Utar briefly considers waiting and letting Bhevek taking the lead but the strong smell of smoke puts that thought out of his mind. The state of the prison is best described as ramshackle, and honestly, Utar is not sure whether the structure of the building can take a prolonged period of fire.
The hand of Torm sat on his pauldron glows, faintly at first but gaining in strength until finally it reaches its peak. There is a momentary flash of light in the air around the Orc and the temperature around him seems to drop slightly and a rime of frost starts to spread and cover the metal of his armour.
With urgency behind him, Utar sets off past his companions, breaking into a run once he can. He barks his question at the halfling as he head past him into the tower and through the flames, "Bhevek, where is being Walharrow held?"
Bonus Action: Adrenaline Rush to use dash as a bonus action, gaining 4 temp hp.
Move: Heading around the tower in a clockwis direction to L,24.
Action: Cast fire shield, using a level 4 spell slot. Opting for a chill shield option to gain resistance to fire, any melee strike (from a creature within 5 feet) that hits Utar gets 2d8 cold damage in return.
Neya (autopilot) squeezes past Utar, Taters, and Doozey and reaches a source of flames she could spot from her starting point. With the help of a freshly cast Mage Hand, she begins to pick up nearby debris, and pieces of loose fabric to either dump into the fire or wack it!
-> As part of casting Mage Hand, Neya can command it to interact with the fire and smother this particular 5x5 section of flame located in {R-28}. Neya is currently standing in spot {Q-28}. The Mage Hand is in {Q-29}.
As the flames on this cell's door are put out, the eldritch monk peers inside to see still another source. She moves into the cell {R-28}, planning to put out this fire source next.
Utar is the next one to jump into action. The cleric moves past his companions and turns to join, and then move past, Bhevek on the western side of the tower. Preparing to sprint past flames as well, Utar quickly envelops himself in a protective sheen, and multitasks but asking Bhevek a brief question. By the time he receives an answer, Utar is already being licked by flames: "That a-way," the halfing utters pointing in the opposite direction from the one the Tormite is headed.
Once the answer sinks in, and he is able to slow down, Utar has already reached a point in the tower {L-24} that obscures his line of sight to the rest of the group. Despite his spell, he notices that not only has his skin felt some heat, but also that some of the linens Utar wears over his armor are now aflame. (Utar had gained 4 temp HP but now takes 4 fire damage, already halved, and is now considered burning.)
Given Bhevek's answer, Utar momentarily considers backtracking, but it turns out his instincts were correct. A door ahead explodes in a shower of splinters, and a hulking creature with the head of a bull bounds through the wreckage. The creature’s left leg is fashioned from intricately carved wood, starting just below the knee, resembling an angry man with its arms and hands upraised to support the leg. Rusted chains dangle from around the monster’s waist, arms, and shoulders, and a number of crossbow bolts jut from its bare chest. A jailer—obviously dead—lies limp in its arms. The beast sees Utar and bellows “Blood for Walharrow!” Tossing aside the broken corpse like little more than a doll, it wrenches a massive beam from a nearby wall and strides toward the orc, striking the beam into its open palm.
-> Walharrow is now at {H-25,I-26}. Utar is the only one who knows this.
Bhevek focuses on the flames ahead of him, moving closer {Q-25} and spending his turn putting out a 5x5 section of the flames {P-24}.
This post has potentially manipulated dice roll results.
"I see po him am o'er prisomers!" Is Doozey's curt response before letting out two sharp whistle, bidding Taters to stay put and keep watch by the stairway. A command Taters more than happily double backed to follows if but to avoid the flames, though needed to land as well to as due to the smoke. As for Doozey, he hurries along in the opposite direction to Utar giving each passing cell at least a cursory once over, before then moving on to the next down the hall in search of said bull headed figure or prisoners in need of assistance.
(@Red: I placed Raist at {Q-27} so he can have line of sight to the spot you picked to center the spell. Speaking of the spell, Utar, Taters, Raist, and Bhevek are all within its range. I am assuming you are choosing to put the Sculpt Spells feature to good use in protecting yourself, Utar, and Taters. That said, let me know how much Raist cares about not damaging Bhevek. If you choose not to put Bhevek in the Sculpt Spells list, then you'll need to roll damage.)
Doozey orders Taters to retreat while he advances. As the Beast of the Sky stands watch at the mouth of the stairwell {N-27}, the halfling advances in the oposite direction from Utar in search of a pirate. While he does not lay eyes on his mark just yet, there is no doubt that Doozey's hearing sense picks up the disturbance caused by the bull-headed creature just beyond the next circular bend. Note that there is a closed door in front of Doozey now between {N-31} and {M-31}. As he moves, Doozey would notice two more things:
1) Prisoners still behind locked doors, sensing the smell of smoke and hearing the commotion, are making a lot of noise themselves. Some ask for freedom, others just to live. It is safe to assume that behind each locked cell door on the map there is a prisoner, at least approximately.
2) As Doozey advances he moves past a dwarven jailer, recognizing him to be the one Bhevek nodded at on the group's way up to the fourth floor. The jailer looks concerned but determine to get away from this third floor. It is clear he is dashing for the stairwell. This jailer is now at {P-31}.
Raist follows Doozey out of the hallway leading to the stairwell but stops short of moving either east or west {Q-27}. Catching a glimpse of Bhevek fighting against open flames, the wizard produces a localized Ice Storm. Between the ice hitting the flame sources and the water resulting from the subsequent melting, most flames are now extinguished. Some water and ice fall through the opening on the ground on the west side and onto the second floor. Some water vapor fills the air to join the smoke in reducing visibility on the already pitch dark prison. The one remaining open flame produces a bit of light within. The only other sources of light are the sunlight poking through tiny windows in unoccupied cells without a door (allowing the light to spill into the hallways).
(OOC: Pausing here until we resolve whether Bhevek is taking damage from the Ice Storm.)
NOTE: Small circles depict rocky debris. The shaded area to the west depicts a section of collapsed floor. The "hands" symbol represents Neya's Mage Hand. Blue area is considered difficult terrain from Ice Storm.
Utar is hit with so much force, he has to fight to keep his footing:
-> Utar's STR saving throw: 21
As the pirate advances with fury, Utar notices that the floor beneath his hooves trembles and dislodges. The structure, or at least that portion of it, is not likely to be able to take much more.
Utar manages to keep his footing, but Walharrow's flinging hows still leave a wound on the orc's stomach. His pierced armor may need some repairs later. (Utar takes 28 piercing damage.)
(Neya and Utar are up next. Utar is still burning since the Ice Storm was sculpted to miss him. This means that Utar will take half of 6 (6) fire damage at the start of his turn after accounting for Fire Shield's resistance. If he so desires, Utar can spend his action extinguishing the fire on himself by voluntarily going prone and rolling around on the ground.)
-> Walharrow takes 12cold damage from Fire Shield.
Utar grunts and clutches his stomach. He know's he has been hit harder, but right now can't recall when. Taking his arms away, the rime of frost on his bracers now takes on a pinkish hue.
Focussing on Walharrow, Utar's pauldron again starts to glow and he chants a rhythmic prayer. Spectral chains coalesce around Utar's feet then rise from the floor before suddenly flying towards the minotaur, wrapping and entangling the beast.
Move: N/A
Action: Cast Hold monster on Walharrow using a fifth level spell slot. DC17 Wis save for Walharrow or he is paralysed!
Bonus Action: N/A
(OOC - have accounted for Walharrow's charge and the burning damage.)
Neya brings her Mage Hand into the cell with her and manipulates it to put out another nearby flame. Taking a peek outside, she sees that Bhevek is done putting out the fires near him (thanks in large part to Raist), and has an idea. Walking toward him, she directs the halfling jailer to the cell with her Mage Hand and says: "Bhevek, switch with me, put out the fires in there. I'll keep an eye on Utar."
Neya then moves closer to Utar but keeps line of sight with the remaining fires. Neya is now at {P-24}. The flame at {S-29} is extinguished.
For his part, Utar has to contend with another sleight burn in addition to the massive Minotaur in front of him (Utar takes 3 fire damage from burning, already halved. @MB: This is part of the damage you already accounted for. I am just making it official here at the top of your turn.)
The cleric then turns to face the pirate once again and hucks holy chains in his direction.
Walharrow is encircled by the chains, which then suddenly tighten around his muscles and entrap him. He tries to force his way out but struggles against Utar's magical might.
Eager to put out the fires, Bhevek turns to move toward the cell indicated by Neya. He has to walk carefully over the remaining ice and water but manages to reach the open flame. He spends the next few seconds putting out the fire with whatever dirt, debris, and loose fabric he can find. If all else fails, he uses his hands to pat it down. The flame at {S-28} is now extinguished.
Neya looks at Raist and covertly gestures toward Bhevek, who now stands just at the threshold of one of his cells {R-28} and is looking the other way. Will the elf take the opportunity created by his newest human companion?
Raist looks at Neya. Shrugs and reaches into another pocket swapping the mitten for a glove and another eggshell. Lowly speaks a word in elven and the familiar large purple hand appears BIGBYS HAND with a gesture the hand swings the cell door closed pushing Bhevek in the cell. The hand stays against the door
(Forceful hand for the shove/door close ((str saving throw DC 16)) or be shoved 5 ft) the hand will then hold the door shut
(OOC: For better or worse since Doozey technically goes first he need not deal with the confusing jailing of Bhevek just yet. xD)
Though he felt for the prisoners, if only a little, none seemed to be in immediate danger to warrant more than the quick once over given their lack of horns. If after trying to open the door yields no fruitful results, Doozey clicks his tongue before doubling back towards the stairway. "Way Barreb. Trying U'ar's way." He'd say as he hurriedly continued to rush around the bend calling for Utar.
IF, however, the door blocking his way was unlocked already, then he'd continue to hurry along through, checking cells for any signs of escapees until he spies a free yet not so free Walharrow. Even so, at that point he would spring down the rest of the hallway, drawing a weapon and magically mark Walharrow.
Movement(Doozey): To J-27.
Bonus Action(Doozey): Cast free Hunter's Mark on Walharrow.
Action(Doozey): Take out Rapier. (since free action already spent for turn opening door)
Tater's Movement/Action from above remains unchanged either way.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Doozey tries the door ahead of him and finds it not only unlocked, but also not fully closed to begin with. He has a sense that the dwarven jailer he just passed by might have come from the other side not too long ago. The hunter then advances, finding no real concern regarding the other three prisoners he hears in the northeast quarter. Either by pure luck or due to his enhanced passive senses, Doozey stops just shy of a damaged section of the floor where the Minotaur had just threaded.
The dwarven jailer continues to move toward the staircase. Seeing Raist block the way, the jailer yells: "Move! Move!"but doesn't wait for the elf's reaction. It tries to shove Raist out of the way:
Despite his frail frame, Raist is able to withstand the attempted push. The dwarven jailer now stands right next to Raist and, by chance, also next to Bhevek. The halfling is looking away from both Raist and the dwarven jailer. It is clear that the dwarven jailer wants to reach the staircase.
-> Raist is at {Q-27}, Jailer is at {Q-28}, Bhevek is at {R-28}.
(@Red: Things have changed a bit since you posted. I want to give you a chance to revise your turn if you want to change what you want to do given this new information. Please feel free to make a new post and tell me to ignore post#255.)
This post has potentially manipulated dice roll results.
DM's Screen:
STR saving throw (DC 16): 3 (3)
Raist takes note of the dwarven jailer's urgency and steps aside silently {Q-26}. Then, taking advantage of the opportunity (or is it a problem?) created by Neya (autopilot), the elven wizard creates a familiar large purple hand and shoves Bhevek into the cell by using the door.
The purple hand has to sort of push the dwarven jailer out of the way a bit in order to accomplish its command, but a bit of tit-for-tat seems appropriate in this moment.
Bhevek now finds himself inside the jail cell alongside Neya's smaller spectral hand. The purple hand stays in place to keep the door closed for now. Bhevek looks back with indignation: "Hey, what's the big idea?!"
By now, the ice and water from Raist's previous spell are no longer difficult terrain.
Utar briefly considers waiting and letting Bhevek taking the lead but the strong smell of smoke puts that thought out of his mind. The state of the prison is best described as ramshackle, and honestly, Utar is not sure whether the structure of the building can take a prolonged period of fire.
The hand of Torm sat on his pauldron glows, faintly at first but gaining in strength until finally it reaches its peak. There is a momentary flash of light in the air around the Orc and the temperature around him seems to drop slightly and a rime of frost starts to spread and cover the metal of his armour.
With urgency behind him, Utar sets off past his companions, breaking into a run once he can. He barks his question at the halfling as he head past him into the tower and through the flames, "Bhevek, where is being Walharrow held?"
Bonus Action: Adrenaline Rush to use dash as a bonus action, gaining 4 temp hp.
Move: Heading around the tower in a clockwis direction to L,24.
