I believe that Barnaby can pretty much web the entire dock. 20’ cube, dc 14 dex save to avoid being entangled, then dc 14 str save to escape. Probably all difficult terrain, can’t see whole tool top on my phone.
The loading dock fills with the sticky strands of Barnaby's magical web. The twig blights shriek in frustration, as they are all stuck! For the moment! The members of the party watch as more blights enter their view, also approaching the sticky loading dock.
For now, though, you are free to go further into the building, unmolested.
Kif, Barnaby, and Chubs, remember that you are under the effect of Lucento's Bless spell. I've marked your tokens with a fist as a reminder.
In an ordinary structure, you would see a circular staircase rising in the narrow chamber where Barnaby is standing. Because of the specialized building you find yourselves in, though, it is actually a ramp winding its way upward into the darkness. You would assume that barrels could be rolled up or down, as needed.
Kif, you stand at the eastern entrance of a wide chamber, roughly the width of the entire winery. The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall.
A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery’s upper level.
Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
When you enter the room, you hear the balcony above you creak, and you see movement at the far end of the room. The balcony creaks, drawing your eyes to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the westernmost cask.
I've placed the figure on the balcony on the map. Understand that she is on the level above you, but you can just make her out at the far end of the room.
She looks down at the party in the doorway and shrieks in some unfamiliar language, as she finishes pouring the contents of her vial into the vat.
We are still in initiative order. Kif and Lucento, you're up!
For those following along at home, or reading up on this encounter and wondering if I forgot about Chubs' turn, he (like Kif) held an attack that was never triggered.
This post has potentially manipulated dice roll results.
Presumably we were able to close the door to the loading dock behind us? Did the blights look like the sort of things that can open doors. You know, Pablo thumbs and a reasonable amount of intellect?
As I noted in the description of the room, the door from the loading dock is broken. It will not close and lock properly. You could try to barricade it somehow. There are the pieces of the door there around you, in the doorway. You'd have to act quickly, though.
Everybody's on the map, Kif. You can try to barricade the door with the door pieces you have there, and a couple of other odds and ends at hand. Try a Survival check, to see if you can construct something helpful in a short amount of time. Go ahead & take advantage, because Chubs would have been helping (instead of doing nothing) on his last turn.
Well, Bless wasn't going to give you a +9 or something.
Chubs and Kif scramble to put something together to brace the doorway. It looks pretty rough, but it might hold them off for a moment.
Lucento, you're up! Kif has alerted you to the presence of a druid on the balcony at the far end of the fermentation room. Several blights are trapped in Barnaby's web in the loading dock, and several more appear to be making their way up behind them. You've cast Bless, which is taking your concentration, but that only means you can do whatever you want except that, if you cast another "concentration" spell, Bless will drop. That's the only restriction.
Lucento clutches the silver amulet hanging from his neck, and utters a prayer. Lethander, we are outnumbered.
Two angelic figures of light take shape and encircle Lucento in a fifteen foot radius.
Lucento casts “Spirit Guardians” (creatures within the area have speed halved, and must make wisdom saving throw or take 3d8 of radiant damage; his companions are not affected).
Hmm. That sounds like a Concentration spell. You can do it, if you want, but it if I'm right that it's a Concentration spell (it will say so in the description) then it will terminate the Bless spell. Up to you.
The dndbeyond site didn't list concentration for spiritual guardians, but sources elsewhere on the internet seem to indicate that it is a concentration spell. . . in light of which, and considering that at least some blights are stuck in Barnaby's web:
Lucento will stick to the playbook and cast spiritual weapon :)
Kif is going to step aside, hopefully making room for my companions to get by and hold an attack if/until one of the bad guys gets close
21 to hit, 14 damage
I believe that Barnaby can pretty much web the entire dock. 20’ cube, dc 14 dex save to avoid being entangled, then dc 14 str save to escape. Probably all difficult terrain, can’t see whole tool top on my phone.
Edit: Webbed area is shown with a blue square.
