Having followed his companions into the kitchen, Falshen keeps slightly back, remaining in rearguard position. As the party is now in the manor proper, he has shouldered his bow and drawn his rapier.
Gregor has drawn his dagger and stepped ahead of Falshen. He'll send his familiar as close to the noise as it can get and see through its eyes the whole time. Before he surrenders his senses, he will point to Irma and message "I am sending eyes ahead. I'll relay the situation as I find it."
As the party lurks in the pantry, the wizard's arachnid familiar skitters under the door, and comes into what is plainly the great hall of the manor. Two iron chandeliers hang from a dark mahogany ceiling above a long dining table carved from red larchwood. Chairs surround the table, with a particularly tall and elaborate chair at each end. Lining the wood-paneled walls are tapestries and locked wooden cabinets that contain fine dishes, silverware, and candlesticks. A fireplace with a black marble mantelpiece has a framed family portrait mounted above it.
The floor is strewn with bodies. Two villainous-looking thugs in black leather armor, bloody maces in their hands, stand among the dead, close to the front door, their eyes flicking about the room. Behind them, a broad staircase leads up to the second floor of the manor.
Falshen quietly suggests that he move north (up) to the laundry door which leads into the room with the thugs and, once battle is initiated by the party moving through the southern (pantry) door, he will stealthily attack one of the thugs from behind. However, he is open to other suggestions.
"Sss, an attack with two prongs, nasty surprise for scoundrels in our way... Akai likes this plan, ss ss ss!" The diminutive sorcerer quietly chuckles his approval.
Falshen will enter by the north (laundry) door AFTER he hears the battle starting (if his initiative is high enough, he will ready an action to attack after both thugs seem distracted/looking away from his direction). He has switched back to his bow and will attempt a stealthy sneak attack on whichever thug seems more appropriate (already injured, in a bad position to retaliate, looks uglier, etc.).
Irma will imbue his hammer with divine energy. For 1 minute, the weapon is considered magical, Irma adds +3 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. Irma will then knock down the south door (pantry door) rushing in with his shield first and his hammer at the ready behind him. He will rush in to engage the closest enemy.
South door. Akai will hang back and launch a Fire Bolt cantrip at whichever thug is engaging Irma in melee combat. If his initiative is higher than Irma's, he will ready Fire Bolt on his first turn and fire it once Irma meets a thug in combat (or a thug meets him).
Falshen and Gregor lie in wait behind the laundry door, listening for the rest of the party to engage and draw their enemies' attention.
Ian and Akai follow Irma as the paladin, warhammer aglow with divine might, bursts out of the pantry door and advances, shield up, on the pair of black-clad ruffians, bellowing a guttural roar from the depths of his warrior ancestors.
The two Thugs fall on the paladin without a word, maces raised, coming to grips with him side by side between the banquet table and the great fireplace.
As they advance, Ian casts Faerie Fire in the area occupied by the Thugs, provoking Dexterity saving throws: 9 and 13.
This post has potentially manipulated dice roll results.
The Thugs fail their Dex saves, and all attacks against them have Advantage.
Akai hurls his Firebolt, the mote of flame striking the Thug on Irma's right for 8 damage. The spell singes the side of the man's head, and he snarls in fury and pain.
Falshen, hearing battle joined, emerges from the door behind the Thugs and fires a Sneak Attack with his shortbow against the enemy already damaged by Akai’s spell: Attack: 26 Damage: 23
Gregor, coming up behind Falshen, fires a cone of Color Spray at the Thugs, engulfing them in a shower of multi-colored iridescence.
This post has potentially manipulated dice roll results.
The Thug on Irma’s right staggers heavily as Falshen’s arrow takes him square in the back. He sways on his feet, unsteady, his eyes unfocused. As the Color Spray engulfs him he swings wildly, Blinded:
Attack: 8 Damage: 8
Attack: 14 Damage: 7
His companion, undaunted, aims two swift blows at Irma’s head:
Attack: 24 Damage: 8
Attack: 18 Damage: 7
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Having followed his companions into the kitchen, Falshen keeps slightly back, remaining in rearguard position. As the party is now in the manor proper, he has shouldered his bow and drawn his rapier.
Ian will hang back with Falshen, ready to use his magics to support or attack depending on the situation.
Gregor has drawn his dagger and stepped ahead of Falshen. He'll send his familiar as close to the noise as it can get and see through its eyes the whole time. Before he surrenders his senses, he will point to Irma and message "I am sending eyes ahead. I'll relay the situation as I find it."
Akai remains slightly behind Irma, ready to leap into the fray with his spells.
To expedite matters, I will make Stealth checks for everyone except Irma, who rolled above:
The average will be the party's collective result.
Party average Stealth: 14
As the party lurks in the pantry, the wizard's arachnid familiar skitters under the door, and comes into what is plainly the great hall of the manor. Two iron chandeliers hang from a dark mahogany ceiling above a long dining table carved from red larchwood. Chairs surround the table, with a particularly tall and elaborate chair at each end. Lining the wood-paneled walls are tapestries and locked wooden cabinets that contain fine dishes, silverware, and candlesticks. A fireplace with a black marble mantelpiece has a framed family portrait mounted above it.
The floor is strewn with bodies. Two villainous-looking thugs in black leather armor, bloody maces in their hands, stand among the dead, close to the front door, their eyes flicking about the room. Behind them, a broad staircase leads up to the second floor of the manor.
Falshen quietly suggests that he move north (up) to the laundry door which leads into the room with the thugs and, once battle is initiated by the party moving through the southern (pantry) door, he will stealthily attack one of the thugs from behind. However, he is open to other suggestions.
"Sss, an attack with two prongs, nasty surprise for scoundrels in our way... Akai likes this plan, ss ss ss!" The diminutive sorcerer quietly chuckles his approval.
Ian agrees. He will cast faerie Fire first thing on the thugs.
At this point, I will ask each party member for the following:
South door. Faerie Fire on thugs. Initiative: 13
Falshen will enter by the north (laundry) door AFTER he hears the battle starting (if his initiative is high enough, he will ready an action to attack after both thugs seem distracted/looking away from his direction). He has switched back to his bow and will attempt a stealthy sneak attack on whichever thug seems more appropriate (already injured, in a bad position to retaliate, looks uglier, etc.).
Stealth check for entry: 27
Initiative: 20
Irma will imbue his hammer with divine energy. For 1 minute, the weapon is considered magical, Irma adds +3 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. Irma will then knock down the south door (pantry door) rushing in with his shield first and his hammer at the ready behind him. He will rush in to engage the closest enemy.
Initiative: 9
South door. Akai will hang back and launch a Fire Bolt cantrip at whichever thug is engaging Irma in melee combat. If his initiative is higher than Irma's, he will ready Fire Bolt on his first turn and fire it once Irma meets a thug in combat (or a thug meets him).
Initiative: 11
Firebolt: Attack: 25 Damage: 8
North Door, Color Spray at the thugs.
Initiative: 18
Color Spray HP affected: 40
Initiative roll for the Thugs: 11
Falshen and Gregor lie in wait behind the laundry door, listening for the rest of the party to engage and draw their enemies' attention.
Ian and Akai follow Irma as the paladin, warhammer aglow with divine might, bursts out of the pantry door and advances, shield up, on the pair of black-clad ruffians, bellowing a guttural roar from the depths of his warrior ancestors.
The two Thugs fall on the paladin without a word, maces raised, coming to grips with him side by side between the banquet table and the great fireplace.
As they advance, Ian casts Faerie Fire in the area occupied by the Thugs, provoking Dexterity saving throws: 9 and 13.
The Thugs fail their Dex saves, and all attacks against them have Advantage.
Akai hurls his Firebolt, the mote of flame striking the Thug on Irma's right for 8 damage. The spell singes the side of the man's head, and he snarls in fury and pain.
Falshen, hearing battle joined, emerges from the door behind the Thugs and fires a Sneak Attack with his shortbow against the enemy already damaged by Akai’s spell: Attack: 26 Damage: 23
Gregor, coming up behind Falshen, fires a cone of Color Spray at the Thugs, engulfing them in a shower of multi-colored iridescence.
The Thug on Irma’s right staggers heavily as Falshen’s arrow takes him square in the back. He sways on his feet, unsteady, his eyes unfocused. As the Color Spray engulfs him he swings wildly, Blinded:
Attack: 8 Damage: 8
Attack: 14 Damage: 7
His companion, undaunted, aims two swift blows at Irma’s head:
Attack: 24 Damage: 8
Attack: 18 Damage: 7