I'm afraid both Vaz and Strix are stuck in the Wizard's lab until Round Two of combat. You can certainly dash towards Glasstaff then. Scupper still has movement on his turn; he's the only one who can head out, if he chooses to.
Put your spoiler here.Heading to dinner with the soon to be in-laws, don’t want to slow the drama so here’s some actions:
Dekhan continues to chase Glassstaff trying to find a way to slow him down. Going so far to throw his sword at his legs if he has a shot an thinks it would knock him down.
Scupper will use that last bit of movement to throw open the other door saying, "there's feckin doors in every wall...maybe he is headin this way but Dekhan was chasing him toward the entrance through another feckin' secret door."
Perception looking for secret doors in either room 4
As Glasstaff makes his escape, Incantis stabs at his back with a dagger and catches his arm; it seems about to cut a significant wound, but then seems to be deflected by a shield. Incantis then follows Dekhan in his pursuit of Glasstaff, managing to overtake him, before taking care to dodge any counterattack.
Zoria gallops south, intending to cut off Glasstaff's possible escape up the stairs to the manor ruins; she dashes and makes it all the way to the first room with the pool.
Dario opts to follow Incantis and Dekhan, but the passageway is narrow; he decides to remain behind them and [action]dodge[/action[s.
Scupper, as you had already opened the door into the wizard's lab, you don't have enough action left to open the next door.
Varinth, realizing that the room to the east may be the quickest way to catch up, will say Watch out for the vial to Scupper and kick it out of the way. He will scoop up the uncovered oil lamp and open the door to the unexplored room to the east. If there are no obvious threats and he can see a door out to the east he will run to that, open it, and make his way up what he believes must be steps.
Player's Handbook says of actions on your turn: "You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
What you've got there is four actions - kick the vial, pick up the lamp, open the door to the next room, then open another door. Any one of those can be your 'free interaction with an object'; but the next is your main action, and you can't manage a third on the same turn.
How about, avoiding the vial (not really a thing, perhaps) leaving the lamp, still warning Scupper (no action, under a sentence is free,yes?) opening the door and crossing the room in search of an exit (Unless a bugbear is standing there,obviously).
Vaz, you open the door and step into the next room. It is an expensively decorated bedroom; the bed has rich red sheets, the walls are covered with red drapes; there is a small writing desk with matching chair, and a large wooden chest at the foot of the bed. There is a secret door, half opened, in the north east of this room, and there doesn't appear to be an occupant. You move (I assume) quickly through the room, which leads to a narrow flight of stairs upwards into the storeroom. You are able to reach around L1 or K7, depending on whether you go east following Dekhan or south following Zoria.
As Varinth goes running through the secret door, Scupper sees the chest (money?) and the writing desk (letters to the Black Spider? Maps?)...and a chest (money?).
Strix, you're able to reach N1 through regular movement and dash action, without using Step of the Wind.
Scupper, you glance inside and notice the several potential sources of wealth.
Group B is up.
Glasstaff, seeing and hearing a large group chasing him, glances warily behind him, his face a snarl of rage and fear. He continues to run forward, through the doors to the pit room, and Incantis, you are just able to see that once again, a strange mist suddenly closes around him and his form vanishes. Zoria, you see him run into the room with the pool, where he continues to dash up the stairs and towards the door leading to the surface.
Group C is up. That's Scupper, Dario, Zoria, Incantis and Dekhan, in any order.
The door at Y13 leads to a flight of stairs up to the cellar of the ruined manor. There's then another flight of stairs up to the ruins on the surface.
Scupper starts searching the writing desk for anything related to the Lost Mine, Black Spider, or Rockseekers...also maps or things in other languages.
Scupper, you have time to search through the desk and find some blank sheets of paper and a letter, which reads as follows:
Lord Albrek,
Continue as instructed, and ensure that the town remains under your control. Should any of the Rockseeker brothers return, take them captive and inform me at once. I’m counting on you, Iarno. Don’t disappoint me.
The letter is not signed, but there is a mark at the bottom:
I'm afraid both Vaz and Strix are stuck in the Wizard's lab until Round Two of combat. You can certainly dash towards Glasstaff then. Scupper still has movement on his turn; he's the only one who can head out, if he chooses to.
Put your spoiler here.Heading to dinner with the soon to be in-laws, don’t want to slow the drama so here’s some actions:
Dekhan continues to chase Glassstaff trying to find a way to slow him down. Going so far to throw his sword at his legs if he has a shot an thinks it would knock him down.
