The stoutling pulls her in close, if just to make sure to lower the body on the ground. Even if he made enough noise from the chain to start attracting attention once more, he saw no reason to add to that with a collapsing body. In catching her, he grits his teeth, stiffling a gasp and mentally cursing himself in forgetting the extent of injuries. "You should've taken compliment," Doozey murmured, and then looked to the key in hand, before setting to work with it.
That is, if there was a cuff to remove he tries it on it, or whatever locking mechanism if any were tied to the remaining length of chain. In failing to find any however, he pockets the key for now, and again tries to slip his other hand free, silently praying to Big Mama Yondalla to see him through the pain. One way or the other, Doozey would try to free himself, loot the goblin for everything of worth for a survivor, and then... using the walls and lights as a guide (but sticking as much to the shadows as possible), made his way closer to where many presumed weres had run off to. Even if they were in a tizzy over some pack nonsense, if it weren't an opportunity for vengeance against the jaguar, at least he might escape during the chaos.
Or so muddled thoughts assuaged with... not that he minded either which fate, as the end results would remain the same.
Utar and Lightbringer pair up for another attack, forcing the nearest weremutt to spit up some blood after being hit on the stomach. (Weremutt #4 takes 8 magical bludgeoning damage.)
Moneus warns the group: "Here come the bats again!"
This post has potentially manipulated dice roll results.
The three bats that had yet to transform do just so, flying about the furnished area while assuming their goblin-bat hybrid forms. The other three, who had already shapechanged, swoop in for an attack:
Moneus' warning provides Graxx enough time for him to see the approaching flying goblin and duck out of the way. Utar, on the other hand, was still invested in finishing his attack on the weremutt. The two bat bites catch him by surprise. For a moment, the half-orc can feel the hairs on the back of his neck being raised, but the sensation passes. (Utar takes 12 piercing damage.)
The three werebats then pick up the blades of their fallen comrades before retreating back to the furnished room. Looking at his bite marks, Utar notices that they are not bleeding as much as he would have expected.
Despite seeing their brethren drop like flies all around them, two weremutts are still in this fight:
-> Scimitar vs. Neya: Attack: 16 Damage: 5 slashing.
-> Scimitar vs. Graxx: Attack: 20 Damage: 4 slashing.
They use the werbats' approach as a distraction and slash at Neya and Graxx. Both monk and barbarian will have a new scar to show for it. (Neya takes 5 slashing damage; Graxx takes 2 slashing damage already halved by Rage.)
NOTES: It's dim light everywhere unless you are right next to a torch. If you have no special sense like darkvision your perception checks and search actions are done at disadvantage. It does not affect attack rolls.
(Graxx, Neya, and Utar can all go. I'll post for Moneus once everyone posts their turn.)
You put the goblin's still warm body down as subtly as your wounded hand permits. Then, you set about using the key to free your other hand, which works like a charm. Unfortunately, you cannot take the chains with you as their other ends are attached to boulders or the floor itself. Turning to the goblin again, you pat her down and count your riches. In addition to the simple key, you collect her decrepit shortbow, no more than four arrows, and two items you recognize as being your own: a mess kit and a common potion of healing. The only thing you leave behind is the goblin's loincloth.
In moving towards the flames you spotted earlier, you have to feel the walls to advance. Doing so causes your hands to slip every now and then and produce some noise. Luckily, you don't seem to alarm anyone... at least no yet. You stop by some steps leading up to the next chamber. The steps are uneven, but there are no more than four of them separating you from the next room. Two torches light up this room much better that the one that served as your prison. There are many tables and stools in this room, and even a wooden performance stage. It would remind you of a cozy tavern were it not for the throne-like chair set right in the middle of the stage.
Deeper into this room, you see four figures. First, there is the effectively naked goblin from before, still maintaining his half-bat form and letting his scimitar dangle from his loincloth. Second, there is a large, if not rotund, male half-orc who seems to be older than the others and has a maul strapped to his back. Finally, there are two half-elves who look a lot like each other, even in the way they dress and arm themselves: they each hold a spear. You hear the following partial conversation:
Half-orc: She'll be here any time now.
