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Kriv

There were a number of reasons the Dragonborn noble had dismounted against a primarily mounted enemy. Firstly, a horse with a rider was a priority target, a horse without was a post battle problem. Second, there was plenty that could spook a horse in combat, particularly the fire with which Kriv had an affinity.

Thirdly, it would just slow him down.

He closed the distance with the melee, and seeing a well-equipped but unengaged bandit unleashed fire upon him, making absolutely sure by digging deep into his reserves.


Bonus action Dash via Expeditious retreat, +30ft move. Kriv moves 60ft E towards the melee.
Kriv fire bolt at BW, damage
AJ rolled 1d20+6,2d10 and got 10, 7
Action Surge.
Kriv fire bolt at BW, damage
AJ rolled 1d20+6,2d10 and got 14, 12

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Kriv has led the charge reinforcing those in the eastern portion of the party, and is close enough to start attempting to impact the battle.

Unfortunately, while his pair of fire bolts would have done some damage to the scouts currently in melee with the squishy magic-wielders, the well-armored (and seriously injured) leader has enough armor (AC 18) to deflect the attempted damage. He won't last much longer... but he will last long enough to make an ogre's day a little less enjoyable.

The southern group leader charges forward into melee, finally able to engage his most useful weapon. His mount steers him next to the ogre who has felled two of his men. (Move 50, take Dodge action.). Having readied his sword, he's able to strike immediately upon coming within reach.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 1) slashing damage.

BW Readied melee attack v. Glork
AquaDyne rolled 1d20+3,2d8+1 and got 23, 11


Ouch. That's gotta hurt.

Once his mount stops moving, the leader doesn't let up, swinging twice more at the ogre.

Multiattack. The Bandit makes two melee attacks

BW Poke ogre with pointy thing
AquaDyne rolled 1d20+3,2d8+1 and got 18, 10
AquaDyne rolled 1d20+3,2d8+1 and got 23, 9


Both hits land successfully.

Not a bad first contact with 30 total damage. If only BW can last to land more blows....

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Jaliera

There is a confused mess in this group but she has had a few seconds to work out who to target. She doesn't like that Davroar is being targeted by two opponents and is aware that Sindar is looking hurt. So S2 next to both of them is the target for her arrow and sneak attack.

Jaliera Attack S2
Gypsy rolled 1d20+7,1d6+4,4d6 and got 19, 5, 14


19 to attack, 19 damage.. like that synergy! grin

Then she will move back and hide.

Jaliera Hide
Gypsy rolled 1d20+10 and got 29

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<Bern>

Time to finish off the leader ...

[[ Bern finish off the leader MikeD rolled d20+9,d8+3,d20+9,d8+3 and got 15, 10, 11, 11 ]]


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Jaliera's sneak attack is rather effective in ending the life of her target, leaving yet another independent mount on the battlefield.

Bern's shots against the leader are not quite as effective, as his armor is sufficient to the task, even without his dodging.

Vordana

The halfling doesn't like where she is to the west of everyone else, and spends her movement running in Zhu's direction, Dodging any incoming attacks.

BB

Having successfully dodged Bern's attack, the leader mounts the horse donated to him by BS-N1, and speeds eastward on it, hoping to join into the melee there, since this side of the battlefield isn't letting him do any hacking and slashing!

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Zhu

(OOC - Aqua - See PM.)

She moves east, towards the mass melee and then as she comes into range she uses her Meta magic ability to speed up her casting once more. Targeting the mass of creatures she uses a spell to give her allies various benefits in that combat, then pivoting she casts another Fire Cantrip at the leader who is running across the map.

(OOC - Targeting the center mass of the melee which should allow her to target all of the remaining foes. I think there are 4? If so, she will add the leader's horse and one other of the enemies horses to get to the 6 targets she is allowed.)

Slow
3rd-level (as 3) transmutation
Zhuirentel Elendaril
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turn. On a successful save, the effect ends for it.
DC 15 Wisdom saving throw

Fire Bolt
Cantrip (as 0) evocation
Zhuirentel Elendaril
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Melee Spell Attack: 19 to hit BB, range 120 feet
Hit: 23 fire damage


OOC - Note for Sindar and Davroar, any of the foes who fail their save do not get reactions and and cannot take Opportunity Attacks if you choose to move away.)

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DM

Zhu's Slow spell is rather effective, as all four riders and two of the horses seem to begin moving in slow motion.

BS-S3 mount Wis save DC15
AquaDyne rolled 1d20 and got 8
BW mount Wis save DC15
AquaDyne rolled 1d20 and got 6
BW Wis save DC15
AquaDyne rolled 1d20 and got 6
BS-S5 Wis save DC15
AquaDyne rolled 1d20+1 and got 13
BS-S3 Wis save DC15
AquaDyne rolled 1d20+1 and got 13
BS-S1 Wis save DC15
AquaDyne rolled 1d20+1 and got 6


Her Fire Bolt accurately hits the northern group leader, but bounces off his splint armor, doing no damage (AC 19).

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Zindra
The spellcaster all alone seemed like the most dangerous foe. While the others engaged in hand-to-hand combat, she stuck to her bow and after marking the priest, fired.

Move Hunter's Mark (bonus)
Zindra Longbow to hit, dam, Hunter's Mark vs BP
Neptune rolled 1d20+8,1d8+3,1d6 and got 10, 9, 1


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Zindra's intuition is good. Spellcasters are indeed dangerous and even a minor hit would break the cleric's concentration on the Silence spell, giving Sindar and Davroar more defensive options. Alas, her targeting is not as good as her intuition and the shot misses.

Off to the west side of the battlefield, three dismounted archers remain, and have a singular purpose: eliminating Arus's mount to keep the powerful Triton from joining into the melee on the other side. (OOC: you didn't specify that your mount was using Dodge action but since you didn't use it for Dash or Disengage I'm assuming it.)

BS-N1 Shortbow Attack @ Arus mount @disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 16, 13, 7 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 22, 14, 5 (hit)

BS-N2 Shortbow Attack @ Arus mount @disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 9, 22, 8 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 19, 15, 7 (hit)

BS-N3 Shortbow Attack @ Arus mount @disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 13, 8, 4 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 9, 14, 7 (miss)

The celstial steed is injured, but still stands strong under Arus.

The Bandit scouts are also aware of the danger of spellcasters and the ones who have ridden east continue to focus their attention on Sindar and Davroar, while keeping their distance from Zhu. They ride (move 60+dash) toward the northeast, remaining in range of their squishy targets, letting loose with ranged attacks. Seeing two allies in melee with Sindar and one with a Giant Crab, they reverse that ratio for their targeting, with two archers targeting Davroar and one Sindar.

BS-N4 Shortbow Attack @ Sindar, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 13, 6, 6 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 14, 16, 5 (hit)

BS-N5 Shortbow Attack @ Giant Crab
AquaDyne rolled 1d20+4,1d6+2 and got 18, 5 (hit)
AquaDyne rolled 1d20+4,1d6+2 and got 5, 3 (miss)

BS-N6 Shortbow Attack @ Giant Crab
AquaDyne rolled 1d20+4,1d6+2 and got 20, 8 (hit)
BS-N6 Shortbow Attack @ Davroar
AquaDyne rolled 1d20+4,1d6+2 and got 15, 4 (hit)


Sindar's full effort into dodging keeps at least one arrow from hitting him, but doesn't stop another one which hits him for 5 damage.

Two of the first three arrows shot at the giant crab hit, ending Davroar's wild shape just in time for the last arrow to strike him directly.

Three scouts remain alive of the original six who entered melee combat. While their speed is slowed, they are still effective at the single melee attack. Mounted, they have advantage over medium creatures which works for the one targeting Davroar, but Sindar's dodging cancels out the advantage for the pair attacking him.

BS-S1 Shortsword vs. Sindar
AquaDyne rolled 1d20+4,1d6+2 and got 21, 3 (hit?)


(OOC: Per discussion you can nullify that 3 dam with cutting words but you need to roll an 8 on your 1d8!)
(OOC: 36 dam so far on Sindar, I think 43 is his base?)

BS-S3 Shortsword vs. Davroar
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 14, 10, 5 (miss)

BS-S5 Shortsword vs. Sindar
AquaDyne rolled 1d20+4,1d6+2 and got 6, 4 (miss)


One of the attackers looks like he might have nicked the bard, but it's not obvious as the bards rude gestures might have a slim chance of being a successful distraction.

Davroar looks harder to hit than the crab was.

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Glork

Glork is realing after the attacks from BW. He's in pain. Blood pouring out from his wounds. But he is undeterred. Raising his great club on the human vermin who slashed and stabbed him Glork brings his great club crashing down on BW:

Glork Attack 1
Miales rolled d20+7,d8+12 and got 22, 16


Horses are meat... Glork likes meat...

The second attack is against the horse to the east of Dav and Sindar. Glork want S5 but he needs space. Depending on the result of him hitting that first horse he starts cutting a path to S5. (So next target is the horse to NW)

Glork Attack 2
Miales rolled d20+7,d8+12 and got 12, 16



Glork Bonus Attack
Miales rolled d20+7,d8+12 and got 8, 20

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DM

Glork's first blow effectively eliminates the barbarian, who may have survived without Zhu's helpful slow spell nullifying his parry reaction. Go team.

The ogre also removes the horse keeping Sindar and Davroar from escaping. Their eastward view suddenly becomes more promising, with horseflesh replaced by sweaty, bloody ogreflesh. It's likely these two have never been so happy to see an ogre, and one day the bard will pen an epic song about it.

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Arus

No spell should keep a man chanting for a full ten minutes like the Find Steed spell. But as much as the paladin hates casting it, he does relish having a mount with special qualities.

So Arus decides to demonstrate one of these special qualities for the bandits. Telepathically he commands the warhorse to charge.

[Arus's mount moves 60 feet and attacks BS-N1, hitting with 17 total and inflicting 12 damage, triggering Trampling Hooves.
If BS-N1 fails a DC 14 Str save, he is knocked prone and Arus's mount attacks again with advantage, hitting on 23 but only doing 6 damage]


He thunders across the open range on his mount, ramming into the nearest bandit before leaping from the saddle and plunging with his sword.

[Critical hit on first attack, hit on 16 on second? Either 19 or 30 damage.]

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Sindar

[OOC: Cutting Words as a reaction.... TAKE THAT!
Sindar Cutting Words
Pandemonium rolled 1d8 and got 8]

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DM

The targeted scout is indeed unprepared for the celestial steed's direct hit, the hooves knocking him over.

BS-N1 DC 14 Str save
AquaDyne rolled 1d20+1 and got 7

And he doesn't even get a chance to get up before Arus deals the death blow.

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Davroar

Painful gasp escapes his lungs as the bandit does more damage to him as he looses his crab wild shape.

Now that there is more room now since the riderless horses have moved somewhat, he will transform into a grizzly bear and attempts to strike with his claws the same bandit that attacked him.

Davroar Claw attack as brown bear
Dugan rolled 1d20+5,2d5+4 and got 10, 13

Last edited by Dugan; Tue 20/06/2023 02:44 UTC.
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DM

While he has the opportunity to flee, Davroar's repeated attempt to strike at attackers to keep attention off Sindar is welcome.

Unfortunately, the mounted attacker manages to dodge the bear claws.

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Sindar

Seeing his opportunity, he steps away from his fight and moves 30 feet away from the knot of combatants.