Action: Cast fire shield, using a level 4 spell slot. Opting for a chill shield option to gain resistance to fire, any melee strike (from a creature within 5 feet) that hits Utar gets 2d8 cold damage in return.
Neya (autopilot) squeezes past Utar, Taters, and Doozey and reaches a source of flames she could spot from her starting point. With the help of a freshly cast Mage Hand, she begins to pick up nearby debris, and pieces of loose fabric to either dump into the fire or wack it!
-> As part of casting Mage Hand, Neya can command it to interact with the fire and smother this particular 5x5 section of flame located in {R-28}. Neya is currently standing in spot {Q-28}. The Mage Hand is in {Q-29}.
As the flames on this cell's door are put out, the eldritch monk peers inside to see still another source. She moves into the cell {R-28}, planning to put out this fire source next.
(I'll resolve Utar's turn next.)
Utar is the next one to jump into action. The cleric moves past his companions and turns to join, and then move past, Bhevek on the western side of the tower. Preparing to sprint past flames as well, Utar quickly envelops himself in a protective sheen, and multitasks but asking Bhevek a brief question. By the time he receives an answer, Utar is already being licked by flames: "That a-way," the halfing utters pointing in the opposite direction from the one the Tormite is headed.
-> Fire damage roll: 9
-> Utar's DEX save: 16 3
Once the answer sinks in, and he is able to slow down, Utar has already reached a point in the tower {L-24} that obscures his line of sight to the rest of the group. Despite his spell, he notices that not only has his skin felt some heat, but also that some of the linens Utar wears over his armor are now aflame. (Utar had gained 4 temp HP but now takes 4 fire damage, already halved, and is now considered burning.)
Given Bhevek's answer, Utar momentarily considers backtracking, but it turns out his instincts were correct. A door ahead explodes in a shower of splinters, and a hulking creature with the head of a bull bounds through the wreckage. The creature’s left leg is fashioned from intricately carved wood, starting just below the knee, resembling an angry man with its arms and hands upraised to support the leg. Rusted chains dangle from around the monster’s waist, arms, and shoulders, and a number of crossbow bolts jut from its bare chest. A jailer—obviously dead—lies limp in its arms. The beast sees Utar and bellows “Blood for Walharrow!” Tossing aside the broken corpse like little more than a doll, it wrenches a massive beam from a nearby wall and strides toward the orc, striking the beam into its open palm.
-> Walharrow is now at {H-25,I-26}. Utar is the only one who knows this.
Bhevek focuses on the flames ahead of him, moving closer {Q-25} and spending his turn putting out a 5x5 section of the flames {P-24}.
(Doozey and Raist are up next.)
Raist depends the steps turns right and analyzing the situation he reaches in a pocket and pulls out what looks to be a mitten.
Muttering and gesturing he casts ICE STORM https://www.dndbeyond.com/spells/2619178-ice-storm
centered on the intersection point of O/P 23/24
(If you want damage lmk. Just going for the melting ice to water effect)
Laissez les bons temps rouler
"I see po him am o'er prisomers!" Is Doozey's curt response before letting out two sharp whistle, bidding Taters to stay put and keep watch by the stairway. A command Taters more than happily double backed to follows if but to avoid the flames, though needed to land as well to as due to the smoke. As for Doozey, he hurries along in the opposite direction to Utar giving each passing cell at least a cursory once over, before then moving on to the next down the hall in search of said bull headed figure or prisoners in need of assistance.
Movement(Taters): To N-27, on the ground.
Action(Taters): Defensive Posturing.
Movement(Doozey): To N-31, moving counter-clockwise.
Action(Doozey): Search for a 32.
When you realize you're doing too much: Signature.
(@Red: I placed Raist at {Q-27} so he can have line of sight to the spot you picked to center the spell. Speaking of the spell, Utar, Taters, Raist, and Bhevek are all within its range. I am assuming you are choosing to put the Sculpt Spells feature to good use in protecting yourself, Utar, and Taters. That said, let me know how much Raist cares about not damaging Bhevek. If you choose not to put Bhevek in the Sculpt Spells list, then you'll need to roll damage.)
Doozey orders Taters to retreat while he advances. As the Beast of the Sky stands watch at the mouth of the stairwell {N-27}, the halfling advances in the oposite direction from Utar in search of a pirate. While he does not lay eyes on his mark just yet, there is no doubt that Doozey's hearing sense picks up the disturbance caused by the bull-headed creature just beyond the next circular bend. Note that there is a closed door in front of Doozey now between {N-31} and {M-31}. As he moves, Doozey would notice two more things:
1) Prisoners still behind locked doors, sensing the smell of smoke and hearing the commotion, are making a lot of noise themselves. Some ask for freedom, others just to live. It is safe to assume that behind each locked cell door on the map there is a prisoner, at least approximately.
