Against so many foes, this guy is starting to look hurt and worried. Scupper's attack hits, as does the first of Strix's attacks, but he manages to deflect the other two.
Incantis contacts the Leader's mind. "You called for aid, but I see no reinforcements. Forsaken indeed."His telepathic words are laced with the mind-aching tones of vicious mockery. As a bonus action he gives Varinth Bardic Inspiration, adding to the symphony of psychic airwaves coursing about the room.
DC 15 WIS: 2 psychic damage & disadvantage.
Rollback Post to RevisionRollBack
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
Dekhan will circle around Scupper and attack the dazed bandit Attack: 20 Damage: 11 and as the blade connects he lets the light flow through him divine smitingly 11 for some reason Dek has trouble bringing the full weight of his Light to bear, but he shakes his head and swings again Attack: 10 Damage: 6 and once again tries to summon his light to enhance his strike 10
Dekhan, your first attack hits him and seems to knock him out of his confusion. Your second attack is skillful and would have hit almost any foe you have ever faced, you are sure. At the last moment, he deflects it, bringing the handle of his flail up and knocking your sword out of his way with a dangerous maneuver that might have left him with no fingers, if he were not very good at this.
This post has potentially manipulated dice roll results.
Footsteps from the passageway; Dekhan, you see more fighters approaching wearing the now-familiar mercenary studded leather, and one who is not wearing armour at all.
Round Three Captain and Leader Scupper Fighter B and Mage Strix, Dekhan and Incantis Fighter A Varinth
The captain returns from calling reinforcements, and runs to attack Scupper from behind:
Slash and stab, a scimitar and a dagger both cut into the halfling rogue.
The leader is focused on Varinth though; he ignores the others and swings his flail in a long vertical arc over his head and down onto the red-haired sorcerer:
Attack: 13 Damage: 6 Attack: 26 Damage: 11
Both attacks hit - unless Varinth is doing something to resist them?
This post has potentially manipulated dice roll results.
Scupper uses the shield spell to block one of the attacks (the +5 would block either one so the 5 is preferred) then he strikes again at the leader hoping for one more good stabbing with his rapier.
Attack: 15 Damage: 9
Sneak attack 8
For his cunning action he widthdraws and ducks back next to Vaz as a move action he attempts to get lost in the tangle of feet and shadows and hide
The Shield shimmers into being around Scupper. (It affects only the second of the three attacks I believe, and lasts until your next turn starts.)
First attack against the leader has advantage, so I will roll the extra die here: 1
Halfling luck re-roll: 7
I'm afraid that's still a miss. Scupper's rapier seems to be on target, but the man's shield bangs into it knocking it aside. Scupper withdraws and seems hidden from the enemy fighter for the moment.
(As there's no free space behind Varinth, I've moved him behind Strix.)
A well-armed man dashes up to Varinth, looking focused and intent on killing.
Incantis sees Scupper tactically retreat towards him, gives the halfling Bardic Inspiration ((don't forget to use them guys!! For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.))
This post has potentially manipulated dice roll results.
Opportunity Attack Vs Fighter B : 14 Damage: 7
Strix swings his staff at the Captain, using the momentum of the motion to carry him in a whirligig past the soldier and on towards the new threat. (Mobility, avoiding Leader's reach hopefully). He takes a moment to size up the energy flow around the mage before trying wholeheartedly to divert that flow right through the smug bastards pie-hole.
Quarterstaff Attack Vs Captain: 12 Damage: 6
Quarterstaff Attack Vs Mage: 20 Damage: 4
Bonus Unarmed Attack Vs Mage: 16 Damage: 5
(Mage to roll Con Vs DC14 or is Stunned. Twice if necessary)
With the alarm already sounded, Strix focusses on walloping the leader
Quarterstaff Attack: 23 Damage: 11
Quarterstaff Attack: 14 Damage: 9
Bonus Unarmed Attack: 9 Damage: 7
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Against so many foes, this guy is starting to look hurt and worried. Scupper's attack hits, as does the first of Strix's attacks, but he manages to deflect the other two.

