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DM
The wolves kill four of the elks and three of the riders land on their feet and try to spear the wolves as they back off. Two of the elk riders manage to strike their targets but non of the wolves drop. The fourth rider falls to the ground prone.

Deeper in the woods the confrontation between the elk-riders and the wagon guards turns furious. The five guards attack their enemies. Some striking true but none of the barbarians fall in the onslaught.

ooc: Yes Zeim, the 15'r aura around the Shaman should be very clear.

Dugan, I see that you moved the wolves away after they attacked. Surviving Elk would get opportunity attacks but none did. I won't give the elk-riders that opportunity attack if they fail the DC 10 dex save. In that case they fall prone. The riders that do succeed will get opportunity attacks.

TW13 Dex save DC 10 - elk died
Neptune rolled 1d20 and got 12

TW12 Dex save DC 10 - elk died
Neptune rolled 1d20 and got 12

TW14 Dex save DC 10 - elk died
Neptune rolled 1d20 and got 16

TW21 Dex save DC 10 - elk died
Neptune rolled 1d20 and got 9

TW13 Opportunity attack W3 with spear
Neptune rolled 1d20+3,1d6+1 and got 20, 3

TW12 Opportunity attack W2 with spear
Neptune rolled 1d20+3,1d6+1 and got 17, 7

TW14 Opportunity attack W1 with spear
Neptune rolled 1d20+3,1d6+1 and got 4, 5

V1 Two long sword attacks on TW23
Neptune rolled 1d20+5,1d8+3,1d20+5,1d8+3 and got 17, 8, 10, 10

V2 Two long sword attacks on B3
Neptune rolled 1d20+5,1d8+3,1d20+5,1d8+3 and got 25, 7, 19, 10
V2 Crit on B3
Neptune rolled 1d8 and got 7

V3 Two long sword attacks onTW26
Neptune rolled 1d20+5,1d8+3,1d20+5,1d8+3 and got 9, 4, 8, 8

V4 Two long sword attacks onTW27
Neptune rolled 1d20+5,1d8+3,1d20+5,1d8+3 and got 11, 10, 10, 5

V5 Two long sword attacks on B4 with advantage
Neptune rolled 1d20+5,1d20+5,1d8+3,1d20+5,1d20+5,1d8+3 and got 6, 18, 11, 24, 15, 11
Kriv is up and Aubric goes after Kriv.


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Kriv

These uncivilized curs were attacking without even a moment's consideration as to if those they struck at were even enemies. Such callous brigandage warranted a response in kind, and the dragonborn rushed to the point of contact, looking to batter elks and a rider.


Move 30ft
Bonus action dash 30ft.
Thunderwave (template on map touching E9, E7, TW7)
Kriv Thunderwave
AJ rolled 2d8 and got 8
DC14 Con save for half, if failed blasted 10ft away from Kriv.

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Aubric

[OOC: As Kriv is not attacking the same target as Aubric would go for, going ahead with my move.]

By the time Aubric is able to react, Zhu has taken care of most of the flanking attackers. Seeing Kriv attacking those on the road and trusting Jaliera and Pavel to join in on the closer threats, he turns his attention to the two remaining mounted warriors flanking the party, his goal to kill both mounts if possible.

He begins by moving his spiritual weapon due north until it is within range of one elk [E6], attacking it.

Aubric Spiritual Weapon (Bonus Action)
AquaDyne rolled 1d20+8,1d8+4 and got 16, 9


It looks like the attack did damage, but the elk still lives, so he uses a cantrip to try to finish it off.

Aubric Toll the Dead (E6 missing HP)
AquaDyne rolled 2d12 and got 11
E6 must make a DC16 Wis Save


He then moves to the southeast to try to put some distance between him and the attackers, while getting closer to the other half of the party and moving closer to the treeline.

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Kriv rushes forward and when he reaches the barbarians his presence is announced with a thunderous blast. The one of the blinded elk and the rider of the other are blown away. Aubric whacks an elk with his spiritual weapon and then finishes it off with a dolorous clang. The rider falls with the elk but lands on his feet.

Zindra rises and moves her mark to the barbarian standing over her with a spear. She draws her short sword and thrusts it at him twice. He falls, her horse rises and she leaves it, moves around it and moves away from the wild-eyed berserker that threatens her.

