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Amnestic
2021-05-14, 12:14 PM
Even distracted by their dinner and discussion, the giant's still have no issue spotting you coming. One jabs another in the side and points, and eventually all eyes are on Gaks and Beorn who set down a short ways off to approach. There's a short, heated discussion between them out of ear's reach until one finally stands, clutching an enormous club made of stone, easily three times as long as any of you are tall, and bellows "Wut you wan squishies?" The others look on with passing interest, though the giant lizards with them seem content to ignore the new appearance and continue to bask quietly in the sun.

Xihirli
2021-05-14, 02:00 PM
Gaks lifted her empty arms, her shield over her back, to show she was unarmed. "Hilsener. Jeg er Gaks, og dette er Beorn. Vi håper å nærme oss som venner, og lurte på om du visste hvor Røde Hånd var, en hær av husnisser. De er fiender av oss, og det er min tro at de også truer deg."

Greetings. I am Gaks, and this is Beorn. We hope to approach as friends, and were wondering if you knew the whereabouts of the Red Hand, an army of hobgoblins. They are enemies of ours, and it is my belief that they threaten you as well.

stack
2021-05-14, 02:52 PM
Beorn stands by and attempts to look friendly, weapons stowed, though he keeps his shield handy.

ProudGrognard
2021-05-15, 08:30 AM
Aetus

Aetus takes it upon himself to scout the general area. He leaves before Gaks and Beorn and scouts the general area, eventually getting within shooting distance.

Roll as appropriate, kind DM. Just being the scouty/stealthy type.

Amnestic
2021-05-15, 10:17 AM
"Uhhhhhh," the giant turns to the others and has a quick hushed conversation, before speaking up again, more confident and brash. "Den eneste nissen vi har sett, du er en dum liten, kanskje du er en del av hæren, prøv å lure oss! it declares, before continuing in common. "Why goblin with mansquishy anyway?" It points its enormous stone club at Beorn threateningly.


"Only hobgoblin we seen is you little squishy, maybe you part of army, try to trick us!"

Xihirli
2021-05-15, 11:58 AM
"It's a bit of a long story," Gaks said, accepting the switch to common for Beorn's benefit. "If you don't know anything about an army I suppose this is just a warning that one may be coming through here. We'll be looking further up the mountain range." Gaks tried a smile. It was odd. "We do not mean to harm you, thank you for your time."

Amnestic
2021-05-15, 03:05 PM
"Go fly away then squishy, no bother us again, or maybe we add you to skewer next," the giant chuckles maliciously, but makes no move to follow you or otherwise threaten violence.

Bobthewizard
2021-05-15, 04:08 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri waits in the back with Freya and Aetus. She can't hear the conversation well and wouldn't understand it even if she could, but she can tell by Gak's body language that these giants have no help for us.

"Well, Freya, what do you think we should do next?" she asks while she waits for Gaks and Beorn to return.

Xihirli
2021-05-16, 07:09 AM
Gaks flew back up with Beorn, frowning all the way.
Have I... have I doomed us?

DigoDragon
2021-05-16, 08:53 AM
"Well, Freya, what do you think we should do next?" she asks while she waits for Gaks and Beorn to return.

Freya takes considerable time pondering the question. "I do not know. I wonder if we would do better chasing down the main army again. There is just too much we do not know of the Red Hand's plans. I think... we should look around a little more for this second army and if we do not find it, we consider Brindol as plan b."

stack
2021-05-17, 06:58 AM
"Yes. We are here, we ought to make sure before we head back. I am not hopeful, but as long as we return to Brindol before the enemy reaches it, we have time here."

Xihirli
2021-05-17, 07:32 AM
"Very well," Gaks said through the lump in her throat.

ProudGrognard
2021-05-17, 10:34 AM
Aetus

"They are right, Gaks. Let's stay and try to find this army. I will go on a bit to scout. I am faster on foot, and silent, alone."

If noone disagrees, Aetus scouts ahead stealthily, as far as he can go so that he can come back in time to reach Brindol.

Aetus has a Movement of 35 and can walk in full speed while remaining stealthy - with advantage, due to his Elven Cloak. He will go as far as possible, sense for enemies in the vicinity if the army has not be seen, and then come back just in time to reach Brindol.

Amnestic
2021-05-17, 10:48 AM
Gak's concerns seem more and more justified as time goes on, and even after you return to the proposed army's trail, you see no sight of them from land or sky. The clear skies mean any path or trail that isn't blocked by a mountain should be clear, and yet there's no trace or trail. Aetus' goblinoid senses likely find nothing untoward or unexpected in the vicinity, no matter what time he uses them. Yet there is still plenty of the mountain range unexplored and unseen, and the small glimmer of anticipation every time you crest a mountain or overcome a ridgeline or circle a valley doesn't quite vanish.

Day 35

Your next day proves no more fruitful in your search, but it does instead offer a sudden interruption. It's still early in the day when a faint whisper of magic caresses the mind of Freya, and the voice of Sellyria bubbles up to greet her. "We have arrived in Brindol, but more help is needed and the horde will arrive in less than a tenday. Please attend the war council." Already the slip of magic is fading, leaving Freya precious little time to respond - if indeed she wants to at all.


As with the last sending spell, Freya has a chance to respond (up to 25 words!) but must do so immediately, no in-character consultation time.

DigoDragon
2021-05-17, 05:55 PM
"We have arrived in Brindol, but more help is needed and the horde will arrive in less than a tenday. Please attend the war council."

Freya responds with, "We are traveling through the Giantshield mountains. We will find our way to Brindol for the war council."


Once the magic fades away, Freya turns to her companions. "I received a message from Sellyria. Her group has arrived in Brindol and they wish for us to attend the war council there. I told her that we will attend. ...um, I hope that was not impertinent of me to make that decision; the spell used fades quickly and I had to answer her on the spot. Sellyria said that the Red Hand is less than ten days from reaching the city, so we do not have much time left to search these mountains."

Xihirli
2021-05-17, 06:47 PM
Gaks swore in Goblinoid. "One day more and then back to Brindol?" she suggested.

DigoDragon
2021-05-17, 10:30 PM
"I would be okay with one more. I pray to the gods of luck to bless us," Freya says. She waits for others to give their vote or rebuttle.

stack
2021-05-18, 07:15 AM
Beorn nods; he had expected a trap or misdirection, so was not disappointed at the failure.

Bobthewizard
2021-05-18, 08:05 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri thinks we should continue our hunt.

"Gaks, you trusted her. Hobgoblins are known to keep their word, right? I say we keep looking. We just need to return in time to get to Brindol before the horde arrives. If we miss the meeting, that will be ok. They'll catch us up when we get there."

Xihirli
2021-05-18, 08:19 AM
"I am beginning to think I know nothing of hobgoblins," Gaks confessed. But she nodded to Zuri. "Perhaps your could speak to some animals? Find out if they have seen anything?"

DigoDragon
2021-05-18, 05:45 PM
Freya looks up to see if there are any birds out flying. They might have seen something?

Amnestic
2021-05-19, 12:08 PM
You continue on with your search, dedicating a further day to exploration of the purported trail on Ulwai's map. Aetus finds tracks, but nothing goblinoid. If there were any normal Red Hand troops they've concealed themselves perfectly, and given what you know about them that seems unlikely save for a few. Saarvith, perhaps. Otherwise, all your find is beast and giant, and not in any numbers significant enough to call a second army. From land and sky there's neither hide nor hair of the elusive assault force, if it even existed at all. Days spent in the rocky, arid mountains that all look the same have proven fruitless.

Days 36 to 39

With little time remaining until the war council and the inevitable siege, you make best speed towards Brindol. Given the lack of any signs of the second army, and the unlikelihood it is ahead of you at this stage of the invasion progress, you opt to instead exit the mountains at best speed to the south, then cut across the flatlands by phantom steed. Though not the most direct route, it will serve to get you there faster than following the purported second army route.

On your second day of travel however scorching heat slows you down, and the lack of shade on the mountain means your travel time is hampered as you need to scrounge for cover for fear of exhaustion. Your descent from the mountain is thankfully much easier than your ascending it, but you're not able to make it to Brindol before requiring another night's rest to recuperate, and so you end up arriving mid-morning, with the sun still low in the sky at your backs.

Though Brindol sits on a riverside, it's difficult to say that it's split by the river. In truth almost the entirety of the city is on the southern side, and approaching from the north east you see that there are essentially only gates this side of the river, with bridges cross into the city proper. There's a steady stream of citizens crossing through the gates, but none, you notice, are going into the city. They're all leaving east. Men, women, children, animals. It's an apparently never-ending stream of evacuees that has started since dawn, given how far along the road you started seeing them. Brindol is being emptied. Those leaving look as you might expect from refugees - worried, tired, malnourished, but ultimately most of them just seem eager to get away. More than a few look at you with curiosity - and at Gaks with disgust - but none say anything as you stream past on phantom steeds towards the great bastion that is the last hope of stopping the Red Hand's progression.

Beyond the bridges, it is impossible to miss the fact that Brindol is a city at war, even though as yet there are nor smouldering fires or war-torn battlefields. Soldiers toil in what only a few weeks ago were idyllic orchards and productive farms, digging trenches, raising watchtowers and securing wooden palisades.

The city is almost completely surrounded by a twenty-foot-high wall of stone. The only stretch not protected in this way is the section along the river that marks the city's northern boundary. Three bridges cross the Elsir and connect the city with the river's far bank. The highest point in town is a hill, nestled in the southeastern quadrant. A large well-built keep of stone surmounts the hill, its majestic towers rivaled by the presence of a nearby grand cathedral.

Despite the city's size, the only hustle and bustle is that of people leaving. Beyond the gates and exits the streets are silent and empty. Patrols of soldiers march down some roads, but there is little sign of the normal mercantile activity. Upon closer inspection, it seems that many of the town's buildings have been boarded over.

There's guards operating at the gates, clad in armour dirtied from too much work and not enough time to clean, ensuring orderly progression of the evacuees. They see you coming, of course, but thankfully don't brandish any weapons. In fact, the ones not involved in dealing with the refugees give you polite and respectful salutes. One steps forward, removing his helmet to reveal a man in his mid-thirties. Despite his gear, his face is free of scars, and looks relatively unworn. At a glance, Beorn can judge him to have few real battles beneath his belt. "Corporal Graeme Coburns. Fair tidings to you all, we were told you were coming. Lord Jaarnath is keen to discuss the upcoming siege with you. Unless there's any objections or other urgent business in the city, please allow me to escort you to the war council."


https://cdn.discordapp.com/attachments/694162563092578364/844615786915168286/855.png

Approximate population pre-refugee situation: 6700, plus another 1000 within 5 miles of the town.

stack
2021-05-19, 12:41 PM
Beorn nods to the man politely. "Yes, I think that would be best, thank you." Hopefully some of the soldiery here will not be green, though I expect most will be.

DigoDragon
2021-05-19, 04:26 PM
Freya wishes she could speak with the creator of the Staff of storms. It needs a mobile umbrella option for trips like these!

Finally, with the party at civilization, she has renewed hope to get a very well-desired bath... well, probably after the war council. Important meeting stuff has to come first.

Xihirli
2021-05-19, 04:44 PM
Gaks was solemn and quiet. She followed the group as stiffly and matter-of-factly as she had before their long journey. She remained cold and aloof, nodding to the soldiers leading them on with a stone face.

Bobthewizard
2021-05-19, 05:35 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri mostly wants to go find the armorer to see if he was able to make the green-dragon scale armor for her. But she knows she can't delay a war council for that.

"Yes. Let's go see what they have to say. Let's see what we can do to help."

ProudGrognard
2021-05-20, 12:51 AM
Aetus

Aetus has small love for cities of stone. His people leave in the open air. However, his time in exile has taken him in several such towns and cities and he notices the war preparations. That is as far as he can gauge, since mass warfare is not his specialty or love.

But one must do what he can. He starts thinking of ways he can help. Nodding his agreement to be escorted to the war council, he rides closer to Beorn.

"I am not an expert in massive warfare, but i am thinking that the Red Hands will have to cover a lot of ground. If I could have some archers, perhaps I could train them to shoot in three specific ranges. They could be used as artillery, firing at a specific command. They would not be true longbow warriors, but they could do quite a bit of damage.

What do you think?"

Amnestic
2021-05-20, 04:34 AM
The corporal gives another brief salute and calls for space to be made so you can pass through the throng of people leaving. For better or worse, they make ample room for you, allowing a bubble of empty space as they all edge away. Once you've broken past the gathered populace, you find yourself in the quiet streets. Row upon row of house and shop boarded up or closed, though a few remain 'open', if only to serve the remaining garrison. Market squares and plazas, once used for arts, commerce and grand events have been converted into drilling locations where rows of militia men and women line up to aim crossbows and thrust pikes, desperate to learn what they can before the imminent attack. If you catch their attention at all, it's swiftly brought back to their training by the sergeants and captains leading the training. They, at least, seem to have a handle on the military.

On your way to the keep you pass by a number of stately manors, one of which still seems in full use, with a contingent of soldiers notably not wearing Brindol's colours stood outside of it. It doesn't take long to reach Brindol Keep, and it never really leaves your sight as you make your way through the city, being sat at a higher elevation it can be seen from almost anywhere in the city. The squat, four-towered castle is doubtless an important target, and its imposing structure makes it the perfect residence for the city's leader.

Those on guard at the keep seem well-informed of your arrival also, as they let you pass with polite salutes but no other questions or comments. It's not quite a hero's welcome, but considering the circumstances it might not be far off. Corporal Coburns guides you through the entryway to what could only be called the Great Hall. He knocks twice, loudly, before opening the door. "My Lords and Ladies, Captain, the adventurers you were expecting." He ushers you inside, but with that introduction he salutes again and leaves, closing the door behind him. The low murmur of a dozen conversation falls silent as the assorted individuals look to you. The room is a large camber, floor polished smooth and the walls set with many alcoves, each containing a trophy or work of art. The ceiling rises to a cavernous height of nearly forty feet, and deepset narrow windows reach nearly to that height along the northern wall. A single long table dominates the centre of the room, its surface covered with books, maps, ledgers, parchments, sketches, drinks, and plates of half-eaten food. While many faces are unfamiliar, you do spot Sellyria, along with Norro Wiston and Captain Soranna from Drellin's Ferry.

"Ah, my friends!" A commanding man dressed in trim plate mail and with a regal purple cloak approaches. He's lean, with a short well trimmed beard, a few graying hairs and wrinkles that age him beyond the mid-30s that the rest of his form indicates. He crosses the room on swift steps, moving to shake each of your hands in turn, and noting you all by name. "Lord Kerden Jarnaath, it's a pleasure to finally meet you. I've heard no end of tales of your actions across our fair land in the recent weeks. We'll be relying you on for more before this is all over I fear. Introductions first though," He turns and leads you to the table, where he summons an extra set of chairs for you all to seat yourself. Not counting Lord Jarnaath, there's four other unknown individuals sat at the central table with you, which he goes through in turn.

"Lady Verrasa Kaal," is a youthful woman, perhaps in her mid to late thirties, wearing vibrant clothing. Her bright red hair is extravagantly styled, but her excessive appearance is marred somewhat by the scowl she wears, both at you and Lord Jarnaath, "One of the richest in Brindol, who has graciously offered the use of her private forces in defense of the city." "Yes, well, given the circumstances..." She mutters, but trails off. A momentary flash of frustration covers Jarnaath's face, but he moves on to the only other armoured man at the table. A tall and muscled figure strapped with weapons, though you note he sits uncomfortably in the chair, shifting slightly with regularity.

"Captain Las Ulverth, leader of the Lion Guard and commander of our forces." The Captain doesn't say anything, yet, merely nods in greeting, his face set stoic and considered. It's hard not to miss Jarnaath's voice soften as he introduces the third person at your table, "Tredora Goldenbrow, high priestess of Lathander and religious leader for Brindol." The blonde beauty, who perhaps has a touch of celestialblood if her golden eyes are any indication, flashes Jarnaath a sincere smile, which he returns in kind. "A pleasure to meet you all," she says, likewise inclining her head in greetings.

The final unknown is a man perhaps in his fifties or sixties, with carefully coiffed brown hair, a pointed goattee, and dressed head to toe in scarlet robes, some of which bear arcane sigils or insignias. "And finally, Immerstal the Red, Brindol's pre-eminent arcanist and master of all magical matters." The hoighty mage sniffs at his introduction but says nothing. Hands callused and strengthened by long penwork rest on the table, unmoving, as he waits for the discussion to continue. "And of course, you're already familiar with Norro and Captain Soranna, who have been invaluable aides in assisting the war efforts. The Lady Sellyria of the Tiri Kitor likewise I understand you are familiar with." They each offer quiet greetings - Sellyria a small wave, Soranna a polite salute and Norro a nod of greeting - before

"Now, with that out of the way, we'd like to hear your side of the story, given that you know the most about what's been going on. If you don't mind, could you please give your perspectives on the events up until now?" The floor is yours, and all those in attendance look to you - some with warm eyes, some with critical eyes, but all sit in attention.


I'm going to ask each character to give a summary of a 'chunk' of the adventure thus far, in character, along with a Charisma check (Persuasion or Performance).

Since Aetus was absent for the central "chunk", it might be best if Proud deals with the initial section up to him leaving, then spread it out for the rest of you.

You can rearrange this as you want (it's your party after all) but as an example:
Aetus-> Up to him leaving the group, what he did after that
Gaks-> After Aetus leaves, up to entering the swamps
Freya-> Swamps, Tiri Kitor
Zuri-> Leaving swamps, Ghostlord
Beorn-> post-Ghostlord, attack on the army, Ulwai's (apparent) deception.

Both IC threads are linked in the OOC thread if you want to refresh your memories of it (especially Proud, it's been a while :P) but what you choose to include/exclude from the events thus far is up to you. Everyone will need to contribute though, no staying silent!

ProudGrognard
2021-05-20, 06:30 AM
Aetus

Aetus sizes the room and decides to speak first. He stands tall and proud, with a special node to his elven brothers. He reflexively straightens his gloves and starts to speak.

"I am Aetus of the Tar-Quarisi. Neither words nor cities are my way. I am a scout and archer and I was with this team of warriors on a journey to Vraath Keep. On our way there, we were attacked by an unusually strong patrol of goblinoids, which we quickly dispatched. Continuing to Vraath Keep, we found it occupied, and dispatched the military presence there, with arrows, blades and magic.

We quickly found that the various teams we were encountering were part of a larger force, led by individuals of note called Wyrmlords. After Vraath Keep, we encountered a giant named Warklegnaw, of the Twin Tusks tribe. I left my comrades and went with Warkenglaw in their new demesne in the mountains, to warn and perhaps befriend the Twintusks. In that, I was successful. I stayed and fought with them, as they attacked the supplies and reinforcements of the Red Hand. They taught me how to fight dragons, and gifted me with this ancient cloak, woven by me people long ago.

But then, the tribe was small and the Red hand large. They soon figured that they could not keep fighting an army. The giants' losses mounted. Some weeks ago, under the urging of Warkenglaw, they decided to go back to their old ways, and leave the mountains. By then, very few warriors had been left, and almost all of the wounded.

I then rejoined my comrades. They had become powerful and crafty in my absence. Their tale is theirs to say."

Having nothing more to say, Aetus bumps his chest in the elven way and sits down. It is obvious that he is uncomfortable in the chair and unsure of what the social conventions are.

Here is the Charisma, and Gygax help me [roll0]

stack
2021-05-21, 07:07 AM
After the others speak their parts, Beorn gives the last bit in a clipped, concise, professional manner. "Leaving the Ghostlord, we located the advancing army. Seeking to hinder their progress, we attacked at a river crossing. Enemy response was rapid; little benefit was reaped, beyond perhaps forcing them to expend energy on extra patrols. Our companion Aetus rejoined after, bringing news of the defeat of our allied giants. We received contact from an enemy officer, apparently wishing to offer intelligence for clemency. We investigated her claims of a second army coming from the mountains; it was not found. It appears to have been a ruse, but the purpose not clear at this time. Internal conflicts among the enemy could be possible. Receiving word of this council, we returned."persuasion [roll0]

Xihirli
2021-05-21, 07:29 AM
After Aetus spoke, Gaks took a moment to compose herself. "Warklegnaw had also told us of a contingent of the Red Hand – including a green dragon – guarding the Skull Gorge bridge, as the army meant to march over it. Roswyn slayed the dragon and we destroyed the bridge." Much to Freya's dismay, she described the battle in perhaps the most boring way possible. "After Drellin's Ferry evacuated we went into the swamps following the rumors of the lizardfolk there joining forces with the Red Hand."

16 OOC

DigoDragon
2021-05-21, 06:05 PM
Freya accents her story with some magic to set the scene. "We found a tribe of elves, and one of their fine warriors guided us to the lizard base in the swampy ruins," Freya spins.

"The swamp was filled with nasty flesh-eating plants, but far worse was the mature black dragon and his Red Hand wizard leading an army of lizardfolk from their base in the ruins! We swam underneath their lair and attacked from below! The dragon's acid breath burned against sheild and armor, but we stayed on the offensive, flanking the creature while summoned giant snakes kept the wizard busy. Soon the big beast was slain!"

"Reinforcements came from the lizard camps. We were forced back into the water, and then pressed to a nearby island. But we had luck on our side, and a pretty bard with a spell up her sleeve. Teamwork turned the tide and we pushed them back to their lair. Their numbers began to fall as we found an opening in their front line and pressed into it. Their wizard leader retreated by flying, and the lizardfolk were all slain or routed by the morning light."

"The elves were impressed with our skills and we made allies that day."

Performance [roll0] 25 from the ooc reroll.

Bobthewizard
2021-05-22, 06:02 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Everyone looks at Zuri to continue after Freya. While she wishes her friends could just continue talking, it is clear that she is expected to chime in as well, so she continues the tale,

"After the goblin ranger escaped, we found clues that he might be going to find the Ghostlord, so we traveled south towards Brindol, helped some refugees and sent the elves to help here in Brindol. Did they make it here?”

“We continued on to see if we could intercept this Ghostlord. On the way, we came upon the bodies of your couriers requesting assistance from the dwarves. Our condolences. We took the payment they were carrying and offered it to the dwarves. Did they make it here?”

“We then traveled through the briars and found the Ghostlord in his hideout. He turned out to be a powerful lich, and we survived only by promising to find and return his phylactery, which the Red Hand currently possesses. We then travelled north to search for the main Army, again stopping in Drellin’s Ferry but finding no stragglers.”

Amnestic
2021-05-22, 09:45 AM
Lord Jarnaath seems thrilled by the tales, though Tredora and Lady Kaal less so. It's difficult to tell if Immerstal is even listening to you speak, his gaze in the middle distance, his mind apparently elsewhere. It seems to only be the proper etiquette requirements of the situation you're in that keep Captain Ulverth from interrupting for elaborations at every other moment. Two of the council, at least, are thoroughly impressed, though how much the skepticism of the other three is drawn from old experiences is another matter. "It seems your early victories tape-" "Now now, my Lady," Jarnaath interrupts Lady Kaal before she can continue what was looking to be a denigrating statement. "We can analyse the full events at a later time. With the Horde soon on our doorstep, we should focus on the battle plans now that the heroes are here to lend their expertise." "As you say, Lord Jarnaath." It's a strained agreement. Both Lord and Lady crinkle their eyes in frustration and distaste, but they leave it there.

"Now then," he pushes aside a few books and parchments, creating space for a large, well drawn map of Brindol. There are a few troop markings here and there, but for the most part it's a simply street layout, with some of the surrounding areas beyond the walls detailed. "Strategy is still being finalised. The Captain and I cannot come to an agreement, and with respect to my fellows none of them have any tactical experience, and are deferring to us in this instance." He points at a number of spots beyond the walls, where tiny trenches are marked, along with pallisade walls and watch towers. "You may have seen them on your approach to the city, but we are fortifying beyond the city walls, in hopes that by engaging the Red Hand there we can minimise damage done to the city itself. Though most citizens have evacuated, some remain behind to support the army, and we want to ensure the city is saved from as much damage as possible."

The Captain frowns with disagreement, but Lord Jarnaath gives him the floor willingly to voice his own opinion. "From my perspective, engaging outside of the walls will cost lives that don't need to be spent. We built stone walls for a reason, we should use them." "They have siege weapo-" "Yes," the Captain cuts off his Lord before the point can be made, evidently having heard it a number of times. "Let them spend time and energy using them instead of meeting them head to head." Jarnaath doesn't seem upset at the interruption, instead at the fact that they can't come to an agreement. Finally, Lady Kaal speaks up. "Lest you two bicker between each other until the horde takes the city, a decision needs to be made. Well then heroes," she stresses the word in a way that says she does not believe it to be the case. "If you would grace us with your 'expertise', please, enlighten us on what you believe would be best."


Make a decision as a party on which side you want to support ("Deploy outside the city" vs. "Deploy inside the city") then you need to try to convince the a majority of the Council (Jarnaath, Captain Ulverth, Lady Kaal, Tredora, and Immerstal) to support your side. One Persuasion check per council member, and likewise the same character can't try to persuade multiple individuals, nor can you 'dogpile' one character with multiple party members. Since Jarnaath and Ulverth are already swayed, they might be harder to push one way or the other. On the other hand, one of them already will support you, regardless of which side you pick.

Remember what you say/how you say it is important too. You can also take some time to pose questions to the Council, get some back+forth sorta stuff, maybe try to suss out motivations, but prying too much might have repercussions too :P Delicate balance!

Xihirli
2021-05-22, 09:49 AM
"The Shining Axes have much in the way of experience," Gaks said with a bit of an assumption, but she felt a warranted one with the value placed in hiring them. "Have they made a suggestion?"

Amnestic
2021-05-22, 09:56 AM
"They were invited to offer opinions but they declined. They said, roughly, 'Mercenaries aren't meant to give orders, just follow them. Whatever you decide, we'll get it done'." Lord Jarnaath shrugs, but it's more tired than dismissive. "I've met few dwarves in my time but these ones at least seem to live up to the reputation of being stubborn, they refuse to budge on this and - in fairness - we didn't hire them for tactical opinions, that's not in their contract, as they were quick enough to remind me."

Bobthewizard
2021-05-22, 12:59 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri looks to Beorn and Freya to come up with final plans and to convince the others of their decision. In the meantime she has some questions and an offer of help. Her new physical maturity from the ghost helps her present a case without looking like a child anymore.

"Perhaps you both are right. The town's walls are stronger, of course, but we should not let them get their siege weapons close. Perhaps we could do some damage to their big weapons far enough away from the walls that they we can reduce that threat. Captain, how far out are these outer walls? How many feet of outer wall do we have to protect? Tell us what you have done for these walls so far, and how many soldiers and archers we have. What other defenses do you have?

Perhaps at these outer walls or beyond, we could set up some traps for their siege weapons. I could use my magic to dig pits that we could cover with supports strong enough to support personnel and worgs, but that would collapse under the weight of a larger siege weapon. I could also dig holes, placing the dirt beside them just to make the ground impassable for their siege engines. We could use your existing walls to funnel them to any traps. And use our retreat from those walls as a feint.

We also need to remember they have a dragon. It can fly over any walls we put up. We think we can defeat their dragon, but we need you to keep their archers and siege weapons off of us while we deal with it.”

She stops talking, waiting for the others to weigh in and for the Captain to better explain the walls.

So I guess this puts me on the defend the outer walls side, using them as a feint to set up traps as we withdraw the troops there.

[roll0]

ProudGrognard
2021-05-23, 03:54 AM
Aetus

Aetus' temper almost got the better of him, when the spoiled towner started questioning his comrades' skill.

Soft stonedweller! You hide behind your wealth and make a virtue of your softness, until the real world appears in your campfire! Then you moan and whine!

But he keeps his thoughts for himself, following the example of Zuri. After she finishes talking, he takes his turn.

"Zuri is in the right. The two approaches can be complementary. And you must take into consideration the dragon and the powerful individuals that are part of the horde.

Stone walls and wood walls will fall. Take that as a given. The question is at what cost for the horde. I say, as Zuri said, make them pay. Put archers in the wooden walls. Make them have to use their siege equipment. But concede these walls when the dragon comes. Make a killing floor between the stone walls and the wooden walls. Make the terrain difficult. Let me train archers to rain death as the horde scrambles from one wall to the other.

Then, plan for the breaching. Because it will happen. Let us take the dragon and use the elven allies and dwarven mercenaries for hard opponents.

This is my view"

[roll0]

Amnestic
2021-05-23, 10:14 AM
"The walls are roughly 3400 feet long. Any fortifications beyond that will of course have a larger area to cover." The Captain rattles off the numbers. "Thanks to Lady Kaal's contingent of forces our soldiers number roughly 280. In addition we have mustered 840 militia, the 200 dwarven mercenaries, and 50 elven rangers, so we've got an approximate force strength of 1370 people." That over half of that is made up of barely trained militia goes unspoken, but the concern is writ clear on his face. "Our own scouts have said the Horde is more aggressive with their own patrols as they get closer to Brindol, and over the past week or so. Possibly because of your attack." "Not to mention," Immerstal finally opens his mouth, his sneering drawl punctuating each sentence, "that the Horde has magic of their own. Would you have your 'efforts' be spent creating these inconveniences only to watch them be dismantled in an instant?" "Yes, thank you Immerstal," Lord Jarnaath interrupts, his tone testy as he tries to bring the conversation back to a more positive keel. "The point is that going far from the city, especially in small numbers, is dangerous and potentially for little gain if they can undo your work with their own spells easily enough."

"Fortifications built outside the city walls are limited so far, since we've been unable to come to an agreement on strategy. They're little more than pallisades and some shallow trenches, perhaps a hundred feet from the walls, and only really focused around the city gates." He pauses, before adding, "I do not believe any stationed there would be able to retreat back inside the city." The suggestion of archer training seems to go even more poorly. "We have less than a tenday until they attack, there is little chance any archery training will make a difference over what they're already receiving. We have ample crossbows, and outfitting some soldiers with them, the others with spears and pikes."

Xihirli
2021-05-23, 05:34 PM
Ideas ran through Gaks's head. Destroying the siege machines from behind while the army was in front of them and poor weather disrupted communications. That forcing the dragon to take the walls as the siege weapons were destroyed. "We can get behind them, pincer them if need be with our friend's fire. She can destroy the siege, if we can get her a few clear shots."

Amnestic
2021-05-24, 11:34 AM
Lady Kaal frowns. "Isn't that what you tried before? This one," she gestures at Beorn, evidently not having committed his name to memory, "said you tried this once for...what was it, 'little benefit'? And now they'll be prepared for you. What is different - in your advantage, to be clear - from before?"

Xihirli
2021-05-24, 12:53 PM
"Perhaps little," Gaks admitted, and lowered her head slightly.

DigoDragon
2021-05-24, 11:07 PM
"If I may," Freya interjects, "Our previous attempt failed because the army was not busy with dangerous matters. They were able to focus their entire attention at us."

She uses her magic to create a little model toy of a siege engine in the palm of her hand. "Your forces should arm behind your walls, this I believe we agree on. It will force the Red Hand to devote manpower to operating their siege engines. They will be busy defending those engines. And as they do we, we can strike them from the outside and take out their leadership. Without orders, their forces will become more like unruly mobs than a united army. Their assault will fail. We have some familiarity with what their leaders will look like and where they will be stationed."

We are rolling persuasion, yes? [roll0]

ProudGrognard
2021-05-25, 02:11 PM
Aetus

Aetus interjects again.

"And don't discount the value of hunting their scouts and their outriders as they come here. It will be well to arrive here hesitant, half-blind, because we hunt them in the night, rather than the opposite. Every scout and footman we take out, it will be one less to arrive here"

stack
2021-05-27, 08:14 AM
Beorn address the wizard Immerstal, "Even is enemy magic can counter preparations, is there not a cost in them doing so? It is my understanding that powerful magics are limited. Miles of mud and washed-out roads would take some effort to repair, slowing the advance. Or snow and ice. Let them arrive tired and delayed. The more frustrations they face, the more strained their coalition will become, I would think. Let frustration do its work, perhaps they make a mistake, send a dragon or other powerful resource with insufficient protection. Yes, we fight from the walls, but we do not them them stroll up. My companions and I are willing to bear the greater part of the risk in excursions and harassments."

persuasion [roll0]

Amnestic
2021-05-27, 09:40 AM
Though it may have gotten heated at times, Tredora and Immerstal finally do cast deciding votes alongside the Captain, outvoting Jarnaath and agreeing to establish troops only behind the walls, and not face the Horde on the open field. Aetus' mention of the wall being breached does prompt an awkward silence, but on the back of it the council starts discussing and making plans for what to do once the walls are broken through - an eventuality they seem to have not wished to consider prior to it being said out loud, perhaps for fear of tempting fate. At least once they get going they require little input or have few arguments, quickly noting down areas on the map in front of you of where to block alleys, station groups of soldiers in buildings to use guerilla tactics, and build barricades along major streets to delay pushes. For a moment it seems like they almost forget you're there, and you're allowed a glimpse of a council united rather than divided.

This doesn't last however - the final subject of arranging the forces is that of the local clerics, those who have healing capacity. "We should station them all in the Cathedral," Lord Jarnaath posits, "Establish it as a central hospital for the battle, rather than spread them out where they can be picked off." Lady Kaal snorts at this. "We all know why you want them safe and sound in the Cathedral." Though she doesn't say it out loud, her darting eyes to Tredora and the Lathanderite's subsequent blush tells the full story well enough, especially when combined with the slightest tinge that colours Jarnaath's cheeks. "Deploying them all at the Cathedral paints a target on their back and makes them useless where they should be - in the field." The Captain speaks up next, "Though I don't quite agree with how Lady Kaal voiced it, I do agree with her plan. Centralising the clerics would leave them vulnerable should the Horde break through to it." "More vulnerable than spread through the city where they could fall piece by piece?" Jarnaath shoots back. "I...concede that some will be lost fighting on the streets, but we might lose more men because they're not there and those on the frontlines have no support. We can't abandon those on the edges just because they can't reach the Cathedral."

Despite, or perhaps because, they're her clerics, Tredora voices no opinion. Her face is torn, as she seems unable to rectify the wish to keep her clerics safe and that of the men in the field. Immerstal looks utterly bored by the discussion and when asked his immediate opinion simply says he can't decide either way. With the Council unable to muster a majority vote, they look to you once more to help sway the deadlock.


Phase 2 complete. The forces will be behind the walls.

Diplomacy Phase 3! What do you do with the clerics/healers?
Station them at the Cathedral? Current vote: Jarnaath.
Station them throughout the city? Current votes: Lady Kaal, Captain Lars.
Undecided: Tredora, Immerstal.

ProudGrognard
2021-05-27, 10:43 AM
Aetus

Aetus shakes his head.

"All the clerics in one place is counterproductive and dangerous. They will be needed where the fighting actually happens. Their magic will not only heal, but also inspire. I don't know how many you have. Keep some perhaps in reserve. But keep most in the walls and near the fighting units."

Bobthewizard
2021-05-27, 11:05 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri looks around the room and takes in the arguments. She finds herself nodding along when Lady Kaal and Captain Lars are talking.

"I agree with Aetus. The clerics will be needed where people go down. Perhaps you could keep some here at the Cathedral so the soldiers know where they can bring someone if they can't find a cleric, but most of the clerics should be with the soldiers. You also want to make sure everyone knows how to stabilize someone. Knowledge of the basics of field care should be spread throughout the troops.”



Persuasion: [roll0]

stack
2021-05-27, 01:06 PM
Beorn looks calmly at Jarnaath, speaking with the weight of his experience. "Moving the wounded back to a central location would consume valuable manpower; we need to maximize the advantage the defenses grant us. Taking soldiers off the wall to act as litter bearers weakens our defenses. Even untrained levies can drop rocks or shoot into massed formations. Distributing the clerics and other healers will be more efficient. Since they will be closer to the fighting, I recommend that we be sure they are appropriately armored. Whatever armor each can bear, and shields too."

persuasion [roll0]

Xihirli
2021-05-27, 01:47 PM
Gaks's hand twinged. Healing was not her specialty, and frankly it did not interest her. She wondered if she really cared about the lives of those in the city, or was merely going along with what the others were doing. I must care, she thought. Or why would I have risked life and limb to fight the Hand? I care about Trellara... She frowned.
Ulwai and some of the others are practicing outside of Evocation. Were I raised in those same colleges, would I ever have left? Would I be marching under their banner?

No input, Gaks is just inner monologuing.

DigoDragon
2021-05-27, 07:04 PM
"I agree to have the clerics placed throughout the city where we will be fighting. If they are all in one place, and that place is cut off, then we lose valuable resources," Freya adds.

Persuasion check: [roll0]

Amnestic
2021-05-28, 04:22 AM
The council seems quickly swayed by your words, though Immerstal remains apathetic to the entire situation and only votes accordingly seemingly to get it over with. Still, the matter is brought to a swift and decisive conclusion once you intervene, and the agreement is made. "Thank you all for your patience and understanding as we proceeded with these matters. There is but one final matter on the agenda for today. Immerstal, if you please?" The wizard in red leans forward, his face for once alight with interest, though never loses its pomp and pretentiousness. "I presume," he begins in an arrogant drawl, "that you are not familiar with Rary's Telepathic Bond? No? I thought not. A simple enough spell for one such as I - it allows the caster to link the minds of up to eight people together and allow them to communicate telepathically. Alas, Rary lacked any foresight and his arcane creation only lasts a mere hour at best before fizzling. I, however, have created a new telepathic bond spell - Immerstal's Telepathic Bond!" He pauses at this announcement, as if expecting applause, but when none arrives he continues unabated, apparently unaffected.

"By reducing the number of people involved from eight to four, I have increased its duration eightfold, allowing this spell to cover eight hours, and easily ensure that we have instant direct communication for the battle." "Between Immerstal and myself, we have two people to link remaining. I believe that one should go to our party of heroes." There's a moment of hesitation but ultimately the assembled people agree quickly enough, nodding along with the suggestion. "Which leaves us with the matter of the final 'bond'. Given that we're now stationing her clerics around the city, I see it only right that the final one go to Tredor-" He can't even finish her name before Lady Kaal and Captain Ulverth both speak up, near shouting over each other. "How long will you continue this far-" "My Lord I must prote-" They both cut off, glaring at each other, until finally the Captain - in deference to the nobility's position, gestures for Lady Kaal to speak first. "I am providing almost half the trained soldiers to this war effort. Stop trying to coddle your pet cleri-"

"Lady Kaal." Jarnaath interrupts, his tone icy for the first time. "Have care with your words, lest you come to regret them." From their posture it looks like they might almost come to blows, but finally Lady Kaal backs down. "Thank you for your considerate advice, Lord Jarnaath," she says, her voice oozing with sarcasm. "What I wished to say is that if the bond should go to someone, it should go to myself, owing to my contribution to the war effort and the loyalty of my soldiers." A comment about what exactly they're loyal to seems to be bitten back by the Captain, and when he speaks it's with a measured tone. "Immerstal will not be leading troops on the frontline. My Lord, you will be commanding people with a view of the battlefield at large, and the heroes will be acting as a small strike team. The final bond should go to myself, to better react to things at the forefront of the battle." "Putting a bond on the frontline is foolish - a waste, should you be overwhelmed suddenly. Your death would blind us. And what if the severing of one bond ends the spell?" They look to the resident arcane expert in unison for clarification.

Immerstal rather seems to be enjoying all the talk his magic has produced. "The spell will only end after roughly eight hours or my own death, which is an impossibility, of course." He snorts, as if the very notion that he should fall to the Red Hand is laughable. "Should any of the others perish, the remaining bonds remain active."

