(Question can Dormark see the ravens in the room like there is no pillars hiding them from view. He is not trying to attack them, but it is important for a wording of a spell.)
Dadeveth's initiative is a 23, rolled in the game log. Dadeveth remains in position, not wishing to risk her concentration getting broken by running into the inside of the winery. She stays out of sight, and takes the dodge action. She does give inspiration to Dallid as he moves past her... As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Mote of Potential (Special) When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature. Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use. Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 15) or take thunder damage equal to the number rolled on the Bardic Inspiration die. Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4.
The druid casts his eye out over the veranda, though it is clear he has not seen any of the party as they take up position behind the columns. "Show yerselves!" he shouts out, hoping that someone would betray their hiding spot.
Dormark - You are able to make out several crows on the beams of the winery's interior. You cannot tell precisely how many, but there are a lot.
Dadeveth's Turn
Dadeveth takes up position behind a column and prepares to dodge any incoming attacks. She casts bardic inspiration on Dallid, who has taken up position to her immediate south.
Sandu - You have seconds to act ((6 seconds to be oddly precise)) as you have your foe by surprise. Next to you, the animated armour stands, waiting for your orders. It is your turn.
Battlemap:
((ALL - As per usual, please let me know if you would like your token moving prior to combat.))
Initiative:
Dadeveth - 23 - Light Green Horse
Sandu - 22 - Purple Wizard's Hat
Cerio - 19 - Light Blue Dagger
Dormark - 16 - Dark Grey Robot
Dallid - 12 - Dark Green Bow & Ferelyon - Small Dark Green Shield
The deranged druid had not yet spotted them. That was something the party could capitalise on but they needed to move swiftly.
'Anything made of wood that walks you tear to shreds.' Whispered Sandu to the armour beside him. He then made a quick but deft stride to the other side of the verande, passing by Cerio and gave him a wink. Sandu stepped out in the open. Or as it would be more colloquially be known: taking one for the team.
'This land is not yours, interloper!' Sandu raised his hand. 'Pleacã!'
A bolt of magical energy with purple hues formed between Sandu's fingertips and shot off from his palm towards the druid. 'Now bego-' His speech was suddenly hampered by the emergence of a second bolt of energy, identical to the first, forming at his hand before quickly shooting off and following the same trajectory the first one did. 'Well I'll be.' Was all Sandu could mutter at the surprise of that.
Move: 6 squares to the left ending top left of Cerio Bonus action: commanding the animated armor to attack any Twig Blights Action: casting Eldritch Blast with advantage due to being hidden (if not applicable, ignore every second roll) - 1st Beam: 11 Damage: 7 - 2nd Beam: 24 Damage: 14
Free action: hoping this is not going to backfire spectacularly on him ^^
Giving Sandu a gauntletted thumbs up, the animated armour seems to have understood his command. Sandu proceeds to stride next to Cerio, getting into a position where he could get a clear shot off at the feral druid.
The first eldritch blast sails far wide of its intended target, impacting the central cask and causing splinters to fly everywhere. "Nice tr..." the druid's words are cut off as the second eldritch blast barrels into his chest, causing substantial damage.
"Damn you!"the druid maniacally screams, a pang of pain in his voice.
Druid's Legendary Action #1
Holding his arm outstretched towards Sandu. He screams in a dark language, it sounds like the soft droning ocean waves mingled with the violence of a swarm of angry hornets.
A ghostly hand, skeletal hand appears in the air next to Sandu, it attempts to grasp at his face.
Sandu - You feel the chill of the grave wash over you as the hand grabs at your face, dealing a mighty 6 necrotic damage.
Cerio - Please check the spoiler below.
You recognise the foul sound of the druid's language, he is speaking Abyssal. Roughly translated as the following, "Oh Queen of Excess, I beseech thee: rid me of these pesky vermin that seek to disrupt and waylay your glorious designs."
Cerio - You are certain that this druid is calling on a nefarious power, his words fill you with a sense of dread. This madness has to stop, you have to deal with the druid before it is too late. It is your turn to act, it appears as though he has yet to have seen you.
Battlemap:
EDIT: Rolls were 26 & 6 - writing here before DnDB removes them.
This post has potentially manipulated dice roll results.
(Wails from the Grave - Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.)
Cerio wails uncontrollably and a bolt of yellow ectoplasm explodes from his chest, racing across the distance to envelope one of the twig blights.
Fighting back feelings of disgust, Cerio lets loose an arrow at the menacing druid. Unfortunately, the arrow narrowly misses its intended target, it thunks into a nearby beam. In response, the druid lets out a wicked cackle.
((I believe that a miss would prevent Cerio from using the Wails from the Grave ability, as it is "after you deal your Sneak Attack damage to a creature on your turn".))
Druid's Legendary Action #2
Similarly to Sandu, the druid reaches out with his arm and chants in his foul language ((Cerio - please check the spoiler below)). This time the skeletal arm appears in front of Cerio and attempts to grab at his neck.
"Oh Stealer of Hearts, I am yours! I implore you, grant your lowly servant the power he desires!"
You get the sense that the druid is deriving immense pleasure from toying with you and the party; it as though it is feeding his casting.
Cerio - Similarly to Sandu, the hand grabs at your throat. No sooner as it makes contact with your skin, than the icy chill of death pierces your mind. You take 11 necrotic damage.
Dormark -It appears that the evil druid is not going down without a fight. Everything about his demeanour and visage is wholly unholy and offensive to you. Though you do not comprehend what he says you know that it is wicked. It is time for you to rid Barovia of this threat, it is your turn.
Battlemap:
((Cerio - Based on the description of you rolling forward, I moved you forward a little. If this was a wrong assumption or merely for flavour please let me know and I shall move you back!))
Moving forward to the big doors to block the middle, Dormark casts bless at a 2nd level to cover Cerio, Sandu, Galqarin, Dallid, and himself. Passing turn
Galqarin enters the room via the door inline with the druid and engages him in melee (40' move).
(Now it gets a bit complicated, because there are lots of if's ...)
Staff attack #1: To hit 1d20+7+1d4 = 23, damage 11 + 8 (from bugbear racial surprise attack) = 19 (I'm going to assume that's a hit, so he'll use stunning strike - CON DC14 - for 1 ki to impose the stunned condition until the end of Galqarin's next turn) Staff attack #2: With advantage if stunning strike save failed 21 (or 17 without), damage 11 (If still standing and save succeeded and 17 hit then he'll repeat stunning strike) (If still standing, flurry of blows for 1 ki): Unarmed attack #3: To hit 1d20+7+1d4 = 29 (with adv, or 27 w/o), damage 7 Unarmed attack #4: To hit 1d20+7+1d4 = 27 (with adv, or 25 w/o), damage 10 (If still standing then hand of harm for 1 ki) Hand of Harm: 7 necrotic damage.
(Total potential damage if everything hit 54)
Finally, if the druid is stunned, he will use his remaining movement to retreat back as far as he can, allowing the ranged LoS.
War of the Wines - Surprise Round - Dormark, Galqarin & Dallid's Turns
Dormark's Turn
Striding toward the double doors, Dormark uses his large frame to block them as much as possible. Offering up a few words of prayer to Moradin, he proceeds to cast bless on Cerio, Sandu, Galqarin, Dallid, and himself.
Druid's Legendary Action #3
Spotting the hulking warforged blocking the double doors, the druid snarls and jeers at him. "Your god has no power here!"he squeals. "All of you will fall under the might of my lady!"
A large, wicked whip materialises in his right hand, it is covered with sharp thorns, he lashes out at Dormark.
The barbs of the whip dig into Dormarks metallic frame and pull him closer into the winery. "You shall be first, holy man!" the druid jeers at him ((Dormark moves 10ft closer to the druid)).
Galqarin's Turn
Taking the initiative, Galqarin runs into the winery after Dormark. Wielding his staff, he smacks down on the druid. Though the impact is hefty, and damage would be expected, the druid shrugs off the attack as though it was nothing more than a mild tickle. Infuriated, Galqarin wheels round and delivers another staff blow to the druid. This time the druid, expecting the attack, sidesteps the staff and cackles loudly. "Nice try! You giant ape!"he screams in the bugbear's face.
Galqarin is not done, he unleashes a flurry of unarmed blows. He feels the pallid flesh and pasty skin of the druid under his mighty fists. Once more, the druid seems to be unscathed by the attacks. "That all you got?! Eh?!"the druid rabidly yells at him.
((Galqarin - Unfortunately, it appears as though the druid is immune to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. You can refund the ki point from your flurry of blows if you want, you would have been able to tell that the druid was resistant after the first staff attack... as well as the second stunning strike as the second staff attack missed.))
Finally, not to be outdone, Galqarin strikes his foe with a hand of harm. This time, his attack registers, though he can tell that the druid is not as injured as he had hoped. Nonetheless, the druid reels back in pain.
((Galqarin - You are able to discern that the druid has a resistance to necrotic damage.))
Dallid's Turn
((You'd have to peak around the corner whilst undertaking the attack; as it does state, "you can effectively see anything that isn’t behind total cover" and that would include if there was a wall providing 'total cover'. But I like the idea of Dallid whipping the creature from around the corner.))
Dallid sneaks up to the double doors. Peaking inside the winery, he chooses to target the nearest blights. Bellringer sings in his hands as he lashes out from around the corner at the nearest blight. Dormark's words resonate in his mind as he unleashes the attack and he narrowly hits ((bless coming in good, you just reached the required AC!)). The whip tears apart the blight, rendering it nothing more than a pile of snapped and broken twigs.
Spurred on by his success, Dallid unleashes a second against the blight to the west of the druid ((the other within the range of his whip)). There is a cracking and a snapping as the twig blight is annihilated into little more than sawdust.
((Two of the twig blights have now fallen.))
Animated Armor's Turn
Whirring into action, the animated armour, following Sandu's command, charges at the blight it can see ((the last one remaining to the druid's left / west)). It thunders through the scene and stops just shy of the blight.
As the sound of fighting breaks out all around the winery, there is sudden movement as hundreds of crows start diving down from the rafts. They seem almost orchestrated as they swarm around the twig blights, pecking and clawing at them.
Swarm of Raven's Surprise Round
One of the swarms surrounds the blight near the animated armour;
Swarm #1 - Beak Attack - Attack: 17Damage: 8
They tear it twig from twig, easily pulling it apart with their beaks.
The second swarm attempts to destroy the blights to the druid's right ((east));
Similarly to the first swarm, they tear the helpless blight apart.
The last two swarms target the one remaining blight;
Swarm #3 - Beak Attack - Attack: 6
Swarm #4 - Beak Attack - Attack: 7
Unfortunately, the blight dodges and swats off the swarms.
Dadeveth - It appears as though the blights are now most dealt with; predominantly down to Dallid and the fortuitous intervention of the raven swarms. However, the main threat yet remains, the druid. Though he appears a little injured, it seems like the party's attacks so far have only served to enrage him. Perhaps you might be able to gain the upper hand, it is your turn.
Battlemap:
Initiative:
Dadeveth - 23 - Light Green Horse
Swarms of Ravens (4/4 remaining) - 22 - Black Ravens
Sandu - 22 - Purple Wizard's Hat
Cerio - 19 - Light Blue Dagger
Dormark - 16 - Dark Grey Robot
Dallid - 12 - Dark Green Bow & Ferelyon - Small Dark Green Shield
(Galqarin's initiative: 11)
Initiative 16
Dormark Calling of Strahd (warforged cleric) 4
(Question can Dormark see the ravens in the room like there is no pillars hiding them from view. He is not trying to attack them, but it is important for a wording of a spell.)
Dormark Calling of Strahd (warforged cleric) 4
Dormark - Can I get a quick Perception check to see whether you notice them; they would be hard to see from behind a pillar.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid initiative 14
Paladin - warforged - orange
Dadeveth's initiative is a 23, rolled in the game log. Dadeveth remains in position, not wishing to risk her concentration getting broken by running into the inside of the winery. She stays out of sight, and takes the dodge action.
She does give inspiration to Dallid as he moves past her...
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Mote of Potential (Special)
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 15) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4.
Perception: 19
Dormark Calling of Strahd (warforged cleric) 4
War of the Wines - Surprise Round - Initiative
The druid casts his eye out over the veranda, though it is clear he has not seen any of the party as they take up position behind the columns. "Show yerselves!" he shouts out, hoping that someone would betray their hiding spot.
Dormark - You are able to make out several crows on the beams of the winery's interior. You cannot tell precisely how many, but there are a lot.
Dadeveth's Turn
Dadeveth takes up position behind a column and prepares to dodge any incoming attacks. She casts bardic inspiration on Dallid, who has taken up position to her immediate south.
Sandu - You have seconds to act ((6 seconds to be oddly precise)) as you have your foe by surprise. Next to you, the animated armour stands, waiting for your orders. It is your turn.
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
The deranged druid had not yet spotted them. That was something the party could capitalise on but they needed to move swiftly.
'Anything made of wood that walks you tear to shreds.' Whispered Sandu to the armour beside him. He then made a quick but deft stride to the other side of the verande, passing by Cerio and gave him a wink. Sandu stepped out in the open. Or as it would be more colloquially be known: taking one for the team.
'This land is not yours, interloper!' Sandu raised his hand. 'Pleacã!'
