This post has potentially manipulated dice roll results.
((Is there no way that Incantis is in the way at this point?))
Incantis lets loose two eldritch blasts at the already hexed fighter A, using his bonus action to consume his last spell slot on a healing word for Strix.
Attack: 17 Damage: 18
Attack: 9 Damage: 20
6
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
(No, I don't really think there's a mechanic for Incantis to block his attacks in that way. Protection fighters can impose disadvantage on a nearby target, for example - I don't think Incantis has such an ability. You could drag Varinth away, if you wish; you would take an opportunity attack, but he wouldn't. If you want to retcon your last post and do that, you can.)
((For sure, I'm just visualizing it in my mind and seeing Incantis literally in the way as he kneels down over Varinth. But I agree I don't see a mechanism RAW & if they wanna leave the medic untouched that's their call 😉))
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
(Woohoo! In that case, BA to Shift (+7thp), Stand up (25ft used), Attack on Leader and A (if he survived Incantis' last assault), back up 10 feet (which should put Strix at the corner nearest the big fire and just out of reach of Fighter A) and try not to look scared.)
This post has potentially manipulated dice roll results.
Scupper, it's not really possible to get all that into a six-second turn. I'll say that you can make an Intimidation check to try to scare either the Leader or Fighter A, but not both. And no guarantees of what the result will be. I will give you advantage though, from a combination of your reputation and the fact that you've killed so many already. And you can still use your bonus action to give someone else advantage, as per normal rules.
Strix, your attack on the Leader misses, but on Fighter A hits.
Dekhan attacks the Leader:
Attack: 13 Damage: 5 Attack: 12 Damage: 5
The first attack seems like it would finish him off, but the second cuts his head clean off. The Leader is dead, no doubt about that.
Incantis' second energy bolt hits Fighter A. You're starting to cut into his strength, but he's not finished yet.
Just waiting for Scupper's Intimidation roll, then we'll move to Fighter A's action.
That attack hits, and FIghter A losing a lot of blood, but not close to death. Seeing his leader fall, he swears and becomes desperate, but he's not backing away from the fight, not yet. His scimitar and dagger slice at Dekhan:
A slice to the left side, and then again to the left side, then a dagger through Dekhan's armour and into his torso; he took a lot of damage that time.
Our brave band of adventurers have recently arrived in Waterdeep, fresh from their victory in the north where they saved the town of Phandalin from occupation by thugs, tracked down the Wave Echo Cave and killed the Black Spider, the drow at the heart of the region's woes. On their journey south they were attacked and nearly killed by a group of bandits, one of whom was a powerful mage who cast powerful fire spells.
Within the city, they have learned a few notable things:
A new gang of bandits with powerful flame-wield mages have become a problem for the city.
The Harpers are interested in learning more about the gang and their leader.
The Zhentarim want to start arms deals with the new gang (called the Forsaken), and want Scupper to assist at a meeting the day after tomorrow at sunset.
They met a rich kid, Harric Divlayne, at a bar in the Docks Ward, and learned that his family is having money trouble.
And there have been a few recent developments:
Scupper has owned up to some dealings with the Zhentarim, and has decided to have nothing further to do with them
Dekhan has invited the party to meet his Harper contact, who informs you of a planned meeting between the Forsaken and the Zhents
The party captures, interrogates and then releases a Forsaken member called Rok, trying to set him on a better path
Soodi has been kidnapped, and the kidnappers left an invitation for Varinth to attend the upcoming party at the Divlayne house.
The party has tracked the fire mage gang (Forsaken) to one of their hideouts, and launched an assault; the fight is ongoing and that is where we will resume.
You stand in a burned room, the furniture aflame, corpses littered around the floor of the enemies you have slain. To the north, the passage you entered by; to the south, steps leading down to you don't know what.
Strix and Varinth are wounded; Scupper, Dekhan and Incantis lightly hurt or uninjured. Facing you is one Forsaken fighter, his leaders dead on the ground, no backup in sight, but he persists.
Varinth backs away, protecting his wounds, and with Incantis acting as his human shield, he braves a Fire Bolt at the enemy:
Attack: 12 Damage: 4
It goes astray, almost burning Incantis but for his quick reflexed dodge out of the way. Varinth looks sheepish, but winces as his wounds come back to mind.
Round Eight Scupper, Strix, Dekhan and Incantis Fighter A Varinth
Scupper, Strix, Dekhan and Incantis are all up before the fighter.
This post has potentially manipulated dice roll results.
Incantis breathes heavily, his magick depleted but his resolve still to bear. "Let's finish this!" he calls with his mind to his allies, then stabs out at the remaining fighter with a mind sliver, his psychic energy honed to a cruel point.
DC15 INT, or 4 psychic damage & -1d4 on his next save.
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
Varinth, your spell fails to hit the leader, shattering instead on the nearby wall.
Round Seven
Leader
Scupper, Strix, Dekhan and Incantis
Fighter A
Varinth
The leader laughs as he strikes again at the prone sorcerer:
Attack: 22 Damage: 6
Attack: 20 Damage: 11
As Varinth, beaten to a bloody pulp, falls unconscious again, he spits at Scupper. Make sure you tell the Red Man that I took his prized pet with me.