With the council unable to come to an agreement on this (apparently) final matter, they look to you once more to sway the decisions.


Diplomacy Phase 3 complete. The clerics will be stationed throughout the city.

Phase 4, START!
Who will receive the final Telepathic Bond? Again, these are not your only options, just the ones the council wants.

Current votes!
Tredora: Lord Jarnaath.
Lady Kaal: Lady Kaal.
Captain Ulverth: Captain Ulverth.
Undecided/No Comment: Immerstal, Tredora

You also should probably decide which of the party gets the (third) telepathic bond (and maybe fourth, if you want to argue for that in case of sudden PC death >_>).

DigoDragon
2021-05-29, 11:08 PM
Freya considers the options. "Hmm, I would say that the two bonds should be near the front lines, to better coordinate our strike team and the larger defending force," she considers out loud to everyone to hear. "For us, it should be someone who has always been capable of mustering our group in a fight. For the other, it should be one who is near the action so that they can relay information quickly to us; where we would be needed the most."

"My vote is for Beorn and Captain Ulverth."

I assume we need a persuasion check here.

Persuasion: [roll0]

ProudGrognard
2021-05-31, 01:19 AM
Aetus

Aetus considers and frowns in thinking. Standing up, as all warriors of his tribe do in when talking in important meetings, he just says

"I agree with Freya."

And then sits down.

Persuasion [roll0]

Bobthewizard
2021-05-31, 06:36 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri just nods along and sits down, happy with Freya's argument and not very concerned with which one of us uses the spell.

"I agree with Aetus and Freya.”



Persuasion: [roll0]

Xihirli
2021-05-31, 07:50 AM
Gaks nodded her silent agreement, seeing this disagreement as the most petty yet. Do these people... not KNOW they're at war? Is there ANY command structure, that they must ask strangers to solve every dispute they have?
"Could you not simply cast it twice?" Gaks asked the wizard. "I am not capable of casting Rary's Telepathic Bond, but I believe it can be cast without expending power if time is dedicated to it."

Amnestic
2021-05-31, 09:47 AM
"Ah, the so-called arcanist of the group wishes to instruct me on the inner workings of my own spell!" Immerstal bristles. "Of course! What a fool I am for not simply considering casting my own spell multiple times!" His theatrical mockery doesn't garner any smiles or support from those around, who either look at him with disdain or distinct discomfort. "No, of course you can't simply cast it a second time, in much the same way you can't tie two ships to the same anchor unless you want them both to sink."

Amnestic
2021-06-02, 02:38 PM
Though Freya's words gain some traction, one bard's speech alone is not sufficient to sway the assembled council, voiced agreement or not, and the deadlock continues. It's ten more minutes of discussions getting steadily more heated until finally the Council makes a decision and Lady Kaal receives the final telepathic bond, with Beorn the chosen party representative. By the time the council has finally ended it has been a few hours you would guess, sometime in the early afternoon.

"Well, with that final piece of work crossed off the agenda I believe our deliberations come to an end. Heroes, if you have not already made plans for residence you are of course welcome to rooms in our the keep. Should you require any assistance or guidance please do not hesitate to ask and we will all," he takes a moment to pause, cementing his words for some of the less agreeable councillors, "do what we can, but in the meantime we will continue our preparations for the battle to come. By current scout estimates the Red Hand will arrive at the city walls in perhaps five days."

With that, the council separates, though none leave the room, instead splitting up to speak with others in the room or deliberate over books and charts. Even Immerstal doesn't leave, surprisingly. Your time is yours once more, to do with as you will. What little of it remains.


The war council concludes. Next step?

Bobthewizard
2021-06-02, 02:45 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Once she finds out where she will be sleeping, Zuri sets out to find Morlin the Smithy to see if he was able to finish her green dragon scale male armor.

"I'll be back, I want to see if I can find Morlin.”

Xihirli
2021-06-02, 02:53 PM
Gaks approaches the wizard once more. "I thought it would be wise if we filled each others' spellbooks with what we know," she said, trying to keep her tone neutral while talking to the *******.

ProudGrognard
2021-06-02, 11:55 PM
Aetus

With the deliberations complete, Aetus is anxious to be outside once more. After making sure he knows where will the others be staying, he starts wondering around town, to get better acquainted with it.

He then starts marking and preparing places which can be used for concealed archery.


I am not sure what roll if any is needed. The idea is to create positions from which Aetus can have cover but also fire at anyone in the sky or at the street. He will create several of those all over town, enough to cover the whole area. Since his range is 600 ft, he will not need many of those.

stack
2021-06-03, 06:50 AM
Beorn surveys the defenses, chatting with the on-duty troops, dropping the occasional story of old campaigns.

Amnestic
2021-06-03, 05:05 PM
Zuri 's Hunt for a Smith

On leaving the keep, Zuri is greeted by a familiar redhead, though her arm is now free of its sling - Miha Serani, the sorceress who offered (and then retracted her offer, on hearing of your Wyrmlord prey) of magical assistance. "I heard some of the militia saying you'd arrived, and was hoping to catch you." If she's put off at all by your rapidly aged features she seems to have the wherewithal not to comment on it directly. "I'm staying in town to help, since it doesn't seem like there's much further we can run, and maybe my magic will do some good. If there's anything I can help with, let me know, yeah? I want to be involved. I'm not going to back out anymore."

Gaks and the Arrogant Red

The haughty wizard sniffs at the approach, but even he is not so arrogant as to turn down the opportunity to acquire more spells. "Very well, perhaps you might learn something of worth." He mutters a word and a book appears from thin air into his hands, which he opens on the table in front of him - notably not handing it to you, before beckoning for you to do the same.

He at least finds at least one spell worth something to him from your book, though he remains as rude as ever even as he spends a number of hours copying it down. Unfortunately there's limited time left in the day, and any additional scribing would have to wait until the next day - which might not be viable, depending on the party's plans for the morrow. Regardless, he does express interest in further scribing.


Standard scribing costs apply, minus 150 gold which you get 'free' since he copies Counterspell. Yes, he's charging you for the ink, even now. He doesn't want any of your 1st level spells, but you've got eight hours to play with.

1st level: alarm, burning hands, chromatic orb, comprehend languages, false life, heroism, identify, magic missile, thunderwave, unseen servant
2nd level: arcane lock, rope trick, scorching ray
3rd level: catnap, dispel magic, fear, fly, protection from energy, slow, Melf's Minute Meteors
4th level: charm monster, ice storm, Mordenkainen's private sanctum, Phantasmal Killer
5th level: Rary's telepathic bond, Immerstal's Telepathic Bond, teleportation circle


Aetus' Cubby Holes

With so many buildings emptied due to the evacuation, and more people leaving as the day progresses, Aetus has little trouble securing a number of spots across the city. It is, however, long and grueling work given the tight knit nature of the buildings and lines of sight being blocked by, well, other buildings. The work of the militia and soldiers blocking alleys helps limit his options though, meaning he does complete the work prior to nightfall.

Beorn's Socialising

The soldiers seem welcoming to Beorn, with most giving him warm greetings. The trained fighters seem to recognise Beorn's capabilities from a glance, while the militia men and women just seem reassured that a 'hero of the vale' has deigned to spend time encouraging them. It's easy to tell that the spirits of most he meets aren't high - they recognise that a great many of them are probably going to die within a few days, but they do seem a bit brighter after the conversations conclude. How much that will last remains to be seen, but Beorn can be satisfied that for at least a few days he's helped make it a bit easier for people.

Xihirli
2021-06-03, 07:09 PM
Gaks quietly copied down her spells, and by the time the Red was done mouthing her off and writing out Counterspell she had already written out two spells of the same level of power for the same cost. "Thank you for the use of your spells," she said simply.

Bobthewizard
2021-06-03, 07:21 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri leaves the meeting and searches for Morlin, asking people if they know where he might be. She is happy when she sees a familiar face. Her eyes light up when she sees Miha and she runs over and gives her a hug. Even thought they barely met, Zuri is still happy to see someone familiar after everything she has been though.

"Miha. It is good to see you. Did everyone make it here? Do you have any news? I'm looking for Morlin the armorer. Would you like to help me search? Come with me.”

She grabs Miha's hand and keeps walking, not entirely sure where she is going.

"So, what are you planning on doing with your magic during the siege? Where do you plan to be?"

DigoDragon
2021-06-03, 10:40 PM
Freya

Once the council is concluded, Freya feels pne stone lifted off her stomach. There are more, but she manages to mentally make a plan on dealing with the next few days. How?

Well the only way she knows how-- keeping morale up!

Freya spends time at whatever large tavern she can find, penning some stories and jokes based on her party's adventures versus the Red Hand. Her goal is to instill courage and ease tension through storytelling, song, and humor. She wasn't good at tactical planning, but she could raise a crowd to smiles with the talents blessed upon her. She even made it a little bit educational, throwing in her experience the strengths and weaknesses the Red Hand possessed. If the defenders were informed on what to expect, perhaps more will live through the battle.

It's the best difference Freya could think of.

Amnestic
2021-06-04, 11:43 AM
Zuri's Hunt for a Smith

Miha is surprised at the sudden physical contact, but doesn't exactly pull away, instead falling into step alongside Zuri. "On the road to Brindol we were set upon by raiders, and only a few of us made it out alive. None of the clerics or priests did, they were cut down first. Those of us who ran and made it to Brindol have been safe...mostly," she hesitates a little on the last word. She accelerates a little, "The smiths are all collected in one spot sorting out equipment for the troops, if Morlin's anywhere, it'll be there."

She takes the lead, though once pointed in the direction of the smoke plumes and the resounding sound of hammer on metal it wasn't difficult to find them. You find Morlin without any trouble among the gathered smiths, and they're happy to report that they have completed the armour, bringing it out and handing it over.

Once the acquisition of the fancy armour is completed, Miha gets around to answering the last question - "I'm not really sure. Probably not on the front lines directly but providing support nearby. What about you? They say we've got a few days left before the army arrives, are you going to be staying in town until then?"


Zuri acquires Green Dragon Scale Mail.

Freya's Performative Pageantry

Normal tavern goers are in short supply, and any existing buildings still in use have been converted as either makeshift barracks for the militia soldiers or the influx of refugees. Still, she's able to find groups of off-duty soldiers easily enough, some drinking what alcohol they could rustle up away from the watchful eyes of their officers. They're glad for the bardic inspiration - music, and levity in general, is in short supply at the moment so the distraction is a welcome change. How much of the tactical information will be retained or used is quite another matter - most of those Freya talks to seem like this might be the first real time they've held a weapon or seen combat. Still, knowing is better than going in totally blind.

Bobthewizard
2021-06-04, 12:49 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri tries on the armor while still at the armory, not terribly concerned who might see her change. She thanks Morlin profusely and loves her new armor, even if it might make her a target for any other dragons. She is curious about the other set of armor. "Thank you very much, Morlin. Will you be wearing the other set? Or who did you sell it too?"

After that, she continues her conversation with Miha. "I'm sorry you were attacked. I thought you had more time. During the battle, we are going to try to take out their siege weapons and the red dragon. Until then, I am going make some changes to our surrounding terrain to make it more difficult. Make the plants grow and dig some pit traps. So what magic can you do?”

This armor? https://roll20.net/compendium/dnd5e/Dragon%20Scale%20Mail#content

That's sweet.

Amnestic
2021-06-04, 04:20 PM
Gaks and the Arrogant Red

"You're not a total loss then," Immerstal says as he looks over at your work, in what is probably considered praise for him. It's a marked difference in tone to when he's fluffing his own ego - a standard he returns to almost immediately, having apparently exhausted his meager capacity for 'compliments'. "No doubt my excellent notation contributed to your swiftness. Perhaps given time you might be an adequate student of the arcane, with the proper teaching." His smirk is entirely self-satisfied. It's not gloating at Gaks, specifically, rather it's gloating from himself to all around him.

Zuri's Hunt for a Smith

Morlin confirms that they won't be using it themself - they have a buyer lined up once the whole siege issue is resolved, and apparently will be making enough to retire from working for good.

"I know a few illusion spells, I can turn invisible for instance, and I can make people collapse with laughter. A fine trick in taverns, but not sure how useful it is in a fight." She says, clearly unaware of the devastation that Hideous Laughter unleashed previously on the Red Hand. "You...won't be going far from the city then? Not running off hunting any more of those Wyrmlords or anything?"

Bobthewizard
2021-06-06, 12:11 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri continues her conversation with Miha. "That laughter spell could be useful. Gaks brought down this dragon with that spell, so the fighters could kill it. We won't be chasing any more Wyrmlords, but only because they are all coming here. Save that spell that makes you invisible. If all seems lost, you need to cast it and use its protection to get as far away as you can.”

"I will see you during the fight. If you'd like to help us with the preparations, we would love for you to join us. Either way, I must meet my friends now."

With or without Miha, she leaves to meet up with her friends and prepare for the next few days. First though, she goes out to the outer lines to see if she can help. She can dig holes for traps and hiding, and before she goes to bed, she makes the plants grow in a few spots to make the approach more difficult for the Red Hand.

Mold Earth as needed. Plant growth x3 at the end of each day.

Amnestic
2021-06-06, 02:06 PM
Miha bids Zuri adieu and disappears into the city, a quiet goodbye offered - she doesn't head to the castle, or outside the walls, apparently satisfied with the brief meeting otherwise. Zuri is neither accosted nor bothered by any soldiers who give her a wide berth as she goes about her spellcasting.

Day 40

Light rain drizzles down upon your windows as you awaken your rooms of the castle and judging by the encroaching black clouds it will only get heavier as the day progresses. Though perhaps unlikely, if it continues for another day the river Brindol sits on may risk flooding. Travel is not impossible, but it will be unpleasant. The castle is already in motion before you leave your rooms. Alternating shifts means it never truly sleeps, after all. There is little time for a proper seated breakfast, instead food is laid on tables that flank around the edges of the great hall with people expected to pick at what they want. Lord Jarrnath, who doesn't seem to have left the great hall as he was there when you retired to bed and is there before any of you came down, is still hard at working discussing plans and refining strategies.


Decision time on how you're spending Day 40 (and potentially further days now). You've talked about potential plans or concepts, time to pin it down.

Light Rain:
High flying aerial creatures have total cover.
Wagon speed is halved.
If you try to take a long rest without cover (unlikely, but worth mentioning) you need to make a DC12 constitution save to benefit from the long rest.
All fire damage rolls have a -2 to the (minimum 1).

Heavy Rain:
High flying aerial creatures have total cover.
If you try to take a long rest without cover (unlikely, but worth mentioning) you need to make a DC16 constitution save to benefit from the long rest.
Travel by wagon is severely hindered - quarter speed, and verging on impossible if it continues for a second day.
All fire damage rolls have -4 to them (minimum 1). All Lightning and Cold damage rolls have +2.

Xihirli
2021-06-06, 02:21 PM
What a lovely thing to give to the other side!

Gaks took her time in the morning to cast Water Breathing on everybody, switching her rock back to enhancing her own resilience. She sat by the tables without really noticing the food, even when she was eating it, as she decided to take the time to prepare Fly. "I am ready to go," she says. "And make up for lost time."

Bobthewizard
2021-06-06, 04:02 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri gathers her things and looks out to see the rain. "Freya, should we get within 2-3 miles of the Horde and then magnify this rain into a monsoon? That should slow them down. Maybe we could make a bubble camp to keep ourselves warm. This would also be good weather to fight a red dragon if we can draw it out."

Just to make sure, she utilizes her armor to try to detect the presence of any green dragons within 30 miles.

"Once we return, I'll help some more with the defenses."

In case we skip ahead, at the end of the day she'll use Mold Earth as needed, and Plant growth up to 3x at the end of each day.

DigoDragon
2021-06-06, 09:49 PM
Freya

As Freya finishes eating, she studies the weather outside. She scowls with a sigh. "The gods have a wonderful sense of humor, do you not think so?" she asks Zuri after considering her idea of altering the weather against the invading army. "Hmm, how far out would the army be, do you think? With the staff I could control anything within... say five miles of my position. We may be facing scouts, and I would have to concentrate on the spell for hours at a time. Just so we are clear of how it works. I am not against the idea, if this storm is indeed slowing the enemy down."

"In fact, siege engines would not move far in mud." She grins. The idea is a bit risky, but growing on her.

Xihirli
2021-06-06, 10:37 PM
"And blizzards with hail may halt progress entirely. Granted, it may only eat a Dispel, but that is an alright ending as well, as they will have less magic to stop us from harassing them and fleeing."

stack
2021-06-07, 07:09 AM
"Wet ground would make it hard to move heavy baggage and siege weaponry, though I suppose melting snow and ice is water too. If we expect enemy magic to stop the spell, perhaps it is better to cast it ahead of them and simply make the road harder before they reach it to do anything about it?"

DigoDragon
2021-06-07, 07:26 PM
"I suggest we stick to rain. A heavy rainfall could just be bad luck. Snow will give us away as manipulating the weather."

Xihirli
2021-06-07, 08:03 PM
"Agreed. I shall begin making the steeds so we can get ahead of the army." Gaks stood and headed out to the courtyard where there would be more room.

Amnestic
2021-06-08, 02:47 PM
Gathering outside, you wait for an hour as Gaks steadily summons your steeds one by one as the rain continues to grow stronger. The thunderous hooves carry you through the town that has put much of their work on hold due to the weather - getting sick prior to the battle would serve no one, after all. Your previous expeditions across the Elsir Vale were done either under cover of light clouds or blazing sun, but today the rain sets it on a rather more sombre tone. It doesn't help that the rain doesn't taste right, with the bitter acrid of ash mixed in to the water. It's not hard to guess why, given the by now pervasive imagery dotting the horizons of smoke plumes rising up in the Red Hand's wake. Visibility of anything that isn't destruction piercing the heavens is limited due to the rain, down to perhaps a mile in any direction at a time. You're aware that Talar is roughly 23 or so miles from Brindol's walls, a distance you could cross in roughly two-and-a-bit hours of riding, but where the Horde is relative to Talar isn't information you have.

You ride for an hour, ten miles out from the city, without finding anything and there's no sound on the wind save for the pervasive pitter patter of rain on your heads. The problem, of course, is that if you can see them then they can see you, perhaps closer than desired, given the casting time of the spell in question.


And for the record, Zuri finds no green dragons.

Swings and roundabouts. Keep going? How far/long? Set up shop and start casting here?

DigoDragon
2021-06-08, 07:04 PM
Freya grips the staff to herself, huddled under her hoooded cloak. "Should I begin the deluge? It lasts for many hours. I rather start early than late."

Xihirli
2021-06-08, 07:25 PM
Gaks frowned. "Could they not simply walk around it? Can you have the spell active, but keep the weather unchanged until they have entered?"

stack
2021-06-09, 06:57 AM
"Forcing them off the main road would serve our purposes as well; it may not slow the lead scouts, but the baggage and siege train would be inconvenienced. Better closer though, I think."

Bobthewizard
2021-06-09, 08:27 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri weighs in on the current debate. "I think we need to find them first. Once we know where they are, we can move a couple miles in front of them and then cast the spell to change the weather on top of them. Aetus, any ideas on where we should look?"

ProudGrognard
2021-06-09, 02:30 PM
Aetus

Having remained silent so far, Aetus joins in.

"Let me go a while ahead. I can find these creatures by the sounds they make and the animals they scare away. It would be wise to know in advance that they are coming. I can sense them at least an hour before they find us."

If the others agree, Aetus moves ahead, moving stealthily and quickly, looking for signs of his enemy.



An army usually moves at 3 miles an hour tops. Aetus can sense them at 5. So, Aetus moves stealthily ahead at full speed, being a ranger, looking to make contact. He senses at the beginning and then again 5 miles ahead. If he does not find them, he tries to communicate with animals, to see if they have seen anything

Stealth with advantage [roll0] and [roll1]
Survival if needed with advantage for Favored enemies [roll2] and [roll3]
Perception if needed [roll4]

Xihirli
2021-06-09, 03:08 PM
"Take the most recent of the steeds with you," Gaks advises, nodding to Freya's.

Bobthewizard
2021-06-09, 06:35 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri walks over to Aetus and puts her hand in his pocket. "I'll go with you in case you get in any trouble. Don't worry. I won't slow you down or make too much noise."

She transforms into a mouse, twisting her way into his pocket as she does.

DigoDragon
2021-06-09, 06:49 PM
Gaks frowned. "Could they not simply walk around it? Can you have the spell active, but keep the weather unchanged until they have entered?"

"Forcing them off the main road would serve our purposes as well; it may not slow the lead scouts, but the baggage and siege train would be inconvenienced. Better closer though, I think."

"As I understand the magic, the weather is affected for five miles around. It would be a significant detour on foot."

Xihirli
2021-06-09, 07:01 PM
"A powerful spell indeed." Gaks opens her spellbook while they have nothing to do but wait for Aetus and Zuri, and smiles as she reads her new spells. "You will no more be the only one who can offer flight, Freya. I have figured out the process. All one truly needs do is offer buoyancy into the body, you see..." and she continues to explain the Fly spell to the bard.

Amnestic
2021-06-10, 06:54 AM
Aetus scouting ahead slows matters slightly, owing to having to return for an additional phantom steed and give reports, lest he be stranded alone with Zuri and unable to inform the group of anything. Still, it's not a great impact on time. Riding ahead five miles, Aetus finds that the reports of scouts roaming more aggressively seems to be accurate. Though none are within a mile, perhaps wanting to stay off the main road, he nevertheless senses 8 separate groups, ranging in numbers of 5 to 20, ranging from 3 to 5 miles away, in practically all directions, though the majority are south of you, rather than north. With numbers so small, they're not the army, and not the focus, though something to be keenly aware of nevertheless.

After regrouping and riding out a further five miles - a total of 20 from the city - Aetus' perceptions find what he's seeking. Hundreds of goblins on the edge of his senses to the west, along with yet more scattered scouts near and far.

stack
2021-06-10, 10:59 AM
"If we sweep up the scouts, they will have a harder time locating the source of the spell, assuming we do not allow any to escape."

DigoDragon
2021-06-11, 06:41 PM
"If you think we can catch all the scouts carefully, we could do so," Freya says.

Xihirli
2021-06-11, 07:09 PM
"Two miles nearer, spell cast, and then we mop up the scouts?" Gaks suggests before returning to refreshing the steeds. Luckily she has plenty of water.

Bobthewizard
2021-06-12, 06:16 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri scurries out of Aetus' pocket and then returns to her human form. "Two miles sounds great avoiding any scouting parties until Freya finishes her spell. Then let's start hunting the scouts in the heavy rain."

ProudGrognard
2021-06-13, 04:59 AM
Aetus

Aetus was impressed the first time Zuri became a mouse and rode with him and again when she became humaoid again. With a respectful nod at her abilities, he gives the report of his findings. As his companions make plans, a feral grin touches his eyes and mouth.

"This is good. Work your weather magic, and then we will teach these scouts what woodcraft means"

Xihirli
2021-06-13, 07:09 AM
It was only after a mile that Gaks asked: "What does Woodcraft mean? It... I think it's woodworking or surviving in the woods, but... those don't seem relevant in this context."

Amnestic
2021-06-13, 11:05 AM
You ride to a spot two miles closer to the army, now a mere three miles away, though you can't see them. There's little in the way of vegetation beyond fields of grass and the occasional sprouted bush, but at the very least they haven't burned the land...yet. It will be perhaps a few days at most though, for that remaining. The rain continues apace, showing no sign of ceasing for today at least.


Precipitation - 4 (Rain)
Temperature - 3 (Warm)
Wind - 1 (Calm)

DigoDragon
2021-06-14, 08:03 PM
Precipitation - 4 (Rain)
Temperature - 3 (Warm)
Wind - 1 (Calm)


Freya begins casting the weather spell from the staff. She concentrates to make the rain even harder, hoping to soften the ground to mud and make pulling the siege engines difficult.

Push Precipitation up to a 5, torrential downpour.
Temperature up to a 4, cool
Wind up to a 2

Bobthewizard
2021-06-15, 07:10 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri watches Freya use the magic staff and smiles as the rain picks up. "Great job, Freya. This should slow them down and hide us as we hunt the scouting parties. Aetus, lead the way."

Amnestic
2021-06-15, 09:53 AM
It takes a full forty minutes for the rain to properly strengthen at Freya's spell. The cooling combined with wind and torrential rain sets fog across the Elsir Vale in the area, cutting visibility down even further, until you can barely see a few hundred feet at most (and even then only when not looking directly into the wind). It's a thoroughly unpleasant experience riding in the rain, with fat chill globules splattering at any exposed skin. The speed of your steeds only makes it worse, even if there's a small comfort that the Red Hand will also be enduring this.

Following Aetus' direction you head towards the closest set of scouts he detected, though they're gone by the time you arrive. Even with the rain Aetus is able to locate tracks however, confirming they're mounted. It sends you in a bit of a zig-zag direction rather than meeting them directly, but after an hour of searching you spot figures through the gloom and pouring water. The downside - they spot you too. While phantom steeds may only be quasi-real, they're as visible as any real horse, and even as you react to their sudden appearance, the mounted hobgoblin scouts do the same.


It takes an hour to locate the scouts. During that time Freya can complete two more weather adjustments and begin work on a third, if she so chooses.

https://cdn.discordapp.com/attachments/694162563092578364/854369320557871114/unknown.png

You guys are about on the maximum range of sight - roughly 300'. Beyond that distance you have to guess where they end up, because there's no chance you can hear them over the rain. Turns out hunting for people in torrential rain has its downsides beyond distinct lack of comfort.

Turn order: Freya->Enemies->Everyone.

DigoDragon
2021-06-15, 05:46 PM
[SPOILER=OOC/Map]
It takes an hour to locate the scouts. During that time Freya can complete two more weather adjustments and begin work on a third, if she so chooses.

For now Freya keeps the weather at the current configuration. She doesn't want it to get so unnatural that it gives away the game too early. Wait until the army is professionally soaked before doing anything drastic. She does consider the what if scenario that the army may have a spellcaster with this spell too, but we'll cross that bridge when we get to it.

With the scouts found, Freya decides to stay back and let her companions handle it first. She's too far for her spells, and has to keep concentration on the weather. For now Freya uses her full move to back away, using the fog to give her cover from the enemy.

Amnestic
2021-06-16, 02:29 AM
Whether aware of the phantom steed's limitations or a coincidental strike, the volley of arrows that flies forth aim not at the riders but the mounts. One goes wide due to the distance, but even through the rain and fog the martial mastery of a hobgoblin is something to be feared and an arrow strikes the most forefront horses of Gaks, Zuri and Aetus, ending the spell on their mounts in an instant.

The fifth rider doesn't fire their weapon, instead blowing on a loud horn. The pattern of calls from it you can't discern, but it's clearly a military code of some kind. Given what Aetus detected earlier, the weather, and how loud it seems at this distance over the weather it isn't even clear if anyone will hear the horn's blow. It could be signalling a retreat, calling for reinforcements, or simply giving instructions on how those engaged in the fight should be directed - shouting orders in this weather wouldn't be easy, after all.



https://cdn.discordapp.com/attachments/694162563092578364/854621811614416916/unknown.png

Aetus, Zuri and Gaks' steeds all take a hit and are therefore 'dead'. They stick around for 1 minute but no longer act, so you need to dismount at half movement cost if you want to move. Currently, Aetus+Zuri are 300' from the closest guy, Gaks is 315' from him (he had to move forward to shoot Gaks' horse, couldn't retreat as far).

They then retreat.

ProudGrognard
2021-06-16, 07:41 AM
Aetus

Aetus can feel the horse dematerialize beneath his feet. It takes a second to register what is happening. As he jumps of the spectral saddle, he roars.

"They are trying to make us lose mobility! They do not plan on engaging us, but to summon someone!"

They will have to run fast indeed to outrun me!

With a soft elven word and a movement of his hand, Aetus cajoles the wind to help him. His feet seem to barely touch the ground as he runs towards the escaping enemies. As he does, he points and shoots through the pouring rain to the one with the horn, his bow creaking under the strain

Casting Zephyr Strike, and since it is the first round, he gets 3 attacks in total. He moves towards them with MV15+10+30=55 Using Sharpshooter, here is the rolling. If the horn-blower dies, switching targets.

Atk1 [roll0] or [roll1] or [roll2] dmg [roll3] plus [roll4] force damage
Atk 2 [roll5] dmg [roll6]
Atk 3 [roll7] dmg [roll8]

EDIT: That went well!

Xihirli
2021-06-16, 08:53 AM
Gaks concurred with Aetus’s assessment, and then he ran away. "Wibbles, go get on Aetus. Zuri, cut off their escape."
Dismounting with a practiced motion, Gaks walked over to Zuri and laid a hand on her knee as her bat flew up to Aetus. Through her hand and her familiar, she granted flight to both Druid and Ranger.

Upcasting Fly to fourth on Zuri and Aetus. Which I believe gives Aetus plenty of time to kill them and get over any difficult terrain, and Zuri a chance to have her animals dash into melee with the hobbos.

Bobthewizard
2021-06-16, 09:04 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri feels gravity release her. Having seen this work before, she knows what it means. "Thanks, Gaks. I'll try to cut them off. Beorn, dash up the middle to draw fire from Aetus, since he's the only one that can hit them from here."

She lifts up off the horse and flies as fast as she can at the hobgoblins, veering a little to the west to cut off their retreat back to the main army.

Dash forward, which I think puts her 210' away. She'll go slightly to the west since it looks like they are going that way.

stack
2021-06-16, 12:03 PM
Beorn rides forward, following Zuri's suggestion.

DigoDragon
2021-06-16, 10:05 PM
Freya didn't like the horn call one bit.

She moves her mount to follow her companions, keeping her distance in case we run into a trap or patrol or something. She keeps her wits about her, looking around and above for any potential enemies that heard the horn.

Perception (I'm assuming with disadvantage)

[roll0] or [roll1]

Amnestic
2021-06-17, 05:14 AM
Aetus' arrows fly through the gloom, matching the hobgoblins shot for shot. His ones target a rider though, and fell them in a flurry. The body falls from its mount, collapsing into the soggy wet mud, but if the mount held any lingering affection for its rider it doesn't show it, following on with the escape, running with its pack even as the scouts move to separate and spread apart, splitting up rather than moving as one clump.


https://cdn.discordapp.com/attachments/694162563092578364/855025995673370634/unknown.png

Zuri is 300' from the closest enemy (the bottom right), Beorn 325', Aetus 350'.

Aetus kills one hobgoblin.

Bobthewizard
2021-06-17, 07:02 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri continues to dash to cut off the western most scout. "Aetus, start at the far left. We'll meet in the middle."

Dash forward again.

Xihirli
2021-06-17, 05:22 PM
Gaks got Wibbles onto her shoulder and followed more slowly after her flying companions, keeping her ears open for any ambush.

Move 30 feet closer to Zuri and make a Perception Check for me and my familiar. [roll0] Gaks and [roll1] Wibbles

stack
2021-06-18, 06:52 AM
Beorn rides forward, continuing his role of "bait". Hopefully they don't have a dragon close.move and dash, leaving the east-most single guy to Aetus, moving opposite Zuri toward the remaining groups.

DigoDragon
2021-06-19, 11:41 AM
Freya

Freya moves her mount south 40 feet, not quite as fast as her companions to give them distance, but not so much as to lose them either. She is continuing to watch the skies and behind the party for an ambush.

Perception with disadvantage

[roll0] or [roll1]

Amnestic
2021-06-20, 04:19 PM
Aetus dashes forwards, his eyes not allowing him a clear shot through the rain. When Beorn rides up the hobgoblins snap their arrows first at his mount, but when the first shot hits and ends the magic maintaining the steed, they retarget to Zuri, before disappearing back beyond sight on their mounts. None of the three arrows that get launched in Zuri's direction strike her, but it's impossible to miss that they're targeting with clear priorities, as opposed to randomly or whomever is closest.


Zuri is, technically, gaining on them - moving 120' on a dash vs. 100' on a dash for the enemy mounts, but Beorn is now also mountless, and they've now run off my map. Freya could catch up, eventually, (200 vs 100) but their tactics at this point are clear.

Not sure I should go turn-by-turn on this given that, I don't want to drag things out, so simply - is Zuri going to continue pursuit?

ProudGrognard
2021-06-21, 04:24 AM
Aetus

In pursuit of the fleeing scouts, Aetus once again fires two arrows through the rain in quick succession, hoping to catch another scout.


Atk1 [roll0] dmg [roll1]
Atk2 [roll2] dmg [roll3]

Amnestic
2021-06-23, 05:50 AM
The rain continues to pour around you as the scouts fall into the distance and you regroup together to recover what's on the scout's body. Freya's spell, uninterrupted, promises them a slow progress, and they don't seem to be interested in hunting you down directly. Indeed whether or not it's because of the horn announcement, no other Red Hand forces arrive, and you're left soaking in the middle of a field to decide on your next move.


The hobgoblin body offers you a long bow, a set of chain mail, a shield, a longsword, a dozen gold pieces, 20 arrows and a signal horn.

They don't have any notes or orders on them.

Xihirli
2021-06-23, 08:03 AM
"It is possible the army will now change course," Gaks mused. "We should all head toward it to make sure. Perhaps on foot so that Aetus can run ahead and remain hidden."

Bobthewizard
2021-06-23, 08:44 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri reaches down and takes the horn. "Perhaps we can make use of this. In the meantime, getting closer to the army increases our risk but will make it harder for them to move around. The more rain we can put on them the better. But let's change our direction of approach since they know we were here. Maybe we could go one mile north then move towards the army."

DigoDragon
2021-06-23, 06:34 PM
Freya

"Should I worsen the wind? Or the temperature as we move on?" Freya asks. While being cold and soaked wasn't much fun, this was a welcomed change to the sweltering hot days traveling all across the Vale.

Xihirli
2021-06-23, 09:08 PM
"I can provide us with warm shelter whenever we wish to stop," Gaakach said. "So either or both should not be an issue."

stack
2021-06-24, 07:05 AM
"That outcome was less than ideal. We can get closer, but let us be sure we do not lose our avenue of withdraw."

Amnestic
2021-06-24, 02:01 PM
It takes Gaks some time to resummon a new set of steeds to move the party, but you leave the sodden battlefield behind soon enough and without interruption or further attacks. After relocating away from the conflict site, Aetus heads off to scout, abandoning his horse in favour of a more stealthy approach. Perceiving the Horde through the rain is difficult, though his keen ranger senses avoid the peril of getting lost. When he eventually does breach the edge of the rain to spot the goblinoid army he finds them not on the march at all, instead they are in the process of setting up fortifications for a campsite. Given your travel time this is perhaps a bit earlier than expected, though not by more than a few hours. Regardless, the ill weather seems to have convinced them for now to stop and hold, instead of continuing their march through the torrential downpour.

At this distance they don't spot Aetus, though how true that remains should he attempt an approach is another matter entirely.

DigoDragon
2021-06-24, 10:17 PM
"So either or both should not be an issue."

With however much time Freya has on this second trek, she will increase the storm's wind speed another notch to 3 with the spell. Behold the little bard with the power of nature. The Red Hand shall look upon her and despair... or probably throw magic missiles. Freya decides against saying anything out loud, given her luck when boasting.

Bobthewizard
2021-06-25, 08:09 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri moves into the tiny hut to warm up and exits to check on Freya since she knows that Freya can't go in the hut and keep the spell up. She's not sure if this weather is doing any good, though. Will delaying the army even make a difference? She wants to stop the army and not just delay it, but she is frustrated at her inability to do anything to make that happen.

"Freya, are you doing ok? You should use Prestidigitation to keep your clothes warm and dry. Let me know if you need anything."

DigoDragon
2021-06-25, 04:55 PM
"Freya, are you doing ok? You should use Prestidigitation to keep your clothes warm and dry. Let me know if you need anything."

Freya casts prestidigitation to dry herself a bit, even though she'll get soaked in short order. "I am thinking I will need rope to secure myself when the wind gets really strong."

She continues on the spell, raising the winds at a steady rate as time permits.

Xihirli
2021-06-25, 06:40 PM
Gaks pet Wibbles in the center of the bubble, unable to produce steeds in the confines of the smaller space. "Beorn," she said. "When you found me I was a sorry sight, a hobgoblin with a soaking spellbook, tattered clothes and a rat in my mouth. I... why? I never asked why you... why I'm here now."

ProudGrognard
2021-06-26, 04:04 AM
Aetus

Aetus towards the direction of the army with a longing in his heart. He turns to his companions, with a hunter;s gaze in his eyes

"Why are letting them get comfortable? They should fear us, they should fear the night and they should fear the land. We must harass them. Strike, do heavy damage and repeat. They should be wary and disheartened.

Let's go. Let's find a target and make them bleed. Or let me get close and put a few arrows to anyone who thinks is safe."

Hearing Gaks talk to Beorn, and with his less than perfect mastery of social niceties, Aetus snorts barges in the conversation.

"Why are you here? You are a warrior, a great wizard, a fighter from a race of fighters. If more of your people followed you instead of these dragon lovers, you have done great things.

I am Aetus Hi ' Erion, of the Tar-Quarishi, and I say: Ask not why you are here. Ask why your people are not!"

stack
2021-06-28, 09:29 AM
Beorn leans towards Gaks, "What did I see? Someone who needed help. And I needed someone to help. But we are long past that. Now we are all helping those caught in the path of events they did not cause nor can they stand against on their own."

To Aetus, Continued harassment will harm their morale, I think, though we can do little more than harry and hope a larger opportunity presents itself. The weather limits our ability to do this, but I believe it harms them more, so keeping it up must be a priority."

Xihirli
2021-06-29, 01:00 AM
Game’s eyes focused. "Yes, the mission." she dismounts and remounts a replacement.
"I believe that destroying their scouts and making terrain that requires scouting will be our best harassment moves. Did you find any scouts? Zuri can hide our approach."

DigoDragon
2021-06-29, 07:24 PM
Freya continues to concentrate on increasing the winds, occasionally casting prestidigitation to dry her clothes. She thinks about how much wind she could throw at the army and knock over their tents and towers... before she ends up needing to tie herself down to a tree or something. These are interesting times.

Amnestic
2021-07-05, 07:54 AM
After taking time to collect yourselves, you trudge on through the grim weather. Any brief respite you felt inside the tiny hut (save Freya, of course) is swiftly washed away by the wind and rain that continues to pelt you. This is perhaps the worst journey you've ever had to make so far during your adventures in the Vale - worse than the stinking swamp, worse than the thorny desert - and it's one entirely of your own choosing.

It's two hours of slow slogging through the mud and splattered grass before Aetus finds a target - another small scout group, like the one you fought before. The field (of battle) looks much the same as the last one you fought in - vast open area that is swiftly turning into a bog due to the persistent rainfall. Zuri's Pass Without Trace allows you to get closer than last time, but even that spell has limitations. Still, while you're not quite 'on top of' the hobgoblins, the difference is stark.



https://cdn.discordapp.com/attachments/694162563092578364/861581925600591902/unknown.png

Pass Without Trace doesn't actually give Hide in Plain Sight, but I thought letting you get within 100' (closer for Aetus) was reasonable given the weather conditions. RAW they'd just spot you at 300' same as before, since you need to be able to hide behind something in order to...hide. 'cept Aetus because wood elf.

Everyone except Gaks gets two turns due to surprise+initiative rolls. Gaks gets one.