A bolt of magical energy with purple hues formed between Sandu's fingertips and shot off from his palm towards the druid. 'Now bego-' His speech was suddenly hampered by the emergence of a second bolt of energy, identical to the first, forming at his hand before quickly shooting off and following the same trajectory the first one did. 'Well I'll be.' Was all Sandu could mutter at the surprise of that.
Move: 6 squares to the left ending top left of Cerio
Bonus action: commanding the animated armor to attack any Twig Blights
Action: casting Eldritch Blast with advantage due to being hidden (if not applicable, ignore every second roll)
- 1st Beam: 11 Damage: 7
- 2nd Beam: 24 Damage: 14
Free action: hoping this is not going to backfire spectacularly on him ^^
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
War of the Wines - Surprise Round - Sandu's Turn
Sandu's Turn
Giving Sandu a gauntletted thumbs up, the animated armour seems to have understood his command. Sandu proceeds to stride next to Cerio, getting into a position where he could get a clear shot off at the feral druid.
The first eldritch blast sails far wide of its intended target, impacting the central cask and causing splinters to fly everywhere. "Nice tr..." the druid's words are cut off as the second eldritch blast barrels into his chest, causing substantial damage.
"Damn you!" the druid maniacally screams, a pang of pain in his voice.
Druid's Legendary Action #1
Holding his arm outstretched towards Sandu. He screams in a dark language, it sounds like the soft droning ocean waves mingled with the violence of a swarm of angry hornets.
A ghostly hand, skeletal hand appears in the air next to Sandu, it attempts to grasp at his face.
Sandu - You feel the chill of the grave wash over you as the hand grabs at your face, dealing a mighty 6 necrotic damage.
Cerio - Please check the spoiler below.
You recognise the foul sound of the druid's language, he is speaking Abyssal. Roughly translated as the following, "Oh Queen of Excess, I beseech thee: rid me of these pesky vermin that seek to disrupt and waylay your glorious designs."
Cerio - You are certain that this druid is calling on a nefarious power, his words fill you with a sense of dread. This madness has to stop, you have to deal with the druid before it is too late. It is your turn to act, it appears as though he has yet to have seen you.
Battlemap:
EDIT: Rolls were 26 & 6 - writing here before DnDB removes them.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cerio's lips curl in disgust at the sound of the druid's foul language. I know what he's sayin'. How do I know what he's sayin???
The sounds bring back terrible memories of words chanted by cultists, and of dark artifacts that should never have known the light of day.
Moving fast, Cerio rolls from behind the column and springs to his feet, brandishing his bow. He releases an arrow at the druid.
Shortbow: Attack: 18 Damage: 10 plus 12 sneak attack dmg
"He's invokin' dark words t' hopeless evils. Blasphemy! Rid the world 'o this filth!"
(Wails from the Grave - Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.)
Cerio wails uncontrollably and a bolt of yellow ectoplasm explodes from his chest, racing across the distance to envelope one of the twig blights.
Damage: 8 necrotic damage
War of the Wines - Surprise Round - Cerio's Turn
Cerio's Turn
Fighting back feelings of disgust, Cerio lets loose an arrow at the menacing druid. Unfortunately, the arrow narrowly misses its intended target, it thunks into a nearby beam. In response, the druid lets out a wicked cackle.
((I believe that a miss would prevent Cerio from using the Wails from the Grave ability, as it is "after you deal your Sneak Attack damage to a creature on your turn".))
Druid's Legendary Action #2
Similarly to Sandu, the druid reaches out with his arm and chants in his foul language ((Cerio - please check the spoiler below)). This time the skeletal arm appears in front of Cerio and attempts to grab at his neck.
((In Abyssal))
"Oh Stealer of Hearts, I am yours! I implore you, grant your lowly servant the power he desires!"
You get the sense that the druid is deriving immense pleasure from toying with you and the party; it as though it is feeding his casting.
Cerio - Similarly to Sandu, the hand grabs at your throat. No sooner as it makes contact with your skin, than the icy chill of death pierces your mind. You take 11 necrotic damage.
Dormark - It appears that the evil druid is not going down without a fight. Everything about his demeanour and visage is wholly unholy and offensive to you. Though you do not comprehend what he says you know that it is wicked. It is time for you to rid Barovia of this threat, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Moving forward to the big doors to block the middle, Dormark casts bless at a 2nd level to cover Cerio, Sandu, Galqarin, Dallid, and himself. Passing turn
Dormark Calling of Strahd (warforged cleric) 4
Galqarin enters the room via the door inline with the druid and engages him in melee (40' move).