Male half-elf: I don't know about this. We don't know what effects it'll have.
Female half-elf: When has Mama ever led us astray. Trust her, brother.
Goblin: It is not too different from what we have already done.
Male half-elf: But it does not always work. Sometimes it curtails our power
Half-orc: And sometimes it augments them.
Female half elf: It worked for the mutts and for Mondronen. It ought to work for us as well. We're are stronger
Goblin: Just do it!
They then look toward a passage on the north part of this room (you approached from the western side). Someone seems to be coming. To the south, your continue to hear battle noises.
This post has potentially manipulated dice roll results.
@Lerus:
As soon as Doozey got his hands on the potion, there is no hesitation in quaffing it down on the spot. If nothing else, he hoped it would dull the many aches into the tolerable range over just endurable. Of the vial(bottle?) to remain, he pockets once more.
Potion of Healing: 9 HP restored to Doozey.
When he later ran across the four, Doozey could feel a heat rising to his face. These weren't his target, but they were prey all the same going by the initial part of the conversation. As he is just beginning to toy with the idea of bloodying the boy in hand, and loosing a shot, the new approaching sounds break through the haze of madness. In that moment of clarity, the stoutling would've chided himself, if not for the hunter's driving his focus elsewhere.
It would be risky, but they needed to move. Now. So, looked to the south, and if there appeared to be enough cover from tables and stools along the way to risk it, he would try to quietly yet as hurriedly as possible make his way for any southern passage. If none were visible however, he would quietly slink back to the base of the stairs; staying close enough to at least overhear conversation, while decreasing the likelihood of being at least casually spotted in a glance west.
(Don't know if you'd need another roll or not for this, but just in case)
Feinting away from the weremutts, Utar sets himself in the passageway between the two rooms. Clutching his amulet, he summons a spectral warhammer among the werebats, having it swing against one as it appears.
Starting to come around on his new weapon of choice, Graxx tries another of its features, its reach. Neya ducks and the barbarian slices a weremutt's head clean off. The weapon continues to travel, but Graxx pulls it back into his control lest he harms one of his friends. (Weremutt #3 takes 24 slashing and radiant damage and is DEFEATED.)
From her crouched position, Neya aims three kicks up at the only weremutt left. Two of the strikes break his ribs and bring him down. (Weremutt #4 takes 13 magical bludgeoning damage and is DEFEATED.)
This post has potentially manipulated dice roll results.
Moneus tries to hide behind a stone corner {AW-65}. From his hiding spot, he throws another pair of flying knives from his armband. This time, he aims for the southernmost flying goblin.
The two projectiles hit the werebat's chest, causing him to growl in pain. The creature almost falls, but manages to keep afloat. Moneus backs up a bit {AW-64}. (Werebat #3 takes 27 magical piercing damage.)
Utarcautiously approach Moneus. Noticing all remaining enemies are airbound, the cleric calls forth his spectral warhammer and finishes the job Moneus had started. The hammer cracks open the werebat's already perforated chest. (Werebat #3 takes 4 force damage and is DEFEATED.)
(@MB: By the time Utar moves, there are no enemies around him for him to disengage from. So, I'm reinterpreting your action as a dodge.)
This post has potentially manipulated dice roll results.
Five werebats still remain and they assume an attack formation while flying toward Utar and Moneus. They attack ferociously and then retreat to a corner. Three of them are even better armed now, wielding their fallen comrades' blades:
Utar's caution pays off and his shield blocks each and every attack thrown at him. Moneus is not so lucky, being slashed once and bit once. (Moneus takes 13 slashing and piercing damage.)
NOTES: It's dim light everywhere unless you are right next to a torch. If you have no special sense like darkvision your perception checks and search actions are done at disadvantage. It does not affect attack rolls.
(OOC: If you'd like, you can use your DM's inspiration token to reroll one of the potion dice. The point would be to heal at least 7HP. If you don't, as previously described, all your attacks are still at disadvantage from hurting your hand.)
You drink your potion and feel some of your wounds closing (exact amount healed pending...) You put both the empty vial and the mess kit in your pockets and begin moving.
After eavesdropping a bit and resisting the urge to attack, you enter the large tavern-like room and quietly begin to make your way south. You stop behind a couple of crates after noticing you have two potential paths to follow. The closest of the two leads southwest, the other southeast. While you make your decision, a second group enters the room from the northern passage. Two of them are half-elves, making it four half-elves in total now in this room. The two recent additions are quite slender, albeit on the short side. One sports a chinstrap, and the other large hoop earrings. They are armed with spears as well, but their clothes are unremarkable. Then, there is also the animal handler from the plaza. A average-proportioned human man with a black raven on his shoulder. He carries a longbow, a scimitar, and a tall glass jar full or wiggling creatures in brownish water. A thin tabaxi lady accompanies him. Her clothes don't hide much and her steps are confident. She is unarmed. Finally, an older but bulky lady in romani-like attire enters last. She is the first to speak:
Matriarch: Leeraug, come. There is no time to waste.
Animal handler: We are under attack. The time to try it is now.
The male half-elf from before: I... I accept. Should I transform now?
One of the new half-elves: No. Your new transformation will come out when the time is right.
He approaches the matriarch, who is now sitting in the throne atop the performance stage. She wastes no time in biting his arm. He reactively growls and begins transforming into some furry beast, but quickly calms down. The matriarch produces a bottle of thick brownish-red liquid and pours some of in into the fresh bite. The half-elf howls like a wolf under a full moon and loses control of his transformation. The matriach keeps a hold of his arm, despite his obviously boosted strength.
Half-elf woman from before: Brother... no... he is turning mad! Stop it... it is not working.
Tabaxi lady: Shut up!
Matriarch: And now the new ingredient.
The animal handler approaches and removes the lid from the jar. The matriarch reaches inside and pulls out an engorged leech. She squeezes it until the poor little creature bursts and its bloody meal drops into the mutating half-elf. He breathes hard but stops howling. His transformation subsides and he regains control.
(It's tempting, but I'll hold on to the token. Without proper gear he's not gonna be putting up much a fight anyhow. ^_^)
Doozey's choice is clear, if only due the distance. Unless one path over the other-...
'Under attack?'He thought, pausing all other thought. 'The others are here... That is-...'But he is again thrown off a train of thought in hearing the pleas. He held back long enough to realize their intent, before making his move for the southwest(unless he hears battle coming from the southeast), knowing his time would be shorter now int heir success. 'Those mangy curs... they mean to subvert the taming. For their own gains... This will not stand... not. at. all' He thought coldly while making his way down a tunnel.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Utar's spectral warhammer shifts to follow the werebats moving to AY,70 and swings at the same one Neya just attacked; coming in low from the werebats underside and trying to smash it upwards into the ceiling.
Bonus Attack: 15 Damage: 7
Fixing his eyes on the werebat at AW,70, Utar casts sacred flame, lighting the cave for a brief moment. (Werebat needs to beat a DC14 DEX save or takes 2).
Graxx runs toward the flying enemies. Jumping on the not-on-fire table is an easy enough task for a man of his athleticism, and so he does {AV-69}. Still testing all that his new weapon can do, the barbarian decides to swat at the closest werebat with the flat part of his halberd. The weapon's reach ensures such a trick is possible. The swing is a bit awkward but strangely potent. As the werebat gets knocked toward the nearby rocky wall, his cranium breaks apart like a melon. (Werebat #6 takes 40 bludgeoning and radiant damage and is DEFEATED.)
(@Grx: As @Ori mentioned in our OOC chat, that crit grants you a bonus action attack. However, after killing the closest goblin with your first attack, all other enemies are currently out of your reach, be it for the second attack or the bonus action attack. You can't jump towards them either since you are also out of movement. I am counting the table itself as difficult terrain to account for keeping balance. So, in the end, I'm afraid all attacks following your crit are wasted this turn. But what a crit that was!)
Neya teleports 10 feet up and 40 feet southeast, appearing just within melee range of another of the werebats. As she begins to fall toward the ground, she delivers two simultanues chops at said werebat, slashing his wings somewhat in the process. (Slow Fall reaction used.) The hybrid beast cries but is able to maintain flight for now. (Werebat #4 takes 21 magical slashing damage.)
The monk then retreats to the safer of the two chambers, but is not able to go as far as she desired because she has to avoid the fiery table while running {AU-63}.
@Lerus:
The stoutling pulls her in close, if just to make sure to lower the body on the ground. Even if he made enough noise from the chain to start attracting attention once more, he saw no reason to add to that with a collapsing body. In catching her, he grits his teeth, stiffling a gasp and mentally cursing himself in forgetting the extent of injuries. "You should've taken compliment," Doozey murmured, and then looked to the key in hand, before setting to work with it.
Sleight of Hand: 21(if needed).
That is, if there was a cuff to remove he tries it on it, or whatever locking mechanism if any were tied to the remaining length of chain. In failing to find any however, he pockets the key for now, and again tries to slip his other hand free, silently praying to Big Mama Yondalla to see him through the pain. One way or the other, Doozey would try to free himself, loot the goblin for everything of worth for a survivor, and then... using the walls and lights as a guide (but sticking as much to the shadows as possible), made his way closer to where many presumed weres had run off to. Even if they were in a tizzy over some pack nonsense, if it weren't an opportunity for vengeance against the jaguar, at least he might escape during the chaos.
Or so muddled thoughts assuaged with... not that he minded either which fate, as the end results would remain the same.
Stealth: 9.
When you realize you're doing too much: Signature.
Utar and Lightbringer pair up for another attack, forcing the nearest weremutt to spit up some blood after being hit on the stomach. (Weremutt #4 takes 8 magical bludgeoning damage.)
Moneus warns the group: "Here come the bats again!"
(Werebats go next.)
The three bats that had yet to transform do just so, flying about the furnished area while assuming their goblin-bat hybrid forms. The other three, who had already shapechanged, swoop in for an attack:
-> Bite vs. Graxx: Attack: 20
Damage: 8 piercing.-> Bite vs. Utar: Attack: 18 Damage: 7 piercing.
-> Utar's CON saving throw {DC 10}: 19
-> Bite vs. Utar: Attack: 25 Damage: 9 piercing.
-> Utar's CON saving throw {DC 10}: 10
Moneus' warning provides Graxx enough time for him to see the approaching flying goblin and duck out of the way. Utar, on the other hand, was still invested in finishing his attack on the weremutt. The two bat bites catch him by surprise. For a moment, the half-orc can feel the hairs on the back of his neck being raised, but the sensation passes. (Utar takes 12 piercing damage.)
The three werebats then pick up the blades of their fallen comrades before retreating back to the furnished room. Looking at his bite marks, Utar notices that they are not bleeding as much as he would have expected.
(Weremutts are next.)
Despite seeing their brethren drop like flies all around them, two weremutts are still in this fight:
-> Scimitar vs. Neya: Attack: 16 Damage: 5 slashing.
-> Scimitar vs. Graxx: Attack: 20 Damage: 4 slashing.
They use the werbats' approach as a distraction and slash at Neya and Graxx. Both monk and barbarian will have a new scar to show for it. (Neya takes 5 slashing damage; Graxx takes 2 slashing damage already halved by Rage.)
END OF INITIATIVE ROUND 2
(Graxx, Neya, and Utar can all go. I'll post for Moneus once everyone posts their turn.)
@Ori:
You put the goblin's still warm body down as subtly as your wounded hand permits. Then, you set about using the key to free your other hand, which works like a charm. Unfortunately, you cannot take the chains with you as their other ends are attached to boulders or the floor itself. Turning to the goblin again, you pat her down and count your riches. In addition to the simple key, you collect her decrepit shortbow, no more than four arrows, and two items you recognize as being your own: a mess kit and a common potion of healing. The only thing you leave behind is the goblin's loincloth.