The berserker ignores Zindras horse to follow her and swings his great axe at her. Both he and the elk he is riding strike true and she does not look well at all now. The berserker near the brown bear focuses on it. He swings his great axe and wounds the druid but when his elk tries to gore him, it just misses him. In the woods the berserker near the wagon that ran ahead of everyone battles the wagon driver. He swings his axe with rage and the axe gashes the driver's splint armor.

E7,E9.TW7 Con saves
Neptune rolled 1d20+1,1d20+1,1d20+1 and got 18, 7, 9
E6 Wis Save DC 16
Neptune rolled 1d20 and got 2
TW6 Dex save DC 10
Neptune rolled 1d20 and got 12
Zindra Short sword, Short Sword, Hunters Mark
Neptune rolled 1d20+6,1d6+3,1d20+6,1d6+3,1d6 and got 23, 8, 14, 9, 2
B3 Great Axe wilding attacks Davroar
Neptune rolled 1d20+5,1d20+5,1d12+3 and got 16, 13, 11
E33 Gore Davoar
Neptune rolled 1d20+5,1d6+3 and got 10, 9
B4 Great Axe raging against guard V4
Neptune rolled 1d20+5,1d20+5,1d12+3 and got 22, 13, 12

Code
Zindra           18
Berserkers       17.1
Pavel            17    
Zhu              15
Tribal Warriors  13
Jaliera          12
Sindar           10.3
Davroar          10.0
Uthgartd Shaman   8
Wolves            4
Veterans          3
Kriv              2.1
Aubric            2.0
It's now Pavel's turn with Zhu going right after him

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Pavel

Seeing Jaliera's horse go down and the elk riders converging on her, he rides up next to her. Casting Rime's Binding Ice in a 30 ft cone towards the oncoming elks and their riders (OOC: Cone starts from square below Jaliera). Effecting E7,8,9 and TW7,8.

He yells to Jaliera. "Take care of my horse." Then as a bonus action casts Vortex Warp on himself choosing to fail the savings throw and flanks the small pocket of elk riders just beyond the reach of his previous spell leaving his horse with Jaliera.


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(OOC - Miales - Vortex Warp is a Full Action Spell, not a Bonus Action, unless you have something like the Sorceror's Meta Magic that lets you cast Full Action spells as Bonus Actions? Normally only a Sorceror can cast 2 spells in a round as the action economy doesn't usually allow it because casting two spells requires one of them to be a Cantrip and all Cantrips are full actions not Bonus Actions.

OOC Neptune - Am I right to assume that any Elk without a rider is not controlled and therefore will wander off or just take the Dodge Action?))

Last edited by Zeim; Thu 16/07/2026 21:22 UTC.
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OOC: Zeim is correct about this. But Pavel is a fighter(battlemaster)/wizard (war magic) so yeah, he can't cast 2 level spells and no, Vortex Warp is a full action spell.

Miales, if you look at the spell list on the character sheet linked at the game forum page you can find all bonus action spells. You have a few. You cannot cast 2 level spells (not catrips) in a round. You can cast a level x spell and a cantrip but I don't think there are any bonus action wizard cantrips in DnD 5.0.

Zeim. Your assumption about the elk doesn't matter. Zhu's does. Give me a DC 10 animal handling check.



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(OOC - Zhu Animal Handling
Zeim rolled d20 and got 13
)

Zhu

Riding forward almost as far as her horse will allow (Nep - I moved her on the map. Please move her horse under her), she gestures and speaks a word of magic and a mote of fire flies from her hand, streaking into the gathering of enemies.

OOC - Fireball targeting TW19. This should affect the following foes:
TW19, E19, TW22, E22, the unnumbered Elk and its rider directly East of TW22, E26 (but not TW26), E23, TW23, E18, TW18, E17, TW17, TW13, TW12



Zhu Fireball
Zeim rolled 8d6 and got 29
)

Last edited by Zeim; Fri 17/07/2026 14:04 UTC.
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Quote
Controlling a Mount
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.


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ooc: Zeim, Sorry that I missed a few labels. I think they're all labeled now. I placed a template for your fireball. It's a 20'r and usually it's not placed on a square but rather a corner, the intersection of 4 squares, but I won't quibble. Move it as you like and let me know when you're done.


-Nep
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