Scupper, Strix, Dekhan and Incantis are up.
Death save (w/ ring of protection) : 21
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
((Is there no way that Incantis is in the way at this point?))
Incantis lets loose two eldritch blasts at the already hexed fighter A, using his bonus action to consume his last spell slot on a healing word for Strix.
Attack: 17 Damage: 18
Attack: 9 Damage: 20
6
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
(No, I don't really think there's a mechanic for Incantis to block his attacks in that way. Protection fighters can impose disadvantage on a nearby target, for example - I don't think Incantis has such an ability. You could drag Varinth away, if you wish; you would take an opportunity attack, but he wouldn't. If you want to retcon your last post and do that, you can.)
(....would it be cheeky to ask if I can retcon the death save should the BA heal stand, since we're acting on the same init...?)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Yes, you can take the heal at the start of your turn, so you have your full turn now.
((For sure, I'm just visualizing it in my mind and seeing Incantis literally in the way as he kneels down over Varinth. But I agree I don't see a mechanism RAW & if they wanna leave the medic untouched that's their call 😉))
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
(Woohoo! In that case, BA to Shift (+7thp), Stand up (25ft used), Attack on Leader and A (if he survived Incantis' last assault), back up 10 feet (which should put Strix at the corner nearest the big fire and just out of reach of Fighter A) and try not to look scared.)
Attack on Leader: 17 Damage: 4
Attack on A : 25 Damage: 7
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Scupper, it's not really possible to get all that into a six-second turn. I'll say that you can make an Intimidation check to try to scare either the Leader or Fighter A, but not both. And no guarantees of what the result will be. I will give you advantage though, from a combination of your reputation and the fact that you've killed so many already. And you can still use your bonus action to give someone else advantage, as per normal rules.
Strix, your attack on the Leader misses, but on Fighter A hits.

Dekhan attacks the Leader:
Attack: 13 Damage: 5
Attack: 12 Damage: 5
The first attack seems like it would finish him off, but the second cuts his head clean off. The Leader is dead, no doubt about that.
Incantis' second energy bolt hits Fighter A. You're starting to cut into his strength, but he's not finished yet.
Just waiting for Scupper's Intimidation roll, then we'll move to Fighter A's action.
Given we're down to one I'll just move up to fighter A and attack.
Attack: 21 Damage: 5
sneak attack damage 4
That attack hits, and FIghter A losing a lot of blood, but not close to death. Seeing his leader fall, he swears and becomes desperate, but he's not backing away from the fight, not yet. His scimitar and dagger slice at Dekhan:
Attack: 19 Damage: 7
Attack: 21 Damage: 8
Attack: 16 Damage: 4
A slice to the left side, and then again to the left side, then a dagger through Dekhan's armour and into his torso; he took a lot of damage that time.
Varinth is up.
By the gods Vaz...these feckers really hate ye.
With two players now away, we will pause here. I hope to pick up in the new year. :)
((I'm here and checking, I figured people were preoccupied with the holidays :) ))
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
I’m just “bookmarking” this so notifications will happen again. Hope we kick off soon. Miss everyone.
The Story So Far
Our brave band of adventurers have recently arrived in Waterdeep, fresh from their victory in the north where they saved the town of Phandalin from occupation by thugs, tracked down the Wave Echo Cave and killed the Black Spider, the drow at the heart of the region's woes. On their journey south they were attacked and nearly killed by a group of bandits, one of whom was a powerful mage who cast powerful fire spells.
Within the city, they have learned a few notable things:
And there have been a few recent developments:
The party has tracked the fire mage gang (Forsaken) to one of their hideouts, and launched an assault; the fight is ongoing and that is where we will resume.
You stand in a burned room, the furniture aflame, corpses littered around the floor of the enemies you have slain. To the north, the passage you entered by; to the south, steps leading down to you don't know what.
Strix and Varinth are wounded; Scupper, Dekhan and Incantis lightly hurt or uninjured. Facing you is one Forsaken fighter, his leaders dead on the ground, no backup in sight, but he persists.

Varinth backs away, protecting his wounds, and with Incantis acting as his human shield, he braves a Fire Bolt at the enemy:
Attack: 12 Damage: 4
It goes astray, almost burning Incantis but for his quick reflexed dodge out of the way. Varinth looks sheepish, but winces as his wounds come back to mind.
Round Eight
Scupper, Strix, Dekhan and Incantis
Fighter A
Varinth
Scupper, Strix, Dekhan and Incantis are all up before the fighter.
Incantis breathes heavily, his magick depleted but his resolve still to bear. "Let's finish this!" he calls with his mind to his allies, then stabs out at the remaining fighter with a mind sliver, his psychic energy honed to a cruel point.
DC15 INT, or 4 psychic damage & -1d4 on his next save.
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
Scupper leaps forward to stab at the man with his rapier. “You shoulda ran when we offered.”
Attack: 15 Damage: 9
Sneak Attack 7
That was weird...dice problems DNDBeyond? (Space did it)