Lucento casts Bless on all three of his companions (add 1d4 to attacks and/or saving throws).
Guys, come on up in here, I think we can hold them off better
The loading dock fills with the sticky strands of Barnaby's magical web. The twig blights shriek in frustration, as they are all stuck! For the moment! The members of the party watch as more blights enter their view, also approaching the sticky loading dock.
For now, though, you are free to go further into the building, unmolested.
Kif, Barnaby, and Chubs, remember that you are under the effect of Lucento's Bless spell. I've marked your tokens with a fist as a reminder.
In an ordinary structure, you would see a circular staircase rising in the narrow chamber where Barnaby is standing. Because of the specialized building you find yourselves in, though, it is actually a ramp winding its way upward into the darkness. You would assume that barrels could be rolled up or down, as needed.
Kif, you stand at the eastern entrance of a wide chamber, roughly the width of the entire winery. The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall.
A wooden staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery’s upper level.
Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
When you enter the room, you hear the balcony above you creak, and you see movement at the far end of the room. The balcony creaks, drawing your eyes to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the westernmost cask.
I've placed the figure on the balcony on the map. Understand that she is on the level above you, but you can just make her out at the far end of the room.
She looks down at the party in the doorway and shrieks in some unfamiliar language, as she finishes pouring the contents of her vial into the vat.
We are still in initiative order. Kif and Lucento, you're up!
For those following along at home, or reading up on this encounter and wondering if I forgot about Chubs' turn, he (like Kif) held an attack that was never triggered.
Presumably we were able to close the door to the loading dock behind us? Did the blights look like the sort of things that can open doors. You know, Pablo thumbs and a reasonable amount of intellect?
Insight if appropriate: 4
Wasn’t Pablo Thumbs a famous Cuban baseball player in the 50s?
I voted for him, but I don't remember if he won.
As I noted in the description of the room, the door from the loading dock is broken. It will not close and lock properly. You could try to barricade it somehow. There are the pieces of the door there around you, in the doorway. You'd have to act quickly, though.
So everyone is in the room now? If so Kif is going to try and barricade the door as best he can. Not sure what type of roll you would want here?
Everybody's on the map, Kif. You can try to barricade the door with the door pieces you have there, and a couple of other odds and ends at hand. Try a Survival check, to see if you can construct something helpful in a short amount of time. Go ahead & take advantage, because Chubs would have been helping (instead of doing nothing) on his last turn.
8 survival (jeez I wish Bless would apply here)
Thanks, Chubs
Well, Bless wasn't going to give you a +9 or something.
Chubs and Kif scramble to put something together to brace the doorway. It looks pretty rough, but it might hold them off for a moment.
Lucento, you're up! Kif has alerted you to the presence of a druid on the balcony at the far end of the fermentation room. Several blights are trapped in Barnaby's web in the loading dock, and several more appear to be making their way up behind them. You've cast Bless, which is taking your concentration, but that only means you can do whatever you want except that, if you cast another "concentration" spell, Bless will drop. That's the only restriction.
Lucento clutches the silver amulet hanging from his neck, and utters a prayer. Lethander, we are outnumbered.
Two angelic figures of light take shape and encircle Lucento in a fifteen foot radius.
Lucento casts “Spirit Guardians” (creatures within the area have speed halved, and must make wisdom saving throw or take 3d8 of radiant damage; his companions are not affected).
Hmm. That sounds like a Concentration spell. You can do it, if you want, but it if I'm right that it's a Concentration spell (it will say so in the description) then it will terminate the Bless spell. Up to you.
The dndbeyond site didn't list concentration for spiritual guardians, but sources elsewhere on the internet seem to indicate that it is a concentration spell. . . in light of which, and considering that at least some blights are stuck in Barnaby's web:
Lucento will stick to the playbook and cast spiritual weapon :)
Ok. You are close enough to use it to take a whack at the lead Blight, too, if you want.
Lucento whips the golden mace toward the lead Blight: 13 (to hit) for 5 (damage).