2) As Doozey advances he moves past a dwarven jailer, recognizing him to be the one Bhevek nodded at on the group's way up to the fourth floor. The jailer looks concerned but determine to get away from this third floor. It is clear he is dashing for the stairwell. This jailer is now at {P-31}.
Raist follows Doozey out of the hallway leading to the stairwell but stops short of moving either east or west {Q-27}. Catching a glimpse of Bhevek fighting against open flames, the wizard produces a localized Ice Storm. Between the ice hitting the flame sources and the water resulting from the subsequent melting, most flames are now extinguished. Some water and ice fall through the opening on the ground on the west side and onto the second floor. Some water vapor fills the air to join the smoke in reducing visibility on the already pitch dark prison. The one remaining open flame produces a bit of light within. The only other sources of light are the sunlight poking through tiny windows in unoccupied cells without a door (allowing the light to spill into the hallways).
(OOC: Pausing here until we resolve whether Bhevek is taking damage from the Ice Storm.)
DM's Screen:
Jailer: 8
(@Red: Thanks for the OOC channel message clarifying it. Bhevek is not hit by the spell.)
Despite the group making quick work of the fire, there is still one open source. This is enough to allow the fire to spread a bit more {S-29}.
END OF INITIATIVE ROUND 1
(Captain Walharrow will go next.)
Captain Walharrow puffs smoke from his bovine nostrils and shows that he is enraged. The large pirate charges toward Utar with murder in his eyes.
-> Reckless Goring Charge vs. Utar: Attack: 27 Damage: 28 (advantegae: 27,11; damage: 28)
Utar is hit with so much force, he has to fight to keep his footing:
-> Utar's STR saving throw: 21
As the pirate advances with fury, Utar notices that the floor beneath his hooves trembles and dislodges. The structure, or at least that portion of it, is not likely to be able to take much more.
Utar manages to keep his footing, but Walharrow's flinging hows still leave a wound on the orc's stomach. His pierced armor may need some repairs later. (Utar takes 28 piercing damage.)
(Neya and Utar are up next. Utar is still burning since the Ice Storm was sculpted to miss him. This means that Utar will take half of 6 (6) fire damage at the start of his turn after accounting for Fire Shield's resistance. If he so desires, Utar can spend his action extinguishing the fire on himself by voluntarily going prone and rolling around on the ground.)
-> Walharrow takes 12 cold damage from Fire Shield.
Utar grunts and clutches his stomach. He know's he has been hit harder, but right now can't recall when. Taking his arms away, the rime of frost on his bracers now takes on a pinkish hue.
Focussing on Walharrow, Utar's pauldron again starts to glow and he chants a rhythmic prayer. Spectral chains coalesce around Utar's feet then rise from the floor before suddenly flying towards the minotaur, wrapping and entangling the beast.
Move: N/A
Action: Cast Hold monster on Walharrow using a fifth level spell slot. DC17 Wis save for Walharrow or he is paralysed!
Bonus Action: N/A
(OOC - have accounted for Walharrow's charge and the burning damage.)
DM's Screen:
WIS save: 6
Neya brings her Mage Hand into the cell with her and manipulates it to put out another nearby flame. Taking a peek outside, she sees that Bhevek is done putting out the fires near him (thanks in large part to Raist), and has an idea. Walking toward him, she directs the halfling jailer to the cell with her Mage Hand and says: "Bhevek, switch with me, put out the fires in there. I'll keep an eye on Utar."
Neya then moves closer to Utar but keeps line of sight with the remaining fires. Neya is now at {P-24}. The flame at {S-29} is extinguished.
For his part, Utar has to contend with another sleight burn in addition to the massive Minotaur in front of him (Utar takes 3 fire damage from burning, already halved. @MB: This is part of the damage you already accounted for. I am just making it official here at the top of your turn.)
The cleric then turns to face the pirate once again and hucks holy chains in his direction.
Walharrow is encircled by the chains, which then suddenly tighten around his muscles and entrap him. He tries to force his way out but struggles against Utar's magical might.
