4. Another day, another hike
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I will Help our navigator by checking my bearings and suggesting,
I think we were headed this direction.
"Let's go! Lead the way." She says.
Did not intend to do anything else anyway.
Did not intend to do anything else anyway.
@Anne I finish the story I begins. I had a few exceptions, but we stopped with the consentement of all players present.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Come on. Before the snow covers the path.
He starts the trek.
I need the post of everyone else, giving e the order of march.
Order of march so far : 1-Wyce 2-Gimdrus 3-Anne 4-Elias 5-Nog
@KirinOfDarkness are you still around ? I was waiting for you position.
Rolls
Perception Check - (1d20+3)
(10) + 3 = 13
Rolls
Perception (advantage) - (2d20H1+3)
(91) + 3 = 12
Rolls
Stealth (advantage) - (2d20H1+4)
(11) + 4 = 5
I send a Fire Bolt at the farthest one so the others can watch it go past.
Hot coal for your stocking!
The bolt reach the last Crueltide Elf who is screaming from shock.
Rolls
fire bolt atk - (d20+5)
(13) + 5 = 18
dmg - (d10)
(4) = 4
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Rolls
Moonbeam Radiant damage - (2d10)
(510) = 15
Radiant damage - (2d10)
(410) = 14
Radiant damage - (2d10)
(31) = 4
Radiant damage - (2d10)
(106) = 16
Radiant damage - (2d10)
(24) = 6
Radiant damage - (2d10)
(85) = 13
Crueltide Elf 2 and 6 receives half damage
Their Init is 9, I need initiative from every one.
Rolls
Constitution check - (1d20+1)
(4) + 1 = 5
Constitution check - (1d20+1)
(16) + 1 = 17
Constitution check - (1d20+1)
(2) + 1 = 3
Constitution check - (1d20+1)
(6) + 1 = 7
Constitution check - (1d20+1)
(7) + 1 = 8
Constitution check - (1d20+1)
(18) + 1 = 19
Order in Path : 1-Wyce 2-Gimdrus 3-Anne 4-Elias 5-Nog
Order of Initiative : Elias 16, Wyce 10, Anne 9, Crueltide Elves 1-6, Gimdrus 8
Nog initiative is missing. You may start attack (Elias, Wyce & Anne)
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Rolls
Longbow - Attack - (1d20+7)
(15) + 7 = 22
Longbow - Damage - (1d8+5)
(6) + 5 = 11
Hunters Mark - (1d6)
(4) = 4
Rolls
atk - (d20+5)
(1) + 5 = 6
dmg - (d10)
(10) = 10
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Items
Rolls
Heat metal fire damage - (2d8)
(88) = 16
Order of Initiative : Elias 16, Wyce 10, Anne 9, Crueltide Elves 2 3 5 6, Gimdrus 8, Nog
Elias cast Hunter's Mark and shoot an arrow to Crueltide Elf 4, who drops dead.
Wyce try to hit one elf with a fire bolt, but must have been distracted by his companions for h missed the target by several feet.

Crueltide Elf 2 : Seems to rewind something and drop it in te middle of the road, it looks like a tiny soldier with a crossbow.
Crueltide Elf 3 : Is preparing a snow ball
Crueltide Elf 5 : Uses a toy cross bow against Elias, but miss his shot.
Crueltide Elf 6 : Begins to turn away and go up th path, possibly to warn his friends.
Rolls
Rider red bee-bee crossbow to hit (disadvantage) AC19 - (2d20L1+4)
(44) + 4 = 8
Wyce, would you?
How far do you go ? you're about 60 feet from them. You may move your speed 25 feet and do an action (including a dash: second movement action).
Order of Initiative : Elias 16, Wyce 10, Anne 9, Crueltide Elves 2 3 5 6, Gimdrus 8, Nog
Two elves are dead and the last one is running away.
