OOC: Sorry; I missed that post. If I say picking up Gruxx's axe is a free action and picking up your dagger is your bonus action, and dashing is your action, then, yes, you can do all that in one turn and end up where you are.
"That is a good plan, Glynquinal," the Herr Doktor Professor says in a low voice , so the whole party can hear. "Let us lure Klarg out to us; if he refuses to play, we can rain death down on him from afar with sharp arrows and sharp words." (No action.)
Herr Doktor Professor then moves to X8 and casts Vicious Mockery on the wolf (still using the kampfpoopser insult): 4 points of damage if it fails its save. (Standard action.)
He will then move to W7 if the light from the lantern can reach into Klarg's cave from there; otherwise, he will stand his ground at X8. (Move action.)
OOC: Moving to W7 will move the light so only half of the wolf is illuminated and none of the bugbear. I could move you back to W8, but that will also narrow the beam. I'm electing to have you stay at X8. But you can always overrule me.
This post has potentially manipulated dice roll results.
OOC: HDP moved, so you have lamp light into the cave. Not that it mattered, but so's you know (see the map).
Gruxx's javelin catches the wolf in the shoulder, causing the canine to howl in pain.
The bugbear roars in anger. "Klarg will squash bugs for hurting Ripper!" As he runs forward, he yells a word in goblin, which Gruxx and Herr Doktor know to be "Kill!" He stops in front of Gruxx and attempts to hit the human with his morningstar. (Attack: 20, damage: 11 piercing damage)
This post has potentially manipulated dice roll results.
Glynquinal will step up to his large foe (Taking up the square at Y10) standing shoulder to shoulder on one side of Gruxx, Short Sword in one hand and goblin Scimitar in the other. With the bugbear standing in a narrow place, it makes a great blockade from the wolf coming through. 'If we can drop the Bugbear quickly, the Wolf won't be an issue to handle." Glynquinal thinks.
"Don't let him escape." Glynquinal calls out to his friends.
OOC: I'm perfectly fine with both of you going ahead and rolling with advantage in case it applies, but neither of you were that invisible. True, Klarg didn't know you were there before he moved, but once he moved forward and attacked Gruxx, you both were in view. Your first roll on the rapier is still high enough to hit, Ian. Also, Glynquinal, I'm going to have to modify to where you move because the wolf goes before you and, well, it needs to be at Y10.
Ian strikes forward at the suddenly-appearing bugbear. His rapier pierces the beast's side, causing a good amount of damage (15), but as he strikes with his dagger, Klarg is able to deflect the attack. Ripper, doing its best to ignore the javelin wound and the lingering effects of Herr Doktor's psychic attack, bounds up beside Klarg (Y10) and attempts to bite Gruxx's leg. (Wolves get pack advantage, which is negated by the psychic attack, making the attack normal: 15, damage: 8 piercing damage)
The wolf's slower-than-normal attack is dodged by the barbarian.
OOC: Glynquinal, we won't reroll your rolls, but would you like to still attack Klarg, or would you like to change targets to the wolf since it is now in range? You could attack it from where you are (Z9), or you could even move to Y9.
OOC: A reminder about flanking: Flanking is when two characters are on opposite sides of a foe. To flank with Gruxx, Glynquinal would need to be at X11. To flank with Ian, Glynquinal would need to be at Y11 (but Y11 wouldn't actually work, because the rock wall would keep anyone in Y11 from attacking or helping/flanking X10).
Staying where he is (Z9), Glynquinal swings his shortsword at the wolf. The wolf shakes its head and shoulders at the pain, which causes the elf to miss its mark. While the wolf is still distracted, Glynquinal swings the scimitar more at the wolf's body, rather than its head. The blades lands true and ends the canine's life. It drops to the ground unmoving.
OOC2: Glynquinal, would you like to move now, or stay put?
OOC: Sorry; I missed that post. If I say picking up Gruxx's axe is a free action and picking up your dagger is your bonus action, and dashing is your action, then, yes, you can do all that in one turn and end up where you are.
Round 4: Herr Doktor, Gruxx, Klarg, Ian, wolf, Glynquinal
Herr Doktor, you're up!
"That is a good plan, Glynquinal," the Herr Doktor Professor says in a low voice , so the whole party can hear. "Let us lure Klarg out to us; if he refuses to play, we can rain death down on him from afar with sharp arrows and sharp words." (No action.)
Herr Doktor Professor then moves to X8 and casts Vicious Mockery on the wolf (still using the kampfpoopser insult): 4 points of damage if it fails its save. (Standard action.)
