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ooc: No. The 120 is the double move. All the movement rates were for everyone charging into the fray using a "dash". So when regular moves are needed, halve the movements. Kriv has used 2 rounds of his ability. Kriv has been using a move-move-move (expeditious retreat) and can do a dash as a bonus action for 10 minutes. Hence the move 90. His normal move is 30.


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(OOC - OK)

Zhu

Ignoring the lone, unhorsed barbarian for now, she rides her horse forwards, no longer concerned about Sindar and the wagon. (I moved her to just SW of Jaliera on the roadway, but cannot move her horse so please place the horse beneath her <g>)

Once there she focuses her Sorcerous abilities and gestures in two separate directions.

(OOC - First, casting Slow at the group of 3 riders, and their mounts, furthest West, near the hill:

DC 16 Wisdom saves or:

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.

She is using 2 Sorcery points to change the casting to a Bonus Action, then she is using her Action to Cast the Firebolt Cantrip at the lone Elk closest to Jaliera:

Zhu Firebolt
Zeim rolled d20+9 and got 29 Crit!

Zhu Firebolt Crit Damage
Zeim rolled 4d10 and got 23

Last edited by Zeim; Sat 27/06/2026 16:14 UTC.
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OOC: Reminder: Zindra, Zhu, Jaliera have Bless cast on them. Doesn't look like Zhu needed it but it's there!

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ooc: You may want to change your target. That lone elk is Aubric's spiritual weapon in the form of an elk. I'll change the token to something less confusing smile

update... and I have made the change. BTW, if you zoom in to a target they have "names" like e10 or b4. Please help me by identifying your targets. And if you can't see them, let me know.

DM
Zhu tries to slow three elks and their riders and succeeds in doing so for two of the pairs. One elk and it's rider are unaffected.

ooc: That works out smile

TW2,TW4,TW6.E2,E4,E6 Wisdom saves DC 16 vs slow
Neptune rolled 1d20,1d20,1d20,1d20,1d20,1d20 and got 19, 11, 5, 16, 9, 1

Last edited by Neptune; Sat 27/06/2026 21:54 UTC. Reason: Changes spiritual weapon token

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(OOC - Can't see the names? As for target, if any of the Elk save versus the slow then she'll target it. Otherwise, she'll go for the Westernmost Elk of the next set of three just to the right of the ones she cast Slow on. I'll give you names once I can see them.)

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ooc: spiritual weapon meant to confuse the enemy, confuses allies. Hahaha.

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[ooc: Davroar STR save
Dugan rolled 1d20 and got 11 ]

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ooc: Davroar takes 9 points of damage and is knocked prone.

Names should now be visible.

Pavel's turn and then all the tribal warriors!


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(OOC - Don't forget to apply the 23 points of damage to E2 since it saved from the Slow.)

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OOC: Ooops. Killed that elk. Rider TW2 falls prone.
TW2 Dex save
Neptune rolled 1d20 and got 5



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Pavel

He Continues riding towards the main force now that the flankers were nearly stopped. Keeping pace with Zhu


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DM

Zhu's slow spell prevents most of the elk-riders from reaching the bulk of the party. The slowed elk skirt around Aubric's spiritual elk weapon fearing it's magic. It does not deter them as they have apparently been urged on by a leader and look at it as a foe to avoid rather than attack. But they do not get too far and end up not far from the spiritual weapon.

The elk whose rider was slain by Zindra continues it's charge directly at Jaliera and Meadow, it's antlers down as it strikes Meadow. The antlers bury deep into the steed's neck. The horse buckles under the assault, dead almost instantly, knocking Jaliera to the ground. The elk looks at Jaliera and she realizes that with it's next attack it aims to kill her.

elk charges Meadow
Neptune rolled 1d20+5,3d6+3 and got 19, 17

Jaliera needs to make a dex save (DC 13) to land on her feet or be knocked prone


The two riders that were with that elk followed it around the spiritual elk and have their spears in hand. They were too far away from targets to strike now but when they get a chance, they have Zhu, Aubric and Pavel all within their sights.

Three elk riders that were in the back of the charging hoard break off to attack Zindra. Two slow their elk and hurl spears at her while one charges his elk right at the prone ranger. The two elk riders that stopped their rides hurl spears at the downed ranger. She turns out to be an easy target. Both spears find holes in her armor and then she is gored by the elk and blood starts to pour from her chest.

Three other elk riders ride towards Davroar while the wild-eyed barbarian with the greataxe standing over the him. The trio hurl their spears at the druid but two of them were too far away to get a good shot. They miss but the third, riding slightly ahead of his allies strikes the druid with his spear.

Most of the rest of the barbarians drive their elk into the forest towards where the wagon entered through the trees.