He concentrates on the one who threw silence on him and tries to reciprocate. He said a few words in Ancient Elvish and called forth the man's deepest nightmares.

[OOC: Well, the measurement tool says I am 120 from BP, the fool that cast the silence spell in the first place. Since Sindar knows where he is, time to let him meet my little friend.
Phantasmal Killer on BP Wisdom DC 15 Damage 22, Since I don't know he is a priest, this makes sense, even though tactically not the best choice.
Sindar Phantasmal Killer Damage
Pandemonium rolled 4d10 and got 22
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.]

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DM

The cleric who has been maintaining the Silence spell is suddenly frightened of the battle!

BP Wisdom save DC15
AquaDyne rolled 1d20+3 and got 6


Not only is he frightened, but the 22 damage exactly matches his 22 hit points, and he is, literally, scared to death.

All the combatants in the close-in melee (at this point Glork and Davroar) can suddenly hear again -- and be heard.

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Glork

On the east side of the battlefield the combatants are serenaded by the blood curdling roars of a wounded Ogre. With bad breath... very very stinky breath.... I mean savings throw worthy breath...

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How quickly the tide of a battle can change.

Only fraction of a minute ago, the party was outnumbered, two of their magic-wielders effectively neutralized, and some powerful melee combatants bearing down on their warriors.

But now, the mages are freed, the Bandits' own mage has collapsed, unconscious, their second-best melee fighter is dead at the hands of an ogre (but at a price made clear by Glork's cries) and their strongest melee fighter has yet to land a blow. Half of the attacking archers are dead.

One would think all that was left was to kill or run off the remaining attackers.

But one would be wrong.

[Linked Image from i.ibb.co]The bright noon sun is suddenly dimmed. Those looking up see an enormous avian creature flying over their heads, blocking out the sun. Its wingspan is about 200 feet. And it's flying only about 100 feet above the party at an impressive speed (OOC: fly speed 120+Dash)

But the party's view of the bird, and for much of the party, of each other, is abruptly blocked. A cloud suddenly obscures visibility over much of the party and their opponents.

Fog Cloud (as 6th level)

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.


[Linked Image from i.ibb.co]

OOC: Initiative order is now mostly irrelevant. Everyone feel free to take one turn's worth of actions if you like, or just RP a reaction. Those inside the white circle are effectively blinded. Those outside can't see anyone inside it.

A heavily obscured area doesn’t blind you, but you are effectively blinded when you try to see something obscured by it. A creature effectively suffers from the blinded condition when trying to see something in that area.

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Glork

Glork Smashes the nearest thing to him between him and the thing he wanted to kill.. S5

Glork Foggy attack 1
Miales rolled d20+7,d20+7,d8+12 and got 15, 19, 15


So first at the horse was 15

Glork Foggy attack 2
Miales rolled d20+7,d20+7,d8+12 and got 15, 10, 17


Second a 10

Might be a horse... hope it is a horse. Lord help me if it is Dav.

OOC: He's an Ogre... 5 intelligence... and hurt... in a rage... he is just smashing... whatever it is... even if it is his toe.

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Jaliera

What the...?

Firstly she had seen the large 'bird', wondering what new threat this posed. Now she can't see anything! Not at all what she expected.

Trying to stay hidden (and quiet).. not exactly difficult in this fog.. she remains crouched low and continues to move back, away from her cmpanions, testing how widespread this mist is.

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<Bern>

He looks around for something to shoot ...

[[ not sure if he can see any of the bad guys or not ]]


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Originally Posted by MikeD
<Bern>

He looks around for something to shoot ...

[[ not sure if he can see any of the bad guys or not ]]
Bern can see and is in range of the two surviving scouts in the northwest area. Between him and Arus they're probably easily dispatched, although it looks like they're turning tail and running away...

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<Bern>

He has no interest in killing someone that is trying to leave the fight. He will keep an eye on them and their progress while he continues to look for those that are not as smart and want to die.


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