The annual Festival of Syndaris begins in a few days, and so it is time for the Defenders to make their journeys to Talisten, where they will play a small role in the celebration that means so much to the Syndaran people. In keeping with the centuries-old tradition, each of you travels from your home to the capital city, passing through various towns and villages along the way. You know that everywhere you stop spirits and generosity will be high, and you will receive far more praise and adoration than you have ever wanted. Once the Festival truly begins, however, the Syndarans will focus less on you and more on the array of entertainment and activities in Talisten: music, games, theater, competitions, food, drink, and general merry-making. Each of you, Festival-bound, is prepared for all the lightheartedness and revelry attached to this special occasion.
This year, however, some other entity has different plans...
~ - ~ - ~ - ~
Karuk Dubh, traveling from Wizard's Reach to Yarnfeld
Following the traditional route from Wizard’s Reach to Talisten, you travel southeast through the Westhills. Yarnfeld, a small mining community on the banks of the Silverthread, will be your first encounter with the local people as you make your way to the Festival of Syndaris. The villagers consider it a great honor to have a Defender pass through their humble corner of the world, and you know you will be greeted warmly when you arrive there in four or five hours, just when the sun is setting.
Until then, however, you must continue through the rather desolate expanse of the Westhills, a place that seems forever covered in fog. Today the fog is dense, but you’ve experienced far worse, and you have no concerns about finding your way through this familiar landscape.
The rocky hills and outcroppings of this region create a hundred unusual formations, some of which can trick the eye, especially when they combine with the fog. As you study the path ahead, which passes through a cleft between two hills, you see the outlines of two humanoid figures on horseback, one on each hilltop on either side of the path. Despite the poor visibility, you can discern that both horses and riders are unusually gaunt. You cannot see the riders’ faces or their intent, but you have a strong suspicion that they have been waiting for you…expecting you.
Each rider stands approximately 80 feet away, one to the left of the path and one to the right. The distance between them is at least 50 feet.They are silent and motionless…
Mulligan Breen, traveling from Crow's Nest, through Findric, to Jast
“Happy Festival to you, Defender of Syndaris!”
The warm wishes are called out by one of the townspeople of Findric as you leave the picturesque town that is nestled among the trees in the southern Wyrwood. By nightfall you will reach the fishing village of Jast, and for the next several hours you will follow the road south, the lofty peaks of the Corvus Mountains rising up in the west and open grassland to the east. The sun shines brightly, but the chill of fall is in the air.
You pass several travelers along the road, most of them are on foot, making their way to Talisten for the Festival. Nearly all greet you warmly, and children run alongside you until they tire and gasp for breath. As evening falls, you find yourself alone as you crest a small rise in the road. You can see Jast, probably a half mile distant, and the waters of the bay just beyond it. Your day’s ride is nearly concluded.
Moments after the fishing village comes into view, the unmistakable dull twang of a bowstring reaches your ears. An arrow zips past you and sails off into the tall grass to your left. You surmise the archer, whoever it might be, is hidden within the scrubby trees and bushes to your right, approximately 100 feet away. Without warning and without provocation someone is firing upon you…
Rowan Tyranor, traveling from Father Yan, through the Yantir Forest, to Timris
In keeping with longstanding Defender tradition, you depart Father Yan (the massive, hollowed-out tree that for nearly 300 years has been a Defender home) and make your way eastward through the dense Yantir Forest. Timris is your first destination. After that will be Bowsprit, then Talisten, where you will meet the other Defenders for the great Festival of Syndaris.
You know this forest well, probably as well as any of the woodland creatures within it, and it isn’t long after leaving Father Yan that you sense a strangeness about your surroundings, specifically that the typical sounds of the forest are hushed. No warbling songbirds. No grating calls from woodpeckers. Nor is there any movement. Not one squirrel has scurried up a tree or darted across your path. All creatures seem to be hiding.
Pausing briefly to consider this unusual start to your journey, you eventually do hear movement. Moments later you see the source of the noise. Weaving between the myriad trees of the forest, in full sprint, is a pair of large, powerful dogs. Sleek black fur covers the entirety of their bodies, and, despite the fact that they are over 100 feet away, you can see their eyes are fiery orbs.
Onward the hounds come, clearly intent upon reaching you as soon as possible…
(A map of Syndaris, with your approximate locations denoted in orange)
This post has potentially manipulated dice roll results.
Rowan is aware something is off when the birds stop. Having spent much time bird watching, the lack of sound typically means danger. The lack of any obvious cause of the danger makes him uneasy. "Woah there Ghost" as he stops his pure white riding horse to look around. He takes Silva off his back, holding it at the ready when he sees the two dogs come charging. "Well Silva, those eyes mean that those are not natural. We might be able to outrun them, but they will then be a threat to someone else. I was not expecting to defend the land today."He climbs off Ghost, sending him back to safety, and he draws back on the bowstring, a golden arrow of light appearing in the bow as he does. He takes aim at the nearest dog, firing three arrows (assuming an attack action can be taken)
Rolls if required:
Initiative: 21
(Attacks using sharpshooter) Attack roll 1: 25 Damage: 22 Attack roll 2: 26 Damage: 26 Attack roll 3: 9 Damage: 23
If any of those miss, bonus action (if a turn is being taken) for curving shot against the other one. Attack roll: 22 Damage: 27
"Joyous Festival to you as well," he responds to the townspeople with a smile and a wave. He even sounds as if he means it. It's not that he wishes them ill or any such thing but, to be factual, he is largely indifferent. Still a Defender must keep up appearances and so Mulligan does.
