Liarin shifts into human form and casts healing word on Xanrym for 8 points of healing, then creates a bonfire for 4 damage to the left of the door (Dex 15) and backs up from the doorway.
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Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Liarin shifts into human form and casts healing word on Xanrym for 8 points of healing, then creates a bonfire for 4 damage to the left of the door (Dex 15) and backs up from the doorway.
(OOC: Since Avery and Theldrin spread caltrops andoil there, the bonfire should also light that oil on fire, dealing 5 (fire) damage to Benn this turn since he's in that space. Whether Liarin's bonfire continues or not, the burning oil will last for two rounds: "If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.")
Liarin shifts into human form and casts healing word on Xanrym for 8 points of healing
Xanrym gasps as his eyes open. He looks around in some confusion before he realizes that Avery must have pulled him to the relative safety of the mud room. Seeing Benn in the burning fire, he realizes that they're definitely not done with this fight. Xanrym says, "Thank you, my friend," and stands with Avery's help.
Fearing that they may have bit off more than they can chew, Xanrym casts a quick spell before he lets go of Avery's arm. Then he moves to the east to get out of Avery's way and reload his crossbow.
(OOC: If Avery didn't use Second Wind or Action Surge in the previous fight, now might be a good time to do that!)
Movement: 15' feet to stand from prone and then move 15' to the east to get out of Avery's way and out of the cultist's view for a moment. Action: Cast a spell (LVL 1 slot) Heroism. Avery becomes immune to being frightened and gains 3 Temporary HP now and at the start of each of his turns. Xanrym uses metamagic to twin the spell an apply it to himself, too. Bonus Action: None Free Action: Talking. Loading crossbow.
Theldrin takes a few steps back (moving to the square behind Toska on the map) and prepares to cast Aganazzar's Scorcher if he sees Benn and/or Jarvis enter into the room.
(OOC: I'm always getting confused by the 10 foot squares in these maps since our characters take up the whole square. In any case Theldrin would ideally like to be able to hit both enemies in a line as the they come around the corner, and it seems the ideal location for that would the square Toska is in, however he can coordinate that with her)
Toska will also prepare a Sacred Flame for the first person through the door.
Benn and Jarvis grit there teeth as Avery steps into the hall and drags Xanrym back into the room. Benn is further infuriated by the flame engulfing him, he tries to run into the room but can't get far because of the caltrops, he takes the Dash action to get into melee with the first person he sees; Theldrin. Jarvis is able to get into the room behind him and throw a couple of daggers, one at Theldrin, one at Avery. Theldrin and Toska's spells goes off.
Jarvis Dagger against Theldrin Attack: 12 Damage: 6 Piercing
Jarvis Dagger against Avery Attack: 14 Damage: 5 Piercing
Benn Dex Save for Sacred Flame: 8
Benn Dex Save for Scorcher: 9
Jarvis Dex Save: 4
Jarvis swears and grimaces at you all, "You think you can beat us? Fools, Blayze was nothing compared to us!" He takes his scimitar from his belt.
You all are up. Jarvis and Benn have entered the room and are preparing to slices y'all up.
This post has potentially manipulated dice roll results.
Xanrym: Round 2
Xanrym tries to keep Theldrin out of melee with Jarvis. He says, "Blayze is dead. Tangle with us at your peril." Then he points at the fighter and whispers a discordant tune. Finally, he moves back to try stay out of Jarvis's range.
Movement: Retreating north 30'. Bonus Action: Use Unsettling Words against Benn. Benn must subtract 2 from the next saving throw he makes (presumably the saving throw for Xanrym's spell). Action: Cast spell (LVL 1 slot) Dissonant Whispers at Benn, WIS 13 save or take 9 psychic damage and immediately use Benn's reaction to safely move as far as his speed allows away from Xanrym. On a successful save: 4.5 psychic damage and no forced movement. Free Action: None
Action: Cast spell (LVL 1 slot) Dissonant Whispers at Benn, WIS 13 save or take 3 psychic damage and immediately use Benn's reaction to safely move as far as his speed allows away from Xanrym.
(OOC: 3 damage?! 😜 It looks like the cultists used up all of the good rolls with that series of attacks and saving throws!
@werelemur - if Benn fails his saving throw and moves, Theldrin should get an opportunity attack.)
This post has potentially manipulated dice roll results.
If Theldrin gets an AoO against Benn, he aims a Fire Bolt at him as he moves away (War Caster feat). He then moves 30 feet towards the NE corner of the mud room and sends a Magic Missile burst at Jarvis.
If Avery can see Xanrym, he is going to try and pull him inside the mud room, out of the way of the fight, and try to render aid
Seeing Xanrym go down, Theldrin quickly asks Toska, "Can you heal him from here?" as his mind races, trying to decide the best thing to do.
Liarin shifts into human form and casts healing word on Xanrym for 8 points of healing, then creates a bonfire for 4 damage to the left of the door (Dex 15) and backs up from the doorway.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: Since Avery and Theldrin spread caltrops and oil there, the bonfire should also light that oil on fire, dealing 5 (fire) damage to Benn this turn since he's in that space. Whether Liarin's bonfire continues or not, the burning oil will last for two rounds: "If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.")
Xanrym gasps as his eyes open. He looks around in some confusion before he realizes that Avery must have pulled him to the relative safety of the mud room. Seeing Benn in the burning fire, he realizes that they're definitely not done with this fight. Xanrym says, "Thank you, my friend," and stands with Avery's help.
Fearing that they may have bit off more than they can chew, Xanrym casts a quick spell before he lets go of Avery's arm. Then he moves to the east to get out of Avery's way and reload his crossbow.
(OOC: If Avery didn't use Second Wind or Action Surge in the previous fight, now might be a good time to do that!)
Movement: 15' feet to stand from prone and then move 15' to the east to get out of Avery's way and out of the cultist's view for a moment.
Action: Cast a spell (LVL 1 slot) Heroism. Avery becomes immune to being frightened and gains 3 Temporary HP now and at the start of each of his turns.
Xanrym uses metamagic to twin the spell an apply it to himself, too.
Bonus Action: None
Free Action: Talking. Loading crossbow.
Concentration: Heroism round 1 of 10
Theldrin takes a few steps back (moving to the square behind Toska on the map) and prepares to cast Aganazzar's Scorcher if he sees Benn and/or Jarvis enter into the room.
(OOC: I'm always getting confused by the 10 foot squares in these maps since our characters take up the whole square. In any case Theldrin would ideally like to be able to hit both enemies in a line as the they come around the corner, and it seems the ideal location for that would the square Toska is in, however he can coordinate that with her)
Avery uses second wind, and prepares for whoever tries to step through 10 +3
3
(In case this is needed for Aganazzar's Scorcher)
16
Dex 14 Save for half
Benn Dex Save for Bonfire: 6
Toska will also prepare a Sacred Flame for the first person through the door.
Benn and Jarvis grit there teeth as Avery steps into the hall and drags Xanrym back into the room. Benn is further infuriated by the flame engulfing him, he tries to run into the room but can't get far because of the caltrops, he takes the Dash action to get into melee with the first person he sees; Theldrin. Jarvis is able to get into the room behind him and throw a couple of daggers, one at Theldrin, one at Avery. Theldrin and Toska's spells goes off.
Jarvis Dagger against Theldrin Attack: 12 Damage: 6 Piercing
Jarvis Dagger against Avery Attack: 14 Damage: 5 Piercing
Benn Dex Save for Sacred Flame: 8
Benn Dex Save for Scorcher: 9
Jarvis Dex Save: 4
Jarvis swears and grimaces at you all, "You think you can beat us? Fools, Blayze was nothing compared to us!" He takes his scimitar from his belt.
You all are up. Jarvis and Benn have entered the room and are preparing to slices y'all up.
Xanrym: Round 2
Xanrym tries to keep Theldrin out of melee with Jarvis. He says, "Blayze is dead. Tangle with us at your peril." Then he points at the fighter and whispers a discordant tune. Finally, he moves back to try stay out of Jarvis's range.
Movement: Retreating north 30'.
Bonus Action: Use Unsettling Words against Benn.
Benn must subtract 2 from the next saving throw he makes (presumably the saving throw for Xanrym's spell).
Action: Cast spell (LVL 1 slot) Dissonant Whispers at Benn, WIS 13 save or take 9 psychic damage and immediately use Benn's reaction to safely move as far as his speed allows away from Xanrym.
On a successful save: 4.5 psychic damage and no forced movement.
Free Action: None
Concentration: Heroism round 2 of 10
(OOC: 3 damage?! 😜 It looks like the cultists used up all of the good rolls with that series of attacks and saving throws!
@werelemur - if Benn fails his saving throw and moves, Theldrin should get an opportunity attack.)
If Theldrin gets an AoO against Benn, he aims a Fire Bolt at him as he moves away (War Caster feat). He then moves 30 feet towards the NE corner of the mud room and sends a Magic Missile burst at Jarvis.
Fire Bolt
Attack: 18 Damage: 1
Magic Missile
2
5
2
If Benn makes his save and doesn't move away, Theldrin will Disengage and move 30 feet towards the NE corner of the mud room.
Fire Bolt
Attack: 21 Damage: 10
Magic Missile
2
3
2
(OOC: Don't forget that all attacks against Benn have advantage this round.)
2nd attack roll for Advantage if needed:
24
Avery attacks Benn Attack: Attack: 20 Damage: Unable to parse dice roll.
Damage: 12