New round
Order of Initiative : Elias 16, Wyce 10, Anne 9, Crueltide Elves 2 3 5 6, Gimdrus 8, Nog
Two elves are dead and the last one is running away.
New round
@Anne I understand you let the last crueltide elf go, but for now there are still 4 of them.
Rolls
Atk - (D20+5)
(4) + 5 = 9
Fire dmg - (D10)
(7) = 7
Rolls
Moonbeam Radiant damage - (2d8)
(71) = 8
Rolls
Javelin to hit - (1d20+6)
(6) + 6 = 12
Javelin damage (rage) - (1d6+6)
(5) + 6 = 11
@Gimdrus, since you act after the crueltide elves, I will do your action after they acts.
[ooc]I think Moonbeam works like Flaming Sphere. You cast it once and can move it around for a few turns.
And this is what it says in the text of it " On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. If the creatures gets into the beam for the first time or end their turn in it, they must make a con save or take 2d10 radiant damage." So having already casted the spell so I can use my action to move it and it lasts for 1 minute which is 10 rounds of combat.
YullyBear
If you want we can cancel your spell last round, keeping concentration on this one for the current one.
You loose concentration if you cast a spell requiring concentration (p.203 Player's Handbook). Been a nice G.K. I propose you to keep Moon Beam if we delete last round action; or to keep last round action (Heat Metal) but you cannot then cast Moon Beam.
Rolls
Longbow - Attack - (1d20+7)
(3) + 7 = 10
Longbow - Damage - (1d8+5)
(6) + 5 = 11
Hunters Mark - (1d6)
(2) = 2
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell
attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose.
Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Rolls
Mace hit - (1d20+5)
(1) + 5 = 6
Mace damage - (1d6+3)
(2) + 3 = 5
Spiritual Weapon hit - (1d20+6)
(15) + 6 = 21
Spiritual Weapon damage - (1d8+6)
(4) + 6 = 10
Round 2 :
Elias move the mark to Cruelty Elf 3 and hit him hard with an arrow. Wyca moves but miss his attack.
Anne cast Entangle all elfes are taken in wines except Crueltide elf 2.
Order in Path : Grimdus (+30'), Nog(+35'), Wyce(+40'), Anne(+65') Elias(+70')
Order of Initiative : Elias 16, Wyce 10, Anne 9, Crueltide Elves 2(-60) 3*(0') 5*(-5') 6(-70'), Gimdrus(34/38) 8, Nog

Cruelty Elf 3 throws his snow ball to Grimdus, mow barely in range and succeeds in hurting Grimdus with iron shards hidden inside the snowball.
Cruelty Elf 5 Fire his toy crossbow at Grimdus but misses
Cruelty Elf 6 tries to disentangle and succeeds
Rolls
Strength save - (1d20-1)
(19) - 1 = 18
Strength save - (1d20-1)
(8) - 1 = 7
Strength save - (1d20-1)
(11) - 1 = 10
Strength save - (1d20-1)
(3) - 1 = 2
Snow wrapped caltrop to hit (disadvantage) - (2d20L1+4)
(1914) + 4 = 18
Snow wrapped caltrop damage - (1d4+2)
(2) + 2 = 4
Rider red bee-bee crossbow to hit (disadvantage) - (2d20L1+4)
(910) + 4 = 13
Strength save - (1d20-1)
(18) - 1 = 17
Gimdrus advances a little and throw the spear t Cruelty Elf 3, but not been a very model of a Major General he may have mixed up a mauser riffle with a javeline or vice-versa and missed.
Rolls
Spiritual Weapon- Hit - (1d20+6)
(12) + 6 = 18
Spiritual Weapon Damage - (1d8+6)
(3) + 6 = 9
Rolls
Fire bolt - (D20+5)
(17) + 5 = 22
Fire dmg - (D10)
(5) = 5
7...5....2...0-...2..34...6.7
0...0....5...5-...0..50...0.0
Caracters (2 3 5 6 = Cueltide Elves,
Gimtus, Nog, Wyce, Anne, Elias
.........5
6...2.............G..NW...A.E
.............3
Noh spiritual Hammer killed cruelty elf 3 who just launched a snowball.
Order in Path : Nog(+5'), Grimdus (+20'), Wyce(+40'), Anne(+65') Elias(+70')
Order of Initiative : Elias 16, Wyce 10, Anne 9, Crueltide Elves 2(-60) 5*(-5') 6(-70'), Gimdrus(34/38) 8, Nog
Distance
7...5....2....-0..2...4...6.7
0...0....5....-5..0...0...0.0
Caracters (2 5 6 = Cueltide Elves,
Gimtus, Nog, Wyce, Anne, Elias
.........5
6...2.........]N..G...W...A.E
Rolls
Longbow - Attack - (1d20+7)
(20) + 7 = 27
Longbow - Damage - (1d8+5)
(5) + 5 = 10
Hunters Mark - (1d6)
(2) = 2
Critical Damage - (1d8, 1d6)
1d8 : (1) = 1
1d6 : (3) = 3
Anne advances but stay concentrated on the entanglement.

Rolls
Strength save - (1d20-1)
(8) - 1 = 7
Strength save - (1d20-1)
(13) - 1 = 12
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Spiritual Weapon- Hit - (1d20+6)
(9) + 6 = 15
Spiritual Weapon Damage - (1d8+6)
(8) + 6 = 14
Sacred Flame Dmg - Dex DC 14 - (1d8)
(1) = 1
Rolls
Javelin to hit (advantage) - (2d20H1+6)
(42) + 6 = 10
Javelin damage (rage) - (1d6+6)
(1) + 6 = 7
Seeing the result Anne stops her spell, the plants withers revealing 6 bodies.
You find
1- a toy crossbow, a toy soldier and a very small oven big enough to fit a coin
2- a bee-bee crossbow, 2 snowballs, a Wendy Doll porcelain doll with a button at the back
3- a snowball, 2 small ovens, a bee-bee crossbow
4- a toy soldier and a bee-bee crossbow
5- a snowball, a toy soldier, a bee-bee crossbow
6- a Wendy Doll
The cruelty elves do not have anything else of interest on them. From their position it is clear they were protecting the path that winds up in the mountain.
how about try talk next time we meet those pity goblins
Anyhow I think we keep going not turn back, right?
I was in in front but since I have a ranged spell I will follow you Gimdrus.
I stop here, this is really too dangerous for me, and I hate these creatures. Good luck !
The already narrow path up the side of Mount Strumpet thins even further and falls away until it is little more than a stone beam no wider than six inches against the cliffside. It runs for more than fifty feet before the path broadens again to anything even remotely resembling a safe ledge. This narrow crossing, combined with wind and newly fallen snow settling on already slick rock, will not be easy to cross. A few small stones blow down from higher up the mountain and tumble to the jagged rocks more than a hundred feet below.
The already narrow path up the side of Mount Strumpet thins even further and falls away until it is little more than a stone beam no wider than six inches against the cliffside. It runs for more than fifty feet before the path broadens again to anything even remotely resembling a safe ledge. This narrow crossing, combined with wind and newly fallen snow settling on already slick rock, will not be easy to cross. A few small stones blow down from higher up the mountain and tumble to the jagged rocks more than a hundred feet below.
Out of frustration I hurl a fire bolt to the wider path beyond the narrow ledge.
That's where we need to be. There must be a safer way to get there.
This might take a while he says as he prepares the ritual But it better than possibly slipping
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Wendy Doll porcelain doll with a button at the back
Wish you good luck assuming my PC is dead.
He would like to take the small oven and the doll. Put them in front of each other an press the button.
As a rule if I give you a warning because I think an action may be dangerous or ill advise, the action you do is cancelled unless you confirm it. So do not hesitate to correct your post; but I may consider your character is thinking about it and decide he is looking for such an option.
Could you also confirm nothing happened when Gumdrus push the doll button as I've described earlier.
Gimdrus keep playing with toys and snowballs and try to understand the purpose of the items we found: are they indeed children toys, do they have other meaning?
Maybe those are wrong goblins. We found no metal with them. Are we sure this is the only path?
Gimdrus suggest party to try to go back and look for other paths, if none - then prepare an ambush and wait for goblins in the ambush. After all they promised to visit town every night, so they may be doing another ride soon.
Rolls
Investigation - (1d20+0)
(4) = 4
And it would be a good idea to send me all your inits.
Rolls
Choice victim Wyce, Gomdrus, Nog Elias - (1d4)
(4) = 4
Rolls
Dex - Save - (1d20+7)
(3) + 7 = 10
Wyce, Gimdrus and Nog you may act, but you need a Dexterity save DC 14, to avoid been prone.
Rolls
Dashing Gore to hit (advantage) - (2d20H1+5)
(11) + 5 = 6
Fire Breath damage - (5d6)
(25252) = 16
Fire Breath damage - (5d6)
(64544) = 23
1. What is the reason for dex save to get prone? i.e. does barbarian Danger Sense apply? I will assume yes and roll with accordingly but feel free to ignore second dice
Rolls
Dexterity save (advantage) - (2d20H1+2)
(1914) + 2 = 21
The dexterity save is for you to be able to move normally, it is similar to an entanglement, so it does not fall on barbarian danger sense for it is not something that surprise and attack you, it is rather trying to find a way to not walk, or get stuck, in the gooey stuff.
Now I believe my PC could make his turn as normal and could reach enemy for attacks as action and bonus action
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Rolls
Handaxe +1 to hit (advantage) - (2d20H1+7)
(1510) + 7 = 22
Handaxe +1 damage - (1d6+5)
(5) + 5 = 10
Handaxe +1 to hit (advantage) - (2d20H1+7)
(144) + 7 = 21
Handaxe +1 damage - (1d6+5)
(1) + 5 = 6
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Sacred Flame dmg - DC 14 - (1d8)
(7) = 7
And react with Absorb Elements to halve the damage again and take only 6 dmg.
Second Dex save to be able to act.
Stuck. No action.
Rolls
Dex - (D20+0)
(19) = 19
Avoid goo - (D20+0)
(9) = 9
Waiting for Elias dexterity saving throw.
Gimdrus is able to move a step and lands 2 attacks hurting the reindeer (-16 hp)
Nog send a heat wave on the reindeer, it eems the animal sense the spell coming and avoids its effect.
Elias you can tell e your next action, I will compute it afte Wyce answers.
Rolls
Dexterity save - (1d20+3)
(16) + 3 = 19
Rolls
Longbow - Damage - (1d8+5)
(4) + 5 = 9
Longbow (disadvantage) - Attack - (2d20L1+7)
(1515) + 7 = 22
Rolls
attack - ((2d20L1)+6)
(114) + 6 = 10
Gimdrus hit strong the reindeer which winces
Nog heat radiance is easily avoided by the animal.
Round 2 :
Elias take a step back to be out of melee and send an arrow which hit the reindeer (-9 hp).
Rolls
Bite to hit - (1d20+5)
(9) + 5 = 14
Rolls
Handaxe +1 to hit (advantage) - (2d20H1+7)
(1120) + 7 = 27
Handaxe +1 damage - (1d6+5)
(6) + 5 = 11
Handaxe +1 to hit (advantage) - (2d20H1+7)
(185) + 7 = 25
Handaxe +1 damage - (1d6+5)
(2) + 5 = 7
Extra damage of critical hit - (1d6)
(3) = 3
Would like to hear Nog opinion though.
Gimdrus suggest party to try to go back and look for other paths, if none - then prepare an ambush and wait for goblins in the ambush. After all they promised to visit town every night, so they may be doing another ride soon.