From the moment Mulligan stepped out of Crow's Nest and onto the road to Talisten he had his public face on - literally. Oh he did not change himself much through his magics mostly just made himself seem spiffier, more glamorous. More a Guardian of Syndaran and what the people expected that to mean - Neater more stylish clothes, more well kept appearance and so forth. The real him was scruffier and disheveled. If one could see his public face for his real appearance they would likely think them brothers but one obviously much more prosperous than the other. Mulligan wished he could have an even more different public face so he could be entirely unrecognized when he relaxed but he felt he was stretching things as it was... The Guardians are public figures and the public had a right to know them. As annoying as that was.
Still... Appearances. As annoyed as he was to have to put on the act and travel to the festival and play the role he did it to the nines. He flashed smiles and exchanged greetings, told jokes and sang songs to amuse those who briefly travelled with him, performed small magics and acts of prestidigitation to wow and amaze the young ones. He was gracious and kind and humble and annoyed, but the last bit he never did let show.
Enjoying a quiet stretch of solo travel Mulligan was half asleep in the saddle when he heard the unmistakable sound of a bow string, his arm already raising ready to shield himself from the danger. Missed, but still a threat!
"Who...?" Mulligan was silently asking himself even as he turns his horse Hoarse and has them charging to the right, where Mulligan believes the attack has come from.
"You're hunting the wrong game," Mulligan calls out as he draws his sword. "It is still deer season and not Guardian season for some time yet..."
With his horse moving 60' towards where he believes the shot came from, Mulligan is scanning the area (120' darkvision is needed) and ready to cast a variety of spells once he spies the miscreant... Or miscreants. (Investigation? 23)
With a snap of his fingers the wizard brought his familiar into existence. The celestial spirit took to the skies in the form of a great horned owl. Look at the two on the cleft and tell me what you see. He commanded telepathically while pulling the reins of his horse. Ash was a grey stallion with a dark mane and dark feet, well bred and well trained, it was fast to answer. Fast to stop and keep the distance between them and the gaunt riders. Eighty feet was within the range of his offensive spells and could well be outside of their strike radius. Don’t get closer than necessary and retreat if you notice the risk of any ranged attack. The last thing Karuk wanted was to have Ninlil killed. Find Familiar was a simple ritual and one he could easily afford, but that would not erase the pain she would feel while being hit.
With the Festival approaching it would be far from strange to find people on the road but if that was the case the riders wouldn’t be standing, awaiting. The folk of Yarnfield knew of his visit and with the thick fog they could have sent guides to meet him on the way but then the riders would have called for him. But if they are enemies why didn’t they try to attack or close the distance?
Notes: Karuk calls Ninlil (his familiar) and orders her take a look on the two riders (approaching stealthy if possible), from as far as she can, then rely telepatically what she sees. At the first sign of hostility/ranged weapon, she is to retreat. Let me know if any roll will be necessary.
In quick succession, you send three arrows flying. Despite the multitude of trees and branches, all three shots find their mark. The first sinks into the chest of the first hound, and the second magically cuts a wide arc before lodging itself into the side of the other hound. The third arrow catches the first hound, which howls in a painful rage.It is hurt badly but is not deterred in its attack.
Both hounds continue to close the gap on you, and as they do so you recognize them for what they are: hell hounds, both of which are now within 5 feet of you and Ghost.
Somewhat surprisingly, Silva gives you a verbal nudge. “There are more than these two fiends lurking about. At least one undead is near…hiding over there, behind that fallen tree.”
The bow's warning suggests that the unseen enemy is approximately 60’ distant, behind you.
(Action for the hounds was to dash. Rowan may act)
This post has potentially manipulated dice roll results.
Mulligan Breen
Scanning the area from which the shot came, you see enough of a darkly-cloaked humanoid to discern that it has every intention of firing another shot. Tree branches and foliage are rather dense here; so, you know that a clear line of sight will be difficult for whoever means you ill.
“Slay them. All three of them,” utters your sword with a sneer.
Although you see just one foe, your weapon assures you there are others nearby…
Initiative for monsters: 21
Initiative for Mulligan: 19
(If Mulligan wins initiative, he may act; otherwise, a second post with the monsters' actions will follow)
Ninlil takes flight silently and cuts an arc through the foggy sky over the two mysterious riders. The owl telepathically sends you three, not two, distinct images: each image is that of a pale human with gray, shriveled flesh sitting atop a skeletal warhorse.The first human (the one to the left) remains atop the hill and nocks an arrow into a longbow. The second figure (to the right) spurs his undead mount to walk toward you slowly. The third rider, also with a longbow in hand, was hidden behind the hill to the right.
