Dancing past the ghostly mace and stepping over the dropped sword, Katernin calls a shimmering cloud of angelic spirits to her; they flit in a 15' radius around her. The cloud envelops the immediate battle - the entire party except for Kelnan, the guard, and the monster. Springing on the disarmed guard, she successfully gouges him on the shoulder with her handaxe. He is looking quite wounded.
Bonus action to restore Rage if he’s not done that since grovel, then two maul attacks on guard.
...and hits with the second blow. The guard is not doing well at all. A look of panic crosses his face as he glances back to see where his comrades are.
They are quite far – Ozymandius and the dapper swordsman are now 180 feet west of the top of the stairwell. The other guard is trying to catch up to them. She is now 60 feet behind her compatriots.
The ghostly mace continues to swing wildly, this time at Krunch: Spectral mace attack vs. Krunch: 12. Hit: 9 force damage
The guard struggles against the cloud of angelic spirits. DC 15 Wisdom saving throw: 7
He falls, the angels enveloping him in unworldly light. He is dead.
The monster stops grinning, and looks at Katernin with malicious curiosity. Her spirits, however, seem to ignore the massive monstrosity.
Round 13. Everyone may act!
The monster remains the only enemy combatant on the field, other than the ghostly mace. The other three are fleeing, the first two in an arcanely-induced fright of Molo. (He may choose to drop concentration anytime he chooses.)
This post has potentially manipulated dice roll results.
Krunch is just barely able to sidestep the spiritual weapon, still seeming to have some "moves" despite his increased size.
Carrying on with that movement to avoid the hit, Krunch moves towards the Eye-Ball thing. "Hello Ugly!" he says with a huge, toothy smile and then attacks with his flail, first once and then twice.
Flail Attack: 13 Damage: 9
Flail Attack: 23 Damage: 11
Extra 4 to whichever hits first due to Crusher feat.
I see advantage to moving it in any direction with the feat... I'll try to move it "down" since it's hovering, just to bring it to earth if possible? (Don't really think anything would happen except maybe a one bounce dribble but why not?)
Oh! Also... Berry, the falcon familiar... flying high in the sky after those running away, trying to keep them in sight, see where they are going, etc...
"They flee that way!" Krunch shouts out, pointing in the direction. "We finish this?" Without waiting for an answer, Krunch starts running in that direction, trying to catch up with those fleeing. (Movement and action to dash..., this turn will be 4th of 10 turns on Giants Might, which oddly gives no movement bonus. lol)
Ozymandius and the dapper swordsman are 180 feet west of the top of the stairwell and rapidly retreating west. The other guard is trying to catch up to them, and is now 120 feet west of the stairway.
Krunch begins to follow. He is now 30 feet west of the top of the stairwell, keeping pace but gaining no ground. Berry is overhead, watching the fleeing cultists. Katernin joins Krunch.
The beholder is gone, although the ghostly mace continues to blindly swing.
The Fear spell, cast during round 9, will dissipate after round 18 unless Molo drops concentration. (It is affecting only the further pair.)
Kelnan rockets overhead, closing in on the fleeing guard. The wizard arrives, hovering in her path to make his declaration.
The white-haired woman stops, drops her blades, and throws her hands up in surrender. She understands that the jig is up. "Don't kill me," she mutters.
Dain may act next (or the party may choose to pause combat.)
((Unless someone calls out and tells him not to, Krunch will keep chasing the runners for a while... And will instruct Berry to continue following them either way.))
The priest and the dapper swordsman continue to dash - they are 240 feet west of the top of the stairwell and still retreating, but their pace is beginning to flag somewhat. (It's now become a Chase. DC10 CON checks vs. Exhaustion:14and2 .) Krunch and Katernin follow. The white-haired guard has surrendered to Kelnan. Molo's Fear spell is about halfway through its duration (unless he chooses to drop it.) The flailing ghostly mace evaporates into the cold winter air.
Everyone may act (or the party may choose to end combat and let the duo escape.)
Dain shakes his head, coming out of his berserk rage. He is dripping with many cuts and bruises. He looks at the fleeing bad guys, and chasing party members, then looks down at the crippled kobold next to him. “I’m happy ta follow ye, Molo”, he tells his little friend.
Round 14, continued: Krunch (and Katernin?) continue to chase the badly-wounded yellow-robed priest (running on pure adrenalin from the arcane-induced terror that is Molo) and the dapper swordsman (who is beginning to pant and wheeze - one level of Exhaustion.)
If everyone is agreeable, we will continue combat with these four combatants only. It is a chase. The rest of you may RP from your current positions.
The white-haired guard has surrendered to Kelnan, who is still hovering in the air, just above the ground. She has dropped her two blades and begs the floating wizard for mercy.
Molo and Dain peer down the ruined stairwell. It is empty, aside from the charred corpse of the one cultist who sheltered there briefly. (It is also still steeped in an arcane silence unless Katernin has dropped concentration on that spell.) The burned doors which had been blasted from their hinges have since been crudely re-hung, and there is a strange wilted, dying green grass growing in a sixty-foot radius around the smashed doorway, where it was not incinerated in the fireball. There are also still hints of stench from the stinking cloud that yesterday filled the cellars, now long-dissipated. (Should Molo descend into the stairwell, the Fear spell will be broken.)
Kelnan beckons the guard to follow toward the stairway and take a seat on a stone (outside the silence assuming it's still up). Assuming she's agreeable, he sits facing her a few feet away.
"We'll wait here until the others are finished. I'd patch you up but I'm afraid I'm just as likely to make it worse. I'm Kelnan Ariessus. I believe we've met your compatriot Ozymandias, can I ask your name?"
This post has potentially manipulated dice roll results.
Round 14 ends with the priest and the swordsman continuing to run in a panic toward the west. They are now 300' west of the stairwell. ( DC10 CON checks vs. Exhaustion: 9, 5 )
...the swordsman is somewhat winded, but they continue on their adrenalin-fueled flight West. They are within 100 feet or so of some large boulders likely to give them some cover and a break in their line of vision from Molo and the party, and some 2000 feet from the cliffs. (There is a slight rise at the edge; the center of the island is slightly depressed.)
Krunch and Katernin are now 90' west of the stairwell (having completed two Dash rounds. They can continue to Dash freely for a number of rounds equal to 3 + their Constitution modifier. After that they have to roll vs. Exhaustion as well.)
Round 15 begins for Krunch and Katernin.
Meanwhile, the defeated guard begins to trudge back toward the ruins as Kelnan's prisoner. "Kavana," she answers quietly, in a low voice. She begins to speak again, but then holds her tongue.
Dancing past the ghostly mace and stepping over the dropped sword, Katernin calls a shimmering cloud of angelic spirits to her; they flit in a 15' radius around her. The cloud envelops the immediate battle - the entire party except for Kelnan, the guard, and the monster. Springing on the disarmed guard, she successfully gouges him on the shoulder with her handaxe. He is looking quite wounded.
Raging maul attack #1 vs. Guard: 20. Hit: 12 bludgeoning damage.
Raging maul attack #2 vs. Guard: 25. Hit: 15 bludgeoning damage.
...and hits with the second blow. The guard is not doing well at all. A look of panic crosses his face as he glances back to see where his comrades are.
They are quite far – Ozymandius and the dapper swordsman are now 180 feet west of the top of the stairwell. The other guard is trying to catch up to them. She is now 60 feet behind her compatriots.
The ghostly mace continues to swing wildly, this time at Krunch:
Spectral mace attack vs. Krunch: 12. Hit: 9 force damage
The guard struggles against the cloud of angelic spirits. DC 15 Wisdom saving throw: 7
He falls, the angels enveloping him in unworldly light. He is dead.
The monster stops grinning, and looks at Katernin with malicious curiosity. Her spirits, however, seem to ignore the massive monstrosity.
Round 13. Everyone may act!
The monster remains the only enemy combatant on the field, other than the ghostly mace. The other three are fleeing, the first two in an arcanely-induced fright of Molo. (He may choose to drop concentration anytime he chooses.)

Molo let’s the jerks run. He attempts to climb Dain and leap onto the eye
Paladin - warforged - orange
Krunch is just barely able to sidestep the spiritual weapon, still seeming to have some "moves" despite his increased size.
Carrying on with that movement to avoid the hit, Krunch moves towards the Eye-Ball thing. "Hello Ugly!" he says with a huge, toothy smile and then attacks with his flail, first once and then twice.
Flail Attack: 13 Damage: 9
Flail Attack: 23 Damage: 11
Extra 4 to whichever hits first due to Crusher feat.
I see advantage to moving it in any direction with the feat... I'll try to move it "down" since it's hovering, just to bring it to earth if possible? (Don't really think anything would happen except maybe a one bounce dribble but why not?)
Oh! Also... Berry, the falcon familiar... flying high in the sky after those running away, trying to keep them in sight, see where they are going, etc...
Molo climbs Dain like a stepladder, and with the stout dwarf's help, launches himself into the eye of the massive, armored, eye-filled monster.
But it pops, silently, like a soap bubble in the sun. The monster is suddenly just gone.
Molo lands face-first in the dirt, once again.
Krunch, preparing to clobber the massive monstrosity with his flail, is suddenly left targetless. (He may choose a new action.)
Berry keeps tabs on the fleeing cultist. (The loyal falcon will soon pass out of the 100-foot telepathy range, unless you direct them otherwise.)