He will then move to W7 if the light from the lantern can reach into Klarg's cave from there; otherwise, he will stand his ground at X8. (Move action.)
OOC: Moving to W7 will move the light so only half of the wolf is illuminated and none of the bugbear. I could move you back to W8, but that will also narrow the beam. I'm electing to have you stay at X8. But you can always overrule me.
Wolf WIS save: 2
Thanks, DDP. X8 is good.
The wolf takes 4 psychic damage and has disadvantage on its attack this round.
Gruxx, you're up!
Gruxx will say, "I will try it your way for now."
Gruxx will draw and send a javelin straight down the corridor using the glow of the wolf's eye to guide his throw.
Piercing Attack: 10 Damage: 5
OOC: HDP moved, so you have lamp light into the cave. Not that it mattered, but so's you know (see the map).
Gruxx's javelin catches the wolf in the shoulder, causing the canine to howl in pain.
The bugbear roars in anger. "Klarg will squash bugs for hurting Ripper!" As he runs forward, he yells a word in goblin, which Gruxx and Herr Doktor know to be "Kill!" He stops in front of Gruxx and attempts to hit the human with his morningstar. (Attack: 20, damage: 11 piercing damage)
The morningstar hits Gruxx on the shoulder, doing a moderate amount of damage.
Ian, you're up!
OOC What space is Klarg occupying right now?
Oh, sorry, X10. Directly south of Gruxx.
OOC, Flawless. Thank you.
Since Ian can't be seen, he will hopefully catch the bugbear off guard, and attack with his rapier and dagger.
Rapier to hit:25
Rapier damage:8
Sneak damage:3
Dagger to hit:10
Dagger damage:7
Crit! I think I roll second damage: 2 with no modifier (so just 1d8)
Glynquinal will step up to his large foe (Taking up the square at Y10) standing shoulder to shoulder on one side of Gruxx, Short Sword in one hand and goblin Scimitar in the other. With the bugbear standing in a narrow place, it makes a great blockade from the wolf coming through. 'If we can drop the Bugbear quickly, the Wolf won't be an issue to handle." Glynquinal thinks.
"Don't let him escape." Glynquinal calls out to his friends.
Short sword to hit 16
Damage for short sword 6
Scimitar to hit 17
Damage for Scimitar 1
Sneak attack 5
OOC: I'm perfectly fine with both of you going ahead and rolling with advantage in case it applies, but neither of you were that invisible. True, Klarg didn't know you were there before he moved, but once he moved forward and attacked Gruxx, you both were in view. Your first roll on the rapier is still high enough to hit, Ian. Also, Glynquinal, I'm going to have to modify to where you move because the wolf goes before you and, well, it needs to be at Y10.
Ian strikes forward at the suddenly-appearing bugbear. His rapier pierces the beast's side, causing a good amount of damage (15), but as he strikes with his dagger, Klarg is able to deflect the attack. Ripper, doing its best to ignore the javelin wound and the lingering effects of Herr Doktor's psychic attack, bounds up beside Klarg (Y10) and attempts to bite Gruxx's leg. (Wolves get pack advantage, which is negated by the psychic attack, making the attack normal: 15, damage: 8 piercing damage)
The wolf's slower-than-normal attack is dodged by the barbarian.
OOC: Glynquinal, we won't reroll your rolls, but would you like to still attack Klarg, or would you like to change targets to the wolf since it is now in range? You could attack it from where you are (Z9), or you could even move to Y9.
The wolf will get targeted then instead of Klarg. Klarg will get his next time.
OOC the rolls were at advantage thanks to the flanking rule, not based on stealth.
OOC: A reminder about flanking: Flanking is when two characters are on opposite sides of a foe. To flank with Gruxx, Glynquinal would need to be at X11. To flank with Ian, Glynquinal would need to be at Y11 (but Y11 wouldn't actually work, because the rock wall would keep anyone in Y11 from attacking or helping/flanking X10).
Staying where he is (Z9), Glynquinal swings his shortsword at the wolf. The wolf shakes its head and shoulders at the pain, which causes the elf to miss its mark. While the wolf is still distracted, Glynquinal swings the scimitar more at the wolf's body, rather than its head. The blades lands true and ends the canine's life. It drops to the ground unmoving.
OOC2: Glynquinal, would you like to move now, or stay put?
Herr Doktor, don't go quite yet.
Glynquinal will move now that the wolf is dead. He will Misty Step to appear directly behind Klarg.
Misty Step is a bonus action. You used your bonus action for your off-hand attack.