Dekhan, Incantis and Varinth are up.
Incantis contacts the Leader's mind. "You called for aid, but I see no reinforcements. Forsaken indeed." His telepathic words are laced with the mind-aching tones of vicious mockery. As a bonus action he gives Varinth Bardic Inspiration, adding to the symphony of psychic airwaves coursing about the room.
DC 15 WIS: 2 psychic damage & disadvantage.
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
Leader's WIS save: 13
The man winces very slightly, and shakes his head to try to clear it.
Dekhan and Varinth are up.
Dekhan will circle around Scupper and attack the dazed bandit Attack: 20 Damage: 11 and as the blade connects he lets the light flow through him divine smitingly 11 for some reason Dek has trouble bringing the full weight of his Light to bear, but he shakes his head and swings again Attack: 10 Damage: 6 and once again tries to summon his light to enhance his strike 10
Dekhan, your first attack hits him and seems to knock him out of his confusion. Your second attack is skillful and would have hit almost any foe you have ever faced, you are sure. At the last moment, he deflects it, bringing the handle of his flail up and knocking your sword out of his way with a dangerous maneuver that might have left him with no fingers, if he were not very good at this.
Varinth is up.
Varinth will commit to his best Wizardy Wizard Stance pointing at the leader and in his cracking voice state;
Drop. Your. Sword.
Intimidation: 18
16
The man looks at Varinth with what seems to be an impassive face, but an eyebrow twitches to suggest that you've gotten under his skin a little.
(The next attack against him has advantage.)
18 5 2
Footsteps from the passageway; Dekhan, you see more fighters approaching wearing the now-familiar mercenary studded leather, and one who is not wearing armour at all.
Round Three
Captain and Leader
Scupper
Fighter B and Mage
Strix, Dekhan and Incantis
Fighter A
Varinth
The captain returns from calling reinforcements, and runs to attack Scupper from behind:
Attack: 10 Damage: 4
Attack: 25 Damage: 8
Attack: 25 Damage: 8
Slash and stab, a scimitar and a dagger both cut into the halfling rogue.
The leader is focused on Varinth though; he ignores the others and swings his flail in a long vertical arc over his head and down onto the red-haired sorcerer:
Attack: 13 Damage: 6
Attack: 26 Damage: 11
Both attacks hit - unless Varinth is doing something to resist them?
Kill the mage, the leader shouts to the others as they run up. (They're not on the map yet, but they will be soon.)

Scupper is up. The next attack on the leader has advantage, if that's what you want to do.
Scupper uses the shield spell to block one of the attacks (the +5 would block either one so the 5 is preferred) then he strikes again at the leader hoping for one more good stabbing with his rapier.
Attack: 15 Damage: 9
Sneak attack 8
For his cunning action he widthdraws and ducks back next to Vaz as a move action he attempts to get lost in the tangle of feet and shadows and hide
stealth 20
The Shield shimmers into being around Scupper. (It affects only the second of the three attacks I believe, and lasts until your next turn starts.)
First attack against the leader has advantage, so I will roll the extra die here: 1
Halfling luck re-roll: 7
I'm afraid that's still a miss. Scupper's rapier seems to be on target, but the man's shield bangs into it knocking it aside. Scupper withdraws and seems hidden from the enemy fighter for the moment.
(As there's no free space behind Varinth, I've moved him behind Strix.)
A well-armed man dashes up to Varinth, looking focused and intent on killing.
The unarmoured man, the mage you suspect, walks calmly towards you, raises his hand and point at Varinth:

Attack: 8 Damage: 11
Varinth you see a green bolt just a split second before it hits you, splashing over your face and arms and doing six points of acid damage.
The mage regards his handiwork with a small smile.
Strix, Dekhan and Incantis are up.
Incantis sees Scupper tactically retreat towards him, gives the halfling Bardic Inspiration ((don't forget to use them guys!! For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.))
He then casts dissonant whispers at first level on Fighter B
11
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
Fighter B WIS save: 10
He winces but doesn't even look at you.
Strix and Dekhan are up.
Is that not a failure? My DC is 15, that roll is the damage
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
The wince is the indication that he did take the damage, but he's a tough guy. :)
Ah gotcha. He does run away tho? :)
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
(You're right. He moves away, and Strix and Varinth get Opportunity Attacks.)

New map below.
Strix and Dekhan are up.
Opportunity Attack Vs Fighter B : 14 Damage: 7
Strix swings his staff at the Captain, using the momentum of the motion to carry him in a whirligig past the soldier and on towards the new threat. (Mobility, avoiding Leader's reach hopefully). He takes a moment to size up the energy flow around the mage before trying wholeheartedly to divert that flow right through the smug bastards pie-hole.
Quarterstaff Attack Vs Captain: 12 Damage: 6
Quarterstaff Attack Vs Mage: 20 Damage: 4
Bonus Unarmed Attack Vs Mage: 16 Damage: 5
(Mage to roll Con Vs DC14 or is Stunned. Twice if necessary)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin