I would like to hold my action until the end of the round to determine where best my resources may be used. Essentially relinquishing initiative for this round to determine what my next action will be.
Theldrin - Give us a Slight of Hand Check for your Mage Hand. Dunno if that uses your slight of hand or if it has it's own, should look that up before rolling.
A quick bit of research suggests it's up to DM interpretation whether to use Dex or Spellcasting modifier, and possibly Sleight of Hand if proficient, like for an Arcane Trickster. I'll just roll a straight D20 and you can decide how you want to interpret it. Dex mod +3, Int +4, no proficiency in Sleight of Hand.
The two thugs pull Avery tied up into the bar and draw there weapons when they see Misha burned on the floor. "It's a trap! Rush them!"
(OOC: What weapons did they draw?)
Xanrym is trying to ensure that the thugs don't do much harm before the party disables them. He casts vicious mockery on the other thug (i.e., the one that did not hit with his bow): "After you blundered into a trap, you're going to rush us? Will the bad moves never stop?"
Xanrym tries to keep their attention: "Well come on, then! Come and get us!"
Movement: None, holding position this round Action: Cast spell on uninjured thug Vicious Mockery, WIS 13 save or take damage (1 psychic) and have disadvantage on the next attack roll the target makes before the end of its next turn. Free Action: Taunting the thugs
This post has potentially manipulated dice roll results.
The Mage Hand is unable to release Avery at this time, perhaps by next round it will be able to untie him. The other thug pauses slightly at Xanrym's remark and then presses on: Wis Save 5
This post has potentially manipulated dice roll results.
Dogroot, takes the flat of Liarin's blade across the face as he gets up. He's looking really worse for wear now, but takes out his daggers and lunges for Liarin. You notice that they are coated in some sort of green viscous liquid. First attack at disadvantage because of Viscous Mockery:
Dagger 1: 17 Damage: 6 Piercing
Attack: 6 Damage: 3 Piercing
On a hit, Liarin must make a DC 13 Con Save or be Poisoned.
(OOC: it looks like that was a straight 1d8 for damage in the surprise round, but it should have been 2d8+3. That is, the original damage roll was missing the ability modifier, and there should have been another d8 because it was a critical hit. @Lldryk, could you roll the additional 1d8+3 damage so that the DM can take that into account before the thugs get their turn?)
This post has potentially manipulated dice roll results.
Dogroot takes a fist to the back of the head, he turns and looks at Avery but then thinks better of it and advances of Liarin. He is looking really badly wounded though, like another hit would kill him.
The thugs look at each other and nod. Thug 1 runs forward and attacks Liarin, Thug 2 runs into the room and up onto the bar where he heard Xanrym and attempt to attack him. He'll need to make an Acrobatics check to see if he can get onto the bar. They also both have multiattack.
If you don’t want to do anything for your turn you can take the Dodge action. Which gives anyone attacking you disadvantage
I would like to hold my action until the end of the round to determine where best my resources may be used. Essentially relinquishing initiative for this round to determine what my next action will be.
A quick bit of research suggests it's up to DM interpretation whether to use Dex or Spellcasting modifier, and possibly Sleight of Hand if proficient, like for an Arcane Trickster. I'll just roll a straight D20 and you can decide how you want to interpret it. Dex mod +3, Int +4, no proficiency in Sleight of Hand.
12
(OOC: What weapons did they draw?)
Xanrym is trying to ensure that the thugs don't do much harm before the party disables them. He casts vicious mockery on the other thug (i.e., the one that did not hit with his bow): "After you blundered into a trap, you're going to rush us? Will the bad moves never stop?"
Xanrym tries to keep their attention: "Well come on, then! Come and get us!"
Movement: None, holding position this round
Action: Cast spell on uninjured thug Vicious Mockery, WIS 13 save or take damage (1 psychic) and have disadvantage on the next attack roll the target makes before the end of its next turn.
Free Action: Taunting the thugs
I have an arrow nocked while I hold.
The Mage Hand is unable to release Avery at this time, perhaps by next round it will be able to untie him. The other thug pauses slightly at Xanrym's remark and then presses on: Wis Save 5
I believe Liarin is up
Liarin moves up to dogroot and tries to knock him out with her scimitar. (Hit AC 15 ,5 nonlethal damage on character sheet.)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Dogroot, takes the flat of Liarin's blade across the face as he gets up. He's looking really worse for wear now, but takes out his daggers and lunges for Liarin. You notice that they are coated in some sort of green viscous liquid. First attack at disadvantage because of Viscous Mockery:
Dagger 1: 17 Damage: 6 Piercing
Attack: 6 Damage: 3 Piercing
On a hit, Liarin must make a DC 13 Con Save or be Poisoned.
Group 3 up, Theldrin and Avery.
Theldrin keeps trying to free Avery using Mage Hand.
Dex +3, Int +4
D20 roll: 20
The Mage Hand successfully releases Avery from his binds.
Funnily enough, Avery is up. Also i should point out Avery, that your weapons were taken off you when you were captured.
15 on that Con Save.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: it looks like that was a straight 1d8 for damage in the surprise round, but it should have been 2d8+3. That is, the original damage roll was missing the ability modifier, and there should have been another d8 because it was a critical hit. @Lldryk, could you roll the additional 1d8+3 damage so that the DM can take that into account before the thugs get their turn?)
Avery is up, released from your bindings from Theldrin's Mage Hand and able to help your companions defend the Golden Grain Inn.
Avery engages dogroot with his bare hands: Attack: 22; damage: 4
Lldryk puts his bow away and pulls out his shorts words.
Dogroot takes a fist to the back of the head, he turns and looks at Avery but then thinks better of it and advances of Liarin. He is looking really badly wounded though, like another hit would kill him.
The thugs look at each other and nod. Thug 1 runs forward and attacks Liarin, Thug 2 runs into the room and up onto the bar where he heard Xanrym and attempt to attack him. He'll need to make an Acrobatics check to see if he can get onto the bar. They also both have multiattack.
Thug 1 Mace Attack 1: 14 Damage: 7 Bludgening
Thug 1 Mace Attack 2: 13 Damage: 6 Bludgening
Thug 2 Acrobatics check: 20
And Thug 2 Attacks Xanrym with his shortsword:
Shortsword Attack 1: 21 Damage: 4 Piercing
Shortsword Attack 2: 18 Damage: 4 Piercing
Group 1 up.
Group 1: Liarin, Lldryk, Xanrym
Group 2: Dogroot
Group 3: Theldrin, Avery
Group 4: Thugs
Liarin continues bashing on dogroot. (AC 18, 7 nonlethal damage)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep