safest. Dain's "style" is definitely more just rush in head first though!)
Krunch keeps trying to stay up with Dain, despite losing ground… Krunch does allow himself to ‘drift’ to the right a ways, so as not to be in a direct line or clump with him and Molo.
Round 4: Everyone dashes forward across the wet, cold moor. Molo renews his shield. Kelnan rockets higher and higher (now 330 feet up.)
The blade drifts closer.
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off another pair of long-ranged bolts: Long-Ranged Heavy Crossbow Attack vs Dain: 4 Hit: 3 piercing damage. Long-Ranged Heavy Crossbow Attack vs Molo: 9 Hit: 5 piercing damage.
...But miss.
Ozymandius calls forth a cloud of protective, fiendish spirits, flitting in a hemisphere about fifteen feet from him.
But suddenly, everyone moves nervously aside as a massive, armored sphere floats out of the stairwell, rent with a huge toothy mouth and an enormous, single eyeball. Ten, small tentacle-like eyestalks jerk and twitch as the foul aberration levitates cleanly a few feet above the ruins. The dripping maw turns to a half-smirk as its massive eye fixes on Dain and Molo.
Round 5: Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise. (Kelnan up and over.)
This post has potentially manipulated dice roll results.
Round 5:
The dash toward the ruins continues. Molo renews his spell again. Kelnan levels off high above (400') and begins cruising forward, far overhead.
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off yet another volley of long-ranged bolts: Long-Ranged Heavy Crossbow Attack vs Dain: 4 Hit: 7 piercing damage. Long-Ranged Heavy Crossbow Attack vs Molo:13 Hit: 10 piercing damage.
One hits the back of Dain's wrist, drawing blood.
The others hold their ground, behind the partial cover of the ruined abbey walls. "Stop where you are," booms the yellow priest in a thaumaturgically-enhanced pronouncement which can be heard clearly over the wintery gusts. "Stop, and lay down your weapons, and your lives may yet be spared." The monstrous hovering aberration licks its thin lips in anticipation, its eyestalks swaying to and fro. The ghostly blade drifts ever forward.
Round 6: Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise.
This post has potentially manipulated dice roll results.
Round 6:
The dash toward the ruins continues. Molo renews his spell again. Kelnan rockets forward, high above the rest of the party. (400' up)
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off yet another volley of long-ranged bolts: Long-Ranged Heavy Crossbow Attack vs Dain: 13 Hit: 10 piercing damage. Long-Ranged Heavy Crossbow Attack vs Molo: 19 Hit: 6 piercing damage.
The dapper swordsman joins them with his shortbow: Shortbow Attack vs. Dain: 5 Hit: 3 piercing damage.
...but fall short of hitting their marks.
The massive, armored spherical entity continues to bob and smirk. The priest conjures another mystical, ghostly weapon, his spiritual mace, well out in front of him. A boiling cloud of fiendish spirits surrounds them.
Dain and Molo are about 175 feet from the nearest enemy, and about 45 feet from the ghostly blade.
Round 7: Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise.
The dash toward the ruins continues, but some of the party now sidestep somewhat to keep distance from the two ghostly, approaching weapons. Molo renews his spell again. Kelnan floats high above the rest of the party. (400' overhead.)
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off another volley of bolts, no longer at long range: Heavy Crossbow Attack vs Dain: 21 Hit: 4 piercing damage. Heavy Crossbow Attack vs Molo:13 Hit: 10 piercing damage.
The dapper swordsman takes another potshot with his shortbow (still at disadvantage): Shortbow Attack vs. Dain: 7 Hit: 8 piercing damage.
...and Dain takes another minor wound on his forearm by a bolt.
The priest fires a flash of light toward Dain. Spell attack: 25 Hit: 11 radiant damage ...and Dain lights up with an unearthly glow. The next attack roll made against him has advantage. The blast catches Dain smack in his face. Critical hit damage: + 15 radiant damage
The massive, armored spherical entity grins with amusement. The two ghostly weapons change trajectory to follow Dain and Molo. "Stop now or die," booms the yellow priest.
Dain and Molo are just under 100 feet from the nearest enemy, and about 35 feet from the ghostly blade.
Round 8: Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise.
This post has potentially manipulated dice roll results.
Round 8:
The dash toward the ruins begins to come to its conclusion as Dain (with Molo still clinging onto him) arrives at the edge of the ruins, now in a rage. Molo renews his spell again. Kelnan floats 400' directly overhead.
The red-robed figure steps forward, puts his arms in the air, and shouts, "Grovel, you worm!" Dain must make a DC11 Wisdom saving throw or immediately fall prone and end his turn.
The ghostly blade and ghostly mace both turn sharply and move toward their targets.
The scraggly-bearded man drops his crossbow and rushes forward with his blade drawn:
The white-haired woman gets in a crossbow shot: White-haired woman's Heavy Crossbow Attack vs Molo: 8 Hit: 11 piercing damage before she, too, drops her crossbow, and rushes forward with two blades drawn, preparing to melee.
...and two of the blades find their (raging) mark.
The priest fires another flash of light toward Dain. Spell attack: 8 Hit: 19 radiant damage
...but misses completely.
The dapper swordsman lowers his bow and laughs. "They're already dead, Ozymandius." But his words are laced with magic. Dain must make a DC12 Wisdom saving throwor take 2 psychic damage and have disadvantage on the next attack roll he makes.
The huge monster's grin breaks even wider as it watches with anticipation.
"You are sealing your doom!" booms the yellow priest.
Kelnan begins descending rapidly. He wonders about the newly appeared creature. Seems awfully passive for something that I understood to be a potent spellcaster.
(Okay, so a fall would normally cover that entire distance in one round. Can I freefall most of the distance, drop a fireball on the spellcasters, and set down with Fly still active?)
In an excessively dramatic maneuver, Kelnan abruptly drops from the sky and plummets, recovering uncomfortably close to the ground, and speeds off to the south as far as possible shouting an incantation, before whipping around and detonating a Fireball amongst the rear group. He comes to rest breathing heavily floating ten feet off the ground.
This post has potentially manipulated dice roll results.
Round 9:
Molo picks himself up, steps forward, and projects unearthly nightmarish visions into the brains of his enemies. DC 15 Wisdom Saves: Odium (Robed figure in red): 16 Crossbowmen (woman with white hair): 6 Scraggly-bearded crossbowman: 9 Ozymandius (Yellow Robes): 23 Dapper swordsman: 9 Massive, armored spherical entity: 24
Ozymandius and the dapper man immediately drop their weapons in fright; they turn to Dash away. (Sorry - you can include the guard engaging or Ozymandius in your spell cone - not both. I assume Molo stepped forward to include Ozymandius in his cone.)
Kelnan dives dramatically above the battlefield, before turning and detonating a huge ball of fire. (It misses the second guard but is uncomfortably close to Molo.)
DC 15 Dex Saves: Odium (Robed figure in red): 18 Guard (woman with white hair): 11 Ozymandius (Yellow Robes): 5 Dapper swordsman: 15 Massive, armored spherical entity: 3
The yellow priest bears the brunt of the fiery blast. Ozymandius is barely hanging on to his life. DC13 Concentration check: 17
The white-haired guard, the red-robed man, and the dapper swordsman all suffer serious burns. The monster looks confused for a moment, but does not appear to suffer much, if any, damage.
This post has potentially manipulated dice roll results.
If Krunch is within 120 if a target, he’ll be attacking, otherwise continue using his action to move...
Krunch stops for a moment, takes a steady breath (or 5, he's been going all out for a bit now) and squints toward the Red Robed Priest. They're the one who shouted out for Dain to grovel... And given what Dain is doing now, it's a safe bet they're the one to target! After one last steadying breath, where he seems to grow in stature as he releases it (Bonus Action, Giant's Might (Krunch grows from a medium sized person, to a large sized one!) Krunch releases one, then two attacks with his sling.
Attacks on Red Robed Priest:
First Sling Attack: 14 Damage: 4
Second Sling Attack: 9 Damage: 4
The first attack to hit (if either) does an extra 1 damage due to Gian't Might
Also, the first attack to hit (if either) pushes the Red Robed Priest 5 feet away from Dain due to the Crusher Feat...
Krunch then continues running forward even while readying stones for his next attacks...
Dain keeps on rushing forward...
(Wondering if we should "rush" forward at half speed by using the Dodge option as we go? Not sure which would work out safest. Dain's "style" is definitely more just rush in head first though!)
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Krunch keeps trying to stay up with Dain, despite losing ground… Krunch does allow himself to ‘drift’ to the right a ways, so as not to be in a direct line or clump with him and Molo.
Katernin also keeps running, keeping her eyes on the spectral blade
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Round 4:
Everyone dashes forward across the wet, cold moor. Molo renews his shield. Kelnan rockets higher and higher (now 330 feet up.)
The blade drifts closer.
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off another pair of long-ranged bolts:
Long-Ranged Heavy Crossbow Attack vs Dain: 4 Hit: 3 piercing damage.
Long-Ranged Heavy Crossbow Attack vs Molo: 9 Hit: 5 piercing damage.
...But miss.
Ozymandius calls forth a cloud of protective, fiendish spirits, flitting in a hemisphere about fifteen feet from him.
But suddenly, everyone moves nervously aside as a massive, armored sphere floats out of the stairwell, rent with a huge toothy mouth and an enormous, single eyeball. Ten, small tentacle-like eyestalks jerk and twitch as the foul aberration levitates cleanly a few feet above the ruins. The dripping maw turns to a half-smirk as its massive eye fixes on Dain and Molo.
Round 5:
Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise. (Kelnan up and over.)
Round 5:
The dash toward the ruins continues. Molo renews his spell again. Kelnan levels off high above (400') and begins cruising forward, far overhead.
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off yet another volley of long-ranged bolts:
Long-Ranged Heavy Crossbow Attack vs Dain: 4 Hit: 7 piercing damage.
Long-Ranged Heavy Crossbow Attack vs Molo: 13 Hit: 10 piercing damage.
One hits the back of Dain's wrist, drawing blood.
The others hold their ground, behind the partial cover of the ruined abbey walls. "Stop where you are," booms the yellow priest in a thaumaturgically-enhanced pronouncement which can be heard clearly over the wintery gusts. "Stop, and lay down your weapons, and your lives may yet be spared." The monstrous hovering aberration licks its thin lips in anticipation, its eyestalks swaying to and fro. The ghostly blade drifts ever forward.
Round 6:
Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise.
Besides slighting changing his angle of run to end at the ball with tentacle eyes, Krunch continues his headlong rush of doom...
Round 6:
The dash toward the ruins continues. Molo renews his spell again. Kelnan rockets forward, high above the rest of the party. (400' up)
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off yet another volley of long-ranged bolts:
Long-Ranged Heavy Crossbow Attack vs Dain: 13 Hit: 10 piercing damage.
Long-Ranged Heavy Crossbow Attack vs Molo: 19 Hit: 6 piercing damage.
The dapper swordsman joins them with his shortbow:
Shortbow Attack vs. Dain: 5 Hit: 3 piercing damage.
...but fall short of hitting their marks.
The massive, armored spherical entity continues to bob and smirk. The priest conjures another mystical, ghostly weapon, his spiritual mace, well out in front of him. A boiling cloud of fiendish spirits surrounds them.
Dain and Molo are about 175 feet from the nearest enemy, and about 45 feet from the ghostly blade.
Round 7:

Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise.
So far Krunch is highly encouraged by the fact they’re not all dead yet!
Round 7:
The dash toward the ruins continues, but some of the party now sidestep somewhat to keep distance from the two ghostly, approaching weapons. Molo renews his spell again. Kelnan floats high above the rest of the party. (400' overhead.)
The two crossbowmen (the scraggly-bearded man and the white-haired woman) fire off another volley of bolts, no longer at long range:
Heavy Crossbow Attack vs Dain: 21 Hit: 4 piercing damage.
Heavy Crossbow Attack vs Molo: 13 Hit: 10 piercing damage.
The dapper swordsman takes another potshot with his shortbow (still at disadvantage):
Shortbow Attack vs. Dain: 7 Hit: 8 piercing damage.
...and Dain takes another minor wound on his forearm by a bolt.
The priest fires a flash of light toward Dain.
Spell attack: 25 Hit: 11 radiant damage
...and Dain lights up with an unearthly glow. The next attack roll made against him has advantage.
The blast catches Dain smack in his face. Critical hit damage: + 15 radiant damage
The massive, armored spherical entity grins with amusement.
The two ghostly weapons change trajectory to follow Dain and Molo.
"Stop now or die," booms the yellow priest.
Dain and Molo are just under 100 feet from the nearest enemy, and about 35 feet from the ghostly blade.
Round 8:
Everyone may act. I will assume everyone will continue to Dash unless you tell me otherwise.
Well nobody is targeting Krunch so may as well blindly run forward...
Dain continues to rush forward but the constant peppering of arrows and now getting magically blasted means he's getting angry!
Bonus action: Rage
Movement: Towards the bad guys, avoiding spectral weapons
Action: Dash
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Round 8:
The dash toward the ruins begins to come to its conclusion as Dain (with Molo still clinging onto him) arrives at the edge of the ruins, now in a rage. Molo renews his spell again. Kelnan floats 400' directly overhead.
The red-robed figure steps forward, puts his arms in the air, and shouts, "Grovel, you worm!"
Dain must make a DC11 Wisdom saving throw or immediately fall prone and end his turn.
The ghostly blade and ghostly mace both turn sharply and move toward their targets.
The scraggly-bearded man drops his crossbow and rushes forward with his blade drawn:
Bearded man's Longsword Attack #1 vs (glowing) Dain: 24 Hit: 5 slashing damage.
Bearded man's Longsword Attack #2 vs Dain: 14 Hit: 11 slashing damage.
The white-haired woman gets in a crossbow shot:
White-haired woman's Heavy Crossbow Attack vs Molo: 8 Hit: 11 piercing damage
before she, too, drops her crossbow, and rushes forward with two blades drawn, preparing to melee.
...and two of the blades find their (raging) mark.
The priest fires another flash of light toward Dain.
Spell attack: 8 Hit: 19 radiant damage
...but misses completely.
The dapper swordsman lowers his bow and laughs. "They're already dead, Ozymandius."
But his words are laced with magic. Dain must make a DC12 Wisdom saving throw or take 2 psychic damage and have disadvantage on the next attack roll he makes.
The huge monster's grin breaks even wider as it watches with anticipation.
"You are sealing your doom!" booms the yellow priest.
Everyone may act. (Dain has two saves to make.)
Krunch still just hauling butt. He’s not sure why he’s following these people to their doom but for now… *shrug*
Dain hits the ground, spilling Molo unceremoniously into the dirt. He grovels before the power of the red-robed magic-user's mind.
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Kelnan begins descending rapidly. He wonders about the newly appeared creature. Seems awfully passive for something that I understood to be a potent spellcaster.
(Okay, so a fall would normally cover that entire distance in one round. Can I freefall most of the distance, drop a fireball on the spellcasters, and set down with Fly still active?)
Kelnan
In an excessively dramatic maneuver, Kelnan abruptly drops from the sky and plummets, recovering uncomfortably close to the ground, and speeds off to the south as far as possible shouting an incantation, before whipping around and detonating a Fireball amongst the rear group. He comes to rest breathing heavily floating ten feet off the ground.
26 Fire damage, DC 15 Dex save for half
Molo moves up in front of Dain and casts fear DC 15 Wis save which I believe covers everyone
“We aren’t stopping til we’re using your temple for a latrine!” In an act which inspires Dain (d8)
Paladin - warforged - orange
Round 9:
Molo picks himself up, steps forward, and projects unearthly nightmarish visions into the brains of his enemies.
DC 15 Wisdom Saves:
Odium (Robed figure in red): 16
Crossbowmen (woman with white hair): 6
Scraggly-bearded crossbowman: 9
Ozymandius (Yellow Robes): 23
Dapper swordsman: 9
Massive, armored spherical entity: 24
Ozymandius and the dapper man immediately drop their weapons in fright; they turn to Dash away. (Sorry - you can include the guard engaging or Ozymandius in your spell cone - not both. I assume Molo stepped forward to include Ozymandius in his cone.)
Kelnan dives dramatically above the battlefield, before turning and detonating a huge ball of fire. (It misses the second guard but is uncomfortably close to Molo.)
DC 15 Dex Saves:
Odium (Robed figure in red): 18
Guard (woman with white hair): 11
Ozymandius (Yellow Robes): 5
Dapper swordsman: 15
Massive, armored spherical entity: 3
The yellow priest bears the brunt of the fiery blast. Ozymandius is barely hanging on to his life. DC13 Concentration check: 17
The white-haired guard, the red-robed man, and the dapper swordsman all suffer serious burns. The monster looks confused for a moment, but does not appear to suffer much, if any, damage.
Katernin and Krunch may still act.
If Krunch is within 120 if a target, he’ll be attacking, otherwise continue using his action to move...
Krunch stops for a moment, takes a steady breath (or 5, he's been going all out for a bit now) and squints toward the Red Robed Priest. They're the one who shouted out for Dain to grovel... And given what Dain is doing now, it's a safe bet they're the one to target! After one last steadying breath, where he seems to grow in stature as he releases it (Bonus Action, Giant's Might (Krunch grows from a medium sized person, to a large sized one!) Krunch releases one, then two attacks with his sling.
Attacks on Red Robed Priest:
First Sling Attack: 14 Damage: 4
Second Sling Attack: 9 Damage: 4
The first attack to hit (if either) does an extra 1 damage due to Gian't Might
Also, the first attack to hit (if either) pushes the Red Robed Priest 5 feet away from Dain due to the Crusher Feat...
Krunch then continues running forward even while readying stones for his next attacks...
Annnnnnnnd..... I have to roll my disadvantage rolls. :(
First attack Dis roll: Attack: 18 Damage: 0
Second Attack Dis Roll: Attack: 10 Damage: 0