In moving towards the flames you spotted earlier, you have to feel the walls to advance. Doing so causes your hands to slip every now and then and produce some noise. Luckily, you don't seem to alarm anyone... at least no yet. You stop by some steps leading up to the next chamber. The steps are uneven, but there are no more than four of them separating you from the next room. Two torches light up this room much better that the one that served as your prison. There are many tables and stools in this room, and even a wooden performance stage. It would remind you of a cozy tavern were it not for the throne-like chair set right in the middle of the stage.
Deeper into this room, you see four figures. First, there is the effectively naked goblin from before, still maintaining his half-bat form and letting his scimitar dangle from his loincloth. Second, there is a large, if not rotund, male half-orc who seems to be older than the others and has a maul strapped to his back. Finally, there are two half-elves who look a lot like each other, even in the way they dress and arm themselves: they each hold a spear. You hear the following partial conversation:
Half-orc: She'll be here any time now.
Male half-elf: I don't know about this. We don't know what effects it'll have.
Female half-elf: When has Mama ever led us astray. Trust her, brother.
Goblin: It is not too different from what we have already done.
Male half-elf: But it does not always work. Sometimes it curtails our power
Half-orc: And sometimes it augments them.
Female half elf: It worked for the mutts and for Mondronen. It ought to work for us as well. We're are stronger
Goblin: Just do it!
They then look toward a passage on the north part of this room (you approached from the western side). Someone seems to be coming. To the south, your continue to hear battle noises.
Graxx smirks as he sees the damage he has put out with this new weapon. Maybe it’s not so bad after all.
”Going above you Neya!” Graxx cries as he uses the reach of the new weapon to attack the Weremutt at AT,61.(Reckless, GWM”
Attack: 19 Damage: 20
Attack: 19 Damage: 20
Divine Radiant Damage to First Hit: 7
@Lerus:
As soon as Doozey got his hands on the potion, there is no hesitation in quaffing it down on the spot. If nothing else, he hoped it would dull the many aches into the tolerable range over just endurable. Of the vial(bottle?) to remain, he pockets once more.
Potion of Healing: 9 HP restored to Doozey.
When he later ran across the four, Doozey could feel a heat rising to his face. These weren't his target, but they were prey all the same going by the initial part of the conversation. As he is just beginning to toy with the idea of bloodying the boy in hand, and loosing a shot, the new approaching sounds break through the haze of madness. In that moment of clarity, the stoutling would've chided himself, if not for the hunter's driving his focus elsewhere.
It would be risky, but they needed to move. Now. So, looked to the south, and if there appeared to be enough cover from tables and stools along the way to risk it, he would try to quietly yet as hurriedly as possible make his way for any southern passage. If none were visible however, he would quietly slink back to the base of the stairs; staying close enough to at least overhear conversation, while decreasing the likelihood of being at least casually spotted in a glance west.
(Don't know if you'd need another roll or not for this, but just in case)
Stealth: 9.
When you realize you're doing too much: Signature.
Neya ducks under Graxx's attack and continues her assault of the remaining weremutts.
Unarmed Attack: 19 Damage: 8
Extra unarmed Attack: 17 Damage: 10
Bonus unarmed Attack: 11 Damage: 8
Extended Signature
Feinting away from the weremutts, Utar sets himself in the passageway between the two rooms. Clutching his amulet, he summons a spectral warhammer among the werebats, having it swing against one as it appears.
Action: disengage
Move: AV,65
Bonus Action: Cast spiritual weapon
Appearing at BA,70 and swinging against werebat at BA,69.
Attack: 13 Damage: 4
Starting to come around on his new weapon of choice, Graxx tries another of its features, its reach. Neya ducks and the barbarian slices a weremutt's head clean off. The weapon continues to travel, but Graxx pulls it back into his control lest he harms one of his friends. (Weremutt #3 takes 24 slashing and radiant damage and is DEFEATED.)
From her crouched position, Neya aims three kicks up at the only weremutt left. Two of the strikes break his ribs and bring him down. (Weremutt #4 takes 13 magical bludgeoning damage and is DEFEATED.)
(Moneus goes next.)
Moneus tries to hide behind a stone corner {AW-65}. From his hiding spot, he throws another pair of flying knives from his armband. This time, he aims for the southernmost flying goblin.
-> Moneus' stealth check: 13
-> Flying Knife vs Werebat #3: Attack: 20 Damage: 8 magical piercing.
-> Flying Knife vs Werebat #3: Attack: 26 Damage: 7 magical piercing.
-> Sneak Attack damage: 16
The two projectiles hit the werebat's chest, causing him to growl in pain. The creature almost falls, but manages to keep afloat. Moneus backs up a bit {AW-64}. (Werebat #3 takes 27 magical piercing damage.)
Utar cautiously approach Moneus. Noticing all remaining enemies are airbound, the cleric calls forth his spectral warhammer and finishes the job Moneus had started. The hammer cracks open the werebat's already perforated chest. (Werebat #3 takes 4 force damage and is DEFEATED.)
(@MB: By the time Utar moves, there are no enemies around him for him to disengage from. So, I'm reinterpreting your action as a dodge.)
(Werebats go next.)
Five werebats still remain and they assume an attack formation while flying toward Utar and Moneus. They attack ferociously and then retreat to a corner. Three of them are even better armed now, wielding their fallen comrades' blades:
-> Bite vs. Utar: Attack: 7
Damage: 5 piercing.-> Scimitar vs. Utar: Attack: 9
Damage: 9 slashing.-> Scimitar vs. Utar: Attack: 9
Damage: 8 slashing.-> Scimitar vs. Moneus: Attack: 9 Damage: 5 slashing.
-> Bite vs. Moneus: Attack: 8 Damage: 4 piercing.
-> Moneus's CON saving throw {DC 10}: 15
Utar's caution pays off and his shield blocks each and every attack thrown at him. Moneus is not so lucky, being slashed once and bit once. (Moneus takes 13 slashing and piercing damage.)
END OF INITIATIVE ROUND 3
(Graxx, Neya, and Utar can all go.)
Neya teleports to just above the table just enough to attack the werebat at AX-70 ( using slow fall if need be)
Unarmed Attack: 18 Damage: 10
Extra Unarmed Attack: 15 Damage: 11
After attacking she runs back to the previous room (to AT-61)
Edit: turn tweak
Extended Signature
@Ori:
(OOC: If you'd like, you can use your DM's inspiration token to reroll one of the potion dice. The point would be to heal at least 7HP. If you don't, as previously described, all your attacks are still at disadvantage from hurting your hand.)
You drink your potion and feel some of your wounds closing (exact amount healed pending...) You put both the empty vial and the mess kit in your pockets and begin moving.
After eavesdropping a bit and resisting the urge to attack, you enter the large tavern-like room and quietly begin to make your way south. You stop behind a couple of crates after noticing you have two potential paths to follow. The closest of the two leads southwest, the other southeast. While you make your decision, a second group enters the room from the northern passage. Two of them are half-elves, making it four half-elves in total now in this room. The two recent additions are quite slender, albeit on the short side. One sports a chinstrap, and the other large hoop earrings. They are armed with spears as well, but their clothes are unremarkable. Then, there is also the animal handler from the plaza. A average-proportioned human man with a black raven on his shoulder. He carries a longbow, a scimitar, and a tall glass jar full or wiggling creatures in brownish water. A thin tabaxi lady accompanies him. Her clothes don't hide much and her steps are confident. She is unarmed. Finally, an older but bulky lady in romani-like attire enters last. She is the first to speak:
Matriarch: Leeraug, come. There is no time to waste.
Animal handler: We are under attack. The time to try it is now.
The male half-elf from before: I... I accept. Should I transform now?
One of the new half-elves: No. Your new transformation will come out when the time is right.
He approaches the matriarch, who is now sitting in the throne atop the performance stage. She wastes no time in biting his arm. He reactively growls and begins transforming into some furry beast, but quickly calms down. The matriarch produces a bottle of thick brownish-red liquid and pours some of in into the fresh bite. The half-elf howls like a wolf under a full moon and loses control of his transformation. The matriach keeps a hold of his arm, despite his obviously boosted strength.
Half-elf woman from before: Brother... no... he is turning mad! Stop it... it is not working.
Tabaxi lady: Shut up!
Matriarch: And now the new ingredient.
The animal handler approaches and removes the lid from the jar. The matriarch reaches inside and pulls out an engorged leech. She squeezes it until the poor little creature bursts and its bloody meal drops into the mutating half-elf. He breathes hard but stops howling. His transformation subsides and he regains control.
Matriarch: Success. The hunter's blood works!
@Lerus:
(It's tempting, but I'll hold on to the token. Without proper gear he's not gonna be putting up much a fight anyhow. ^_^)
Doozey's choice is clear, if only due the distance. Unless one path over the other-...
'Under attack?' He thought, pausing all other thought. 'The others are here... That is-...' But he is again thrown off a train of thought in hearing the pleas. He held back long enough to realize their intent, before making his move for the southwest(unless he hears battle coming from the southeast), knowing his time would be shorter now int heir success. 'Those mangy curs... they mean to subvert the taming. For their own gains... This will not stand... not. at. all' He thought coldly while making his way down a tunnel.
When you realize you're doing too much: Signature.
Utar's spectral warhammer shifts to follow the werebats moving to AY,70 and swings at the same one Neya just attacked; coming in low from the werebats underside and trying to smash it upwards into the ceiling.
Bonus Attack: 15 Damage: 7
Fixing his eyes on the werebat at AW,70, Utar casts sacred flame, lighting the cave for a brief moment. (Werebat needs to beat a DC14 DEX save or takes 2).
OOC: If I don't have enough movement to jump up on the table please let me know. Or I can only get one attack off due to jumping just use one attack.
Graxx will run and hop up on the table ending up at AV,69.
Graxx swings his halberd like a (baseball bat in another world) aiming for one of the nearest flying goblin.(reckless gwm)
Attack: 7 Damage: 25
Attack: 21 Damage: 23
Divine Radiant Damage to First Hit: 6
Second Radiant Die for Crit 4
Graxx runs toward the flying enemies. Jumping on the not-on-fire table is an easy enough task for a man of his athleticism, and so he does {AV-69}. Still testing all that his new weapon can do, the barbarian decides to swat at the closest werebat with the flat part of his halberd. The weapon's reach ensures such a trick is possible. The swing is a bit awkward but strangely potent. As the werebat gets knocked toward the nearby rocky wall, his cranium breaks apart like a melon. (Werebat #6 takes 40 bludgeoning and radiant damage and is DEFEATED.)
(@Grx: As @Ori mentioned in our OOC chat, that crit grants you a bonus action attack. However, after killing the closest goblin with your first attack, all other enemies are currently out of your reach, be it for the second attack or the bonus action attack. You can't jump towards them either since you are also out of movement. I am counting the table itself as difficult terrain to account for keeping balance. So, in the end, I'm afraid all attacks following your crit are wasted this turn. But what a crit that was!)
Neya teleports 10 feet up and 40 feet southeast, appearing just within melee range of another of the werebats. As she begins to fall toward the ground, she delivers two simultanues chops at said werebat, slashing his wings somewhat in the process. (Slow Fall reaction used.) The hybrid beast cries but is able to maintain flight for now. (Werebat #4 takes 21 magical slashing damage.)
The monk then retreats to the safer of the two chambers, but is not able to go as far as she desired because she has to avoid the fiery table while running {AU-63}.
(Moneus goes next.)