"So we are to leave right away... I'll just get a bottle for the road then," he says and let's the waitress know he'll need a bottle to go... something red.
As the group has their final drinks, and the waitress Bonnie moves to get a bottle to-go for the late arrival, a commotion draws your eyes towards the Well. One of the Watchers, a sentry you all know is set up to watch over the Well, and warn of anything that might be coming up out of it, is waving Durnin over. The tavern owner then moves to a horn left hanging close to the well and sounds it, the wail of the horn filling the tavern. Immediately patrons start to hurry out, or away from the Well at the very least.
At your table you all come to your feet, knowing that something is coming up out of the well. Durnin's warning from earlier rings in your heads, creatures twisted by the Weave, and the fact no one dares to enter the dungeons below the tavern of late.
Even as you gather yourself, two hulking forms heave themselves out over the lip of the Well, with six small flying creatures winging up over them.
You immediately recognize them as... 2 Trolls 6 Stirges
Even as you recognize them though you see they are twisted. A glow is in all of the creature's eyes, and their skin appears shiny, as if it were made of metal or as if they were dipped in metal somehow. The trolls are huge for their kind, still only large-sized, but with massive muscles.
Here is the current map... You are up in the top left corner, with the creatures in the central or bottom area. We are going to say the patrons have cleared out, with Durnin helping to usher them away for now.
Looking at the situation, Jown Stands up and casts Bless on his allies. He casts Bless on Sorumar, Qatyra and Amathile. He then charges as far as he can towards the trolls holding his shield up high.
Qatyra will cast Hunter's Mark on troll 1 with her bonus action. She will then draw her Oathbow and take aim with two attacks at S6, with hoardbreaker she will make an additional attack on S5
Activating sharpshooter, Boon of the Arcane Archer to make her attacks do force damage, and if I these are aberations then she does an additional 5 damage with each attack.
This post has potentially manipulated dice roll results.
Raist sighing stands up on the table and then casts Psychic Scream on all the enemies stating, "We really don't have time for this and I don;t want to risk damaging my favorite tavern, be gone with you scum, back whence you came!"
Round 1. Gilra ... Wildshape into a Giant Toad. Moved to end of table, since you were not in a position that was going to accomidate a large creature.
Raist ... Psychic Scream. Troll1 and troll2 are both stunned. (cannot make 27 int save...) Stirges are unaffected. Qatyra ... You send a flurry of bolts at two of the stirges, only one of the attacks lands though, and seems to barely scratch the creature. (The stirges are still beasts.)
Six Coins ... Sends two arrows at Troll1. The first bounces off of the metal-like skin without any damage being done. The second drives in causing the troll to grown in pain.
Jown Sno ... Casts bless on Sorumar, Qatyra and Amathile. Then moves towards Troll1.
Gandolph casts Armor of Agathys at 2nd level. This will bring up his Arcane Ward With 58 hit points (24 levels of wizard * 2 + 10 int modifier). Then gets 10 temp hp from the spell.
"So we are to leave right away... I'll just get a bottle for the road then," he says and let's the waitress know he'll need a bottle to go... something red.
As the group has their final drinks, and the waitress Bonnie moves to get a bottle to-go for the late arrival, a commotion draws your eyes towards the Well. One of the Watchers, a sentry you all know is set up to watch over the Well, and warn of anything that might be coming up out of it, is waving Durnin over. The tavern owner then moves to a horn left hanging close to the well and sounds it, the wail of the horn filling the tavern. Immediately patrons start to hurry out, or away from the Well at the very least.
At your table you all come to your feet, knowing that something is coming up out of the well. Durnin's warning from earlier rings in your heads, creatures twisted by the Weave, and the fact no one dares to enter the dungeons below the tavern of late.
Even as you gather yourself, two hulking forms heave themselves out over the lip of the Well, with six small flying creatures winging up over them.
You immediately recognize them as...
2 Trolls
6 Stirges
Even as you recognize them though you see they are twisted. A glow is in all of the creature's eyes, and their skin appears shiny, as if it were made of metal or as if they were dipped in metal somehow. The trolls are huge for their kind, still only large-sized, but with massive muscles.
Roll initiative...
Troll1: 12
Troll2 5
Stirge1 18
Stirge2 5
Stirge3 6
Stirge4 13
Stirge5 21
Stirge6 19
Six Coins Initiative: 9 20
Sorumar: 11
Initiative 8
Qatyra initiative 21
Raist Initiative: 22
Vaden initiative: 19
Gandolph initiative: 18
Lot's of stuff ...
Jown Sno Initiative: 20
Gilra initiative: 24
On his turn Gilra smiles, says "mmmm, bugs" and turns into a giant toad.
Round 1.
Gilra ...
Raist ...
Qatyra ...
Six Coins ...
Jown Sno ...
Vaden ...
S6 ...
Gandolph ....
S1 ...
s4 ...
troll1 ...
Sorumar ...
Amathile ...
s3 ...
troll2 ...
s2 ...
Please post actions for anyone who goes before S6.
Here is the current map... You are up in the top left corner, with the creatures in the central or bottom area. We are going to say the patrons have cleared out, with Durnin helping to usher them away for now.
https://www.dropbox.com/s/fw5p4nucs4z4y3x/EG map 1.xlsx?dl=0
Looking at the situation, Jown Stands up and casts Bless on his allies. He casts Bless on Sorumar, Qatyra and Amathile. He then charges as far as he can towards the trolls holding his shield up high.
Qatyra will cast Hunter's Mark on troll 1 with her bonus action. She will then draw her Oathbow and take aim with two attacks at S6, with hoardbreaker she will make an additional attack on S5
Activating sharpshooter, Boon of the Arcane Archer to make her attacks do force damage, and if I these are aberations then she does an additional 5 damage with each attack.
Attack: 21 Damage: 24
Second Attack: 24 Damage: 27
Hoardbreaker Attack: 18 Damage: 31
Six coins draws two arrows targeting the first troll with both.
Attack (Sharpshooter): 21 Damage: 27
Anyone who attacks the first Troll has advantage from ambush master.
Sudden Strike attack (Sharpshooter): 24 23 Damage: 24 Sneak Attack: 30
Raist sighing stands up on the table and then casts Psychic Scream on all the enemies stating, "We really don't have time for this and I don;t want to risk damaging my favorite tavern, be gone with you scum, back whence you came!"
Psychic Scream: 48 Int Save DC 27
Round 1.
Gilra ... Wildshape into a Giant Toad. Moved to end of table, since you were not in a position that was going to accomidate a large creature.
Raist ... Psychic Scream. Troll1 and troll2 are both stunned. (cannot make 27 int save...) Stirges are unaffected.
Qatyra ... You send a flurry of bolts at two of the stirges, only one of the attacks lands though, and seems to barely scratch the creature. (The stirges are still beasts.)
Six Coins ... Sends two arrows at Troll1. The first bounces off of the metal-like skin without any damage being done. The second drives in causing the troll to grown in pain.
Jown Sno ... Casts bless on Sorumar, Qatyra and Amathile. Then moves towards Troll1.
Vaden ... Moves and casts Spirit Guardians at 7th-level.
S6 ... Moves towards group.
Gandolph .... Post action.
S1 ...
s4 ...
troll1 ... stunned.
Sorumar ...
Amathile ...
s3 ...
troll2 ... stunned.
s2 ...
Map:
https://www.dropbox.com/s/fw5p4nucs4z4y3x/EG map 1.xlsx?dl=0
Gandolph is up.
Gandolph casts Armor of Agathys at 2nd level. This will bring up his Arcane Ward With 58 hit points (24 levels of wizard * 2 + 10 int modifier). Then gets 10 temp hp from the spell.
He will then move to V21 using his broom of flying.
Lot's of stuff ...