The three magic missle's blast into the harpy as Toska steps forward and lays hands on Avery, curing 4 HP with Cure Wounds. "That's the last of my healing. I still have this scroll though if we run out of options."
Avery is now up and able to act. Liarin and Xanrym can also take their turns.
Thinking that Avery doesn't have a way to strike the harpy at a distance, Xanrym says, "Avery, here!" He squats down and hands the knight his crossbow and a case of crossbow bolts as soon as Toska revives him. "Liarin, want some darts?", he asks. He has a bundle of 6 darts that he scavenged from previous enemies.
Finally, while he's squatting down, Xanrym takes out 3 crossbow bolts from his second quiver and coats them with the poison they found under the Inn in Orlane. He figures that if they could poison the harpy, they might stand a better chance against her assault.
Movement: Squatting down. Action: Apply poison to 3 crossbow bolts. (RAW, I think that he can apply a dose of a poison (injury) to 3 pieces of ammunition in one round.) Bonus Action: None Free Action: Talking. Item interaction: handing off ranged weapons to Avery and Liarin.
You open the door marked with an X and come into a large room, 50ft by 50ft. Four thick columns support the beams of an arched chamber ceiling, 25' high. A 20' wide, 20' high corridor leads from the southern side of the room.
It sounds like the current room has an arched ceiling that goes from 20' high to 25' high.
The Harpy then flies away from Avery, up to the roof of the room....The harpy is up above your head mocking you from the roof.
With the harpy near the roof, she's not within melee range. So, unless Avery (and Liarin) use some other ranged attack, his option is to use the crossbow (or darts for Liarin) that Xanrym just offered or to ready at attack for when/if the harpy swoops back down to attack.
(OOC: I know. 🙂 It's up to Avery, but that's why Xanrym was handing his crossbow to Avery to use this round while Xanrym applies poison to some of the bolts:
Xanrym says, "Avery, here!" He squats down and hands the knight his crossbow and a case of crossbow bolts as soon as Toska revives him
Liarin, unable to comprehend the fiery doom that would befall her companions even if she was able to conjure a bonfire on the ceiling, (spell says on the ground. *pout*) takes the offered dart and hurls the unfamiliar weapon at the harpy.
[[AC 13, 3 damage]]
She also gives some blessings of the forest to Avery, helping to heal his wounds. [[6 pts. of healing]]
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Both the dart and whatever weapon Avery used to attack the harpy miss. She mocks you from the rafters, "Stop running around down their pretties. You'll all get your turn to die soon." She mutters a few words and a magical darkness spreads out all around you, blocking all site. You hear her cackling above you.
You all are up, surrounded now by a magical darkness.
This post has potentially manipulated dice roll results.
Theldrin will attempt to find his way through the dark, back to the doorway the party used to enter the room. If he's able to locate it he'll call out quietly to the others, before stepping out of the room and around the corner, hoping to move outside the range of the magical darkness.
This post has potentially manipulated dice roll results.
Xanrym: round 3
(OOC: It sounds like Avery did not take Xanrym's crossbow last round, so I'll go with that.)
The disorienting darkness descends, and Xanrym initially closes his eyes just to help him focus on what he saw before everything went black. Xanrym picks his crossbow back up and blindly loads one of the poisoned bolts. He knows that the room they were in is quite large, and he doesn't think that the harpy can cover the whole room with darkness. He moves to the side, trying to reach whichever side wall was closest to him before the harpy cast her spell. Like the slaad said, if they don't group up, a spellcaster will have a harder time with them.
Xanrym moves forward blindly with one hand out in front of him, trying to move quietly so that the harpy cannot swoop down at him in the dark.
If he finds the wall with his hand before he exits the darkness, he'll turn to put his back against the wall this round and hide under the cover of darkness, hoping that the harpy has no good way to locate them in the darkness.
If he exits the darkness before he hits the wall, he continues forward toward the side wall and then turns to look up and see whether he can spot the harpy. If she's still visible overhead (above the dome of darkness), he fires the poisoned bolt at the harp.
Movement: Up to 20' (moving with Stealth25 (in game log)) toward a side wall. Bonus Action: Only if he exited the darkness this round, use Unsettling Words to mock the harpy, saying, "The naga's cult is failing, and your voice is powerless. You're cooked, you great goose!" The harpy must subtract 6 from its next saving throw. Action: If he's still in darkness: Hide. Not sure whether he'd need another Stealth check here. If he exited the darkness: Attack the harpy with Crossbow, Light (80/320): 20, Damage: 4 (piercing). (Attack and damage rolls in game log.) Since it's one of the poisoned bolts, the harpy must make a DC 13 CON saving throw (with the 6 penalty from Unsettling Words) or be poisoned for 1 hour. Free Action: Loading a poisoned bolt in his crossbow.
Bonus Action: Only if he exited the darkness this round, use Unsettling Words to mock the harpy, saying, "The naga's cult is failing, and your voice is powerless. You're cooked, you great goose!" The harpy must subtract 5 from its next saving throw. Action: If he's still in darkness: Hide. Not sure whether he'd need another Stealth check here. If he exited the darkness: Attack the harpy with Crossbow, Light (80/320): 20, Damage: 4 (piercing). (Attack and damage rolls in game log.) Since it's one of the poisoned bolts, the harpy must make a DC 13 CON saving throw (with the 5 penalty from Unsettling Words) or be poisoned for 1 hour.
(OOC: Just a clarification that the poison is basically Drow Poison (Injury). If Xanrym made it out of the darkness this round and attacked the harpy, the penalty from Unsettling Words effectively makes it a DC 18 CON saving throw.)
This post has potentially manipulated dice roll results.
Xanrym and Theldrin make it to the west side of the room, where they see Araphise still clawing onto the roof in the south end of the room. Xanrym's crossbow bolt hits the harpy.
The harpy drops to the floor unconscious from the poison and takes 5 Bludgeoning damage from the fall.
(OOC: Even better outcome than I hoped! Since the harpy was briefly knocked unconscious by the poison, she would have automatically lost concentration on her spell. The Darkness should be gone, and Avery, Liarin, and Toska should be able to see the harpy as she falls to the ground.)
Xanrym wasn't sure what to expect of the poisoned bolt, but he's amazed to see the harpy convulse and drop to the ground, initially unconscious. Xanrym whoops excitedly, but seeing that the harpy is still alive, he says urgently, "Now's our chance! Get her!"
The three magic missle's blast into the harpy as Toska steps forward and lays hands on Avery, curing 4 HP with Cure Wounds. "That's the last of my healing. I still have this scroll though if we run out of options."
Avery is now up and able to act. Liarin and Xanrym can also take their turns.
Xanrym: Round 2
Thinking that Avery doesn't have a way to strike the harpy at a distance, Xanrym says, "Avery, here!" He squats down and hands the knight his crossbow and a case of crossbow bolts as soon as Toska revives him. "Liarin, want some darts?", he asks. He has a bundle of 6 darts that he scavenged from previous enemies.
Finally, while he's squatting down, Xanrym takes out 3 crossbow bolts from his second quiver and coats them with the poison they found under the Inn in Orlane. He figures that if they could poison the harpy, they might stand a better chance against her assault.
Movement: Squatting down.
Action: Apply poison to 3 crossbow bolts. (RAW, I think that he can apply a dose of a poison (injury) to 3 pieces of ammunition in one round.)
Bonus Action: None
Free Action: Talking. Item interaction: handing off ranged weapons to Avery and Liarin.
Concentration: Calm Emotions round 3 of 10
Avery is going to use his second wind: 4 +3
(OOC: But that just uses Avery's bonus action, right? He can still take an action on his turn, such as firing the crossbow, can't he?)
Avery will take at least one attack against the Harpy: attack: 12, damage: 9
(OOC: Providing some additional context for Xanrym's action in case it wasn't clear...)
It sounds like the current room has an arched ceiling that goes from 20' high to 25' high.
With the harpy near the roof, she's not within melee range. So, unless Avery (and Liarin) use some other ranged attack, his option is to use the crossbow (or darts for Liarin) that Xanrym just offered or to ready at attack for when/if the harpy swoops back down to attack.
Avery has no ranged weapons, so he will back off to recover from his near-death experience
(OOC: I know. 🙂 It's up to Avery, but that's why Xanrym was handing his crossbow to Avery to use this round while Xanrym applies poison to some of the bolts:
)
Liarin, unable to comprehend the fiery doom that would befall her companions even if she was able to conjure a bonfire on the ceiling, (spell says on the ground. *pout*) takes the offered dart and hurls the unfamiliar weapon at the harpy.
[[AC 13, 3 damage]]
She also gives some blessings of the forest to Avery, helping to heal his wounds. [[6 pts. of healing]]
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Both the dart and whatever weapon Avery used to attack the harpy miss. She mocks you from the rafters, "Stop running around down their pretties. You'll all get your turn to die soon." She mutters a few words and a magical darkness spreads out all around you, blocking all site. You hear her cackling above you.
You all are up, surrounded now by a magical darkness.
Theldrin will attempt to find his way through the dark, back to the doorway the party used to enter the room. If he's able to locate it he'll call out quietly to the others, before stepping out of the room and around the corner, hoping to move outside the range of the magical darkness.
(OOC: not sure what to roll for this...)
Perception: 11
Investigation: 23
Xanrym: round 3
(OOC: It sounds like Avery did not take Xanrym's crossbow last round, so I'll go with that.)
The disorienting darkness descends, and Xanrym initially closes his eyes just to help him focus on what he saw before everything went black. Xanrym picks his crossbow back up and blindly loads one of the poisoned bolts. He knows that the room they were in is quite large, and he doesn't think that the harpy can cover the whole room with darkness. He moves to the side, trying to reach whichever side wall was closest to him before the harpy cast her spell. Like the slaad said, if they don't group up, a spellcaster will have a harder time with them.
Xanrym moves forward blindly with one hand out in front of him, trying to move quietly so that the harpy cannot swoop down at him in the dark.
If he finds the wall with his hand before he exits the darkness, he'll turn to put his back against the wall this round and hide under the cover of darkness, hoping that the harpy has no good way to locate them in the darkness.
If he exits the darkness before he hits the wall, he continues forward toward the side wall and then turns to look up and see whether he can spot the harpy. If she's still visible overhead (above the dome of darkness), he fires the poisoned bolt at the harp.
Movement: Up to 20' (moving with Stealth 25 (in game log)) toward a side wall.
Bonus Action: Only if he exited the darkness this round, use Unsettling Words to mock the harpy, saying, "The naga's cult is failing, and your voice is powerless. You're cooked, you great goose!" The harpy must subtract 6 from its next saving throw.
Action:
If he's still in darkness: Hide. Not sure whether he'd need another Stealth check here.
If he exited the darkness: Attack the harpy with Crossbow, Light (80/320): 20, Damage: 4 (piercing). (Attack and damage rolls in game log.)
Since it's one of the poisoned bolts, the harpy must make a DC 13 CON saving throw (with the 6 penalty from Unsettling Words) or be poisoned for 1 hour.
Free Action: Loading a poisoned bolt in his crossbow.
Concentration: Heroism round 4 of 10
(OOC: Just a clarification that the poison is basically Drow Poison (Injury). If Xanrym made it out of the darkness this round and attacked the harpy, the penalty from Unsettling Words effectively makes it a DC 18 CON saving throw.)
Xanrym and Theldrin make it to the west side of the room, where they see Araphise still clawing onto the roof in the south end of the room. Xanrym's crossbow bolt hits the harpy.
DC 18 CON Save: 17
The harpy drops to the floor unconscious from the poison and takes 3 Bludgeoning damage from the fall.
She wakes from the damage, slightly groggy and confused by what's happening.
Theldrin, Avery and Liarin are all up. Theldrin just saw Xanrym drop the harpy, while Avery and Liarin are still in darkness.
(OOC: Even better outcome than I hoped! Since the harpy was briefly knocked unconscious by the poison, she would have automatically lost concentration on her spell. The Darkness should be gone, and Avery, Liarin, and Toska should be able to see the harpy as she falls to the ground.)
Xanrym wasn't sure what to expect of the poisoned bolt, but he's amazed to see the harpy convulse and drop to the ground, initially unconscious. Xanrym whoops excitedly, but seeing that the harpy is still alive, he says urgently, "Now's our chance! Get her!"
Theldrin sends another Magic Missile blast at the Harpy (casting as a 2nd level spell).
2
5
3
4
Yep the darkness drops too.