Eager to put out the fires, Bhevek turns to move toward the cell indicated by Neya. He has to walk carefully over the remaining ice and water but manages to reach the open flame. He spends the next few seconds putting out the fire with whatever dirt, debris, and loose fabric he can find. If all else fails, he uses his hands to pat it down. The flame at {S-28} is now extinguished.
Neya looks at Raist and covertly gestures toward Bhevek, who now stands just at the threshold of one of his cells {R-28} and is looking the other way. Will the elf take the opportunity created by his newest human companion?
(Doozey and Raist are up next.)
Raist looks at Neya. Shrugs and reaches into another pocket swapping the mitten for a glove and another eggshell. Lowly speaks a word in elven and the familiar large purple hand appears BIGBYS HAND with a gesture the hand swings the cell door closed pushing Bhevek in the cell. The hand stays against the door
(Forceful hand for the shove/door close ((str saving throw DC 16)) or be shoved 5 ft) the hand will then hold the door shut
Laissez les bons temps rouler
(OOC: For better or worse since Doozey technically goes first he need not deal with the confusing jailing of Bhevek just yet. xD)
Though he felt for the prisoners, if only a little, none seemed to be in immediate danger to warrant more than the quick once over given their lack of horns. If after trying to open the door yields no fruitful results, Doozey clicks his tongue before doubling back towards the stairway. "Way Barreb. Trying U'ar's way." He'd say as he hurriedly continued to rush around the bend calling for Utar.
Movement/Action(Doozey): Rushing to N-23.
(OOC: *sniffle* Might not've mattered, but sorta missing land strider already.)
Action(Taters): Maintain Defensive Posture.
OR...(if Door is unlocked)
IF, however, the door blocking his way was unlocked already, then he'd continue to hurry along through, checking cells for any signs of escapees until he spies a free yet not so free Walharrow. Even so, at that point he would spring down the rest of the hallway, drawing a weapon and magically mark Walharrow.
Movement(Doozey): To J-27.
Bonus Action(Doozey): Cast free Hunter's Mark on Walharrow.
Action(Doozey): Take out Rapier. (since free action already spent for turn opening door)
Tater's Movement/Action from above remains unchanged either way.
When you realize you're doing too much: Signature.
Doozey tries the door ahead of him and finds it not only unlocked, but also not fully closed to begin with. He has a sense that the dwarven jailer he just passed by might have come from the other side not too long ago. The hunter then advances, finding no real concern regarding the other three prisoners he hears in the northeast quarter. Either by pure luck or due to his enhanced passive senses, Doozey stops just shy of a damaged section of the floor where the Minotaur had just threaded.
Focusing his attention on the creature his deduction skills tell him to be Captain Walharrow, Doozey magically marks the pirate and then prepares his blade for battle.
Meanwhile, Taters stays put and attentive.
The dwarven jailer continues to move toward the staircase. Seeing Raist block the way, the jailer yells: "Move! Move!" but doesn't wait for the elf's reaction. It tries to shove Raist out of the way:
-> Raist's STR saving throw (DC 13): 17
Despite his frail frame, Raist is able to withstand the attempted push. The dwarven jailer now stands right next to Raist and, by chance, also next to Bhevek. The halfling is looking away from both Raist and the dwarven jailer. It is clear that the dwarven jailer wants to reach the staircase.
-> Raist is at {Q-27}, Jailer is at {Q-28}, Bhevek is at {R-28}.
(@Red: Things have changed a bit since you posted. I want to give you a chance to revise your turn if you want to change what you want to do given this new information. Please feel free to make a new post and tell me to ignore post#255.)
Outside of moving to Q26 I'll let post 255 stand
Laissez les bons temps rouler
DM's Screen:
STR saving throw (DC 16): 3 (3)
Raist takes note of the dwarven jailer's urgency and steps aside silently {Q-26}. Then, taking advantage of the opportunity (or is it a problem?) created by Neya (autopilot), the elven wizard creates a familiar large purple hand and shoves Bhevek into the cell by using the door.
The purple hand has to sort of push the dwarven jailer out of the way a bit in order to accomplish its command, but a bit of tit-for-tat seems appropriate in this moment.
Bhevek now finds himself inside the jail cell alongside Neya's smaller spectral hand. The purple hand stays in place to keep the door closed for now. Bhevek looks back with indignation: "Hey, what's the big idea?!"
By now, the ice and water from Raist's previous spell are no longer difficult terrain.
END OF INITIATIVE ROUND 2