Initiative for monsters: 21
Initiative (w/ adv) for Karuk: 21
(If Karuk wins initiative, he may act; otherwise a second post with the monsters' actions will follow)
Your unnamed foe fires two more arrows, hoping to thread them through the heavy cover.
Longbow attack 1: 12 for 7 piercing damage, if successful
Longbow attack 2: 1 for 4 piercing damage, if successful
A second foe, gaunt and pale like the first, steps out of hiding and rushes toward you with longsword drawn. The alleged third foe remains aloof; you neither hear nor see anything else.
(Mulligan may act. The archer is now approximately 40’ distant; the second, with sword drawn, is dashing toward you and stands 30’ away)
This post has potentially manipulated dice roll results.
Ghost was commanded to move to safety, so shouldn't be next to Rowan, and hopefully not next to the hell hounds if they are with Rowan, either way:
"That undead will die, you have my word. But these hell hounds die first before they hurt Ghost."
He leaps back, moving 10ft towards the undead, taking any aoo that may happen, just so he isn't at disadvantage for attacking with a longbow in melee. He then fires of three more shots at number 2, the first one that hits being a bursting arrow.
Attack: 11 Damage: 27
Attack: 19 Damage: 22
Attack: 28 Damage: 33
Bursting arrow adds: 10 force damage.
BA curving arrow if one misses:
Attack: 25 Damage: 25
The force damage is to both, assuming they are within 10ft of each other. Plus rowan moves 15ft instead, as he knows his abilities better than I do, and I assumed it was a 5ft radius. There is no force damage done if Ghost is within the 10ft blast zone as the whole point is to protect him.
This post has potentially manipulated dice roll results.
Rowan
With Ghost well away from the danger, you retreat a short distance, ensuring maximum efficacy with your bow; both hounds lunge at you with a mouthful of teeth and flame...
Attack of opportunity (melee bite): 21 for 7 piercing damage and 7 fire damage, if successful
Attack of opportunity (melee bite): 19 for 10 piercing damage and 9 fire damage, if successful
Moments later, both fiends fall lifeless to the forest floor; Silva's magical arrows brought a swift end to them both.
The undead--a spellcasting wight of some sort--seizes its opportunity now. Rising from behind the fallen tree, it points a bony finger at you and sends two bursts of life draining magic your way...
Ranged spell attack 1: 10 for 6 necrotic damage, if successful
Ranged spell attack 2: 10 for 14 necrotic damage, if successful
(Rowan may act; the wight stands approximately 50' away)
The answer to his questions came through Ninlil’s messages. The enemies were reanimated corpses meant to lure him into the reach of a third undead. It was likely that whoever made them gave order to hold position instead of attacking. Fly as high as you can and tell me if anything else approach. Karuk commanded Ninlil as the riders advanced. Knowing that battle was all but inevitable he dismounted and clapped his hands.
His normally green eyes gleamed with mute blue light as his voice whispered arcane words. He extended his consciousness through the Weave, bending it to his will, making it conduct light through his body and clothing so fast and perfectly that he could no longer be seen.
“Evanesco!” A simple word was enough to finish his cast of Greater Invisibility. Under the cloak of the spell he took a deep breath and pushed his body past its normal limits. Rising his right hand, the half-orc pulled from the Weave once again, making its energy move, condense, turn into heat and burst in flame. “Ignis!”
Karuk hurled a mot of flame against the closest enemy and not waiting to see if his strike had landed or not, he used all of his speed to advance diagonally towards the right, taking as much care as he could to avoid touching an enemy. Instinct should be enough to make Ash leave the place.
Notes: Karuk says, telepathically, to Ninlil to keep herself in a safe distance and warn if another enemy appears. He then spend his action to cast Greater Invisibility on himself and uses his Action Surge to again another action. His second action he uses to cast Fire Bolt (28 to hit, 19 fire damage) on the closest enemy (advantage because of the invisibility). He then uses his 30ft speed to advance diagonally to the right, intent in avoiding any collision with an enemy. All dice rolled in the campaign log, spell slot and Action Surge use marked on the character sheet. Spell words taken from BG3.
"Evil, eh?" Mulligan silently asks his sword. "Don't suppose you want to tell me where the third one is hiding? A hint, maybe?"
Even as Mulligan is thinking to his sword he is urging his mount on towards the archer. Best take out the one who can attack at range first, rather than have him taking potshots while he messes with the other. Hoarse the horse's 60' of movement should be able to get Mulligan into range of the archer unless terrain prevents it. Once within range Mulligan swing The Cutting Word with the intention of cutting the archer down. The first shot could have been a mistake, the next two not at all... And with the sword confirming they are evil, Mulligan sees no reason to offer any quarter.
The barrage of arrows and radiance overwhelms the undead spellcaster. Before crumpling to the ground in an awkward heap, one word escapes from its mouth in a raspy hiss: Aeris.
Ash keeps a safe distance, and Ninlil flaps her wings, rising to a height well beyond any danger. As she does so, your fire bolt smashes into the pale rider, momentarily engulfing it in flame. A raspy shriek of indignation escapes from its mouth as the fire begins to fade. The creature spurs its skeletal horse in the direction where you stood just moments ago. Pointing a dagger-like finger into the foggy evening, it sends forth a pair of necrotic blasts in hopes of striking you…
Ranged spell attack 1 (w/ disadvantage): 16 for 13 necrotic damage, if successful
Ranged spell attack 2 (w/ disadvantage): 11 for 18 necrotic damage, if successful
The bow-wielding human mimics the effort, firing off two arrows…
Ranged weapon attack 1: 11 for 3 piercing damage, if successful
Ranged weapon attack 2: 6 for 4 piercing damage, if successful
Ninlil then sends off another telepathic message: the third rider has dashed around the backside of a nearby outcropping, indicating it isn’t joining the battle yet.
(Karuk may act; the archer is approximately 100' distant; the spellcaster is within 50'; the distance to the third attacker is unknown)
Hoarse, trampling the low-lying shrubs with ease, draws near the archer, allowing you to slash at the creature twice. The blade carves two gashes into the archer’s chest, but no blood spills forth. You have little doubt that you are facing some sort of undead.
Releasing one hand from its bow, the wounded creature reaches out to grasp your leg…
Melee attack: 10 for 6 necrotic damage, if successful
Meanwhile, the sword-wielding attacker closes the gap and swings twice with its longsword…
Melee weapon attack 1: 20 for9 slashing damage, if successful
Melee weapon attack 2: 24 for6 slashing damage, if successful
“The third one now approaches,” comments your sword. “There.”
The third member of this undead ambush can now be seen approaching through the trees; it reaches forward with a shriveled hand, casting some sort of necromancy…
Ranged spell attack 1 (w/ -5 penalty for cover): 2 for14 necrotic damage, if successful
Ranged spell attack 2 (w/ -5 penalty for cover): 15 for15 necrotic damage, if successful
(Mulligan may act; two of the undead are within 5' of you and 5' of each other; the spellcaster is approximately 40' away)
"Dleihs!" Mulligan shouts in reaction to the grasp of the creature and with an arcane gesture creates an invisible barrier of force around him and deflecting the blow away from his leg. (Shield for +5 AC to boost it to 26)
Seeing the second attacker approach, Hoarse shimmies and sidesteps out of reach of their weapon causing their two swings to fall well short.
"Ahh, well there is your leader," Mulligan says to the two undead hench around him absently. "Not very impressive..."
Mulligan stays engaged where he is, wanting to strike these two down before pursuing the man in charge. Perhaps he is being overconfident but he really is not feeling much threat from the trio... and he really does not get enough excuses to practice his swordplay.
First Attack (Longsword): 12to hit for 14 damage
Second Attack: Nat 1 (10 total) to hit for 11damage.
He really DOES need more practice with his swordplay...
As the battle continued, he could not help but to envy for a moment the abilities of divine spellcasters. Clerics, he remembered, could repel entire hordes of undead for extended periods of time. Destroy them if they weren’t especially strong. Necromancers of legend could take control of the animated corpses. By comparison, his studies left him with more conventional possibilities – fight and destroy.
Part of him lamented that the enemies were no longer grouped together. Fireball would be the perfect spell if they were. Another part of him felt tempted to simply blast the rider in front of him with Magic Missile but then there was Ninlil’s message. One enemy escaping could mean one enemy gathering reinforcements. Best conserve strength, Karuk told himself with the voice of his mind. Deciding his strategy had worked well enough that far, the half-orc raised his right hand and focused his mind. Arcane energy once again condensed on his palm, bringing forth a second mote of flame.
“Ignis!” He shouted hurling the fire at the rider and starting to move, this time in a straight line, thinking that to advance diagonally towards the left would be too obvious. Worst case scenario he had Shield and Chronal Shift. Thank the gods this one is not telling jokes now.
Notes: Karuk spends his action to cast Fire Bolt (30 to hit, 27 fire damage) on the rider (advantage because of the invisibility). He then uses his 30ft speed to advance in a straight line, intent in avoiding any collision with the enemy. Rolls made on the campaign log.
Rowan doesn't instantly relax, scanning for any further threats, or alternatively for birds to return. "From the sounds of things Silva, that undead was after you. I am hoping it was an isolated case but unfortunately I can't bring myself to believe that. I would much rather return back and teleport over to Talisten but the people are expecting me and if I don't show up, they will worry. Until we know what is going on, I don't want to cause unnecessary panic. We really should try and invest in some sending stones for the guardians so I can warn the others, but I have never heard of a set of 4 that are connected." Once he is sure that the threat has passed, he will check the wights body for any sign of where it came from or why based on what it is carrying, if anything (investigation 12), before climbing back on Ghost and continuing on his way, with a closee eye out on the surroundings.
This post has potentially manipulated dice roll results.