"They flee that way!" Krunch shouts out, pointing in the direction. "We finish this?" Without waiting for an answer, Krunch starts running in that direction, trying to catch up with those fleeing. (Movement and action to dash..., this turn will be 4th of 10 turns on Giants Might, which oddly gives no movement bonus. lol)
Katernin follows Krunch.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Round 13, continued.
Ozymandius and the dapper swordsman are 180 feet west of the top of the stairwell and rapidly retreating west. The other guard is trying to catch up to them, and is now 120 feet west of the stairway.
Krunch begins to follow. He is now 30 feet west of the top of the stairwell, keeping pace but gaining no ground. Berry is overhead, watching the fleeing cultists. Katernin joins Krunch.
The beholder is gone, although the ghostly mace continues to blindly swing.
The Fear spell, cast during round 9, will dissipate after round 18 unless Molo drops concentration. (It is affecting only the further pair.)
Everyone but Molo, Krunch, and Katernin may act.
Kelnan skims along the ground, dashing west and coming up alongside the fleeing guard.
"Leave your weapons, help us and you'll be off this island. Your remaining friends will come to their senses soon enough."
(Roll a persuasion check!)
Persuasion: 21
Round 13, continued.
Kelnan rockets overhead, closing in on the fleeing guard. The wizard arrives, hovering in her path to make his declaration.
The white-haired woman stops, drops her blades, and throws her hands up in surrender. She understands that the jig is up. "Don't kill me," she mutters.
Dain may act next (or the party may choose to pause combat.)
((Unless someone calls out and tells him not to, Krunch will keep chasing the runners for a while... And will instruct Berry to continue following them either way.))
Round 14
The priest and the dapper swordsman continue to dash - they are 240 feet west of the top of the stairwell and still retreating, but their pace is beginning to flag somewhat. (It's now become a Chase. DC10 CON checks vs. Exhaustion: 14 and 2 .) Krunch and Katernin follow. The white-haired guard has surrendered to Kelnan. Molo's Fear spell is about halfway through its duration (unless he chooses to drop it.) The flailing ghostly mace evaporates into the cold winter air.
Everyone may act (or the party may choose to end combat and let the duo escape.)
Molo shrugs. “I think I’d rather go inside, and let them go get exhausted running around.“
Paladin - warforged - orange
Krunch is continuing to book it west, unaware of what's going on behind him...
Dain shakes his head, coming out of his berserk rage. He is dripping with many cuts and bruises. He looks at the fleeing bad guys, and chasing party members, then looks down at the crippled kobold next to him. “I’m happy ta follow ye, Molo”, he tells his little friend.
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Round 14, continued: Krunch (and Katernin?) continue to chase the badly-wounded yellow-robed priest (running on pure adrenalin from the arcane-induced terror that is Molo) and the dapper swordsman (who is beginning to pant and wheeze - one level of Exhaustion.)
If everyone is agreeable, we will continue combat with these four combatants only. It is a chase.
The rest of you may RP from your current positions.
The white-haired guard has surrendered to Kelnan, who is still hovering in the air, just above the ground. She has dropped her two blades and begs the floating wizard for mercy.
Molo and Dain peer down the ruined stairwell. It is empty, aside from the charred corpse of the one cultist who sheltered there briefly. (It is also still steeped in an arcane silence unless Katernin has dropped concentration on that spell.) The burned doors which had been blasted from their hinges have since been crudely re-hung, and there is a strange wilted, dying green grass growing in a sixty-foot radius around the smashed doorway, where it was not incinerated in the fireball. There are also still hints of stench from the stinking cloud that yesterday filled the cellars, now long-dissipated. (Should Molo descend into the stairwell, the Fear spell will be broken.)
Kelnan beckons the guard to follow toward the stairway and take a seat on a stone (outside the silence assuming it's still up). Assuming she's agreeable, he sits facing her a few feet away.
"We'll wait here until the others are finished. I'd patch you up but I'm afraid I'm just as likely to make it worse. I'm Kelnan Ariessus. I believe we've met your compatriot Ozymandias, can I ask your name?"
Round 14 ends with the priest and the swordsman continuing to run in a panic toward the west. They are now 300' west of the stairwell. ( DC10 CON checks vs. Exhaustion: 9, 5 )
...the swordsman is somewhat winded, but they continue on their adrenalin-fueled flight West. They are within 100 feet or so of some large boulders likely to give them some cover and a break in their line of vision from Molo and the party, and some 2000 feet from the cliffs. (There is a slight rise at the edge; the center of the island is slightly depressed.)
Krunch and Katernin are now 90' west of the stairwell (having completed two Dash rounds. They can continue to Dash freely for a number of rounds equal to 3 + their Constitution modifier. After that they have to roll vs. Exhaustion as well.)
Round 15 begins for Krunch and Katernin.
Meanwhile, the defeated guard begins to trudge back toward the ruins as Kelnan's prisoner. "Kavana," she answers quietly, in a low voice. She begins to speak again, but then holds her tongue.