I'd like to revise my previous ruling. Being in the dark can't remove your initiative. It would create disadvantage with attacks and dex based saves, but you respond the same, and are definitely not helpless. That said, I'll give you a source of light from as a bonus action (probably in the future it should be triggered by the alarm spells).
This post has potentially manipulated dice roll results.
Surprised at how quickly the spider like creatures surrounded them despite their preparations, Yom jumps into action. “Well, hiding be damned, seems the vermin can smell us anyway and want to eat us up… lets at it, make it quick and we can move camp somewhere safer.”
Yom lets loose a thunderous wave of power, smashing the three insects next to him. Then looking for any of those left alive, ChatkCha shoots forth a wave of force. Yom then looks for enemies to engage in hand to hand combat close to Hakan.
/OOC
Action: Thunderwave (upcast to 2nd Level) on 3 & 4 & 15 in the 15’ AoE for 14 thunder damage + 10’ push away; CON14 save for 1/2 damage & no push.
Bonus Action: ChatkCha : Force Strike 3 or 4 or 5 if still alive, else 6, 20 to hit vs AC11 for 4 force damage.
Move: Move to engage as needed those on Hakan, do not provoke AoO.
This post has potentially manipulated dice roll results.
Since Abrax is last, I will use a priority list. Basically I will do the highest thing on the list unless I cant, then go to the next action til I can
1. Move from any hostiles, if no hostiles in 5ft I will stay put. Telekinetic shove myself in a direction away from danger to disengage if I need to.
2. Cast ray of frost cantrip on enemy #7. If this enemy is dead, then on 6... then 5... etc. If attacked, I will use this cantrip on the attacker after moving. Attack roll - 23 Damage roll - 7
3. If telekinetic shove is not used by this point, shove any ally needing help away from enemies toward safety
Kosh looks around and begins to utter some word as he cast Spirit Guardians to provide protectors for anyone in a fifteen foot radius. The guardians appear to be angelic creatures holding shields and swords that fly centered on Kosh fifteen feet out.
“If you are not a natural fighter use my friends here to help out.”
Spell Details:
choose to not effect any ally in the area.
For any enemy currently in the radius speed is halved and Wisdom save 15 for 14 radiant, halved on successful save. Any that enters the area also needs to make a wisdom save and their speed is halved.
Looking around at the dead corpses, Yom checks for any remaining danger… “The only good bug is a dead bug” he chuckles, kicking a corpse.
Seeing no more of the creatures, Yom suggests they move slightly… the smell of bug goo whilst sleeping was nauseating, and if anything feasted on the dead in the night they might be a target. Asking Abrax to clean him off with his mystical magic, Yom then moves to the other side of the canyon and settles down for a Long Rest.
/OOC Long Rest
Change spells memorized
Change infusions (Defensive on Armour and Homonculus)
Cast: Aid on Yom, Abrax and Ronin. (+5 hp max, +5 hp current).
Deploy Helm and pack up ready to move.
Activate: Guardian Armour | Defensive Field : +5 temp HP
Initiative 3
Updated map with Numbers on Neogi Hatchlings.
Initiative Order so far
19 Yom Doo, Artificer
15 Kosh Coratash the priest
13 Hakan the Fire Druid
8 Ronin.
3 Abrax of the Lost Thought
__________________________________________
10 Neogi Hatchlings
I'd like to revise my previous ruling. Being in the dark can't remove your initiative. It would create disadvantage with attacks and dex based saves, but you respond the same, and are definitely not helpless. That said, I'll give you a source of light from as a bonus action (probably in the future it should be triggered by the alarm spells).
So can I get initiative from Kosh?
Hakan uses/casts Produce Flame to give light and ready an attack
D&D since 1984
Great. Now everyone can see. That was a bonus action. You all still have an attack.
Please post your actions and they will go off in the sequence of the initiative.
/OOC
Since Abrax is last, I will use a priority list. Basically I will do the highest thing on the list unless I cant, then go to the next action til I can
1. Move from any hostiles, if no hostiles in 5ft I will stay put. Telekinetic shove myself in a direction away from danger to disengage if I need to.
2. Cast ray of frost cantrip on enemy #7. If this enemy is dead, then on 6... then 5... etc. If attacked, I will use this cantrip on the attacker after moving. Attack roll - 23 Damage roll - 7
3. If telekinetic shove is not used by this point, shove any ally needing help away from enemies toward safety
Initiative Roll: 5
Enemies reacting to Thunderwave
Con Saves
Neogi Hatchling 4
Neogi Hatchling 10
Neogi Hatchling 16
Kosh looks around and begins to utter some word as he cast Spirit Guardians to provide protectors for anyone in a fifteen foot radius. The guardians appear to be angelic creatures holding shields and swords that fly centered on Kosh fifteen feet out.
“If you are not a natural fighter use my friends here to help out.”
Spell Details:
choose to not effect any ally in the area.
For any enemy currently in the radius speed is halved and Wisdom save 15 for 14 radiant, halved on successful save. Any that enters the area also needs to make a wisdom save and their speed is halved.
Thunderwave does 13 damage to Neogi #3 and #4. Neogi #5 takes half damage for 7.
ChatkCha hits with an attack of 11. It causes 4 damage to Neogi #5. This kills the neogi.
Hakan brings Kit out so that 5,6,7 are in the blast radius but no good guys.
DEX save 14 or take 4 damage
D&D since 1984
Neogi Hatchlings saves
Dex
Neogi #6 7
Neogi #7 21
Current Map
https://drive.google.com/file/d/1mOD-lKqJQHC0j9qoZdlOHwTgfWZLjssM/view?usp=sharing
Neogi #6 takes 4 damage
Kosh's Spirit Guardians appear amongst Neogi #1 and #2.
Wisdom saves
Neogi #1 12
Neogi #2 13
Angelic spirits stab the neogi bugs #1 & #2 repeatedly. This kills the bugs.
Only Neogi #7 remains standing.
It jumps on Hakan attempting to Bite
Attack roll 23
It causes 4 Piercing damage and 6 poison damage.
Abrax
Casts ray of frost cantrip on enemy #7. Attack roll - 23 Damage roll - 7
This kills the final neogi.
Though the buzzing sound doesn't die down until morning light, there are no further attacks.
Please state any actions you take after the battle.
When you wake up again, you are well rested and have access to all spell resources.
This is what you see in the morning
/OOC Long Rest
Cast: Aid on Yom, Abrax and Ronin. (+5 hp max, +5 hp current).