Shouts of alarm ring out as a hulking creature climbs up out of the shaft in the middle of the taproom — a monster with warty green skin, a tangled nest of wiry black hair, a long, carrot-shaped nose, and bloodshot eyes. As it bares its yellow teeth and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies.
Ian may act first. The table the party sits at is ~30 feet from the point at which the troll climbed out. The bat-like creatures are effectively occupying the same space as the troll.
Ian, quickly gaining his composure and taking in the situation yells, "The light of the fae illuminates your darkness!" (violet/purple light) He then turns to Irma and says, "I think it's time for some heroics, hammer-buddy."
This post has potentially manipulated dice roll results.
As Ian utters his incantation, the area around troll is bathed in dim purple light, limning every object in a violet hue.
The trollgets a Dexterity saving throw against Ian's caster DC of 15: 19
The paladin, at the bard's words, feels his heart leap high with inspiration. See spoiler text for spell description.
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
As Ian utters his incantation, the area around troll is bathed in dim purple light, limning every object in a violet hue.
The trollgets a Dexterity saving throw against Ian's caster DC of 15: 19
The paladin, at the bard's words, feels his heart leap high with inspiration. See spoiler text for spell description.
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Irmacasts his eyes about him, taking in the situation.
The room is in chaos. Patrons are scrambling for the door, knocking over chairs and sending platters and cups and bowls flying in their wake. Behind the bar, about 50 ft away from the monster, Durnan is drawing his greatsword. At the door, about 60 feet away, Meloon is pushing against the crowd, unable to brandish his battleaxe while surrounded by fleeing citizens. The party sits at a table at the north end of the curve of the well, near the north wall, while the troll stands further south along the curve, more or less opposite the door, which is in the west wall. The space between the party and the troll is more or less clear.
Infuriated by the blood-sucking creatures that seem to be tormenting it, the troll is currently batting at the ones still flapping about its head. The ones attached to its skin appear passive, throbbing slightly and fluttering their wings, engorged with their meal.
Grasping his hammer in two hands Irma says to the motley crew, "lets get that troll." Irma moves forward towards the troll and plans to attack the troll with his hammer.
Grasping his hammer in two hands Irma says to the motley crew, "lets get that troll." Irma moves forward towards the troll and plans to attack the troll with his hammer.
This post has potentially manipulated dice roll results.
The paladin’s warhammer slams into the vile brute’s shoulder, pulverizing flesh and bone, and the trollshrieks in pain and lashes with its twisted claws against both the armored warrior and the buzzing pests that continue to flap about it:
Multiattack!
Attack roll with Disadvantage, against Irma: 8
Attack roll with Disadvantage, against the creatures: 12
Shouts of alarm ring out as a hulking creature climbs up out of the shaft in the middle of the taproom — a monster with warty green skin, a tangled nest of wiry black hair, a long, carrot-shaped nose, and bloodshot eyes. As it bares its yellow teeth and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies.
Ian may act first. The table the party sits at is ~30 feet from the point at which the troll climbed out. The bat-like creatures are effectively occupying the same space as the troll.
Ian, quickly gaining his composure and taking in the situation yells, "The light of the fae illuminates your darkness!" (violet/purple light) He then turns to Irma and says, "I think it's time for some heroics, hammer-buddy."
As Ian utters his incantation, the area around troll is bathed in dim purple light, limning every object in a violet hue.
The troll gets a Dexterity saving throw against Ian's caster DC of 15: 19
The paladin, at the bard's words, feels his heart leap high with inspiration. See spoiler text for spell description.
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
The troll is unaffected by the spell!
The bat-like creatures also get a Dexterity saving throw: 13
Failing the throw, they are now outlined in vivid purple light.
Any attack roll against them has Advantage, so long as the attacker can see them!
Irma casts his eyes about him, taking in the situation.
The room is in chaos. Patrons are scrambling for the door, knocking over chairs and sending platters and cups and bowls flying in their wake. Behind the bar, about 50 ft away from the monster, Durnan is drawing his greatsword. At the door, about 60 feet away, Meloon is pushing against the crowd, unable to brandish his battleaxe while surrounded by fleeing citizens. The party sits at a table at the north end of the curve of the well, near the north wall, while the troll stands further south along the curve, more or less opposite the door, which is in the west wall. The space between the party and the troll is more or less clear.
Infuriated by the blood-sucking creatures that seem to be tormenting it, the troll is currently batting at the ones still flapping about its head. The ones attached to its skin appear passive, throbbing slightly and fluttering their wings, engorged with their meal.
Grasping his hammer in two hands Irma says to the motley crew, "lets get that troll." Irma moves forward towards the troll and plans to attack the troll with his hammer.
Kindly make an Attack roll.
18
With a hiss, Akai launches a Firebolt cantrip at one of the flying bats.
Attack (with advantage): 26
Damage on a hit: 7 fire
If we're doing bonus damage for critical hits with spells, here's the extra die.
Bonus damage: 4
The hammer connects!
Roll for damage!
With a ghastly shriek, one of the bat-like creatures is incinerated!
Bits of flaming flesh fly out in all directions, and the air is filled with the toothsome stench of rotten flesh well-roasted.
10
[Null post]
The paladin’s warhammer slams into the vile brute’s shoulder, pulverizing flesh and bone, and the troll shrieks in pain and lashes with its twisted claws against both the armored warrior and the buzzing pests that continue to flap about it:
Multiattack!
Attack roll with Disadvantage, against Irma: 8
Attack roll with Disadvantage, against the creatures: 12
The monster swipes uselessly at its flying tormentors, but scores a hit on the paladin!
D A M A G E : 10
Irma Gerd, walloped by a vicious backhand, staggers and groans, but keeps his feet!
Durnan and Meloon have now broken free of the crowd, weapons in hand, and are rushing to close with the beast!
Meanwhile two of the flying creatures, flapping away from the troll in search of easier prey, zero in on our heroes!
One zooms towards Akai, jabbing at him with a hideous, fleshy proboscis: 24
The other zeroes in on Ian, thirsting for his blood: 14
Perhaps the creatures are attracted by the more brightly colored among you?
Rising from his seat and darting forward in one smooth motion, Falshen's hand lunges for the troll's side, a dagger seeming to appear from nowhere.
Attack: 9
If successful, Damage: 6 and sneak attack (since Irma is not down for the count): 2