Mulligan Breen
Your bit of abjuration ensures the failure of each foe. Despite being in the thick of the battle, one against three, you remain unscathed. Unfortunately, your attempts to retaliate do nothing to slow the ill intent of these undead. Each one lashes out at you again. For a second time, a withered, clawed hand reaches for your leg…
Melee attack (wight #1): 14 for 4 necrotic damage, if successful
And two more wild swings with a longsword from the second attacker…
Melee weapon attack 1 (wight #2): 11 for 6 slashing damage, if successful
Melee weapon attack 2 (wight #2): 9 for 3 slashing damage, if successful
The annual Festival of Syndaris begins in a few days, and so it is time for the Defenders to make their journeys to Talisten, where they will play a small role in the celebration that means so much to the Syndaran people. In keeping with the centuries-old tradition, each of you travels from your home to the capital city, passing through various towns and villages along the way. You know that everywhere you stop spirits and generosity will be high, and you will receive far more praise and adoration than you have ever wanted. Once the Festival truly begins, however, the Syndarans will focus less on you and more on the array of entertainment and activities in Talisten: music, games, theater, competitions, food, drink, and general merry-making. Each of you, Festival-bound, is prepared for all the lightheartedness and revelry attached to this special occasion.
This year, however, some other entity has different plans...
~ - ~ - ~ - ~
Karuk Dubh, traveling from Wizard's Reach to Yarnfeld
Following the traditional route from Wizard’s Reach to Talisten, you travel southeast through the Westhills. Yarnfeld, a small mining community on the banks of the Silverthread, will be your first encounter with the local people as you make your way to the Festival of Syndaris. The villagers consider it a great honor to have a Defender pass through their humble corner of the world, and you know you will be greeted warmly when you arrive there in four or five hours, just when the sun is setting.
Until then, however, you must continue through the rather desolate expanse of the Westhills, a place that seems forever covered in fog. Today the fog is dense, but you’ve experienced far worse, and you have no concerns about finding your way through this familiar landscape.
The rocky hills and outcroppings of this region create a hundred unusual formations, some of which can trick the eye, especially when they combine with the fog. As you study the path ahead, which passes through a cleft between two hills, you see the outlines of two humanoid figures on horseback, one on each hilltop on either side of the path. Despite the poor visibility, you can discern that both horses and riders are unusually gaunt. You cannot see the riders’ faces or their intent, but you have a strong suspicion that they have been waiting for you…expecting you.
Each rider stands approximately 80 feet away, one to the left of the path and one to the right. The distance between them is at least 50 feet.They are silent and motionless…
Mulligan Breen, traveling from Crow's Nest, through Findric, to Jast
“Happy Festival to you, Defender of Syndaris!”
The warm wishes are called out by one of the townspeople of Findric as you leave the picturesque town that is nestled among the trees in the southern Wyrwood. By nightfall you will reach the fishing village of Jast, and for the next several hours you will follow the road south, the lofty peaks of the Corvus Mountains rising up in the west and open grassland to the east. The sun shines brightly, but the chill of fall is in the air.
You pass several travelers along the road, most of them are on foot, making their way to Talisten for the Festival. Nearly all greet you warmly, and children run alongside you until they tire and gasp for breath. As evening falls, you find yourself alone as you crest a small rise in the road. You can see Jast, probably a half mile distant, and the waters of the bay just beyond it. Your day’s ride is nearly concluded.
Moments after the fishing village comes into view, the unmistakable dull twang of a bowstring reaches your ears. An arrow zips past you and sails off into the tall grass to your left. You surmise the archer, whoever it might be, is hidden within the scrubby trees and bushes to your right, approximately 100 feet away. Without warning and without provocation someone is firing upon you…
Rowan Tyranor, traveling from Father Yan, through the Yantir Forest, to Timris
In keeping with longstanding Defender tradition, you depart Father Yan (the massive, hollowed-out tree that for nearly 300 years has been a Defender home) and make your way eastward through the dense Yantir Forest. Timris is your first destination. After that will be Bowsprit, then Talisten, where you will meet the other Defenders for the great Festival of Syndaris.
You know this forest well, probably as well as any of the woodland creatures within it, and it isn’t long after leaving Father Yan that you sense a strangeness about your surroundings, specifically that the typical sounds of the forest are hushed. No warbling songbirds. No grating calls from woodpeckers. Nor is there any movement. Not one squirrel has scurried up a tree or darted across your path. All creatures seem to be hiding.
Pausing briefly to consider this unusual start to your journey, you eventually do hear movement. Moments later you see the source of the noise. Weaving between the myriad trees of the forest, in full sprint, is a pair of large, powerful dogs. Sleek black fur covers the entirety of their bodies, and, despite the fact that they are over 100 feet away, you can see their eyes are fiery orbs.
Onward the hounds come, clearly intent upon reaching you as soon as possible…
(A map of Syndaris, with your approximate locations denoted in orange)
Rowan is aware something is off when the birds stop. Having spent much time bird watching, the lack of sound typically means danger. The lack of any obvious cause of the danger makes him uneasy. "Woah there Ghost" as he stops his pure white riding horse to look around. He takes Silva off his back, holding it at the ready when he sees the two dogs come charging. "Well Silva, those eyes mean that those are not natural. We might be able to outrun them, but they will then be a threat to someone else. I was not expecting to defend the land today." He climbs off Ghost, sending him back to safety, and he draws back on the bowstring, a golden arrow of light appearing in the bow as he does. He takes aim at the nearest dog, firing three arrows (assuming an attack action can be taken)
Rolls if required:
Initiative: 21
(Attacks using sharpshooter)
Attack roll 1: 25 Damage: 22
Attack roll 2: 26 Damage: 26
Attack roll 3: 9 Damage: 23
If any of those miss, bonus action (if a turn is being taken) for curving shot against the other one.
