What have you all been doing during the journey?
Chapter 02: On the Road
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What have you all been doing during the journey?
Plus... war is boring. Well, not all of it of course. Actually fighting for your life and the lives of those around you is anything but. However... there tended to be long periods of downtime, between those life or death battles... and that got boring.
Acolyte was very experienced at simply being.
Often he stood, but in this case he simply sat and watched the road pass him by.
She asked lots of questions about horses, both hers and others, even those pulling the cart. Charm thought it would be wonderful to have a horse of her own when she got rich and she needed to know how to take care of them, to brush them, to check their hooves, even to saddle them though they hadn't let her saddle one herself yet. They would knee the horse in the stomach when saddling it which seemed really mean though they said they had to or the girth would be too loose and the saddle would slip. Wonder how they could like it if someone did that to them.
But now she was tired and her butt was really sore. She tried standing first on one stirrup then the other but it didn't help much. Nor did using an extra blanket. And the snake person was trying to be nice but the thought of it creeping its thoughts inside her head gave her the ick.
When will we get there? she asked again.
If we need a particular mundane item, I can forge it. I need only sacrifice the gold value to do it.
Those goodberries look tasty, Shem. I require no food, but if I did, I’m sure I’d enjoy them.
He remembered years of eating nothing but bland yet nutritious food conjured by priests daily. There was no agriculture in the ruins and wastes where his people lived and prayed to the Flame, so the shock of eating real food and tasting wine was almost fatal to his taste buds once Eryx reached so-called civilization. His habit now was to keep the day's goodberry until night, eating it as a treat before going to bed or going on watch.
And oddly... there's no noise. No chirp of bird or chitter of rodent, nor buzz of insect.
Those of you who fought in the war get a familiar feeling, as your old soldier's senses scream that this would be the perfect spot for an ambush.
Then Rivet, you see it ahead, the glint of sunlight on metal. Someone's hiding in the trees to the east of you.
Riv raises a metal fist. Then looking at his friends, he points to the trees. And holds up a single finger.
Three more hobgoblins appear some thirty feet to the right taking cover in the trees, with longbows ready to shoot. Another two archers appear in the trees to the left. Finally, a giant infernal looking mastiff bounds out of the brush to the rear of the cart, facing Shem.
Initiative time!
Rolls
Eryx Anguis: Initiative - (1d20+3)
(9) + 3 = 12
Charm: Initiative - (1d20+5)
(16) + 5 = 21
Jyn: Initiative: - (1d20+6)
(3) + 6 = 9
Acolyte (2024): Aurora: Acolyte (2024): Acolyte (2024): Jyn: Aurora: Acolyte (2024): Initiative: - (1d20+0)
(20) = 20
Aurora: Initiative - (1d20+5)
(14) + 5 = 19
Shem: Initiative - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (7) + 4 = 11
Rivet: Initiative - (1d20+2)
(6) + 2 = 8
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Charm
Acolyte
Aurora
Hobgoblins
Shem
Hell Hound
Eryx
Doom Hand Cleric
Jyn
Rivet
Hobgoblin Bladebearer
Charm is first followed by Acolyte.
If you ever want to translate her R'lyehian, I'm just using a simple English to Basque translator. The current spell words for Hunger of Hadar translate as "I've got a lovely bunch of tentacles." fwiw
Garro sorta eder bat daukat,
and the darkness appears to spill forth past the warforged at the front of the party, leaving a cold chill behind it, and surrounding the 2 ranks of hobgoblins. AT the borders of the darkness, hints of wet pale tentacles wave and slap with a sussuration of soft slurping sounds that sensitive people in the group might wake up hearing in their nightmares.
The sphere prioritizes covering all 6 hobgoblins. Once that is done, it centers on them left to right but ends shortly behind the furthest away hobgoblin extending toward the front rank of the party but without engulfing Rivet and Acolyte. Within it, the ground becomes difficult terrain and all within are blinded. Even magical light is blocked.
Rolls
Hunger of Hadar: Cold damage to anyone in the 20'radius (40'diameter) sphere of its effect - (2d6)
(46) = 10
Hunger of Hadar: Dex Save or Acid damage to anyone who ends their turn in the radius of the spell - (2d6)
(33) = 6
Acolyte it's your go, followed by Aurora.
Initiative Order
Acolyte
Aurora
Hobgoblins
Shem
Hell Hound
Eryx
Doom Hand Cleric
Jyn
Rivet
Hobgoblin Bladebearer
Rolls
Sacred Flame - (2d8)
(21) = 3
Rolls
Secret Roll
Aurora
Hobgoblins
Shem
Hell Hound
Eryx
Doom Hand Cleric
Jyn
Rivet
Hobgoblin Bladebearer
It's Aurora's turn, then go the Hobgoblins.
The pack of hobgoblins in the globe of darkness all shout and scream as the unnatural cold seeps into their bones. They disengage from Rivet and begin to back away up the bend in the road. Unfortunately not all of them make it out of the sphere before two of them suffer deadly acid burns and drop to the ground, unconscious and dying.
Two of the hobgoblin archers take aim at Charm, while the other three on the other side of the road shoot at Acolyte. Charm is pinioned with two arrows, taking 13 points of damage. Acolyte is hit by one arrow, taking 3 points of damage.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Shem
Hell Hound
Eryx
Doom Hand Cleric
Jyn
Rivet
Hobgoblin Bladebearer
Shem it's your go followed by the Hell Hound.
Rolls
To-hit with bow - (2d20h1+8)
(116) + 8 = 19
Damage on hit. (Normal + Sneak + Assassin) - (1d6+5+3d6+5)
(5) + (426) + 10 = 27
Rolls
Secret Roll
Eryx
Doom Hand Cleric
Jyn
Rivet
Hobgoblin Bladebearer
Eryx is up to bat, with the Doom Hand Cleric on deck.
Rolls
Save v. Bad Breath - (1d20+2)
(19) + 2 = 21
Rolls
Dex - Save - (1d20-1)
(2) - 1 = 1
Rolling one in case, but figured I'd ask.
Rolls
DEX Save - (1d20)
(18) = 18
Rolls
Dex save - (1d20+3)
(7) + 3 = 10
Rolls
Reflex save - (D20+7)
(18) + 7 = 25
Staunch this, your flesh, True Flame, he thought, invoking healing energies to wash over and through him.
With only a look and a thought, Eryx sent a psionic spike at the evil cleric, undoubtedly the leader of this war band, then dismounted!
Bonus Action: Arcane Vigor. Rolling 2 unexpended Hit Point Dice to regain a number of Hit Points equal to the roll’s total plus my spellcasting ability modifier / 4. Those dice are then expended.
Action: Mind Sliver vs Doom Hand Cleric. DC 17 Intelligence saving throw or take 2d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of my next turn.
If the Cleric isn't a viable target, I'll attack one of the archers who hit Charm.
Move: Dismount the possibly horribly burned horse. :(
Rolls
Arcane Vigor healing - (2d6+4)
(33) + 4 = 10
Mind Sliver psionic damage, next saving throw reduction - (2d6, 1d4)
2d6 : (55) = 10
1d4 : (3) = 3
The Doom Hand Cleric clutches his head as Eryx spell takes hold of him. He stumbles forward, then regains his composure and casts a spell of his own. A cloud of demonic spirits gathers around him, howling with intensity. He walks towards the cart.
Rivet, make a DC 13 WIS save. If you fail you take 14 points of necrotic damage, 7 if you pass.
Rolls
Secret Roll
Secret Roll
Jyn
Rivet
Hobgoblin Bladebearer
Jyn it's your turn, then Rivet.
Initiative Order
Rivet
Hobgoblin Bladebearer
Rivet it's your go, then the Bladebearer.
Riv takes a couple horrible strikes of malign magic!
Riv spies the doom cleric moving towards the cart. Targeting his evil counterpart, our metallic priestly fellow charges the doom cleric and swings his mace! And then, within moments, a Shield of Faith envelopes our metallic fellow!
