Like i wrote earlier, i shout Serits name and look if there is a door that i can open easily while keep dodging.
Nobody answers. (Serit hears nothing).
There are 3 doors leading out of the room (left, right ahead), but they are closed. You could try and non-violently push any guards out of your way and try and open them, but your spell will run out after 48 seconds.
Nasaar has simply no good way to move in and get his shot off. He would not step in knowing that all of the guards probably have their weapons ready for just such a move. He is a ranged fighter, the melee fighter is standing right in front of him though.
Looking back at his newest companions he nods with a serious solemn face, "Fight hard, your lives depend on it." He takes hold of the door and opens it, bounding in and hoping to catch at least one in surprise. He growls menacingly.
Moxo hears that his life may depend on fighting hard and he knows what he must do... Moxo prepares to go through the door immediately after his two companions, to step far enough inside the door to use use his Grovel, Cower and Beg ability ((Grovel, Cower, and Beg
Once per short rest as an action, you can cower to distract foes. Until the end of your next turn, allies gain advantage on attacks against enemies within 10 ft. of you that can see you.))
and then aim to step back into the hallway to get some distance and use his slingshot next round...
This post has potentially manipulated dice roll results.
Serit and Co
You surprise the creatures in the room. Roll initiative and go for it.
Nasaar
Jardor took a crit earlier and he's got the same AC, so he's not going to go ahead alone.
Meqnwhile the guards in the room begin so say/sing something in unison 14. The sound resonates through the corridor you are in very loudly. You do not understand the words, but the tone seems to be both evil and elated.
Gara
The get to the end of the corridor and find yourself in a small beast pen. Some snakes, wolves and other forest fauna is in small filthy cages in the room. The animals look starved and filthy. There's even a couple of bears. No sign of Serit though. 30 seconds to go before your spell ends.
This post has potentially manipulated dice roll results.
Rohdin will take the lead, moving up to where she can hit the most at once she lets forth a firey wave alongside a mighty roar. (Dex save 11: 7 Cone shape) If she has anymore movement after that she will move to take on one where she will engage in one without risking being exposed to the others. Initiative Roll: 11
This post has potentially manipulated dice roll results.
Moxo Initiative: 11
Moxo moves carefully into the room so as to get the most of the enemies as he can within 10' of him while not getting within melee range of them, and he Grovel, Cower, and Begs: "NOOOOOOO! PLEEEEASEDON'TMURDERMOXO!!! BeNiceToMoxo,KeepYourWeaponsToYourselfAndBeKindToMe! I'mJustALittleKobold,NobodyLovesMe,Scaramuch,Scaramuch,CanYouDoTheFandango? ThunderboltsAndLightning,VeryVeryFrightening! MoxoDon'tDeserveBrutalityAndMurderAndMayhemCastUponHisHead!!!" Moxo pleads, then he'll try to withdraw to a better sling using range...
This post has potentially manipulated dice roll results.
I drink a healing potion (6) before my sanctuary runs out and when i return to the chamber, i will cast Magic Stones as a BA and throw one at the badies (holding the attack if the enemy is hidden behind 3/4 cover to throw once i get a better target )
Nobody answers. (Serit hears nothing).
There are 3 doors leading out of the room (left, right ahead), but they are closed. You could try and non-violently push any guards out of your way and try and open them, but your spell will run out after 48 seconds.
"YouTwoGoRushingIn,Yelling,Screaming,Hitting,Slashing,Killing! IStandBackHereChuckingStonesWithTheSlingAndKillFromADistance!GoodPLan!" Moxo offers....
Nasaar has simply no good way to move in and get his shot off. He would not step in knowing that all of the guards probably have their weapons ready for just such a move. He is a ranged fighter, the melee fighter is standing right in front of him though.
Looking back at his newest companions he nods with a serious solemn face, "Fight hard, your lives depend on it." He takes hold of the door and opens it, bounding in and hoping to catch at least one in surprise. He growls menacingly.
I'll try the right door.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Moxo hears that his life may depend on fighting hard and he knows what he must do... Moxo prepares to go through the door immediately after his two companions, to step far enough inside the door to use use his Grovel, Cower and Beg ability ((Grovel, Cower, and Beg
Once per short rest as an action, you can cower to distract foes. Until the end of your next turn, allies gain advantage on attacks against enemies within 10 ft. of you that can see you.))
and then aim to step back into the hallway to get some distance and use his slingshot next round...
Serit and Co
You surprise the creatures in the room. Roll initiative and go for it.
Nasaar
Jardor took a crit earlier and he's got the same AC, so he's not going to go ahead alone.
Meqnwhile the guards in the room begin so say/sing something in unison 14. The sound resonates through the corridor you are in very loudly. You do not understand the words, but the tone seems to be both evil and elated.
Gara
The get to the end of the corridor and find yourself in a small beast pen. Some snakes, wolves and other forest fauna is in small filthy cages in the room. The animals look starved and filthy. There's even a couple of bears. No sign of Serit though. 30 seconds to go before your spell ends.
Rohdin will take the lead, moving up to where she can hit the most at once she lets forth a firey wave alongside a mighty roar. (Dex save 11: 7 Cone shape) If she has anymore movement after that she will move to take on one where she will engage in one without risking being exposed to the others. Initiative Roll: 11
Serit's Initiative: 7
If there is a surprise round he will swing his large limb at a rough looking hauler.
Unarmed Attack: 17 Bludgeon Damage: 4 If Surprise: 8 from "Surprise Attack" racial trait.
Moxo Initiative: 11
Moxo moves carefully into the room so as to get the most of the enemies as he can within 10' of him while not getting within melee range of them, and he Grovel, Cower, and Begs: "NOOOOOOO! PLEEEEASEDON'TMURDERMOXO!!! BeNiceToMoxo,KeepYourWeaponsToYourselfAndBeKindToMe! I'mJustALittleKobold,NobodyLovesMe,Scaramuch,Scaramuch,CanYouDoTheFandango? ThunderboltsAndLightning,VeryVeryFrightening! MoxoDon'tDeserveBrutalityAndMurderAndMayhemCastUponHisHead!!!" Moxo pleads, then he'll try to withdraw to a better sling using range...
I’ll check the middle door next. Also, did Jardor use his second wind already?
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Serit & Co
3 enemies roll DEX 13, 12, 15. One is incinerated.
Much of the scrap was flammable, and the cone sets a significant part of the room and one of the doors ablaze.
Serit floors an enemy with mighty punch.
Enemies initiative: 12, 18, 17
You see the fast one run out of the door that isn't on fire and close it behind him.
Your turn.
Gara
Jardor can use second wind. 12 healed.
The second middle corridor leads to a staircase that leads further down. Your spell will end in 12 seconds.
Nasaar, roll perception.
Nasaar perception: 17
I drink a healing potion (6) before my sanctuary runs out and when i return to the chamber, i will cast Magic Stones as a BA and throw one at the badies (holding the attack if the enemy is hidden behind 3/4 cover to throw once i get a better target )
Attack: 12 Damage: 7
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Nasaar/Gara
Gara, you bring down an enemy. The survivors immediately respond by shooting their readied attacks:
Nasaar you hear noise from the cave you passed before.
Sorry i lost track, who’s up next?
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]You have the nat 20 in inititative, so you.
Nasaar warns his companions...
"Enemy behind as well." He calls out, stepping into the room ahead and shooting at one of the guards there.
To hit: 19
Damage: 10
I’ll make another attack against one of them
Attack: 14 Damage: 10
before i cast sanctuary again.
”You know guys, i can do that all day long. Why don’t you just tell us where our friend is?”
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Nasaar, you miss. I assume you try to get into some cover, right?
Gara, you hit, but the enemy is still standing.
Gara, what language are you speaking?