Attack roll: 22 Damage: 27
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Mulligan is not happy.
"Joyous Festival to you as well," he responds to the townspeople with a smile and a wave. He even sounds as if he means it. It's not that he wishes them ill or any such thing but, to be factual, he is largely indifferent. Still a Defender must keep up appearances and so Mulligan does.
From the moment Mulligan stepped out of Crow's Nest and onto the road to Talisten he had his public face on - literally. Oh he did not change himself much through his magics mostly just made himself seem spiffier, more glamorous. More a Guardian of Syndaran and what the people expected that to mean - Neater more stylish clothes, more well kept appearance and so forth. The real him was scruffier and disheveled. If one could see his public face for his real appearance they would likely think them brothers but one obviously much more prosperous than the other. Mulligan wished he could have an even more different public face so he could be entirely unrecognized when he relaxed but he felt he was stretching things as it was... The Guardians are public figures and the public had a right to know them. As annoying as that was.
Still... Appearances. As annoyed as he was to have to put on the act and travel to the festival and play the role he did it to the nines. He flashed smiles and exchanged greetings, told jokes and sang songs to amuse those who briefly travelled with him, performed small magics and acts of prestidigitation to wow and amaze the young ones. He was gracious and kind and humble and annoyed, but the last bit he never did let show.
Enjoying a quiet stretch of solo travel Mulligan was half asleep in the saddle when he heard the unmistakable sound of a bow string, his arm already raising ready to shield himself from the danger. Missed, but still a threat!
"Who...?" Mulligan was silently asking himself even as he turns his horse Hoarse and has them charging to the right, where Mulligan believes the attack has come from.
"You're hunting the wrong game," Mulligan calls out as he draws his sword. "It is still deer season and not Guardian season for some time yet..."
With his horse moving 60' towards where he believes the shot came from, Mulligan is scanning the area (120' darkvision is needed) and ready to cast a variety of spells once he spies the miscreant... Or miscreants. (Investigation? 23)
With a snap of his fingers the wizard brought his familiar into existence. The celestial spirit took to the skies in the form of a great horned owl. Look at the two on the cleft and tell me what you see. He commanded telepathically while pulling the reins of his horse. Ash was a grey stallion with a dark mane and dark feet, well bred and well trained, it was fast to answer. Fast to stop and keep the distance between them and the gaunt riders. Eighty feet was within the range of his offensive spells and could well be outside of their strike radius. Don’t get closer than necessary and retreat if you notice the risk of any ranged attack. The last thing Karuk wanted was to have Ninlil killed. Find Familiar was a simple ritual and one he could easily afford, but that would not erase the pain she would feel while being hit.
With the Festival approaching it would be far from strange to find people on the road but if that was the case the riders wouldn’t be standing, awaiting. The folk of Yarnfield knew of his visit and with the thick fog they could have sent guides to meet him on the way but then the riders would have called for him. But if they are enemies why didn’t they try to attack or close the distance?
Notes: Karuk calls Ninlil (his familiar) and orders her take a look on the two riders (approaching stealthy if possible), from as far as she can, then rely telepatically what she sees. At the first sign of hostility/ranged weapon, she is to retreat. Let me know if any roll will be necessary.
Rowan Tyranor
(Rowan wins initiative by default with that roll)
In quick succession, you send three arrows flying. Despite the multitude of trees and branches, all three shots find their mark. The first sinks into the chest of the first hound, and the second magically cuts a wide arc before lodging itself into the side of the other hound. The third arrow catches the first hound, which howls in a painful rage.It is hurt badly but is not deterred in its attack.
Both hounds continue to close the gap on you, and as they do so you recognize them for what they are: hell hounds, both of which are now within 5 feet of you and Ghost.
Somewhat surprisingly, Silva gives you a verbal nudge. “There are more than these two fiends lurking about. At least one undead is near…hiding over there, behind that fallen tree.”
The bow's warning suggests that the unseen enemy is approximately 60’ distant, behind you.
(Action for the hounds was to dash. Rowan may act)
Mulligan Breen
Scanning the area from which the shot came, you see enough of a darkly-cloaked humanoid to discern that it has every intention of firing another shot. Tree branches and foliage are rather dense here; so, you know that a clear line of sight will be difficult for whoever means you ill.
“Slay them. All three of them,” utters your sword with a sneer.
