Lord Akkron looks at the demon and the two death knights.
"Just how many of you do we need to tear apart before you get the message?" he sighs.
He casts chain lightning, targeting the Red Abishai and causing a bolt to leap at each of the two death knights. Each of them must make a DC 24 Dex save or take 35 lightning damage (half-damage on a success).
Then his beholderkin fires 3 eye beams at the Red Abashai
Beholderkin vs. Red Abashai: Attack: 31 Damage: 11 Attack: 29 Damage: 14 Attack: 21 Damage: 17
Save #1: 5
Save#2: 15
All three of them should also be making a Dex save against the Chain Lightning.
Trying to help put Tyek into play and preventing any reinforcements from arriving through the other doors, Vrox was going to move forward with Tyek ~30' and then Misty Step them both to the far side of the Red Abishai. Then Tyek engage in melee with the demon (from behind) while Vrox moves to the NE corner of the room and fires his bow at the demon. Vrox will just rely on the hulking form of Tyek to prevent the demon from getting to him. 🙂
Movement: Move forward 30'. After the Misty Step, move 10' to the NE corner of the room. Bonus Action: Misty Step, using the Misty Wanderer feature to bring Tyek with him. Move 30' to end on the far side of the Abishai, just out of melee reach. Action: Action: Two attacks with Dragon's Wrath Longbow (150/600) Attack 1: 27 Damage: 16 (magical piercing, including HM dmg) + 8 (radiant) = 24 (total) Attack 2: 34 Damage: 18 (magical piercing, including HM dmg) + 12 (radiant) = 30 (total) The first time he hits, he does an additional 4 (psychic), or if it was a critical hit, 9 (psychic) Free Action: None.
Tyek attacks (Has he returned yet?) Attack: 37, damage 22+22; attack 37/ damage 18+20
[[OOC: Wow! Two critical hits! Since kevtr0n isn't around, I'll point out that Tyek actually did a lot more damage that you listed there...
Since they were critical hits, the damage dice should have been rolled twice.
Tyek has the Brutal Critical feature, which adds additional damage dice on top of that: "You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack."
Tyek also has the GWM feat, so he can make a 3rd attack as a bonus action: "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action." If the first two hits killed the demon, then we can assume that he moved to one of the men-at-arms for that attack.
If I get the roll macros right and including the damage values from above, the damage from Tyeks attacks should have been:
I am all for one of you all running Tyek's character until he returns
FYI - I realized that those three hits should have done the following additional damage because Tyek would either still be raging or would enter a rage again before the party opened the doors. Therefore, he benefits from extra rage damage and the Elemental Cleaver feature.
to thunder damage with extra damage dice from Elemental Cleaver and rage's bonus damage. I think that this is right (using the values from before and rolling the extra damage dice for the Elemental Cleaver feature):
If the last man-at-arms is somehow still standing, Khessa, finally able to come in melee range, tried to finish him off with a savage flurry of Death Lance's lunges.
Save#38
Strikes true
Your arrows find their mark, making the demon howl in rage
Tyek attacks (Has he returned yet?) Attack: 20, damage 17+20; attack 29/ damage 22+7
Sparhawk is going to advance on the left man at arms with Robert. Attack: 27, damage 14/attack 34, damage 22
Robert's attack 29, damage 9/attack 20, damage 11
Maynard shoots his crossbow at the other man at arms, attack 24, damage 8/attack 29, damage 8
(Oops. Mistake...fixing in another post to avoid manipulated dice roll nonsense.)
[[OOC: Wow! Two critical hits! Since kevtr0n isn't around, I'll point out that Tyek actually did a lot more damage that you listed there...
If I get the roll macros right and including the damage values from above, the damage from Tyeks attacks should have been:
]]
Oops. Still one typo, the damage on the Bonus Action attack should be
24 (slashing) + 24 (force) = 48 (total)
I am all for one of you all running Tyek's character until he returns
FYI - I realized that those three hits should have done the following additional damage because Tyek would either still be raging or would enter a rage again before the party opened the doors. Therefore, he benefits from extra rage damage and the Elemental Cleaver feature.
So, we go from slashing damage
Damage: 34 (slashing) + 29 (slashing, brutal critical) + 45 (force) = 108 (total)Damage: 27 (slashing) + 24 (slashing, brutal critical) + 38 (force) =89 (total)24 (slashing) + 24 (force) = 48 (total)to thunder damage with extra damage dice from Elemental Cleaver and rage's bonus damage. I think that this is right (using the values from before and rolling the extra damage dice for the Elemental Cleaver feature):
When Tyek scores critical hits while raging with this magical item, he's like a destructive force of nature!
With the adjusted damage, the demon falls leaving only the one man at arms facing you
[[ OOC: And is he up? The man at rms I mean? Or someone of us still has to take the round 1 turn? ]]
[[ OOC: Maybe Saintess?
So, I think that Saintess can still take an action in round 1 of combat.
]]
The Saintess fires her bow at the man-at-arms to relieve his pain and suffering.
(31 to hit with 15 damage)
D&D since 1984
The arrow strikes true, severely wounding the warrior.
The man at arms attacks Sparhawk: Attack Attack: 30 Damage: Unable to parse dice roll./ attack Attack: 22 Damage: Unable to parse dice roll.
It is your attack
Clarac closes in on the remaining man-at-arms and attacks with her sword. "Are you alright, Sir Sparhawk?" she asks.
OOC:
Action: Attack man-at-arms
Attack: 29 Damage: 18 (Magical Slashing) + 7 (Radiant) + 13 (Radiant) = 38
Extra attack: 33 Damage: 13 (Magical Slashing) + 7 (Radiant) + 9 (Radiant) = 29
If the last man-at-arms is somehow still standing, Khessa, finally able to come in melee range, tried to finish him off with a savage flurry of Death Lance's lunges.
Khessa's rolls:
Death Lance Attack 1: 35 Damage: 18 (magical piercing) + 20 (necrotic) = 38
Death Lance Attack 2: 22 Damage: 20 (magical piercing) + 15 (necrotic) = Unable to parse dice roll.
Death Lance Attack 3: 38 Damage: 19 (magical piercing) + 27 (necrotic) = 46