Varinth, with all the grace of an angry duck, hurls the fist sized ball of fire at the remaining Bandit.
The ball explodes into the back of his head sending a shower of sparks into the air. His whole head is immediately engulfed in flame. So hot are the flames that his body doesn't even twitch, dropping his weapons and and falling forward giving the impression of a grisly shooting star.
AAAAAAARRRARR! yells Varinth at the collapsed man, his head almost gone in the white hot flames.
Incantis has two successful death saves and one failed.
Dekhan has one failed death save.
The final bandit has no life and also no head, plus not much remaining flesh that hasn't burned away. He's dead.
As death saves are still going on, we're staying in initiative and Scupper and Strix are next. Options include making Medicine checks, the first at advantage because Zhudala is helping, possibly by eating charred flesh around the wounds to help with the application of bandages, I'm not quite sure and you never really know with imps. Anyone got any potions?
Still in initiative order, so Varinth cannot move quite yet. Scupper and Strix will go first. (Sorry if I'm being a bit particular about this, but you know, death and all that. High stakes. ) However, you can keep the roll so Varinth will definitely be able to stabilise someone on his turn. And he didn't use the advantage from Zhudala, so Scupper or Strix can.
Strix will have a go at stabilising Incantis so, with Zhu's help, using a combination of torn strips of fabric (from his own clothes if Glasstaff's robes are in some way magical and unrippable) and bone-needle stitching to try to close the wounds and keep 'em that way.
It's amazing how the little creature darts around, fretting for Incantis' safety and yet somehow guiding your hands as you perform basic first aid for Incantis. Your efforts are successful, and no potion needed.
Combat is over. Dead bodies, mostly charred, litter the field of battle. The cave mouth leads into an unexplored area, but Strix, from the moments you saw it, the cave is not too big and everyone you saw there is accounted for among the slain.
Incantis and Dekhan remain unconscious, and both will wake in 4 hours if left to rest, each with 1 HP when they wake.
With the time pressure off, the three of you who are conscious can take a moment to consider what happened if you like.
Feck!comments Varinth as he walks up to Scupper and gives him a big hug.
Sorry everyone um that.. that was my bad. he gingerly touches the bolt sticking out of his shoulder and winces. He unhooks his wine skin and takes a hearty swig.
Strix will pop around the corner to confirm that there's definitely no one else in there, then check the cave mouth for comings and goings, just in case there's any sign a patrol might be out there. After that... Well, 4 hours to kill, he'll drag the bodies into the middle of the cave and start searching them nice and methodically and unhurriedly.
This post has potentially manipulated dice roll results.
Strix, there's no sign of anyone else in the cavern. You saw most of it before; a large round room fifty feet in diameter, and in the centre a large table surrounded by chairs now scattered on the floor, and piled high with food. Weapons lie around the place, but you haven't search it fully yet.
In the cave mouth, you attempt to get a sense of the usual traffic along this little tunnel. That's a Survival check.
In total, you find 179 gold pieces, 335 silver pieces and 711 copper pieces on the bandits. You can also make a Perception check, with advantage if someone is helping.
Strix, you notice an unusual bone die with silver dots in the bandit mage's pocket; you get a feeling it may be magical.
From inspecting the tracks, you suspect that there are no more bandits. It takes a good hour of checking each pair of boots with each muddy footprint, but you think that all but a handful of boots are accounted for, and that the remaining ones are those that died in the battle with the Waterdeep City Guard.
There's cheap wine and cheap ale on the table, and you find one good-quality bottle of wine, worth 10 gold, not yet opened.
While waiting for the others to awaken (if there's time) Strix takes an SR, rolling the dice around in his hands and contemplating how it nearly all went wrong, what he might need to do in future to ensure it doesn't go wrong again. Maybe not knock over loud stuff next time?
You have plenty of time, more than an hour, to spend with the die, and it becomes apparent quickly that you are gaining control over it. This is a Charlatan's Die.
I've gotten a little lost in this chaos but that suits the situation I suppose...
If the Mage still stands Vaz throws a Chromatic Orb (Fire, 2nd lvl) Attack: 21 Damage: 17
Wild Check: 5
I will assume that as the mage is dead, Varinth will hurl that at the other bandit? If so, feel free to describe how you kill him.
Note that we are still in initiative. Incantis, make a death saving throw. Scupper and Strix are up.
A disembodied caw of triumph is heard as the bandit goes down, coming from somewhere above Incantis' body.
Save: 2
Zhudala reappears, ready to help with any medicine checks by pointing out where Dekhan and Incantis were hit.
