Jadyn will use his action to cast bane at 3rd level. I believe that is enough to get all 5 assassins. They must make a DC 15 Charisma Save. On a fail, subtracting a d4 from all attack rolls and saving throws for up to a minute (depending on concentration).
Jadyn grasps the symbol at his neck and you see a small trickle of blood begin to come from his nose after he casts the spell.
This post has potentially manipulated dice roll results.
Seeing that Jadyn has weakened and disoriented several of the bandits, Gorokum taps his staff on the ground, concentrating on the runes etched along the sides and shouts towards the bandits "Murus ignis" and then flings his other hand forward.
A wall of fire leaps up in the air and races around in a circle, encasing as many of the bandits as possible inside it's 20' diameter.
(Casts Wall of Fire causing 21 of fire damage. Dex 15 to take half - with the Bane in affect on some of them.)
"Once it clears up, The second assassin fires a bolt at Thoradin, and a second at Jaydn."
Wall of Fire lasts for an entire minute if concentration is maintained, and everyone within 10 feet of the flaming side takes 5d8 fire damage on a failed dex save (half on success). Since the wall is currently surrounding them with 20 ft diameter, they basically have no way to avoid this. The wall doesn't just drop after one turn.
"Once it clears up, The second assassin fires a bolt at Thoradin, and a second at Jaydn."
Wall of Fire lasts for an entire minute if concentration is maintained, and everyone within 10 feet of the flaming side takes 5d8 fire damage on a failed dex save (half on success). Since the wall is currently surrounding them with 20 ft diameter, they basically have no way to avoid this. The wall doesn't just drop after one turn.
(They're all encased in the fire, and nobody can attack inside or out, so I have to skip past it, but I'll roll their dex)
I won't push too hard on the assassins all being burned up, but I don't think the Wall of Fire is quite as powerful as that. You can't see through it yes, but you can attack through the wall - just at disadvantage because you can't see. Also, I think they could also leap through it, taking damage as they do so but they could still try and get out of the circle of fire rather than just waiting in there to burn to death. It's a 4th Level Spell. I think to be as powerful as the results above it would probably need to be more like a 9th Level Spell. At least that was my interpretation of it.
(It's a one foot thick sheet of flame - opaque but not solid. Once burned by it, if they couldn't step back inward they would try to get out through it, taking the same damage as initial. There's no damage from the outer side of the wall so they could stop there.)
Jadyn places a hand on Gorokum’s shoulder as he clutches his holy symbol in the other. He uses his action to cast sanctuary at 1st level on Gorokum. Every time someone tries to attack him, they must make a DC 15 wisdom save, and on a fail, must choose a new target.
He then uses his action to cast toll the dead on Assassin 4. DC 15 wisdom save, or he takes 3 necrotic damage.
Uncanny dodge - rogue feature (reaction) - halves damage from an attack Mal can see. Damage reduced to 5.
(Jaydn is up next)
Yep!
Jadyn will use his action to cast bane at 3rd level. I believe that is enough to get all 5 assassins. They must make a DC 15 Charisma Save. On a fail, subtracting a d4 from all attack rolls and saving throws for up to a minute (depending on concentration).
Jadyn grasps the symbol at his neck and you see a small trickle of blood begin to come from his nose after he casts the spell.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Charisma:
Assassin 1: 6
Assassin 2: 20
Assassin 3: 14
Assassin 4: 11
Assassin 5: 14
Four of the five assassins have been weakened by the Bane, all of them seem pretty mad.
Assassin 3, with their crossbow, fires two shots at Jaydn in hopes of ending the bane
Attack: 20 Damage: 5
Attack: 15 Damage: 5
One of the attacks hits Jaydn, breaking his concentration over the spell.
He would get a Con save to maintain concentration...
(My bad, Jaydn, roll constitution)
Okay. For concentration checks, the DC is 10 or half the damage taken, whichever is higher. So in this case, 10.
Constitution: 23
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Seeing that Jadyn has weakened and disoriented several of the bandits, Gorokum taps his staff on the ground, concentrating on the runes etched along the sides and shouts towards the bandits "Murus ignis" and then flings his other hand forward.
A wall of fire leaps up in the air and races around in a circle, encasing as many of the bandits as possible inside it's 20' diameter.
(Casts Wall of Fire causing 21 of fire damage. Dex 15 to take half - with the Bane in affect on some of them.)
Assassin 1: 6
Assassin 2: 0
Assassin 3: 7
Assassin 4: 13
Assassin 5: 8
All of the assassins were hurt pretty bad by the fire wall. Their clothes burn, but they still stand.
(Assassins 2 and 5 go before mal)
(just want to add that the assassins are surrounded by an opaque wall of fire so they can't see or shoot through it)
(Apparently they can't, no one can)
Once it clears up, The second assassin fires a bolt at Thoradin, and a second at Jaydn.
Attack: 24 Damage: 11
Attack: 13 Damage: 8
In the meantime, Assassin 5 flees back into the forrest with sounds of fear
Wall of Fire lasts for an entire minute if concentration is maintained, and everyone within 10 feet of the flaming side takes 5d8 fire damage on a failed dex save (half on success). Since the wall is currently surrounding them with 20 ft diameter, they basically have no way to avoid this. The wall doesn't just drop after one turn.
(They're all encased in the fire, and nobody can attack inside or out, so I have to skip past it, but I'll roll their dex)
Assassin 1: 12 16 4 18 17 3 17 5 18 4
Assassin 2: 10 9 1 10 9 12 4 18 1 0
Assassin 3: 6 13 3 10 17 0 17 1 6 18
Assassin 4: 10 0 2 1 7 11 16 3 11 16
Assassin 5: 16 13 13 12 5 8 16 13 9 12
Damage: 150 220 290 110 110
The fire was so strong that it was able to set them up ablaze, incinerated by the flames
@DM
I won't push too hard on the assassins all being burned up, but I don't think the Wall of Fire is quite as powerful as that. You can't see through it yes, but you can attack through the wall - just at disadvantage because you can't see. Also, I think they could also leap through it, taking damage as they do so but they could still try and get out of the circle of fire rather than just waiting in there to burn to death. It's a 4th Level Spell. I think to be as powerful as the results above it would probably need to be more like a 9th Level Spell. At least that was my interpretation of it.
(It's a one foot thick sheet of flame - opaque but not solid. Once burned by it, if they couldn't step back inward they would try to get out through it, taking the same damage as initial. There's no damage from the outer side of the wall so they could stop there.)
(Since of the confusion, I will restart this encounter from after initiative.)
Initiative reminder:
Assassin 1
Assassin 4
Jaydn
Assassin 3
Gorokum
Assassin 2
Assassin 5
Mal
Thoradin
Basina
The first Assassin takes aim towards Mal with their crossbow. They fire a single shot at him, with well aim.
Attack: 25 Damage: 9
The fourth Assassin is armed with a bow, they draw it carefully, taking careful aim at Gorokum before releasing.
Attack: 22 Damage: 4
Jadyn places a hand on Gorokum’s shoulder as he clutches his holy symbol in the other. He uses his action to cast sanctuary at 1st level on Gorokum. Every time someone tries to attack him, they must make a DC 15 wisdom save, and on a fail, must choose a new target.
He then uses his action to cast toll the dead on Assassin 4. DC 15 wisdom save, or he takes 3 necrotic damage.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Wisdom saves: 7 10