Xihirli
2021-07-07, 08:28 PM
Wibbles landed on Beorn's shoulder, and the water weighing down his armor suddenly started pulling up, making the Paladin weightless and able to direct himself through the air.
So that you can reach your opponents." And in order to stay close to the action Gaks moved as far as she could directly east.

stack
2021-07-08, 07:14 AM
"This does recall to mind one campaign in the distant North...but enough of that for the moment, the enemy is at hand." Beorn hustles to engage the nearest foe before it can react and flee. move + dash for both actions, 25 ft move speed. If the ground is difficult terrain, he won't make it.

attacks from OOC:
I guess he gets to attack. Attacking the rider.
Att1 (1d20+9)[20] for (1d4+6)[7] +(2d6)[8]
Att2 (1d20+9)[22] for (1d4+6)[10] +(2d6)[6]

Bobthewizard
2021-07-08, 08:28 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

It's now or never. Zuri teleports forward and dashes towards the hobgoblins. She calls forth her fey friends to help her and they arrive in the distance in pairs of giant snakes. Each pair then slithers forward and tries to attack a hobgoblin rider.

"Come on everyone!"

Surprise round - Misty Step, Move, Dash for 90'.

Second round, move 30' then cast Conjure animals, conjuring each pair as close to its target as she can.

The snakes then move in pairs towards the 4 farthest hobgoblins and attack.

North Hobgoblin
Snake #1 AC12, 13HP, Attack: [roll0], Damage: [roll1] grappled on hit
Snake #2 AC12, 13HP, Attack: [roll2], Damage: [roll3] grappled on hit

Northeast
Snake #3 AC12, 13HP, Attack: [roll4], Damage: [roll5] grappled on hit
Snake #4 AC12, 13HP, Attack: [roll6], Damage: [roll7] grappled on hit

Southeast
Snake #5 AC12, 13HP, Attack: [roll8], Damage: [roll9] grappled on hit
Snake #6 AC12, 13HP, Attack: [roll10], Damage: [roll11] grappled on hit

South
Snake #7 AC12, 13HP, Attack: [roll12], Damage: [roll13] grappled on hit
Snake #8 AC12, 13HP, Attack: [roll14], Damage: [roll15] grappled on hit


Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10+2)
Speed 30 ft., swim 30 ft.
STR15 (+2) DEX14 (+2) CON12 (+1) INT1 (-5) WIS10 (+0) CHA3 (-4)
Senses Blindsight 10 Ft., passive Perception 10
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

DigoDragon
2021-07-09, 06:51 AM
Freya

Freya continues to concentrate on the weather spell, guiding her mount to back away its full movement for now and keep out of archery range. Well, the wind maybe an issue with that, but they might have a sneaky spellcaster with a trick.

She continues to watch for a possible sneak attack or pincer move from another direction.

Amnestic
2021-07-09, 03:27 PM
As you fall on your opponents they're taken by surprise, and unable to immediately react. Beorn lays into one scout with his electric whip, though they're still alive and kicking after the shocking snap of leather cracks against flesh and armour. When Zuri's snakes appear they manage to wrap themselves around the wargs that they target causing yelps of panic and distress from the animals. The riders retaliate to help pull their mounts free - with their swords. One snake falls, its spectral blood already being washed away by the torrential downpour, but the others survive. The hacking blades are enough of a distraction that two manage to pull free, while two others are still caught in the summons' encircling bodies.

The Hob beorn attacked pulls away, his mount kicking up a shower of water to cover its escape, but the arrow that gets launched at the stalwart knight simply plinks against his armour.

This time, at least, their retreat isn't so clear cut.


https://cdn.discordapp.com/attachments/694162563092578364/863148952631115776/unknown.png

Beorn hit with both his attacks, but the scout is still up, mount disengaged, and moved away. They then missed with their arrow.

All four mounts were restrained, however north and southeast broke out, but haven't moved. A 13 hits a mount.

One snake got killed (marked on the map), the lower-southeast snake took 11 damage. The western-south snake took 12 damage.

Xihirli
2021-07-09, 04:24 PM
Gaks turns south, seeing a hobgoblin she alone seems to be equipped to handle. Beorn needed to keep flying, but she wasn't useless without her concentration. Only mostly useless. She aimed her hand at the mount the hob was on and let loose fire from the scar in her crippled hand. "Burn."

Fire Bolt! [roll0]; [roll1] I believe -2 is from the rain.

Bobthewizard
2021-07-10, 06:23 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The snakes are going to buy us time but they won't be able to defeat these riders on their own. Zuri pulls out her wand and shoots at the northernmost Worg.

"Beorn, keep up the attack. Everyone, take out the mounts, first."

Zuri casts magic missile at the northernmost Worg [roll0]

The snakes again attack the Worgs.

North Hob
Snake #1 AC12, 13HP, Attack: [roll1], Damage: [roll2] grappled on hit
Snake #2 AC12, 13HP, Attack: [roll3], Damage: [roll4] grappled on hit

Northeast
Snake #3 AC12, 0HP Dead
Snake #4 AC12, 13HP, Attack: [roll5], Damage: [roll6] grappled on hit

Southeast
Snake #5 AC12, 13HP, Attack: [roll7], Damage: [roll8] grappled on hit
Snake #6 AC12, 2HP, Attack: [roll9], Damage: [roll10] grappled on hit

South
Snake #7 AC12, 13HP, Attack: [roll11], Damage: [roll12] grappled on hit
Snake #8 AC12, 1HP, Attack: [roll13], Damage: [roll14] grappled on hit



Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10+2)
Speed 30 ft., swim 30 ft.
STR15 (+2) DEX14 (+2) CON12 (+1) INT1 (-5) WIS10 (+0) CHA3 (-4)
Senses Blindsight 10 Ft., passive Perception 10
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

DigoDragon
2021-07-11, 10:49 PM
Freya

This engagement seems to do better than the previous one. However Freya notices one mounted hob not yet engaged by the party, however; that hob could come after her. Freya spurs her mount to move north it's full move. Is she being overly cautious? Probably. Then again, fire spells would be less-than-optimal in this storm!

stack
2021-07-12, 08:57 AM
Beorn too goes after the unengaged rider, lashing with his storm-infused lash.moving 60' (ish, I think 55 gets him within reach) via fly,
attack [roll0] for [roll1] + [roll2]
attack [roll3] for [roll4] + [roll5]

Amnestic
2021-07-12, 12:17 PM
Though your attacks continue to rain on the Red Hand, only one falls, that being Beorn's target. Its mount, now bereft of rider, lashes out at the armoured flying man, but the razor fangs find no purchase against his armour.

The northmost hobgoblin, their mount free of restrictions, breaks from the pack and rushes Zuri, seemingly intent on ending the summoning spell and allowing the rest of their. In this case though, their weapon doesn't find its mark, and nor do the rest of his compatriots manage to down any of the snakes that continue to harass their mounts. All told, it's a poor showing for the scouts - unable to flee, but not particularly effective at striking back either.


https://cdn.discordapp.com/attachments/694162563092578364/864191501923385344/unknown.png

Beorn kills a rider. The hobs otherwise roll poorly and hit nothing, though southeast again escapes the grapple.

Bobthewizard
2021-07-12, 12:40 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri smiles as the hobgoblin charges her. At least it's not running away. Let's see what this new armor can do. Despite the new armor, though, she instinctively tries to avoid the oncoming attack. In return, she shoots at the northernmost Worg with her wand, trying to force the hobgoblin to dismount.

"Take out the mounts, first. Then we can hunt the riders at our leisure."

Zuri casts magic missile at the northernmost Worg [roll0]

The snakes again attack the Worgs, with the two northern ones coming to help Zuri.

North Worg (move to hobgoblin if the Worg falls)
Snake #1 AC12, 13HP, Attack: [roll1], Damage: [roll2] grappled on hit
Snake #2 AC12, 13HP, Attack: [roll3], Damage: [roll4] grappled +5 =12

Northeast
Snake #3 AC12, 0HP Dead
Snake #4 AC12, 13HP, Attack: [roll5], Bite damage: [roll6] already grappled

Southeast
Snake #5 AC12, 13HP, Attack: [roll7], Damage: [roll8] grappled on hit
Snake #6 AC12, 2HP, Attack: [roll9], Damage: [roll10] grappled on hit

South
Snake #7 AC12, 13HP, Attack: [roll11], Bite damage: [roll12] already grappled Reroll 5
Snake #8 AC12, 1HP, Attack: [roll13], Damage: [roll14] grappled on hit

I think I have all the grapples vs. bites right. If not, maybe just add one to switch a bite to a grapple or subtract one to make a grapple a bite.

Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10+2)
Speed 30 ft., swim 30 ft.
STR15 (+2) DEX14 (+2) CON12 (+1) INT1 (-5) WIS10 (+0) CHA3 (-4)
Senses Blindsight 10 Ft., passive Perception 10
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

stack
2021-07-13, 07:24 AM
Beorn rushes to support Zuri, knowing the importance of maintaining the summoned creatures.move + dash

DigoDragon
2021-07-15, 06:29 AM
Freya holds her position, observing the area outside the immediate combat in case another group of scouts come to reenforce this group.

Xihirli
2021-07-15, 01:18 PM
Gaks reached under the mount that had lashed at her leader, the claws of the grave reaching out to it from the ground. "Death."

Toll the dead! [roll0] wis save vs [roll1] necrotic damage against the thing that attacked Beorn. The Warg.

EDIT: DC 17.

Amnestic
2021-07-15, 02:39 PM
The warg snaps at Beorn's retreating form, though his armour once again absorbs the impact of the blow, deflecting any damage or purchase the beast might have. It turns its attention to Gaks, after the necrotic energy wraps around it, rushing towards the wizard with ferocity in its injured gait, though she's slightly too far away for it to attack immediately.

Though two more wargs fall to the snakes and magic missiles, the scouts seem undeterred. The warrior in combat with Zuri reaches out and grabs her arm, preventing any sort of retreat. At the same time the rider of the fallen warg to the south rushes east, darting too fast for the snakes to retaliate. As he does so, his sword ignites with flames, and he brings it down upon the snake that holds his companion's mount hostage. Another swipe from the rider and the other snake falls dead, leaving the warg free to retreat. To the northeast, a similar scene takes place, with the rider ending the snake's life and then beating a heavy retreat, just as the other scouts did in your last encounter. You're left fighting one warg, bearing down upon Gaks, and two mountless riders, one of which holds Zuri in his steely grip.


https://cdn.discordapp.com/attachments/694162563092578364/865313773782171670/unknown.png

They actually hit something this turn, though even with a 20 they didn't scratch Beorn.

Zuri is grappled.
Three more snakes dead.
Two mounts dead.

Two mounted scouts retreating.

Xihirli
2021-07-15, 05:36 PM
Gaks lifted her shield in the face of the warg, unwilling to back down as she aimed her scar at the beast, forming a matching wound upon it.

DC 17 WIS save [roll0] or suffer [roll1] necrotic damage

stack
2021-07-16, 07:28 AM
Beorn lays into the scout to try to free Zuri, with an eye on the flaming-blade hobgoblin as his next target.attack 1 [roll0] for [roll1] + [roll2]
attack 2 [roll3] for [roll4] + [roll5]

If either hits, burn a 1st level spell for smite [roll6] radiant damage.

If first hits and the target survives the attack and the smite, smite with a 1st level spell on the second attack also [roll7]

Bobthewizard
2021-07-16, 07:36 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The snakes attack the nearest hobgoblin, moving to the one with the flaming sword if they are able. Zuri then casts plant growth centered right in between the fleeing hobgoblins, trying to slow them down enough that Beorn can catch them. The entire eastern battlefield is covered with thick vines.



The snakes again attack the hobgoblins.

Hob on Zuri or move to Hob with flaming sword if the first falls
Snake #2 AC12, 13HP, Attack: [roll0], Damage: [roll1] grappled on hit

South (attack hob with flaming sword)
Snake #7 AC12, 13HP, Attack: [roll2], Damage: [roll3] grappled on hit
Snake #8 AC12, 1HP, Attack: [roll4], Damage: [roll5] grappled on hit

Zuri casts plant growth, centered between the two worgs, leaving a clear 10' wide path to the center from our end

Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10+2)
Speed 30 ft., swim 30 ft.
STR15 (+2) DEX14 (+2) CON12 (+1) INT1 (-5) WIS10 (+0) CHA3 (-4)
Senses Blindsight 10 Ft., passive Perception 10
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

DigoDragon
2021-07-16, 10:27 PM
Freya is a little concerned for just a moment, but it appears the party has it under control. Meanwhile, she continues to concentrate on the spell, focusing on increasing the wind as she has. Freya wonders if there will be any prisoners this time?

Amnestic
2021-07-17, 12:40 PM
One thing is clear from the necrotic energy that again wraps around the warg - once a red hand beast commits, they do not submit. Despite their injuries, they push through, attempting to wrestle Gaks to the ground with its dripping maw, but she fights it off with her shield.

Though one snake manages to wrap onto Zuri's grappler, he persists in his attacks, dodging around Beorn's whip strikes. They keep him off balance enough that the druid escapes from any harm, however her snake to the southeast is not so lucky, falling to a particularly brutal sword slash that beheads it. His flaming sword dispersed in the rain, the hobgoblin slips past the remaining snake and rushes to the aid of his fellow. Though Zuri's plant growth slows the mounted rider's escape somewhat, they will soon be out of the overgrown area and, potentially, away.


https://cdn.discordapp.com/attachments/694162563092578364/866005027441082388/unknown.png

Warg takes damage but still up. Barely. 4 health left. Mixed Gaks with its attack, also barely.
Hob grappling Zuri takes 8 damage, still up.
Snake gets killed by a crit (3 remaining), otherwise the rest of the hobs roll awfully, though Zuri is still grappled.

Xihirli
2021-07-17, 04:01 PM
"Well... third time and all of that."
She shoved her scar into the beast’s face, leaching the life out of it focused through her own crippling wound.


Wis save! [roll0] It needs a 17 to avoid [roll1] death!

Bobthewizard
2021-07-18, 01:21 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The snake grappling the hobgoblin pulls it off of her. It moves north and bites. The snake next to it follows and tires to grapple as well. The southern snake closes and attempts to grapple the hobgoblin that had the flaming sword.

Zuri moves to the east and casts ice storm about 15' north of the northern hobgoblin Worg pair.



The snakes move to attack. (3rd snake attack is 18 to hit, 10 damage rolled in OOC thread).

Snake #1 AC12, 13HP, Attack: [roll0], Damage: [roll1] grappling northern hob
Snake #3 AC12, 13HP, Attack: [roll2], Damage: [roll3] grappled on hit

Zuri moves 30' east.

Zuri casts ice storm [roll4] cold and [roll5] bludgeoning, DC15 Dex save for half.

Constrictor Snake
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10+2)
Speed 30 ft., swim 30 ft.
STR15 (+2) DEX14 (+2) CON12 (+1) INT1 (-5) WIS10 (+0) CHA3 (-4)
Senses Blindsight 10 Ft., passive Perception 10
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

stack
2021-07-19, 06:54 AM
Beorn keeps attacking, trying to clean up the nearby hobgoblins before moving to help Gaks.attack [roll0] for [roll1] plus [roll2] electricity and [roll3] radiant attack [roll4] for [roll5] plus [roll6] electricity and [roll7] radiant

If the closest one drops, redirect to next closest. If both drop, move towards Gaks

Xihirli
2021-07-19, 07:13 AM
"I'm alright!" Gaks calls to Beorn, moving away from the corpse of the warg she'd killed.

DigoDragon
2021-07-19, 09:16 PM
Freya

Freya watches Gaks fight off a large warg. She raised a hand, preparing a quick attack spell to assist, but then Gaks dispatched the beast with a hideous spell before she could finish weaving her own. She is impressed, and will have to write a good poem about it.

Amnestic
2021-07-20, 12:34 PM
Between Beorn's hefty whip strikes crackling with electricity and the squeezing constrictions of the snake, the hobgoblin whose grip on Zuri was broken soon sees his life ended in much the same way. Gaks' warg falls much the same way, the repeated wrappings of necrotic magic finally bringing its life to a howling end.

Though Zuri's ice storm finishes off a warg, its rider escapes relatively unscathed, leaping from its back and sending an arrow down range towards the fight, though it goes wide of everything. The remaining hobgoblin the thick of the fight finishes off the snake that has been harassing him, slicing its head clean off with a final blow. Even if he might be able to run, he doesn't hesitate to move instead to block Zuri's advance towards his comrades, who almost certainly can escape, mountless or otherwise.


https://cdn.discordapp.com/attachments/694162563092578364/867093994215178260/unknown.png

The grappled Hob in the middle dies.
The far northeast warg dies.
The southernmost snake dies.
Gaks' warg dies, then she "moves away" from the body.
Arrows miss.

Bobthewizard
2021-07-20, 12:58 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri runs to the southeast, casting a spell when she she gets to the edge of the plant growth. The snakes disappear. Two owls appear around the nearby hobgoblin to its south and east blocking its way to Zuri. Six owls appear 60' away directly towards the southern hobgoblin and worg.

The two owls attack the hobgoblin. The 6 fly as fast as they can to reach the rider and his mount.


Zuri moves 30' southeast. Casts conjure animals for owls (2 on hobgoblin, 6 chasing southern pair)

Owls 1 and 2 attack

Owl1 AC12 HP 19 Attack [roll0] for [roll1]
Owl2 AC12 HP 19 Attack [roll2] for [roll3]

Owls 3-8 dash to reach the worg and hobgoblin


Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3)
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

stack
2021-07-20, 02:52 PM
Beorn moves towards the flame-bladed floe, continuing his attacks.move to get in whip reach, then attack [roll0] for [roll1] plus [roll2] lightning and [roll3] radiant

attack [roll4] for [roll5] plus [roll6] lightning and [roll7] radiant

Xihirli
2021-07-21, 07:45 AM
Gaks follows Beorn, trudging through the mud to near his melee and muttering a spell to hopefully finish off his target.

[roll0] WIS vs [roll1] He needs a 17!

DigoDragon
2021-07-26, 06:03 PM
Freya

The battle seems nearly won, but Freya decides not to let her companinos get too far out of her sight. She spurs her mount to move eastward to close it a bit and keep sight of the action.

(Just a move, not a Dash)

Amnestic
2021-07-27, 06:13 AM
When the owls spring forth from the aether, they immediately begin the pursuit of the last mounted hobgoblin, surrounding his mount and preventing escape. Though he lashes out with his blade, the shuffle of his mount keeps him from striking true at any of the pursuers.

Again another arrow is loosed at Zuri by the fleeing hobgoblin on foot, but again it goes far wide. Beorn misses with his first whipcrack, but the second strikes, adding his lightning to Gak's necrotic damage and the owl's talons. The retaliatory strike from the hob hits naught but air, even missing the owl that is assailing him.



https://cdn.discordapp.com/attachments/694162563092578364/869531416290029678/unknown.png

Hobs miss everything.

Hob near Beorn+Zuri is still alive, albeit injured and close to death.

Bobthewizard
2021-07-27, 06:21 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri moves to the north along the edge of the plant growth. Using her wand, she casts a magic missile at the unmounted fleeing hobgoblin. She yells to him,

"You will not escape on foot! Surrender or you will die!"

The two owls attack the nearby hobgoblin. The other 6 attack the mounted hobgoblin. If either of their targets fall, they then pursue the last hobgoblin, letting the worg go free.


Zuri moves 30' north-norhteast. Casts magic missile for [roll0]

Owls 1 and 2 attack close hobgoblin

Owl1 AC12 HP 19 Attack [roll1] for [roll2]
Owl2 AC12 HP 19 Attack [roll3] for [roll4]

Owls 3-8 attack mounted hobgoblin

Owl3 AC12 HP 19 Attack [roll5] for [roll6]
Owl4 AC12 HP 19 Attack [roll7] for [roll8]
Owl5 AC12 HP 19 Attack [roll9] for [roll10]
Owl6 AC12 HP 19 Attack [roll11] for [roll12]
Owl7 AC12 HP 19 Attack [roll13] for [roll14] +8 for Crit = 17
Owl8 AC12 HP 19 Attack [roll15] for [roll16]

Once either falls, all move towards the fleeing hobgoblin. If any haven't attacked yet, they will dash.

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3)
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

Xihirli
2021-07-27, 08:57 PM
Gaakach moved over toward Zuri and attempts to finish off the hobgoblin who was surrounded. "This one will not escape, help catch the one who is nearly gone," Gaks advised, and her scar spread over to the other hobgoblin again.

I AM TOLLING MORE DEATH [roll0] WIS vs [roll1] Necrotic

stack
2021-07-28, 06:56 AM
Beorn attacks what he can attack...[roll0] for [roll1] + [roll2]
[roll3] for [roll4] + [roll5]

Amnestic
2021-07-29, 01:10 PM
The necrotic spell from Gaks, and Beorn's whip, finish off the closest hobgoblin as the owls lay into and rush towards the other two. Though they don't fall quite as quickly, it's not long before they do fall to the persistent talons, along with their warg mount, leaving you alone again beneath the beating rain and whipping wind. Your victory was absolute in this instance, with no one successfully fleeing, unlike before.

By the time the weather spell of Freya's staff begins to expire, you've hunted down two additional packs of scouts and put a swift end to them. Their end was brutal, complete, and with relatively little damage against yourselves in comparison. They stand little chance against you, and retreat remains their best (and only) option, even though more often than not it's unsuccessful. With the spell ended though, and nightfall approaching, you head back to Brindol atop phantom steeds. It's still raining when you return, much to the displeasure of those on guard duty and those tasked with defence construction. It is, after all, much easier to hammer wood together in the sun than it is the pouring rain. Still, despite the weather people are pleased to see you return safe and sound, and no worse for wear aside from being in dire need of a bath and a fresh change of clothes. Your rooms at the keep are still available as always, but if you've got any other business around town, now may be the time to get it out of the way.


Combat over. As before aside from their equipment (chain mail, shield, longsword, longbow, a dozen or so arrows, each) you recover 96 gold pieces between them.

Gonna break for RP in the evening in the city, either in-party or NPCs, before we move along. With stuff abstracted we're probably going to speed past the next few days and approach the siege itself coming up, so final preparations before the actual engagement need to be made.

stack
2021-07-30, 08:12 AM
Beorn goes with any that wish to accompany him to report on their activities to the leaders of the defense, detailing locations of scouting parties, expected delays due to weather, and other relevant facts.

Xihirli
2021-07-30, 08:21 AM
Gaakach approaches Zuri. "I am thinking that we could survey the battlefield," she suggests. "With your land expertise and ability to grow plants, I think we can surround the city with slow-moving traps. The longer they are outside the walls, the longer we have to focus on the dragon."

DigoDragon
2021-08-01, 01:10 PM
Gonna break for RP in the evening in the city, either in-party or NPCs, before we move along. With stuff abstracted we're probably going to speed past the next few days and approach the siege itself coming up, so final preparations before the actual engagement need to be made.

Freya will write her epics in hopes that the story survives if the town doesn't, but she is feeling a little optimistic that the city may hold out. Just have to figure out how to get rid of a dragon...

She also checks in with her companions if anyone needs any help in preparations.

Bobthewizard
2021-08-01, 08:07 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri works with Gaks and helps with fortifications, using plant growth and mold earth to set traps and funnels for the approaching horde. In the evenings, she helps with strategy although she defers to Beorn as much as possible. Then she tries to hear Freya sing as often as she can. She knows that with the impending assault, she might not survive to get the chance again.

Xihirli
2021-08-01, 08:55 PM
"Zuri..." Gaks said at one point while they were working together, though really Gaks was only using her knowledge of the hobgoblin military to pick out the spots most likely for them to set down their siege engines. "They should have about this much range, and the angle isn't bad in this spot..." and things like that.
"Zuri..." Gaks said again, clearing her throat. "I... where I am from, friends are a rare thing. I only had one before I met all of you. But... there is something rarer. Hobgoblins are... structured, and family is a part of that. But... romance is not. So I don't quite know if I'm doing any of it right, but... Zuri, I care for you deeply. And before I die in a few days I wanted you to know this."

DigoDragon
2021-08-03, 07:09 AM
Then she tries to hear Freya sing as often as she can. She knows that with the impending assault, she might not survive to get the chance again.

Freya gives encouraging performances to keep spirits up for the coming battle. Morale is needed now more than ever!



"Zuri..." Gaks said at one point while they were working together, though really Gaks was only using her knowledge of the hobgoblin military to pick out the spots most likely for them to set down their siege engines. "They should have about this much range, and the angle isn't bad in this spot..." and things like that.
"Zuri..." Gaks said again, clearing her throat. "I... where I am from, friends are a rare thing. I only had one before I met all of you. But... there is something rarer. Hobgoblins are... structured, and family is a part of that. But... romance is not. So I don't quite know if I'm doing any of it right, but... Zuri, I care for you deeply. And before I die in a few days I wanted you to know this."

Somewhere up on a rampart there's a soft dramatic music playing in the background.

Bobthewizard
2021-08-03, 08:56 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri holds Gak's hands and looks into her eyes.

"You're not going to die Gaks. But I love you too."

I'd rather anything further just be implied.

Amnestic
2021-08-03, 12:42 PM
Days 40 to 45

The first day after your foray from the city the weather is even worse than before. Whether the weather is just seasonal or a byproduct of Freya's staff, your additional input is barely needed, and the river grows a bit thicker with water, threatening to overflow entirely as the last of the refugees leave the city. Thankfully it doesn't last, and the day after is clear skies. Attempts to force poor weather beyond that on the Red Hand prove ultimately fruitless - while before your adjustments were covered by existing ill weather, the clear skies abruptly turning into icy rain are clearly anything but natural, and Freya finds her efforts dispelled within an hour, leaving the weather soon cleared up and able to progress.

While you manage to find a few scouts, they are notably fewer than before. Whether it's because they're getting closer or because they simply want to lose fewer units to your roaming, they've pulled back the majority of their scouts and are advancing less recklessly. However else you spend your free time in between - constructing traps, keeping up troop morale, or simply mental preparations for the future - the march of the Red Hand presses closer and closer, until soon you can see them on the horizon. It's roughly midday, on the 45th day since you first began your adventure proper, when the Red Hand truly arrives. A vast sea of goblinoids, monsters and machines. Wyverns and manticores are spotted in the air, far out of range of the weapons inside the city, beyond the edge of Zuri's traps and plant growths. They spread out, the thick long column slowing widening to become an encircling block that has the entire city on the south side of the river covered. What little there is on the north side is left open. 'You are free to leave at any time', it seems to say, beckoning those weak of heart to abandon the walls and give up the city to be pillaged. Though one or two slip out later under cover of darkness, few leave, their spirits bolstered by Freya and Beorn's efforts. This is their home, and if the Red Hand isn't stopped here, it won't ever be stopped.

The hours of the day tick by, but no attack comes. Instead the Red Hand appears to set up camp, though their vigilance watching the city never wavers. Night falls, and still not attack. "They will attack under cover of darkness." The Captain informs you at a strategy meeting. "They all have some level of low light vision, while we...for the most part, do not. It's a matter of 'when', not 'if'." How long they will make you wait isn't clear though. No more than a few days, you expect. The unmitigated carnage of the Red Hand wouldn't settle for a months or years long siege, but in the meantime guards are pulling long shifts and nerves will fray from the anticipation of death and destruction that now stares at you so clearly from across the open fields.


Actually rolled a 1 on my weather chart for a thunderstorm. Unexpected! Other days not so much.

I am going to call a final preparation for spells, items and other things to get your sheets in order. You'll need everything you can muster for this. Announce any long duration spells, rituals, etc. you plan to have active/sorted for the eventual attack, because if you don't then I'll simply assume that you're not doing it.

Xihirli
2021-08-04, 09:15 PM
Gaks stayed close to Beorn, as he was selected to have the telepathy. She did her best to keep two Phantom Steeds up at all times, ready to move information or one of them as quickly as she could. She stole occasional glances at Zuri as well.
I am glad I can die without regrets.

stack
2021-08-05, 07:05 AM
Beorn rechecks the defenses, fiddling with the handle of his whip as he strides about. "The waiting is the worst. We have done what we can, now we just...wait for the storm."spells changed out. Any issue in Beorn getting his hands on a bow? Not a good shot, but if there are flyers it may be helpful.

Bobthewizard
2021-08-05, 07:09 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Having left the closest areas free from her spells, Zuri now fills in the areas near the walls with difficult terrain as plants engulf the region, but she knows this is too close to stop the siege weapons.

"I agree Beorn. This is the worst."

DigoDragon
2021-08-05, 06:58 PM
Actually rolled a 1 on my weather chart for a thunderstorm. Unexpected! Other days not so much.

I am going to call a final preparation for spells, items and other things to get your sheets in order. You'll need everything you can muster for this. Announce any long duration spells, rituals, etc. you plan to have active/sorted for the eventual attack, because if you don't then I'll simply assume that you're not doing it.


Freya will speak with the captain and ask if she can help make the weather favorable for the defense by using the staff; besides controlling the weather, the staff can cast Call Lightning to targets siege engines and their occupants. She can't control the weather and call lightning at the same time, but is offering options to the captain for the best chances of winning against the siege. Otherwise she will rejoin her companions and she can get info through Beorn and the spell on him.

Amnestic
2021-08-06, 06:54 AM
Day 46, the Battle for Brindol

It's two interminable days of waiting. Two days of watching the forces steadily amass additional fortifications on the far side of the field outside of the city. Two days of your hearts leaping into your chest at every horn blown, ever sudden crash, every yell of surprise that might signal the attack. It's an odd feeling being more relaxed during the day when you can see the army at the gates, as opposed to night when it's cloaked in shadows, but the extended night guard shifts are beginning to take their toll on the defenders. Immerstal has been dutifully refreshing his telepathic link as necessary, so there's little concern about keeping in touch with the city leadership.

Finally, in the dark of night, a cacophany of horns blow across the Red Hand camp. There can be no mistake with this sound, and the thunderous slamming of rocks that echoes across the battlefield is evidence enough. The advanced Red Hand troops are set up outside of crossbow range, allowing the siege to hammer at the walls with relative impunity. Chaos breaks out from the guard as they scramble to follow orders and respond as best they can. The Brindol retaliation is heavy, using catapulted flaming rocks and fiery bolts to ignite light sources across the battlefield and give the guards a way to see the enemy now marching on them in earnest.

Without direction there's little you can do other than watch and wait for guidance, tossing out whatever long ranged projectiles you have to assist, but getting stuck into a fight when you're needed would only serve to delay your responses. From your position near the south, you can see that the majority of the focus is towards the west side of the city, but before you can move in that direction the voice of Captain Ulverth bubbles up into Beorn's mind.

"We've got the west side covered for now, we'll counter their catapults with our own. Guards on the south wall to your east report they're being hammered by rocks but there shouldn't be any engines in that area, so we think they're using monsters. We need you over there or they'll breach the walls."

What would normally be a smooth walk (or run) along the city walls is instead repeatedly hindered by the shaking and shuddering of stones slamming into it, sending reverberations up your bodies. You reach the spot mentioned after maybe ten minutes of rushing over there, its position clear as the ear-shattering slams get louder, punctuated with screams of pain from the guards. There's a half-dozen still in this section of the wall, loosing crossbow bolts that disappear into the darkness towards four enormous silhouettes, barely highlighted against the gloom by scattered stars above and whatever other ambient light is in the area. Giants. Giants throwing rocks overarm. The rocks come constantly, a stream of projectiles that threaten to tear down Brindol's defenses with each throw. They're hundreds of feet away, and down below the wall Zuri's plant growth stifles your exit as much as their approach. Already a scar has been formed in the wall, but it's one that might allow you to reach the outside of the city in a safer manner than simply leaping from the wall.

If there's any support for the giants you can't see them, and given the lack of lighting they may be simply tasked to open a hole in the wall 'quietly' while the rest of the armies are focused elsewhere.


Two maps because of the sheer length of the area. Yeah they don't link up 100% but it should give you an idea of what you're expeting.
https://cdn.discordapp.com/attachments/694162563092578364/873169431507898398/unknown.png
https://cdn.discordapp.com/attachments/694162563092578364/873169499615023104/unknown.png

I'm not going to bother rolling initiative for this due to the distance and the fact that the combat's already in progress. Everyone gets turns, but I might also skim over a number of them if it's just going to be "move+dash" repeatedly. It'll depend on how you approach the problem of getting to the giants, and at what range you're going to choose to engage them (on an individual level).

So lets talk terrain:

Zuri's plant growth is in effect, meaning that any movement within the green circles costs 4x as much movement. A normal move and dash (60') therefore only actually carries you 15'. Of course plants can be set on fire, if you'd like to go that route. High winds wouldn't let it spread east, but it would spread quickly west.
Jumping down from the walls is a 20' drop, so it deals 2d6 bludgeoning damage and knocks you prone. Alternatively you can slip down the wall through the gap the rocks made 90' to the east without taking damage, but it's a roundabout way.
The giants are roughly ~340-350 away from the walls, so they're within heavy crossbow+longbow range, but outside of shortbow/light crossbow range.
Lighting wise you're in full darkness, no lighting whatsoever save that which you make yourself.

On the plus side, the giants aren't throwing their rocks at any individual, just lobbing them at the walls - any deaths or damage to people are secondary, and at this range/darkness only one in every four or five rocks is hitting a wall. Still, it's enough that eventually they'll bring it down if not interfered with. As such travel time might be important - how many turns you spend running over there is a choice to be made. The guards, for the record, are armed with light crossbows, and thus while they'd like to think they're doing something their bolts aren't actually reach the giants.

High Winds: East to West.
Flying creatures have +10' speed when moving with the wind and -10' while moving against it.
All ranged weapon attacks have -2 to attack rolls and their range is reduced by half when shooting into the wind.


And yes, Beorn can have a bow of his choice, I'm sure Brindol can spare one :P

If you've got any questions lemme know. I left one phantom steed riderless to give you flexibility on who's getting on it.

Xihirli
2021-08-07, 04:33 PM
Gaks reached out to the phantom steed next to her, a thick, heavy beast of stormy rain, and then it began floating along with her own.
"Anyone who needs to get close, get on!" She shouted, and got off of her own steed. "Once they get you close send them out of danger so they can bring you back!"

4th level Fly on both Phantom Steeds. They can dash for 120 foot flying movement.

Bobthewizard
2021-08-08, 10:14 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri looks at Gaks,

"I can wildshape to fly out there, but I'll need someone to make some light near the giants so I can see where to summon my friends."

Xihirli
2021-08-08, 11:31 AM
Gaks nodded and lit a torch, passing it off to Wibbles. "Follow Zuri and shine the light near the giants." Wibbles took off, fast as he could.

Wibbles can dash for 60 feet of flight, and the torch will shed 20/40 light.

DigoDragon
2021-08-08, 08:28 PM
Freya for now just watches this plan unfold. "You would have to change back to summon your animal allies, correct, Zuri?" Freya asks.

Bobthewizard
2021-08-09, 05:36 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri grabs the torch from Wibbles.

"Don't give away our approach just yet"

She then turns to Freya. "Yes, although I could summon my friends here and have them fly out. If we summon giant owls or bats, they could carry us out, saving Gaks' fly spell too. We could approach from the east to take advantage of the wind. The darkness should hide us until we get closer."

stack
2021-08-09, 09:35 AM
"I will take the steed and hopefully distract them." Beorn states, swinging onto the phantom steed. plan is to take whatever time needed to get close to the nearest giant, dismount, and fight, sending the phantoms teed back as suggested.

Bobthewizard
2021-08-10, 06:27 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Once Gaks and Beorn are on their mounts, Zuri summons a pack of 8 giant owls. She then creates a shimmering force around the party, the owls, and any villagers in the area.

"Come with me Freya. We'll attack from the east."

They move two rounds east and then exit the village, flying south, low over the plant growth, before turning southwest to approach the giants from the northeast.

Summons giant owls. Uses bear totem to give everyone 13 THP, including the party, owls, phantom steeds, and any villagers in a 30' radius.

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

Amnestic
2021-08-11, 06:36 AM
As you make your approach, the rocks continue to stream past you in the darkness, whistling past your flying mounts, though they still don't seem to be aiming towards you specifically, they're just launching them towards the wall with a variety of throws and stones that cause different curves. How long the wall can stand up to this onslaught isn't clear, but time is still of the essence.


https://cdn.discordapp.com/attachments/694162563092578364/874977014531112980/unknown.png

Gaks/Beorn are 110' from their closest giant. Zuri/Freya 245' from their nearest giant.

Wibbles isn't on the map but they're 120' behind Gaks.

Everyone's turn.

Xihirli
2021-08-11, 06:44 AM
Swallowing, Gaks pushed her steed into a trot to get within fifty feet of the nearest. She dismounted, then ordered her Phantom Steed back to the walls.

Move the Phantom Steed on the ground for 50 feet. Dismount, have it dash back for 90 back toward the walls. I'll wait on my action for a bit, doubt I can pick something to concentrate on.

stack
2021-08-11, 06:58 AM
Beorn rides forward, then leaps off his mount, sending the steed away while he puts his whip to use. Okay, so Beorn can still use his movement after dismounting? Haven't done much mounted combat in 5e outside this game.

ride 100' toward the giant. Dismount, using Beorn's movement to get within whip reach. Send the steed back if possible.

Bonus action: divine Favor, concentration, 1 minute, attacks deal +1d4 radiant

Attack [roll0] for [roll1] + [roll2] lightning + [roll3] + [roll4] radiant (level 1 spell smite on hit - please note number of hits for spell tracking)

Attack [roll5] for [roll6] + [roll7] lightning + [roll8] + [roll9] radiant (level 1 spell smite on hit - please note number of hits for spell tracking)

Bobthewizard
2021-08-11, 06:59 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Carried by the giant owl, Zuri starts to give her directions.

"Freya, your owl will listen to you. If you dismount, it will join us. The rest of you, split up a little and then converge on the two easternmost giants."

The owls spread out a little and move towards the easternmost giants, moving stealthily if possible as they fly low over the overgrown plants. Zuri's and Freya's stay a little behind the other 6.

Put about 10' in between each of them. I'm not sure how stealth and flying work together for what distance they can cover. Move the lower left owl 30' west and as far south as they can dash, with the front line of owls each 10' apart. Then the second row about 10' of space behind the front row. Keep Zuri's and Freya's in the back row.

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

DigoDragon
2021-08-12, 08:14 PM
"Freya, your owl will listen to you. If you dismount, it will join us. The rest of you, split up a little and then converge on the two easternmost giants."

Freya understands and enjoys the experience of riding a giant fluffy owl. She stays near Zuri, following her formation directions for now. She will wait to cast until she can get into range.

Xihirli
2021-08-12, 09:26 PM
Gaks decides that it would be best if they could keep the horses for the way back, and she has the bell toll for the same giant that Beorn attacks.

I will try to finish of a giant [roll0] WIS save he needs a 17 to avoid [roll1] necrotic.

Amnestic
2021-08-13, 04:34 AM
As Zuri and Freya make their approach, Beorn and Gaks open up on the first giant on the left. The bright light of Beorn's shocking whip grants him sight to strike true, slamming two gleaming whipstrikes onto the giant who groans in frustration, even as the necrotic magic from Gaks rings in his ears. With a roar it lets the rock in its hand drop, taking up an enormous greatclub that may as well just be a tree trunk all on its own and slams it down twice upon the warrior in its path. Even with his armour and skill, the hefty blows rain down on Beorn, driving him down into the dirt. Though the other giants see what's going on - how could they not, after all? - they do not assist their companion, instead continuing with the task they were assigned - bringing down the wall. Rocks continue to fly past the owls still in the air, slamming into the dirt with ever increasing damage.


https://cdn.discordapp.com/attachments/694162563092578364/875672173551964210/unknown.png

Beorn hits twice.
Gaks hits with TTD.
The Giant retaliates with its greatclub, slamming it into Beorn twice, for 14 and 21 bludgeoning damage respectively, before reductions.

The other giants continue to pelt the wall with rocks in the meantime, they do not move to attack the group.

Freya/Zuri are now 140' from the nearest giant.

stack
2021-08-13, 07:06 AM
With no time to worry about his blows, Beorn presses on stoically, plying his weapon with deft resolution.
Concentration [roll0] [roll1]
attack some more!
[roll2] for [roll3] +[roll4] lightning + [roll5] radiant from smite and [roll6] radiant from divine favor if he makes his concentration rolls

[roll7] for [roll8] +[roll9] lightning + (see below) radiant from smite and [roll10] radiant from divine favor if he makes his concentration rolls

If first hit and giant is not down, second attack uses 1st level spell for smite, so [roll11], if first misses, uses first smite roll

Bobthewizard
2021-08-13, 07:18 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

As they get closer, Zuri's owl drops down and lets her off before continuing.

"Keep going!"

The owls continue their silent approach in order get about 50' from the nearest giant, with the three easternmost unmounted owls moving southeast to get in position.

Zuri dismounts at 70'. Four owls move forward to within 50' of the giants, three move southeast so they are northwest/west of the giants and about 50' from the nearest one. Freya controls her mount as long as she stays on it. If she dismounts, have it continue with the eastern group.

The hope is to get close enough to attack next round but stay out of usual darkvision range (60') of all but the two eastern giants.

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

Xihirli
2021-08-13, 04:03 PM
Ideally, Gaks's steeds would be able to bring them back if the owls died, so Gaks focused on putting giants in the ground, continuing to spam her cantrips. Her main contribution had been getting Beorn into range, and she well knew that.

Okay if the giant we've been hitting isn't dead I will Toll it so. [roll0] WIS needing a 17 to avoid [roll1] necrotic.

But if it is dead I'll target the next one down the line with a Fire Bolt. [roll2]; [roll3] fire.

DigoDragon
2021-08-16, 11:27 AM
Freya

Freya heard 'keep going' and she decides that it's a perfectly cromulent plan. She commands her owl to continue following the other owls. Freya draws out a torch and lights it, hoping to see the light reflect off the Giants ahead as the flock engages.

Amnestic
2021-08-16, 02:57 PM
Even as the owls continue to make their quiet descent upon the giants, Beorn is slaying one. Two more potent whip cracks from Beorn fell the giant who roars its last. The other giants, dilligent to the end, do not even seem to notice their fallen comrade. They are utterly focused on the task that they were commanded to complete: Bringing down the wall. That is, until Gaks' firebolt streaks through the darkness and impacts on the next giant's bulging muscles. With a roar of irritatation the great hulking powerhouse turns its rocks from the walls, throwing them directly at the wizard who dared attack it. The first boulder streaks past her in the darkness, even as Gaks jumps to the side. Whether intended or accidental though, that jump would prove to be a mistake as the second rock, easily twice the size of her torso, slams right into her from the side, throwing her off balance and almost downing her in a single strike.


https://cdn.discordapp.com/attachments/694162563092578364/876915388758245456/unknown.png

Beorn slays a giant (both attacks required, and both hit).
Gaks firebolts a giant, and he retaliates by throwing rocks. He misses the first and then crits for a total of 46 bludgeoning damage. Oof! DC23 concentration save to maintain Fly on the phantom steeds. Generously I'll say they were not flying high in the air and won't suffer fall damage if you fail it, it'll just make their movement a lot more limited.

The other giants that have yet to be attacked continue to throw rocks at the walls.

Xihirli
2021-08-17, 06:51 AM
Gaks landed sprawling on the ground. She was pretty sure she'd heard something crunch. Rolling to her feet, blood pooling from her mouth, she marched.
You'll sleep when you're dead! She recalled Kirxia's voice in her head. It seemed so funny right now. She was pretty sure if she laughed her lungs would explode. Shame, everything was hilarious at the moment. Approaching the giant, she considered shifting through her component pouch, but her allies were coming in.
As few resources as possible, she determined, and as the bell tolled in her mind, she wondered if it was really for the giant.

[roll0] WIS save or the giant that just clobbered her takes [roll1] Necrotic. And I'll try to get closer so that when this one dies I can try to get the other two giants in one area of effect.

stack
2021-08-17, 06:51 AM
Beorn starts hustling towards the next giant, restoring his own vitality as he goes.move toward the next one, lay on hands for 29, brings him back to max health

Bobthewizard
2021-08-17, 02:51 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The owls split up, 4 attacking the western giant and 4 attacking the center one.

Once they have surrounded their prey, Zuri moves forward to about 60' from the center giant and calls out to it.

"Flee!"

On Western Giant:
Owl1 AC12 HP 25 THP: 13 Attack [roll0] for [roll1]
Owl2 AC12 HP 25 THP: 13 Attack [roll2] for [roll3]
Owl3 AC12 HP 25 THP: 13 Attack [roll4] for [roll5]
Owl4 AC12 HP 25 THP: 13 Attack [roll6] for [roll7]

On Center Giant:
Owl5 AC12 HP 25 THP: 13 Attack [roll8] for [roll9]
Owl6 AC12 HP 25 THP: 13 Attack [roll10] for [roll11]
Owl7 AC12 HP 25 THP: 13 Attack [roll12] for [roll13]
Owl8 AC12 HP 25 THP: 13 Attack [roll14] for [roll15] +4 Crit = 14 total

Zuri then casts Command, DC15 WIS save or "The target spends its turn moving away from you by the fastest available means," provoking AOO from the surrounding owls.

Owl5 AC12 HP 25 THP: 13 Attack [roll16] for [roll17] + 7 Crit = 13 total
Owl6 AC12 HP 25 THP: 13 Attack [roll18] for [roll19]
Owl7 AC12 HP 25 THP: 13 Attack [roll20] for [roll21]
Owl8 AC12 HP 25 THP: 13 Attack [roll22] for [roll23]

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

DigoDragon
2021-08-17, 04:38 PM
Freya

Torch in hand, riding upon a giant owl, Freya feels like vallejo painting. She casts her spell, now that she's close enough to the east-most giant. 'Fight the other giants. They are you enemies now,' she whispers. She then commands her owl to move west so that Freya can provide support to her companions.

Int save on the east-most giant (DC 16) [roll0]

Owl moves west with Freya.

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Amnestic
2021-08-18, 04:22 AM
Gaks' bell reaches through the dark to wrap around the giant, but he shrugs it off, barely, before retaliating against Beorn - the smallest and therefore "most easily squished" foe in his vicinity. The stalwart fighter manages to deflect one of the greatclub blows with his shield but the second one crashes down upon him with thunderous force, almost entirely wiping out the healing he'd just granted to himself.

Rather than resist Zuri's commanding word, the giant simply looks nonplussed at it, not understanding the concept behind it. What it does understand however is being attacked by the parliament of owls that swoops down upon the collected living siege engines, attempting to rend them with its talons. The giant retaliates, landing two solid blows but not quite ending its life against its attacker. When Freya's spell slithers into the eastern giant's mind, it rushes west. In response, the two owls at its side land scratching blows against its flesh. One on its own isn't enough to break the spell, but the added pain from the second strike shakes it out of its stupor. It continues on, slamming its greatclub into the centralmost owl and ending its life, before turning around and smacking another owl with a solid blow.


https://cdn.discordapp.com/attachments/694162563092578364/877476624101158932/unknown.png

Not all of Zuri's owls could make it to the central giant, so I put the other two on the eastern one. Two owls hit the Western giant for 16 total. One hit the eastern one for 9.

The giant (barely) resisted Gaks' toll the dead. He then smacked Beorn for 25 bludgeoning damage, missing with his other attack.

The Giant ignored Zuri's Command because it turns out it doesn't speak Common. Had to double check the statblock for that.

Enemies Abound doesn't rely on languages though, as it turns out. The giant moved, provoking 2 OAs which both hit for 23 total, provoking new saves, the second one of which he passed, ending the spell. Together the central+eastern giant killed one bird and knocked off the 13 temp HP from the one to the eastern giant's northeast.

Xihirli
2021-08-18, 06:15 AM
Gaks yelled over at Zuri: "Flykte! The word is Flykte!" in a weak voice. Then she resumed whittling away at the giant, asking it whom the bell tolls for with some confusion.

It can't keep rolling 18s forever. [roll0] vs [roll1] necrotic. I don't see these owls getting out of this fight so let's just keep Fly on the Phantoms Steeds best I can.

stack
2021-08-18, 06:58 AM
Beorn takes the hit and pays it back in kind, saving nothing for the future. attack [roll0] for [roll1] plus [roll2] lightning + [roll3] radiant
[roll4] for [roll5] plus [roll6] lightning + [roll7] radiant

If both hit, he is out of all spell slots.

Bobthewizard
2021-08-18, 06:04 PM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The owls continue to attack the giants, standing their ground. Zuri backs up and casts magic missile at the westernmost giant that is still standing.

On Western Giant:
Owl1 AC12 HP 25 +13 THP Attack [roll0] for [roll1]
Owl2 AC12 HP 25 +13 THP Attack [roll2] for [roll3]
Owl3 AC12 HP 25 +13 THP Attack [roll4] for [roll5]
Owl4 AC12 HP 25 +13 THP Attack [roll6] for [roll7] +7 = 12

Center Giant:
Owl5 AC12 HP 25 +13 THP Attack [roll8] for [roll9]
Owl6 AC12 HP 25 +13 THP Attack [roll10] for [roll11] I missed that this one was killed

Eastern Giant:
Owl7 AC12 HP 25 +0 THP Attack [roll12] for [roll13]
Owl8 AC12 HP 25 +13 THP Attack [roll14] for [roll15] (this is Freya's)

Zuri backs up to 80' away. Magic Missile: [roll16]


Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

DigoDragon
2021-08-18, 10:40 PM
Freya

Freya commands her owl to fly in a snaking path to get close enough to see the giants and allies. When she does, she tries to cast a spell against the one that has broken out her spell, for she did not give it permission to do so.


Owl moves 35 feet Southward. That should give Freya sight to the giants.

Casting Eldritch Blast on the East-most giant. Let's see how the dice are feeling--

Beam A: [roll0] for [roll1] (+7 crit) force damage.
Beam B: [roll2] for [roll3] force damage.

Amnestic
2021-08-19, 04:25 AM
With the continued hefty blows from Beorn, and a vicious tolling of the dead from Gaks, the second giant collapses to the ground with an enormous crash. The remaining owls swarm the remaining giants, boosted by the blasts and beams of magic that stream through the dark from Freya and Zuri. The giants, now thoroughly beset by foes, abandon their stones entirely and take to bird-crushing, smashing their clubs into the giant owls. It's only thanks to the the bear spirit that one doesn't instantly fall, though another isn't so lucky, falling and beginning to dissipate from the sheer force of the giant's blows.


https://cdn.discordapp.com/attachments/694162563092578364/877838411296288788/unknown.png

The giants have an AC of 13, so if you rolled 13+ then you hit 'em and did damage.

Beorn did need both hits (and Gaks' max damage toll the dead) to barely down the giant, by 2 hit points, so he's outta spell slots.

One owl gets smacked for 29. Another gets killed, as on the map.

stack
2021-08-19, 07:09 AM
Beorn moves toward the next giant, pausing only to restore himself again.can't get in reach, so move then dump the last 11 HP from lay hands to get up to 54 HP.

Bobthewizard
2021-08-19, 07:25 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The owls continue to attack the giants, fluttering around them and trying to draw their attacks. Zuri moves forward again and casts magic missile at the westernmost giant that is still standing.

On Center Giant:
Owl1 AC12 HP 25 +13 THP Attack [roll0] for [roll1]
Owl2 AC12 HP 25 +13 THP Attack [roll2] for [roll3]
Owl3 AC12 HP 25 +13 THP Attack [roll4] for [roll5]

On Eastern Giant
Owl4 AC12 HP 9 +0 THP Attack [roll6] for [roll7]
Owl5 Dead
Owl6 Dead
Owl7 HP 25 +0 THP Attack [roll8] for [roll9]
Owl8 AC12 HP 25 +13 THP Attack [roll10] for [roll11] (this is Freya's)

(If the one the giant just killed was the one he had previously injured, then add 13 THP to #7)

Zuri moves forward to 50' away. Magic Missile: [roll12]

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

DigoDragon
2021-08-19, 10:17 PM
Freya

'I'm on the owl, that flaps in the night...' Freya whispers and let loose two more beams of magic, this time on the giant to her south, aiding the parliament of owls.

Two eldritch beams, no waiting:

Beam A attack: [roll0], damage [roll1] force.
Beam B attack: [roll2], damage [roll3] force.

Freya commands her owl to move 40-ft west, then 10-ft south.

Xihirli
2021-08-19, 10:56 PM
Gaks kept advancing and cantriping! No fear!

[roll0] vs [roll1]

Amnestic
2021-08-20, 03:47 AM
Though the giants are clearly taking a beating from the spells and talons of the owls, they continue to stand firm, retaliating against the owls and utterly smashing down two more of them before moving on to the rest of the group.


https://cdn.discordapp.com/attachments/694162563092578364/878197036279820298/unknown.png
Not a whole lot of description for this when you're just trading hits. Got two crits that didn't do anything because their target was already dead from the first damage. Hrmm.

Two more owls down. One taken to 22/25.

Xihirli
2021-08-20, 05:51 AM
Gaks repeated her attacks to put the most injured giant in the dirt as quickly as she could, then considered her damaged state and took cover behind the body of the giant right next to her.

Just casting and moving to get some cover. [roll0] vs [roll1]

stack
2021-08-20, 06:57 AM
Beorn moves under the flying owls to trouble the giant's shins. attackx2
[roll0] for [roll1] and [roll2] electricity
[roll3] for [roll4] and [roll5] electricity

Bobthewizard
2021-08-20, 07:05 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The owls continue to attack the giants, fluttering around them and trying to draw their attacks. All attack the western giant but try to get in the way of both of them. Zuri moves forward again and casts magic missile at the westernmost giant that is still standing.

Move the northern owl a little to the right and the southern owl around counterclockwise so that they are both between the two giants, in case they get AOO.

On Center Giant:
Owl1 AC12 HP 25 +13 THP Attack [roll0] for [roll1]
Owl2 AC12 HP 25 +13 THP Attack [roll2] for [roll3] +4 = 11 total
Owl3 AC12 HP 22 + 0 THP Attack [roll4] for [roll5] +7 = 15 total
Owl4 AC12 HP 25 +13 THP Attack [roll6] for [roll7] (this is Freya's)

Zuri moves forward to 30' away. Magic Missile: [roll8]

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

DigoDragon
2021-08-20, 09:41 PM
Freya

Freya and her noble Owllander fly south, circling around the giants. The bard aims a spell behind the giants from her position and casts Faerie fire to try and give her companions an advantage. "Fae of the old court, give my companion's an aim most true."

Owl flies 20 feet south.

Freya casts Faerie Fire. It's a 20-ft cube. To describe the origin point, if you start at the intersection under the SW giant's "head" and move ten feet east to that intersection point, it'll catch both giants but no one else.

Giants need to make Dex saves (DC 16)
NE. [roll0]
SW. [roll1]

Owl continues flying south another 20 feet.

Faerie Fire
1st level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Amnestic
2021-08-21, 10:46 AM
Beorn and Gaks successfully bring down yet another giant even as the owls move on to the final opponent. It turns for a moment, looking to approach Zuri but when the owls lash out at it, and when it glows brightly from Freya's spell, it swings around and retaliates against the offending owl, severely injuring its wing with a massive greatclub strike, though isn't able to bring it down for good. With a swift finalisation you mob the final remaining giant and end the threat of the living siege weapons. The wall, from what you can tell from your positions near the ground, is intact, though the sounds of battle continue to rage in the air.

On the edges of the horizon, inside the city above the walls, it seems a bit brighter than when you left it.


The giant had two HP left at the end of his turn. While I think it's possible, in a far flung timeline, that you somehow manage to not hit him, it seems unlikely, so I'll just have him offed.

By my count Beorn took 51 damage post-HAM (and healed 40), Gaks 46. It doesn't look like either of you factored in the temp HP from Zuri, so you should both be +13 HP over where you currently are (but also not have any temp HP), so Beorn's on full HP and actually has 2 points of Lay on Hands left.
Beorn's spell slots are exhausted, Gaks used a 4th level, Zuri a 3rd+1st level (and 3 magic missile charges), and Freya a 3rd+1st level.

Make sure your sheets are updated accordingly. The night is still young.

Of the owls, one is on 2 HP, and three are uninjured (including the one Freya is on).

Xihirli
2021-08-21, 03:03 PM
Gaks called over the steeds so she and Beorn could get to the walls. "Beorn, let the captains know that the giants are dead," she said to the one with the mental link.

DigoDragon
2021-08-22, 08:33 AM
Freya

With the giant problem resolved, Freya lands her owl by her companions to discuss the next step. She remains mounted, because her spirits remain high for now.

"Owls well that ends well. Shall we return to the walls to heal and regroup?"

Bobthewizard
2021-08-22, 08:45 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

"Let's get back to the walls before any archers find us out here."

Zuri mounts one of the owls and flies back to the walls with Freya.



Owl1 AC12 HP 25 +13 THP (this is Zuri's)
Owl2 AC12 HP 25 +13 THP
Owl3 AC12 HP 2 + 0 THP
Owl4 AC12 HP 25 +13 THP (this is Freya's)

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

DigoDragon
2021-08-22, 08:59 PM
Freya spurs her flying mount to return to the walls with Zuri.

"Flying on the back of an owl was amazing! I could do this all night!"

Xihirli
2021-08-22, 10:25 PM
Gaks has the phantom steeds bring her and Beorn to the same place. "I am doing poorly," she confessed. "But we have accomplished our objective." She looks at the wall to see how bad the damage was.

Amnestic
2021-08-23, 04:26 AM
As you ascend back to the walls you see that the centre-north section of the city isn't just lit by torches or the bonfires of the defenders, it's aflame, and the flames are spreading. The wall itself is intact, and will likely hold, assuming there isn't another squad of giants waiting in the wings. There's still heavy fighting going on to the west also, but from this distance it looks like the wall there is still intact, for now at least. The defenders on the wall - the few that are left - relax slightly now that the giant threats are dealt with, but they're still clearly alert for any further incursions.


Little bit waiting on Beorn here since he's got the brainbond, but if you're going to do any patching up or recovery for a few minutes now is the time to do so.

Bobthewizard
2021-08-23, 05:00 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri pulls out the pouch of goodberries she had cast the night before.

"Here Gaks, eat as many of these as you need. Then let's see if we can help with the fire."

She keeps the owls close to her in case we need to fly somewhere.

Let me know how many you eat. I'm keeping track of all of them my sheet.

Owl1 AC12 HP 25 +13 THP (this is Zuri's)
Owl2 AC12 HP 25 +13 THP
Owl3 AC12 HP 2 + 0 THP
Owl4 AC12 HP 25 +13 THP (this is Freya's)

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

stack
2021-08-23, 07:02 AM
Beorn has, of course, been keeping the leadership updated throughout the sally, making terse reports. The defeat of the giant's is known in the city before the final one hits the ground.

Upon returning to the wall, he doesn't look happy. "We repulsed that attack quickly enough, but I fear for the toll such efforts will take on our resources. I would wager that the giants were a probe; they have had dragons in the past, and walls will do little against them."

Xihirli
2021-08-23, 07:06 AM
"We know of at least one more dragon," Gaks confirmed, eating a good ol' berry or five. "Oh my, these are quite filling."
I think she'll manage to stomach about 10.

Amnestic
2021-08-23, 03:13 PM
Inside Beorn's mind, the Captain's voice calls forth. Though the sensation is entirely mental, you can tell by the way he's thinking that he's currently still fighting. "Good work taking down those dragons, we're holding for now but we'll need you at the west wal-" "Belay that Captain, we've got bigger problems for our heroes!" Lord Jarrnath's voice rings out in Beorn's head, overriding that of the Captain. "Their red dragon dropped out from high above and is currently wreaking havoc on the buildings in the middle of the city. There's no point defending the walls if there's not a city to protect by the end of it. Heroes, you're our only chance. The troops stationed inside are fully occupied trying to contain the blaze - and failing."