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
Varinth, with all the grace of an angry duck, hurls the fist sized ball of fire at the remaining Bandit.
The ball explodes into the back of his head sending a shower of sparks into the air. His whole head is immediately engulfed in flame. So hot are the flames that his body doesn't even twitch, dropping his weapons and and falling forward giving the impression of a grisly shooting star.
AAAAAAARRRARR! yells Varinth at the collapsed man, his head almost gone in the white hot flames.
((For flavor, Incantis isn't bleeding but burned & concussed))
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 has two successful death saves and one failed.
Dekhan has one failed death save.
The final bandit has no life and also no head, plus not much remaining flesh that hasn't burned away. He's dead.
As death saves are still going on, we're staying in initiative and Scupper and Strix are next. Options include making Medicine checks, the first at advantage because Zhudala is helping, possibly by eating charred flesh around the wounds to help with the application of bandages, I'm not quite sure and you never really know with imps. Anyone got any potions?
Varinth will dash over to whomever is closest who is down and apply whatever help he can, ripping apart his shirt once again to make bandages.
Medicine: 14
Still in initiative order, so Varinth cannot move quite yet. Scupper and Strix will go first. (Sorry if I'm being a bit particular about this, but you know, death and all that. High stakes. ) However, you can keep the roll so Varinth will definitely be able to stabilise someone on his turn. And he didn't use the advantage from Zhudala, so Scupper or Strix can.
Strix will have a go at stabilising Incantis so, with Zhu's help, using a combination of torn strips of fabric (from his own clothes if Glasstaff's robes are in some way magical and unrippable) and bone-needle stitching to try to close the wounds and keep 'em that way.
Medicine : 21
(Potion of Healing available if anyone is getting sick of leaving it to chance :D)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
It's amazing how the little creature darts around, fretting for Incantis' safety and yet somehow guiding your hands as you perform basic first aid for Incantis. Your efforts are successful, and no potion needed.
Combat is over. Dead bodies, mostly charred, litter the field of battle. The cave mouth leads into an unexplored area, but Strix, from the moments you saw it, the cave is not too big and everyone you saw there is accounted for among the slain.
Incantis and Dekhan remain unconscious, and both will wake in 4 hours if left to rest, each with 1 HP when they wake.
With the time pressure off, the three of you who are conscious can take a moment to consider what happened if you like.
What would you like to do?
Feck! comments Varinth as he walks up to Scupper and gives him a big hug.
Sorry everyone um that.. that was my bad. he gingerly touches the bolt sticking out of his shoulder and winces. He unhooks his wine skin and takes a hearty swig.
Strix will pop around the corner to confirm that there's definitely no one else in there, then check the cave mouth for comings and goings, just in case there's any sign a patrol might be out there. After that... Well, 4 hours to kill, he'll drag the bodies into the middle of the cave and start searching them nice and methodically and unhurriedly.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, there's no sign of anyone else in the cavern. You saw most of it before; a large round room fifty feet in diameter, and in the centre a large table surrounded by chairs now scattered on the floor, and piled high with food. Weapons lie around the place, but you haven't search it fully yet.
In the cave mouth, you attempt to get a sense of the usual traffic along this little tunnel. That's a Survival check.
In total, you find 179 gold pieces, 335 silver pieces and 711 copper pieces on the bandits. You can also make a Perception check, with advantage if someone is helping.
Time passes, and you gather and wait within the cave, searching at the same time. Eventually, Incantis and Dekhan both wake.
Perception : 21
(Assuming I get help)
Survival : 18
...and get a drink from the table for the sleeping beauties when they wake
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Dekhan sits up and puts a hand to his head before wincing and testing his other wounds Is everyone alright? Does anyone need healing?
Strix, you notice an unusual bone die with silver dots in the bandit mage's pocket; you get a feeling it may be magical.
From inspecting the tracks, you suspect that there are no more bandits. It takes a good hour of checking each pair of boots with each muddy footprint, but you think that all but a handful of boots are accounted for, and that the remaining ones are those that died in the battle with the Waterdeep City Guard.
There's cheap wine and cheap ale on the table, and you find one good-quality bottle of wine, worth 10 gold, not yet opened.
While waiting for the others to awaken (if there's time) Strix takes an SR, rolling the dice around in his hands and contemplating how it nearly all went wrong, what he might need to do in future to ensure it doesn't go wrong again. Maybe not knock over loud stuff next time?
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
You have plenty of time, more than an hour, to spend with the die, and it becomes apparent quickly that you are gaining control over it. This is a Charlatan's Die.
Zhudala remains perched on Incantis' body in visible raven form, motionless, for the full 4 hours until he stirs.
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