TW20,TW29 Hurl spears at Zindra (with disadvantage)
Neptune rolled 1d20+3,1d20+3,1d6+1,1d20+3,1d20+3,1d6+1 and got 15, 22, 5, 15, 19, 3

E21 Charges Zindra, who is prone (advantage)
Neptune rolled 1d20+5,1d20+5,3d6+3 and got 25, 21, 17 - CRIT!
Crit damage
Neptune rolled 3d6 and got 13
Zindra takes a total of 38 points of damage
(Why can't I roll like this when I'm a player???)

TW14,TW15 Hurl spears at Davroar (disadvantage - long range)
Neptune rolled 1d20+3,1d20+3,1d6+1,1d20+3,1d20+3,1d6+1 and got 16, 12, 5, 9, 9, 7
TW16 Hurl spears at Davroar
Neptune rolled 1d20+3,1d6+1 and got 19, 6
TW14 and TW15 are 25 ft away - long range for a spear. TW16 is 20 ft away.

Jaliera is up now. Remember that if failed your save that you're prone, you'll need to use half your move to stand. Then Sindar and Davroar go. I think we can deal with all 3 simultaneously. Take your actions.
A birds-eye view of the battlefield is attached but use Roll20. It's much easier to see things.

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Jaliera Dex save
Gypsy rolled 1d20+4 and got 17


Jaliera

She feels Meadow collapse under her and her heart lurches. She knows though that she has to move beyond her pain as her own survival is on the edge. Whether or not she can do anything for Meadow, she knows she can't if she is killed herself.

Pushing away her sorrow, she instead focuses on her anger at this creature. Rolling to her feet, she raises her hand, palm facing the creature, and casts Color Spray directly at it. Then tries to hide.

[OOC Checking my spells, I think I should have 2 second level ones now but there is nothing on her sheet. Let's go with Color Spray for now. She should be able to cast this in a second level slot which gives her an extra 2d10 of HPs she can effect. I rolled the standard 6d10 and the 2d10 separately in case this is not the case?]

Jaliera Hide
Gypsy rolled 1d20+10 and got 23

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Jaliera points her palm at the elk that gored Meadow. The dazzling colors blinds the creature and using that opportunity she hides from it.

OOC: Yeah, there's some work to be done using the sheets. Roll20 changed a lot since I've used it. My FTF games have moved to a different VTT (Foundry) and hosting service (Sqyre) so when I came back to Roll20 there was a lot of fixin' to do and not a lot of time. Since we're not playing live, I haven't bothered. But your "official" PC should be found on DnDBeyond and there you have 4 first level spell slots and 2 second. Thing is, you don't have a second level spell learned and you should. Good thing is you have one more available slot to learn a spell. You should pick one. I can walk you through the process to pick it via PM if you need.

The spell is a 15' cone originating from her so the only target would be that one elk.
Quote
Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

But let's be fair. If Meadow died, and you fell on your feet after she dropped, you have your entire move so you could position yourself in such a way that you could get that elk and both the elk and the rider behind it. You could just roll the 8d10 but she effected 54 hp worth of foes and that's more than enough to get all 3.

I added a tactical maneuver graphic. Since it would only take a move of 3, you would have 3 to move back. Remember that you cannot hide without something to hide behind or next to. Since Meadow is large, you could double back and hide behind or next to her.

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Last edited by Neptune; Mon 06/07/2026 15:24 UTC. Reason: Added an option to get more targets
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[ooc: trying to decide what to do. Is there a climbable tree within Davroars 1/2 movement since he has to get up from being prone? }

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[OOC Sounds like a good plan Neptune. If Jaliera can do more, especially if it helps others, she will. I'll look at spells when I have a bit more time! smile ]

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ooc: Davroar is at the edge of the forest so absolutely yes, there are trees. But that is the only good news. It's half a move to stand and climbing is at half speed. So, as a human, using DnD round down rules, he would only be able to climb 5 feet up and that is not going to be out of the reach of the elk or the barbarian. Either way his is in melee so moving away in any manner makes him the target of opportunity attacks by both elk and rider.


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Davroar

Pain fills his body as he is hit pretty hard and falls to the ground. Knowing he needs to even the odds, he will summon as many wolves as he can, instructing them to engage the nearest elks in pairs in a hit and run manner to try to draw the elks and barbarians away from the wagon. Once that is done he gets to his feet as fast as he can and shape changes into a brown bear, letting out a large roar hoping to spook the elk standing right in front of him.

[ooc: Davroar will up-cast Conjure Animals Lvl 4 to have 16 8 wolves ( CR 1/4) appear 10 feet behind the elk riders so they can move in, attack and then remaining move to run back. Davroar will do his last wild-shape as his bonus action, holding his ground as to not suffer a opportunity attack. ]

Last edited by Neptune; Fri 10/07/2026 00:17 UTC. Reason: DM Edit on the number of wolves (upcast as a 5th level spell)
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Davroar summons eight wolves and transforms into a large brown bear.

Boris pulls the wagon as fast as he can and Sindar, far behind the others, does what he can. He calls out to Kriv and inspires the Dragonborn with his words. Then he points at the blinded elk that is near Jaliera and shoots off two blasts of eldritch energy. The beast is hit twice but does not fall.


Quote
Wolves
Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Please roll initiative for the wolves 1d20+2

Typically I would assume you are issuing the command before Davroar changes because brown bears can't speak. But wolves don't speak. Maybe they understand brown bear? That's fun. We'll go with that. But what is your command?

"Spooking" an opponent is a contest and a full round action. You can try next round. It is an intimidation roll (use the bear's strength or charisma) vs the elk's insight. If it works, I'll impose the frightened condition which means it has disadvantage on attacks and can't move closer to you. You can decide what to do next round. The same goes for the wolves.

I haven't seen Pande for a while so I've ghosted for him.

Sindar Eldritch Blast E9 with Advantage
Neptune rolled 1d20+8,1d20+8,1d10,1d20+8,1d20+8,1d10 and got 24, 26, 2, 10, 17, 7
Total 9pts damage.

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Davroar

Having the wolves appear 10 feet behind the behind the elk riders, he commands them to pair up and to try a sneak attack the elks from behind and then retreat away from the forest edge.

[ Wolves Initiative 4 ]

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OOC: Dugan, I attached a screen shot of the wolves and how I placed them but I gave you access to the wolves in Roll20 so you can move them where you want them to be. Let me know when they're placed the way you would like before I proceed.

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[ooc: Neptune I move W3 and W7. The other wolves placement is fine with me.
When its the wolves turn W1/W4 attack E14, W2/W6 attack E12, W3/W7 attack E13, W5/W8 attack E21 ]

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The wolves appear and are ready to pounce but a lone barbarian, wearing an elk antler headdress, a necklace made of human bones and a belt of humanoid skulls lagged behind the others and now casts a spell that summons fiendish spirits that flit about him in a 15 foot radius. He then rides his elk, spear in hand, towards four of the wolves summoned by Davroar.

OOC: (Spirit Guardians). The 4 wolves (W1, W4, W5 and W8), at the start of their turn, need to make wisdom saves, DC 12. On a fail they take 9 points on a save 4 points of damage. None of the wolves will die.

Uthgartd Shaman Spirit Guardian damage
Neptune rolled 3d8 and got 9

(Bad DM roll - good for the party this round weg )

Dugan, you can go for the wolves. Remember that they get pack tactics. You really should have moved them all adjacent to the elk to take advantage of that but I know what you meant so use it for your attacks. The elk are AC 10 and the warriors are AC 12.

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(OOC - Is the Shaman highlighted on the map so we know which one he is?)

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Wolf W1, W4, W5, W8 Wisdom Saves
Dugan rolled 1d20,1d20,1d20,1d20 and got 4, 17, 5, 8

Sprit Guardians
Wolf W1 takes 9 damage
Wolf W4 takes 4 damage
Wolf W5 takes 9 damage
Wolf W8 takes 9 damage


Wolf W1
Attack /w/ advantage on Elk E14
Dugan rolled 1d20+4 and got 15
Damage on E14
Dugan rolled 2d4+2 and got 6

Wolf W4
Attack /w/ advantage on Elk E14
Dugan rolled 1d20,1d20 and got 9, 19+4=23
Damage on E14
Dugan rolled 2d4+2 and got 9 (corrected for mistake in dice roller where i had +4)

Total damage on Elk E14 = 15
---------------------------------------------
Wolf W5
Attack /w/ advantage on Elk E21
Dugan rolled 1d20,1d20 and got 12+4 = 14, 2
Damage on E21
Dugan rolled 2d4+2 and got 9 (corrected for mistake in dice roller where i had +4)

Wolf W8
Attack /w/ advantage on Elk E21
Dugan rolled 1d20,1d20 and got 10+4 = 14, 1
Damage on E21
Dugan rolled 2d4+2 and got 8 (corrected for mistake in dice roller where i had +4)

Total damage on Elk E21 = 17
---------------------------------------------
Wolf W2
Attack /w/ advantage on Elk E12
Dugan rolled 1d20,1d20 and got 13, 20 (crit)+4 = 24
Critical Damage on E12
Dugan rolled 4d4+2 and got 13 (corrected for mistake in dice roller where i had +4)

Wolf W6
Attack /w/ advantage on Elk E12
Dugan rolled 1d20,1d20 and got 9+4=13, 7
Damage on E12
Dugan rolled 2d4+2 and got 7

Total damage on E12 = 20
---------------------------------------------
Wolf W3
Attack /w/ advantage on Elk E13
Dugan rolled 1d20,1d20 and got 19+4=23, 12
Damage on E13
Dugan rolled 2d4+2 and got 4

Wolf W7
Dugan rolled 1d20,1d20 and got 4, 19+4=23
Damage on E13
Dugan rolled 2d4+2 and got 10

Total damage on E13 = 14

---------------------------------------------
For any surviving Elk:
If the target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked
prone.

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