If possible a Long sword Attack: 10 Damage: 10
and another Attack: 24 Damage: 17
Scupper will use that last bit of movement to throw open the other door saying, "there's feckin doors in every wall...maybe he is headin this way but Dekhan was chasing him toward the entrance through another feckin' secret door."
Perception looking for secret doors in either room 4
Halfling luck reroll 11
Sure I'll take that attack. A little late now but I assumed Dekhan's action was during a surprise round.
As the wizard materializes in front of him and turns tail, Incantis takes a swipe with his dagger. Attack: 17 Damage: 3
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis runs toward Dekhan and the room Gladstaff is in, taking the dodge action.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
As Glasstaff makes his escape, Incantis stabs at his back with a dagger and catches his arm; it seems about to cut a significant wound, but then seems to be deflected by a shield. Incantis then follows Dekhan in his pursuit of Glasstaff, managing to overtake him, before taking care to dodge any counterattack.
Zoria gallops south, intending to cut off Glasstaff's possible escape up the stairs to the manor ruins; she dashes and makes it all the way to the first room with the pool.
Dario opts to follow Incantis and Dekhan, but the passageway is narrow; he decides to remain behind them and [action]dodge[/action[s.
Scupper, as you had already opened the door into the wizard's lab, you don't have enough action left to open the next door.
Round Two
Group A: Strix and Vaz (in any order)
Group B: Glasstaff
Group C: Incantis, Scupper, Dario, Zoria, Dekhan (in any order)
Group A is up. Vaz and Strix, you've both indicated you want to chase after Glasstaff, but please use the map above to give me a path.
Varinth, realizing that the room to the east may be the quickest way to catch up, will say Watch out for the vial to Scupper and kick it out of the way. He will scoop up the uncovered oil lamp and open the door to the unexplored room to the east. If there are no obvious threats and he can see a door out to the east he will run to that, open it, and make his way up what he believes must be steps.
Player's Handbook says of actions on your turn: "You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
What you've got there is four actions - kick the vial, pick up the lamp, open the door to the next room, then open another door. Any one of those can be your 'free interaction with an object'; but the next is your main action, and you can't manage a third on the same turn.
What would you like to do?
How about, avoiding the vial (not really a thing, perhaps) leaving the lamp, still warning Scupper (no action, under a sentence is free,yes?) opening the door and crossing the room in search of an exit (Unless a bugbear is standing there,obviously).
Vaz, you open the door and step into the next room. It is an expensively decorated bedroom; the bed has rich red sheets, the walls are covered with red drapes; there is a small writing desk with matching chair, and a large wooden chest at the foot of the bed. There is a secret door, half opened, in the north east of this room, and there doesn't appear to be an occupant. You move (I assume) quickly through the room, which leads to a narrow flight of stairs upwards into the storeroom. You are able to reach around L1 or K7, depending on whether you go east following Dekhan or south following Zoria.
Varinth will follow Dekhan
As Varinth goes running through the secret door, Scupper sees the chest (money?) and the writing desk (letters to the Black Spider? Maps?)...and a chest (money?).
Strix follows Vaz, dashing through the bedroom and ending up at n1 I think.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you're able to reach N1 through regular movement and dash action, without using Step of the Wind.
Scupper, you glance inside and notice the several potential sources of wealth.
Group B is up.
Glasstaff, seeing and hearing a large group chasing him, glances warily behind him, his face a snarl of rage and fear. He continues to run forward, through the doors to the pit room, and Incantis, you are just able to see that once again, a strange mist suddenly closes around him and his form vanishes. Zoria, you see him run into the room with the pool, where he continues to dash up the stairs and towards the door leading to the surface.
(That's 30 feet movement, 30 feet dash action, 30 feet bonus action Misty Step.)
Group C is up. That's Scupper, Dario, Zoria, Incantis and Dekhan, in any order.
The door at Y13 leads to a flight of stairs up to the cellar of the ruined manor. There's then another flight of stairs up to the ruins on the surface.
Zoria moves up the stairs, and stands in front of the door, then makes a grapple attack on Glasstaff.
Zoria's Athletics: 15
Glasstaff's Acrobatics: 10
She succeeds, and manages to grapple the man.
Scupper starts searching the writing desk for anything related to the Lost Mine, Black Spider, or Rockseekers...also maps or things in other languages.
Dekhan will continue dashing towards the scuffle.
Scupper, you have time to search through the desk and find some blank sheets of paper and a letter, which reads as follows:
Lord Albrek,
Continue as instructed, and ensure that the town remains under your control. Should any of the Rockseeker brothers return, take them captive and inform me at once. I’m counting on you, Iarno. Don’t disappoint me.
The letter is not signed, but there is a mark at the bottom: