This post has potentially manipulated dice roll results.
If there is a river or similar terrain that makes tracking hard, Alkyn will say "I'll be back", and veer away from the group to make it look like they split up and hopefully waste some of the gnolls' time. He will use the river (or rocky terrain, say) to rejoin the group...
As you descend the hill, Ashanti takes the lead on her mount, finding a safe way through the clustered thorn bushes and broken rock. As you reach the valley floor, the horses want to break away and run for the hills, and you have a hard time keeping the group together heading in the right direction. Eventually, the horses regroup and start heading south, but your lead is starting to shrink.
Sinsil as you follow Ashanti down the hill, you begin trying to weave together more illusions to distract your pursuers. As you are about to release the arcane energy, your mount almost loses his footing on a patch of gravel. You barely manage to hang onto your saddle as he struggles to stay up. Above you, the black dragon flickers and freezes for a couple of seconds as your concentration wavers. The gnolls begin to bark and yip excitedly- they have figured out it isn't real. The gnolls begin to charge after you at full speed.
Six grasps his holy symbol and begins to mutter a prayer. As you finish, you can feel a wave of heat flow through your throat. When you speak next, the rest of you can hear a horse's whinny coming from his mouth. You explain to the horses they have to stick together, and that they are less than a day from safety. Your mare seems surprised to hear you speaking in her language, but claims bravely "We can run that far!" She shoulders her way into the lead and the others follow her, galloping south. For the time being, you begin to pull away as the sun rises, but after a few hours you are worried about the horses stamina.
As the gnolls fall further back until they are hardly visible, Alkyn wheels his mount east towards the mountains, leaving a trail you hope will give out in the rocky ground. As you do so you grin as you hear the sound of barking pursuit. You look back and realise two giant hyenas have split off and are chasing you, using their speed to outpace the gnolls and try to head you off. The rest of the pack seems to be sticking to the bigger prize. One of the hyenas still has a bloody gash on its flank. You try every trick you can think of, but you just can't seem to shake the two of them as your horse battles against the rocky terrain. Eventually as the sun climbs towards noon you have to go back to the road to rejoin the others, with the hyenas still in pursuit.
Since horses have a movement speed of 50 feet and the gnolls only 30 feet, you have given yourself some breathing room. Unfortunately, they're still on your trail, and Sinsil will know they can keep running for days if they have to.
Alkyn smiles, a little of his confidence restored, "Yes. Deal with the dogs, then make the rest of them think twice about following too quickly."
As he rides he scans for likely places to ambush the dogs and, perhaps, lay traps for the rest, though an ambush spot is his first priority. He still has caltrops in his pack, but a rope and some sharpened sticks ... and maybe his spare dagger might come in handy. A plan begins to form as he checks the equipment the others have. Oil, some rope..perhaps all we need now is sturdy a sapling or two...
Your road begins to climb into the foothills, winding through rocky outcrops and overgrown thickets. You come upon a section of path between piles of boulders, some sturdy saplings sprouting on either side. The path is narrowed by the fallen rubble, and just past a blind bend- an ideal site for a trap.
Alkyn grins, "Whatever they are, they the ugliest dogs I've ever seen."
He starts tying saplings, and hands a dagger and some sticks to Ashanti, "Sharpen these" he says as he works. He bends and breaks saplings to construct spring traps along the path. He will lay as many traps as time permits (guessing 3?).
Excellent. Yep, you have to make three traps, the save DC will be the amount you got on your check to construct them. Almost as soon as you finish tying off the last sapling, you hear the sound of running animals approaching fast. If anyone has any last actions they want to take, shout them out now!
If he has time, Alkyn will spend a little time making fake traps to slow them down further...scuffed ground, visible bits of rope, suspiciously bent trees etc.
This post has potentially manipulated dice roll results.
The two hyenas come charging around the corner, straight into the tripwires of the three traps. They take 14 damage as the saplings lash down with sharpened stakes. (2d10 damage for nat 20). They let out a furious yelp of pain as they continue to charge towards you- if anyone has held actions then you can use them, then we go into initiative!
This post has potentially manipulated dice roll results.
Six will go ahead and use his channel divinity now that the Hyenas have closed in. He reaches up to grasp his holy symbol, muttering a prayer under his breath, and he reaches out with his free hand towards the Wounded Hyena. Spectral vines grow rapidly, attempting to wrap around the creature.
(DC 13 strength or dex save, your choice. If it fails, it is restrained.)
Six casts speak with animals and tries to persuade the horses to run faster.
Persuasion: 21
No Longer Active
If there is a river or similar terrain that makes tracking hard, Alkyn will say "I'll be back", and veer away from the group to make it look like they split up and hopefully waste some of the gnolls' time. He will use the river (or rocky terrain, say) to rejoin the group...
Deception(?): 6
As you descend the hill, Ashanti takes the lead on her mount, finding a safe way through the clustered thorn bushes and broken rock. As you reach the valley floor, the horses want to break away and run for the hills, and you have a hard time keeping the group together heading in the right direction. Eventually, the horses regroup and start heading south, but your lead is starting to shrink.
Sinsil as you follow Ashanti down the hill, you begin trying to weave together more illusions to distract your pursuers. As you are about to release the arcane energy, your mount almost loses his footing on a patch of gravel. You barely manage to hang onto your saddle as he struggles to stay up. Above you, the black dragon flickers and freezes for a couple of seconds as your concentration wavers. The gnolls begin to bark and yip excitedly- they have figured out it isn't real. The gnolls begin to charge after you at full speed.
Six grasps his holy symbol and begins to mutter a prayer. As you finish, you can feel a wave of heat flow through your throat. When you speak next, the rest of you can hear a horse's whinny coming from his mouth. You explain to the horses they have to stick together, and that they are less than a day from safety. Your mare seems surprised to hear you speaking in her language, but claims bravely "We can run that far!" She shoulders her way into the lead and the others follow her, galloping south. For the time being, you begin to pull away as the sun rises, but after a few hours you are worried about the horses stamina.
As the gnolls fall further back until they are hardly visible, Alkyn wheels his mount east towards the mountains, leaving a trail you hope will give out in the rocky ground. As you do so you grin as you hear the sound of barking pursuit. You look back and realise two giant hyenas have split off and are chasing you, using their speed to outpace the gnolls and try to head you off. The rest of the pack seems to be sticking to the bigger prize. One of the hyenas still has a bloody gash on its flank. You try every trick you can think of, but you just can't seem to shake the two of them as your horse battles against the rocky terrain. Eventually as the sun climbs towards noon you have to go back to the road to rejoin the others, with the hyenas still in pursuit.
DM- Chronicles of Wildemount Campaign.
Since horses have a movement speed of 50 feet and the gnolls only 30 feet, you have given yourself some breathing room. Unfortunately, they're still on your trail, and Sinsil will know they can keep running for days if they have to.
DM- Chronicles of Wildemount Campaign.
Upon his return, Alkyn's looks worried, but resolute. "I can't shake those damned dogs. But they are ahead of the pack."
"Maybe...maybe...", he looks around for a place to fight, "Maybe we can deal with them, then keep moving?"
Tristan nods "You got any experience with traps Alkyn? Why don't we leave those buggers some nasty surprises?"
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Alkyn smiles, a little of his confidence restored, "Yes. Deal with the dogs, then make the rest of them think twice about following too quickly."
As he rides he scans for likely places to ambush the dogs and, perhaps, lay traps for the rest, though an ambush spot is his first priority. He still has caltrops in his pack, but a rope and some sharpened sticks ... and maybe his spare dagger might come in handy. A plan begins to form as he checks the equipment the others have. Oil, some rope..perhaps all we need now is sturdy a sapling or two...
Your road begins to climb into the foothills, winding through rocky outcrops and overgrown thickets. You come upon a section of path between piles of boulders, some sturdy saplings sprouting on either side. The path is narrowed by the fallen rubble, and just past a blind bend- an ideal site for a trap.
DM- Chronicles of Wildemount Campaign.
Sinsil will prepare to cast cause fear on any Gnoll that get too close (or hyenas, whichever.)
Six will prepare to use his Channel Divinity - Nature's Wrath on any enemy that gets within 10 feet.
(Spectral vines appear and it has to succeed on a dex.or str save dc 13 or be restrained.)
No Longer Active
Ashanti will Help Alkyn with his trap.
" I think technically they're not dogs...more like a really big meerkat."
Alkyn grins, "Whatever they are, they the ugliest dogs I've ever seen."
He starts tying saplings, and hands a dagger and some sticks to Ashanti, "Sharpen these" he says as he works. He bends and breaks saplings to construct spring traps along the path. He will lay as many traps as time permits (guessing 3?).
Trap #1: 19
Trap #2: 25
Trap #3: 16
Tristan will start digging some potholes further down in an attempt to slow down the gnolls.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Excellent. Yep, you have to make three traps, the save DC will be the amount you got on your check to construct them. Almost as soon as you finish tying off the last sapling, you hear the sound of running animals approaching fast. If anyone has any last actions they want to take, shout them out now!
DM- Chronicles of Wildemount Campaign.
While the traps were being set, sinsil would have tried to feed and water the horses as much as she could. Otherwise she will continue riding.
Ashanti nocked her bow and waited....
If he has time, Alkyn will spend a little time making fake traps to slow them down further...scuffed ground, visible bits of rope, suspiciously bent trees etc.
The two hyenas come charging around the corner, straight into the tripwires of the three traps. They take 14 damage as the saplings lash down with sharpened stakes. (2d10 damage for nat 20). They let out a furious yelp of pain as they continue to charge towards you- if anyone has held actions then you can use them, then we go into initiative!
Pale Hyena 3
Wounded Hyena 17
DM- Chronicles of Wildemount Campaign.
Six will go ahead and use his channel divinity now that the Hyenas have closed in. He reaches up to grasp his holy symbol, muttering a prayer under his breath, and he reaches out with his free hand towards the Wounded Hyena. Spectral vines grow rapidly, attempting to wrap around the creature.
(DC 13 strength or dex save, your choice. If it fails, it is restrained.)
And initiative: 8
No Longer Active
The hyena attempts to bull his way out of the tangling vines.
19
DM- Chronicles of Wildemount Campaign.