Rolls
Mace - Attack - (1d20+6)
(20) + 6 = 26
Mace - Damage - (1d6+3)
(3) + 3 = 6
Crit happens - (1d6+3)
(3) + 3 = 6
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Attack (Warhammer) - (1d20+5)
(7) + 5 = 12
Damage (Bludgeoning) - (1d8+4)
(5) + 4 = 9
Attack (Warhammer) - (1d20+5)
(10) + 5 = 15
Damage (Bludgeoning) - (1d8+4)
(2) + 4 = 6
Rolls
Concentration to maintain Hunger of Hadar - (1d20+3)
(7) + 3 = 10
Eldritch Blast (with agonizing and repelling incantations) ignoring 1/2 and 3/4 cover. - (1d20+7)
(20) + 7 = 27
Damage from EB flavored as tentacle, plus Doom Hand must make STR save v. DC 17 or pushed 10' back - (1d10+4)
(6) + 4 = 10
Eldritch Blast (with agonizing and repelling incantations) ignoring 1/2 and 3/4 cover. - (1d20+7)
(17) + 7 = 24
Damage from EB flavored as tentacle, plus Doom Hand must make STR save v. DC 17 or pushed 10' back - (1d10+4)
(10) + 4 = 14
Using Heroic Advantage (human) on Concentration roll - (1d20+3)
(16) + 3 = 19
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Secret Roll
Secret Roll
Rolls
Secret Roll
Secret Roll
I said dmg UNLESS he saves, but I think he takes the additional smite dmg ON START of his turn and THEN takes the saving throw to try ending the spell. Sry for any confusion .
Rolls
Mace - Attack - (1d20+6)
(19) + 6 = 25
Mace - Damage - (1d6+3)
(4) + 3 = 7
Searing Smite - (2d6)
(13) = 4
Smite on his turn unless he saves - (2d6)
(34) = 7
- Attack hellhound with shortbow with advantage due to mastery of shortbow's Vex quality
- Sneak attack damage possible due to advantage
- If normal movement gets him to the trees, he will use his Cunning Action to hide. If not, he'll use his Cunning Action to Dash and just try to take cover.
Edit: Crit! Is it still double weapond dice in 5.5?
Add crit sneak attack damage
Rolls
Dex save - (d20+7)
(13) + 7 = 20
Shortbow attack - (2d20h1+8)
(205) + 8 = 28
damage w/sneak attack - (4d6+5)
(1643) + 5 = 19
Hide (if possible) - (d20+10)
(8) + 10 = 18
Critical hit damage - (d6)
(6) = 6
Crit sneak attack damage - (3d6)
(365) = 14
Edit: Crit! Is it still double weapond dice in 5.5?
[/ooc]
"Go back to the shadow!" Eryx spat at the hellhound before subtly turning his attention to the two archers. Without word or gesture on his part, a sphere of hungry outer darkness manifested around and slurped at them!
Eryx crouched down and tried to find some cover before he expired.
Spending 1 metamagic point to subtly cast Hunger of Hadar on the two archers.
A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for up to 1 minute. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a DC 17 Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Rolls
Dex save - (1d20+3)
(5) + 3 = 8
Cold damage - (2d6)
(53) = 8
Acid damage - (2d6)
(11) = 2
Round Three! Acolyte, Aurora and Charm go first! The Bladebearer and Doom Hand Cleric still stand in the front of the party, and the Cleric is severely wounded. Meanwhile Hobgoblins F, G and H are engaged in melee with Acolyte in the trees to the right.
An otherwordly darkness not her own opens next to Twilight Sparkle. Undeterred, the being that inhabits Charm keeps herself in cover, looking through the quasit's eyes and twisted words from that location again target the Doom Hand Cleric with tentacle strikes, again trying to drive it back into the hungry darkness behind it.
Rolls
Eldritch Blast reflavored as tentacles - (1d20+7)
(4) + 7 = 11
Damage, STR save v. DC 16 or be driven back 10' - (1d10+4)
(7) + 4 = 11
Eldritch Blast reflavored as tentacles - (1d20+7)
(3) + 7 = 10
Damage, STR save v. DC 16 or be driven back 10' - (1d10+4)
(8) + 4 = 12
Acolyte speaks a few words to channel a little something he picked up from his own studies into the arcane, and swings his hammer at the closest hobgoblin.
Rolls
Attack (Booming Blade) - (1d20+5)
(5) + 5 = 10
Damage (Bludgeoning, Magic) - (1d8+4+1d8)
(4) + (8) + 4 = 16
Damage (If It Moves) - (2d8)
(81) = 9