Although you see just one foe, your weapon assures you there are others nearby…
(If Mulligan wins initiative, he may act; otherwise, a second post with the monsters' actions will follow)
Karuk Dubh
Ninlil takes flight silently and cuts an arc through the foggy sky over the two mysterious riders. The owl telepathically sends you three, not two, distinct images: each image is that of a pale human with gray, shriveled flesh sitting atop a skeletal warhorse.The first human (the one to the left) remains atop the hill and nocks an arrow into a longbow. The second figure (to the right) spurs his undead mount to walk toward you slowly. The third rider, also with a longbow in hand, was hidden behind the hill to the right.
(If Karuk wins initiative, he may act; otherwise a second post with the monsters' actions will follow)
Mulligan Breen
Your unnamed foe fires two more arrows, hoping to thread them through the heavy cover.
A second foe, gaunt and pale like the first, steps out of hiding and rushes toward you with longsword drawn. The alleged third foe remains aloof; you neither hear nor see anything else.
(Mulligan may act. The archer is now approximately 40’ distant; the second, with sword drawn, is dashing toward you and stands 30’ away)
Ghost was commanded to move to safety, so shouldn't be next to Rowan, and hopefully not next to the hell hounds if they are with Rowan, either way:
"That undead will die, you have my word. But these hell hounds die first before they hurt Ghost."
He leaps back, moving 10ft towards the undead, taking any aoo that may happen, just so he isn't at disadvantage for attacking with a longbow in melee. He then fires of three more shots at number 2, the first one that hits being a bursting arrow.
Attack: 11 Damage: 27
Attack: 19 Damage: 22
Attack: 28 Damage: 33
Bursting arrow adds: 10 force damage.
BA curving arrow if one misses:
Attack: 25 Damage: 25
The force damage is to both, assuming they are within 10ft of each other. Plus rowan moves 15ft instead, as he knows his abilities better than I do, and I assumed it was a 5ft radius. There is no force damage done if Ghost is within the 10ft blast zone as the whole point is to protect him.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Rowan
With Ghost well away from the danger, you retreat a short distance, ensuring maximum efficacy with your bow; both hounds lunge at you with a mouthful of teeth and flame...
Moments later, both fiends fall lifeless to the forest floor; Silva's magical arrows brought a swift end to them both.
The undead--a spellcasting wight of some sort--seizes its opportunity now. Rising from behind the fallen tree, it points a bony finger at you and sends two bursts of life draining magic your way...
(Rowan may act; the wight stands approximately 50' away)
Rowan will wince from the pain (42 total damage) and fire 6 arrows (action surge) back at the wight. "Silva show your light!"
Attack: 26 Damage: 23+14 radiant
Attack: 15 Damage: 27+12 radiant
Attack: 18 Damage: 22+10 radiant
Attack: 22 Damage: 28+13 radiant
Attack: 18 Damage: 23+13 radiant
Attack: 13 Damage: 29+8 radiant
He then takes a moment to breathe and dull the pain (second wind) for 18 healing
Extra 27 radiant for the two crits
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
The answer to his questions came through Ninlil’s messages. The enemies were reanimated corpses meant to lure him into the reach of a third undead. It was likely that whoever made them gave order to hold position instead of attacking. Fly as high as you can and tell me if anything else approach. Karuk commanded Ninlil as the riders advanced. Knowing that battle was all but inevitable he dismounted and clapped his hands.
His normally green eyes gleamed with mute blue light as his voice whispered arcane words. He extended his consciousness through the Weave, bending it to his will, making it conduct light through his body and clothing so fast and perfectly that he could no longer be seen.
“Evanesco!” A simple word was enough to finish his cast of Greater Invisibility. Under the cloak of the spell he took a deep breath and pushed his body past its normal limits. Rising his right hand, the half-orc pulled from the Weave once again, making its energy move, condense, turn into heat and burst in flame. “Ignis!”
Karuk hurled a mot of flame against the closest enemy and not waiting to see if his strike had landed or not, he used all of his speed to advance diagonally towards the right, taking as much care as he could to avoid touching an enemy. Instinct should be enough to make Ash leave the place.
Notes: Karuk says, telepathically, to Ninlil to keep herself in a safe distance and warn if another enemy appears. He then spend his action to cast Greater Invisibility on himself and uses his Action Surge to again another action. His second action he uses to cast Fire Bolt (28 to hit, 19 fire damage) on the closest enemy (advantage because of the invisibility). He then uses his 30ft speed to advance diagonally to the right, intent in avoiding any collision with an enemy. All dice rolled in the campaign log, spell slot and Action Surge use marked on the character sheet. Spell words taken from BG3.
Mulligan...
"Evil, eh?" Mulligan silently asks his sword. "Don't suppose you want to tell me where the third one is hiding? A hint, maybe?"
Even as Mulligan is thinking to his sword he is urging his mount on towards the archer. Best take out the one who can attack at range first, rather than have him taking potshots while he messes with the other. Hoarse the horse's 60' of movement should be able to get Mulligan into range of the archer unless terrain prevents it. Once within range Mulligan swing The Cutting Word with the intention of cutting the archer down. The first shot could have been a mistake, the next two not at all... And with the sword confirming they are evil, Mulligan sees no reason to offer any quarter.
First Attack (Longsword): 23 to hit for 13 damage
Second Attack: 14 to hit for 9 damage
Rowan Tyranor
The barrage of arrows and radiance overwhelms the undead spellcaster. Before crumpling to the ground in an awkward heap, one word escapes from its mouth in a raspy hiss: Aeris.
(Combat has ended)
Karuk Dubh
Ash keeps a safe distance, and Ninlil flaps her wings, rising to a height well beyond any danger. As she does so, your fire bolt smashes into the pale rider, momentarily engulfing it in flame. A raspy shriek of indignation escapes from its mouth as the fire begins to fade. The creature spurs its skeletal horse in the direction where you stood just moments ago. Pointing a dagger-like finger into the foggy evening, it sends forth a pair of necrotic blasts in hopes of striking you…
The bow-wielding human mimics the effort, firing off two arrows…
Ninlil then sends off another telepathic message: the third rider has dashed around the backside of a nearby outcropping, indicating it isn’t joining the battle yet.
(Karuk may act; the archer is approximately 100' distant; the spellcaster is within 50'; the distance to the third attacker is unknown)
Mulligan Breen
Hoarse, trampling the low-lying shrubs with ease, draws near the archer, allowing you to slash at the creature twice. The blade carves two gashes into the archer’s chest, but no blood spills forth. You have little doubt that you are facing some sort of undead.
Releasing one hand from its bow, the wounded creature reaches out to grasp your leg…
Meanwhile, the sword-wielding attacker closes the gap and swings twice with its longsword…
“The third one now approaches,” comments your sword. “There.”
The third member of this undead ambush can now be seen approaching through the trees; it reaches forward with a shriveled hand, casting some sort of necromancy…
(Mulligan may act; two of the undead are within 5' of you and 5' of each other; the spellcaster is approximately 40' away)
"Dleihs!" Mulligan shouts in reaction to the grasp of the creature and with an arcane gesture creates an invisible barrier of force around him and deflecting the blow away from his leg. (Shield for +5 AC to boost it to 26)
Seeing the second attacker approach, Hoarse shimmies and sidesteps out of reach of their weapon causing their two swings to fall well short.
"Ahh, well there is your leader," Mulligan says to the two undead hench around him absently. "Not very impressive..."
Mulligan stays engaged where he is, wanting to strike these two down before pursuing the man in charge. Perhaps he is being overconfident but he really is not feeling much threat from the trio... and he really does not get enough excuses to practice his swordplay.
First Attack (Longsword): 12 to hit for 14 damage
Second Attack: Nat 1 (10 total) to hit for 11 damage.
He really DOES need more practice with his swordplay...
As the battle continued, he could not help but to envy for a moment the abilities of divine spellcasters. Clerics, he remembered, could repel entire hordes of undead for extended periods of time. Destroy them if they weren’t especially strong. Necromancers of legend could take control of the animated corpses. By comparison, his studies left him with more conventional possibilities – fight and destroy.
Part of him lamented that the enemies were no longer grouped together. Fireball would be the perfect spell if they were. Another part of him felt tempted to simply blast the rider in front of him with Magic Missile but then there was Ninlil’s message. One enemy escaping could mean one enemy gathering reinforcements. Best conserve strength, Karuk told himself with the voice of his mind. Deciding his strategy had worked well enough that far, the half-orc raised his right hand and focused his mind. Arcane energy once again condensed on his palm, bringing forth a second mote of flame.
“Ignis!” He shouted hurling the fire at the rider and starting to move, this time in a straight line, thinking that to advance diagonally towards the left would be too obvious. Worst case scenario he had Shield and Chronal Shift. Thank the gods this one is not telling jokes now.
Notes: Karuk spends his action to cast Fire Bolt (30 to hit, 27 fire damage) on the rider (advantage because of the invisibility). He then uses his 30ft speed to advance in a straight line, intent in avoiding any collision with the enemy. Rolls made on the campaign log.
Rowan doesn't instantly relax, scanning for any further threats, or alternatively for birds to return. "From the sounds of things Silva, that undead was after you. I am hoping it was an isolated case but unfortunately I can't bring myself to believe that. I would much rather return back and teleport over to Talisten but the people are expecting me and if I don't show up, they will worry. Until we know what is going on, I don't want to cause unnecessary panic. We really should try and invest in some sending stones for the guardians so I can warn the others, but I have never heard of a set of 4 that are connected." Once he is sure that the threat has passed, he will check the wights body for any sign of where it came from or why based on what it is carrying, if anything (investigation 12), before climbing back on Ghost and continuing on his way, with a closee eye out on the surroundings.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Mulligan Breen
Your bit of abjuration ensures the failure of each foe. Despite being in the thick of the battle, one against three, you remain unscathed. Unfortunately, your attempts to retaliate do nothing to slow the ill intent of these undead. Each one lashes out at you again. For a second time, a withered, clawed hand reaches for your leg…
And two more wild swings with a longsword from the second attacker…
And from the cloaked spellcasting wight comes an attempt to neutralize you completely...
(Mulligan must succeed on a DC 13 WIS save or be paralyzed and, therefore, incapacitated; if he succeeds, then he may act)