You can still go to the western walls if you'd like, though I'm guessing you're going to go dragon hunting. It'll take ~20 minutes to cross the city for any spell durations either way, but make your choice, again mention any prep, and get ready for the next stage of the Battle for Brindol.

stack
2021-08-24, 07:10 AM
Beorn calls to the rest of the party, "Red dragon, middle of the city. We are needed quickly."
Beorn could try to get there quickly on the phantom steed (I think those are still up), but without a good ranged attack may be of limited use other than as a save buff.

Amnestic
2021-08-24, 07:53 AM
Lead by Beorn you take off into the streets of Brindol, cutting over as many barricades as possible before the Fly spell expends itself and the phantom steeds are forced back to the ground. It's not hard to find the dragon - it's not trying to conceal itself very much. The darkness that you faced outside of the walls is no longer here, utterly beaten back by the flames of torches lit by defenders and the flaming buildings lit by the dragon. The stench of woodsmoke and molten metal fills your air, but underneath it the notes of burning flesh and cooked meat underpin it.

You press ever closer towards the epicentre of the inferno when you hear the roar of a dragon, and see a familiar face - Trellara, crouching down with bow in hand beside the ruins of a burning building. She's alone, from what you can see. "Thought you'd turn up for this!" She says with a forced smile as she motions you to stay low. Her pretty features are marred with dirt and ash from the flames and the fighting, though she appears to have avoided any injuries thus far. The tiredness is beginning to set in, but even at a glance you can tell she's grown up a bit since last you saw her fight. "Hope you've got a plan."

The dragon itself is unthreatened, taking its time to enjoy blasting buildings with fire before swooping back into the air. Brindol isn't mustering any proper defense against it, and the charred bodies clad in melted armour that strew the streets explain why: It's already dealt with them. The buildings are in a varied state of disrepair or on fire, though some you could still climb atop if needs be. Canals flank you, offering ample water to put the fires out...once there's no longer a dragon making new ones.




Turn order: Trellara/Beorn->Dragon->Everyone else.

https://cdn.discordapp.com/attachments/694162563092578364/879707760361611314/unknown.png

Closer view for more details so you can see the canals that block land movement.
https://cdn.discordapp.com/attachments/694162563092578364/879707911671136266/unknown.png

Crossing a fire square deals 1d8 fire damage DC11 dex to halve).

Altitude may be somewhat important in this fight, so to make you aware the dragon is currently 90' off the ground.

Trellara has also levelled up, slightly, to 5th, giving her a slightly larger sneak attack dice, boosted prof bonus, and Uncanny Dodge.


Trellara Nightshadow
Medium humanoid, Neutral Good
Armor Class 16 (studded leather)
Hit Points 38 (5d8+10)
Speed 35 ft.
STR10 (+0) DEX18 (+4) CON14 (+2)
INT10 (+0) WIS14 (+2) CHA12 (+1)
Saving Throws Dex +7, Int +3
Skills Acrobatics +7, Athletics +3, Nature +6, Perception +5, Performance +7, Persuasion +4, Survival +8
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish

Skirmisher.
Trellara can move up to half her speed as a reaction when an enemy ends its turn within 5 feet of her. This movement doesn’t provoke opportunity attacks.

Expertise.
Trellara has Expertise in the use of both Thieves Tools and Performance.

Fey Ancestry.
Trellara has advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.")

Elf Weapon Training.
Trellara has proficiency with the longsword, shortsword, shortbow, and longbow.

Mask of the Wild.
Trellara can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Cunning Action.
Trellara's quick thinking and agility allows her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge
When an attacker that Trellara can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Sneak Attack.
Once per turn, Trellara deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Trellara that isn't incapacitated and Trellara doesn't have disadvantage on the attack roll.

Actions
Multiattack.
Trellara can attack either once with her longbow, or once each with her rapier and dagger.

Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: (1d8 + 4) piercing damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d4 + 4) slashing damage.

stack
2021-08-24, 09:43 AM
"I suppose the first step is getting its attention." Beorn rides to get a clear shot, pulling out his longbow.Not sure how tall the buildings are, but with the phantom steed ought to be able to find a place to get an angle. Longbow is 150' range

attack [roll0] for [roll1]
attack [roll2] for [roll3]

Xihirli
2021-08-24, 10:16 AM
Trellara, who had been seeing the dragon's fire breath, decided to scatter, getting around a corner and putting distance between herself and the party.

By my calculation, the Phantom Steed can make it 30/35 feet south of the top border of the map by dashing. Accounting for Squeezing so it can avoid fire squares, it should end up right underneath the leftmost path that goes north off the mount. Trellara's going to avoid fire, going north then taking the first right to double dash, ending up basically parallel to the dragon with 105 feet of movement.

Amnestic
2021-08-24, 11:03 AM
The first arrow from Beorn goes far wide, while the second does impact on its scaly hide, only to plink away, having done no actual damage. It's enough to make the dragon take notice though, as it turns thin yellow eye to peer through the ash and smoke at his attacker. The dragon roars - not with anger, not with fear, but with delight, as it swoops down from on high at the chance to hunt some more fleshlings. It drops down from above, using the buildings as cover as it prepares its advance. Trellara feels the weight of the dragon's landing in her shoes as its enormous form shakes the stone simply by its presence. Whether its spotted all of you, or knows the true strength of what it faces now, isn't clear. It may be caution that stops it from launching a full strike against you, or it may simply be playing with its food, enjoying the hunt, savouring the moment.



https://cdn.discordapp.com/attachments/694162563092578364/879755917414002770/unknown.png
Everyone's up.

As indicated in the text above, the dragon is now down on the ground, concealed (but not Hiding) by the buildings, limiting the angles of attack. Total cover from Trellara at this angle, for instance.

Bobthewizard
2021-08-24, 11:47 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri offers one of the owls to Gaks.

"Here, ride this one, but stay low. If I lose the spell it will disappear. Let's go. We can't let Beorn have all of the fun."

She then flies towards the dragon, angling a little to its north. The unmounted, injured owl flies as fast as it can directly towards the dragon, hoping to absorb one last attack before it has to return to the Feywild.

When Zuri gets close enough, she tries to keep the dragon down, "Grovel!"

Zuri moves towards the dragon, angling north to end about 40' west of the dragon.

She casts command, DC15 WIS save ([roll0]) or it uses its action to grovel next turn.

Owl1 AC12 HP 25 +13 THP (this is Zuri's)
Owl2 AC12 HP 25 +13 THP (this is Gaks')
Owl3 AC12 HP 2 + 0 THP dashes to the dragon
Owl4 AC12 HP 25 +13 THP (this is Freya's)

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

Xihirli
2021-08-24, 04:33 PM
Gaks spurred her owl to fly her over to the dragon, ordering her mount to go to Trellara. She flew until she could spin a web from the small pouch of it in her bag, twisting as it formed to curl around the great red dragon. "Stay where you are!" she ordered it.


I will push the Web against the wall so that it occupies the wall in front of the dargon, his four squares, and the four squares to the left of the dargon. At the start of his turn he must pass a DC 17 DEX save or be restrained by the web.
[roll0]

If he has his action he can Strength check to escape, or I suppose just light the web on fire. Then the owl can lower me to the minimum amount of d6es of falling it can.

Trellara left the mount where it was for now, and ran to get off to the east of the red beast, nocking an arrow and firing it as soon as the dragon’s attention was drawn elsewhere.

She will Cunning Dash to get as far to the dragon’s direct east as she can. She will then Ready an Action to fire at the dragon as soon as her ally is within five feet.
[roll1]
[roll2]
[roll3]

DigoDragon
2021-08-24, 10:40 PM
Freya

Freya commands her owl to stay low and away from the fires. As they move between buildings Freya readies a spell for when the dragon takes off again.

Owl with Freya moves 45 feet East, then 15 feet North, just over the rooftop.

Freya Readies an action. Trigger is when she sees the dragon take to the air. Her response is to cast Eldritch Blast.

Beam A [roll0] (damage [roll1]) force.
Beam B [roll2] (damage [roll3]) force.

stack
2021-08-25, 06:57 AM
Beorn rides towards the dragon, leaping from the phantom steed and lashing it with his whip, calling out a challenge. "Stand and face me, worm! Or are you afraid to face a champion instead of townsfolk?"If I counted right, 100' move on the steed + dismount and move gets within whip range
attack [roll0] for [roll1] plus [roll2] lightning
attack [roll3] for [roll4] plus [roll5] lightning

Bonus Action channel divinity
Champion Challenge: As a bonus action, you issue a challenge to each creature of your choice that you can see within 30ft of you, forcing them to make a Wisdom saving throw. On a failed save, it can't willingly move more than 30ft away from you. This effect ends if you are incapacitated or die or if the creature is more than 30ft away from you.
DC15 (8 + 3 prof + 4 CHA)

Amnestic
2021-08-25, 07:31 AM
As you all descend on the dragon the flurry of spell effects collapse upon the beast. When Beorn and Trellara both fire upon the dragon its scales shimmer with magic just for a moment, and they find their attacks deflected, though the magic fizzles out moments later. The beast laughs, a menacing deep bellowing laugh, in response to Beorn's challenge, one that only grows louder when the webs that spring up around its feet find themselves easily swatted aside - or set aflame by a burning barrel nearby. It's only when Zuri's command is issued that it falls flat, and pierces Zuri with a threatening glare, promising sweet retaliation.



https://cdn.discordapp.com/attachments/694162563092578364/880064689151836210/unknown.png

Dragon blew a Shield spell protecting itself from Beorn+Trellara. He then resisted Beorn's Channel Divinity.

He failed the saving throw vs. Command and falls prone on his turn. Made his save vs. Web, which is also half on fire due to the fire underneath him. Not that it bothers the dragon at all.

As he never flew up, Freya's held spell doesn't go off.

So, prone dragon, everyone's up.

Bobthewizard
2021-08-25, 07:57 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Zuri first yells to the owls, "Kill the Dragon!" All of the owls, even those ridden by Gaks and Freya fly low towards the dragon.

She calls out to her friends. "Jump off. I'm taking the owls back." They are used to her being bossy.

Zuri jumps off just as her owl gets close enough to the ground. When she gets off, she again tries to keep the dragon down, "Grovel!" she repeats. She then backs up along the road.

Zuri moves around the north side of the burning building, moving away from the dragon.

She casts command, DC15 WIS save [roll0] or it uses its action to grovel next turn.

Owl1 AC12 HP 25 +13 THP Attack [roll1] for [roll2]
Owl2 AC12 HP 25 +13 THP Attack [roll3] for [roll4] (This is Gaks')
Owl3 AC12 HP 2 THP Attack [roll5] for [roll6]
Owl4 AC12 HP 25 +13 THP (this is Freya's. I think this one has to Dash and can't attack this round.)

Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10+3) +6 (Mighty Summoner) = 25 + 13THP
Speed 5 ft., fly 60 ft.
STR13 (+1) DEX15 (+2) CON12 (+1) INT8 (-1) WIS13 (+1) CHA10 (+0)
Skills Perception +5, Stealth +4
Senses Darkvision 120 Ft., passive Perception 15
Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.

stack
2021-08-25, 08:54 AM
Beorn continues to ply his whip, knowing that the window for slaying the dragon was small. attack [roll0] (advantage vs prone [roll1]) for [roll2] + [roll3]
attack [roll4] (advantage vs prone [roll5]) for [roll6] + [roll7]

Xihirli
2021-08-25, 08:55 AM
Trellara, seeing the dragon falling prone, ran off to get her mount. She returned on illusory horseback and nocked an arrow, waiting. She's going to Ready an Action to attack right after the dragon takes its turn. [roll0]; [roll1]+[roll2] Disadvantage from Prone, hopefully the Dragon will get restrained and cancel that out. If not [roll3] and no sneak attack.


Gaks got off of her owl over the blue roof that was on its way anyway. Web should give it more chances to fail. Let us see if we cannot pile on the damage. She opened up her scar by opening her hand fully, blood bursting forward and aiming at the dragon.

[roll4] Wisdom vs [roll5] of necrotic.

And I'd like Gaks to be on that blue roof within 30 feet. At the start of the dragon's turn he's gotta repeat the Web save. [roll6] DEX.

EDIT: DC 17.

DigoDragon
2021-08-25, 10:40 PM
She calls out to her friends. "Jump off. I'm taking the owls back."

Freya

Annnd Freya's fun as an owl lord is over. She rides the owl around the streets to get southeast of the dragon and hops off near the beast. She wants to call lightning, but too many allies are in melee with it right now, so instead she attempts to cast faerie fire and give those allies a painted target to aim for.

The owl will dash Northeast (over the fire so we don't cook), and allow Freya to dismount on the square south of where Trellara's marker is on the map. The owl can use any remaining move at Zuri's command.

Freya spends 15-ft of move to dismount.

Freya then moves one squares Northwest so she can get a line of sight on the dragon.

Freya casts Faerie Fire on the dragon. Dragon must succeed a Dexterity save (DC 16). Save roll: [roll0]

Freya then spends her last 10-ft of move to go 2 squares South. The building will hopefully give her cover for when the dragon unleashes its rage on us.

Amnestic
2021-08-26, 04:03 AM
Once again the dragon falls victim to Zuri's commanding word, remaining flat against the ground. Most of the owl scratches fail to pierce the thick scarlet scales mottling the dragon's hide, and Trellara's arrow likewise plinks off it without effect. Beorn is able to find weak spots however, his cutting whip slicing into the dragon with shocking power. Gak's necrotic spell is shrugged off by the dragon - perhaps distracted by Zuri's command - and even flat on the ground the great flying lizard is able to dart away from the explosion of lights that Freya bursts atop him.


https://cdn.discordapp.com/attachments/694162563092578364/880374100248387594/unknown.png

The fire fully spreads to the web.
Beorn hits twice. One owl hits once.
Dragon falls flat again, but still manages to 'dodge' faerie fire and resist toll-the-dead, and Trellara misses.

Bobthewizard
2021-08-26, 05:33 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

Seeing that 4 owls, while great for transportation, weren't doing enough damage to the dragon, and that she wouldn't be able to keep it down forever, Zuri realizes that she needed something more powerful offensively, so she recasts her conjure animals, changing the owls into flying snakes and calling back their friends. The snakes immediately attack.

Zuri yells to Gaks, "I'll need you to keep the dragon down while I cast this spell."


H: To hit, A: advantage, D: damage, P: poison, S: DC11 CON save for half

Snake #1 14AC 15HP H: [roll0], A: [roll1], D: [roll2], P: 12, S: [roll3] 8
Snake #2 14AC 15HP H: [roll4], A: [roll5], D: [roll6], P: 15, S: [roll7] 7
Snake #3 14AC 15HP H: [roll8], A: [roll9], D: [roll10], P: 10, S: [roll11] 8
**Crit for #3: +1 damage, +17 poison** 7
Snake #4 14AC 15HP H: [roll12], A: [roll13], D: [roll14], P: 7, S: [roll15] 8
Snake #5 14AC 15HP H: [roll16], A: [roll17], D: [roll18], P: 6, S: [roll19] 10
Snake #6 14AC 15HP H: [roll20], A: [roll21], D: [roll22], P: 9, S: [roll23] 10
Snake #7 14AC 15HP H: [roll24], A: [roll25], D: [roll26], P: 12, S: [roll27] 9
Snake #8 14AC 15HP H: [roll28], A: [roll29], D: [roll30], P: 5, S: [roll31] 7

Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR4 (-3) DEX18 (+4) CON11 (+0) INT2 (-4) WIS12 (+1) CHA5 (-3)
Senses Blindsight 10 Ft., passive Perception 11
Challenge 1/8 (25 XP)
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage.

stack
2021-08-26, 07:02 AM
Beorn keeps up his attack, knowing that he isn't doing enough damage fast enough.attack x2
[roll0] [roll1] for [roll2] + [roll3]
[roll4] [roll5] for [roll6] + [roll7]

I have been rolling 1d4+4 instead of +6 for whip damage, forgetting the +2 damage from the base enhancement. Oops. It was right on my sheet but not in my memory.

stack
2021-08-26, 07:03 AM
[roll0][roll1]
[roll2][roll3]

Xihirli
2021-08-26, 07:10 AM
Trellara fired again, then took her mount a good fifty feet away from the massive melee.

Trellara crits for 26 total piercing damage.


Gaks nodded. She thought the web would be insurance, but there was just too much fire. She pointed at the dragon again. "Kac!" And as blood dripped down her hand, which she was now ignoring the pain in as she moved it, cackling magic leapt into the dragon's nostrils.

Web disappears. [roll0] WIS save vs 17 or be prone and incapacitated next turn. As an interesting note, this doesn't stop the dragon from crawling.

DigoDragon
2021-08-26, 10:32 PM
Freya

She dismisses her Faerie Fire spell, and mutters curses at this dragon being so tough against magic. With everyone attacking the creature full force, Freya tries a different spell to incapacitate the beast.

Freya does not maintain concentration on her spell.

She moves 3 squares North, then tries a Blindness spell on the dragon.
Con save (DC 16): [roll0]

Freya then moves 3 squares back south to stay out of the way.

Amnestic
2021-08-27, 05:03 AM
The onslaught at the dragon continues unabated, and it's once again unable to muster a defense against the strikes. Its roars of anger turn into laughter, though only briefly, as its powerful mind snaps Gaks' spell gone almost as soon as it was put into place. Likewise the cloud that Freya descends upon its eyes lasts for a single moment before being overpowered by the dragon, ending the spell before it could do any lasting harm.



https://cdn.discordapp.com/attachments/694162563092578364/880752526805311528/unknown.png

Buncha hits, advantage will do that. Still alive though.

The dragon was blinded and hideously laughing for one turn and then immediately saved against both effects, ending both spells.

Bobthewizard
2021-08-27, 05:23 AM
Zuri (https://www.myth-weavers.com/sheet.html#id=2111362)

The snakes continue their assault, working their way past the scales and biting at the dragon's small, more vulnerable spots - eyes, nostrils, mouth, wings, underside of the tail.

Zuri yells to the dragon again to see if she can keep it down a third time, "Grovel!"


H: To hit, A: advantage, D: damage

Snake #1 14AC 9HP H: [roll0], A: [roll1], D: [roll2]
Snake #2 14AC 9HP H: [roll3], A: [roll4], D: [roll5]
Snake #3 14AC 9HP H: [roll6], A: [roll7], D: [roll8]
Snake #4 14AC 9HP H: [roll9], A: [roll10], D: [roll11]
Snake #5 14AC 9HP H: [roll12], A: [roll13], D: [roll14]
Snake #6 14AC 9HP H: [roll15], A: [roll16], D: [roll17]
Snake #7 14AC 9HP H: [roll18], A: [roll19], D: [roll20]
Snake #8 14AC 9HP H: [roll21], A: [roll22], D: [roll23]

Zuri Casts Command, DC15 WIS save or prone and no action [roll24]

Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR4 (-3) DEX18 (+4) CON11 (+0) INT2 (-4) WIS12 (+1) CHA5 (-3)
Senses Blindsight 10 Ft., passive Perception 11
Challenge 1/8 (25 XP)
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage.

stack
2021-08-27, 07:16 AM
"We need a way to deal with this faster." Beorn grunts as he keeps up his efforts.att x2
[roll0] or [roll1] for [roll2] +[roll3]
[roll4] or [roll5] for [roll6] +[roll7]

Xihirli
2021-08-27, 07:31 AM
Trellara fired again, having trouble finding a good angle with all the chaos.

"This seems to be going well!" Gaks said. "Even if we do not kill the dragon, taking its time away is a victory. Kac!"


Trellara rolls a 22 to deal 8 piercing damage.
[roll0] dragon needs a 17 to not laugh again. I'll do this after everyone else.