(Now it gets a bit complicated, because there are lots of if's ...)
Staff attack #1: To hit 1d20+7+1d4 = 23, damage 11 + 8 (from bugbear racial surprise attack) = 19
(I'm going to assume that's a hit, so he'll use stunning strike - CON DC14 - for 1 ki to impose the stunned condition until the end of Galqarin's next turn)
Staff attack #2: With advantage if stunning strike save failed 21 (or 17 without), damage 11
(If still standing and save succeeded and 17 hit then he'll repeat stunning strike)
(If still standing, flurry of blows for 1 ki):
Unarmed attack #3: To hit 1d20+7+1d4 = 29 (with adv, or 27 w/o), damage 7
Unarmed attack #4: To hit 1d20+7+1d4 = 27 (with adv, or 25 w/o), damage 10
(If still standing then hand of harm for 1 ki)
Hand of Harm: 7 necrotic damage.
(Total potential damage if everything hit 54)
Finally, if the druid is stunned, he will use his remaining movement to retreat back as far as he can, allowing the ranged LoS.
((Just to clarify;
Total: 36 bludgeoning (non-magical) damage and 7 necrotic damage.))
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid moves up to the west corner of the double doors, and uncoils the Bellringer while directing Ferelyon to follow.
Dallid whips the deadly end of the Bellringer around the blind corner to strike at the blight there.
(Does blindfighting let me do this? It seemed like a cool idea, but I hadn't considered it until just now)
Attack: 14 Damage: 9
Attack: 28 Damage: 9
Paladin - warforged - orange
(forgot bless)
4 2
Paladin - warforged - orange
War of the Wines - Surprise Round - Dormark, Galqarin & Dallid's Turns
Dormark's Turn
Striding toward the double doors, Dormark uses his large frame to block them as much as possible. Offering up a few words of prayer to Moradin, he proceeds to cast bless on Cerio, Sandu, Galqarin, Dallid, and himself.
Druid's Legendary Action #3
Spotting the hulking warforged blocking the double doors, the druid snarls and jeers at him. "Your god has no power here!" he squeals. "All of you will fall under the might of my lady!"
A large, wicked whip materialises in his right hand, it is covered with sharp thorns, he lashes out at Dormark.
The barbs of the whip dig into Dormarks metallic frame and pull him closer into the winery. "You shall be first, holy man!" the druid jeers at him ((Dormark moves 10ft closer to the druid)).
Galqarin's Turn
Taking the initiative, Galqarin runs into the winery after Dormark. Wielding his staff, he smacks down on the druid. Though the impact is hefty, and damage would be expected, the druid shrugs off the attack as though it was nothing more than a mild tickle. Infuriated, Galqarin wheels round and delivers another staff blow to the druid. This time the druid, expecting the attack, sidesteps the staff and cackles loudly. "Nice try! You giant ape!" he screams in the bugbear's face.
Galqarin is not done, he unleashes a flurry of unarmed blows. He feels the pallid flesh and pasty skin of the druid under his mighty fists. Once more, the druid seems to be unscathed by the attacks. "That all you got?! Eh?!" the druid rabidly yells at him.
((Galqarin - Unfortunately, it appears as though the druid is immune to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. You can refund the ki point from your flurry of blows if you want, you would have been able to tell that the druid was resistant after the first staff attack... as well as the second stunning strike as the second staff attack missed.))
Finally, not to be outdone, Galqarin strikes his foe with a hand of harm. This time, his attack registers, though he can tell that the druid is not as injured as he had hoped. Nonetheless, the druid reels back in pain.
((Galqarin - You are able to discern that the druid has a resistance to necrotic damage.))
Dallid's Turn
((You'd have to peak around the corner whilst undertaking the attack; as it does state, "you can effectively see anything that isn’t behind total cover" and that would include if there was a wall providing 'total cover'. But I like the idea of Dallid whipping the creature from around the corner.))
Dallid sneaks up to the double doors. Peaking inside the winery, he chooses to target the nearest blights. Bellringer sings in his hands as he lashes out from around the corner at the nearest blight. Dormark's words resonate in his mind as he unleashes the attack and he narrowly hits ((bless coming in good, you just reached the required AC!)). The whip tears apart the blight, rendering it nothing more than a pile of snapped and broken twigs.
Spurred on by his success, Dallid unleashes a second against the blight to the west of the druid ((the other within the range of his whip)). There is a cracking and a snapping as the twig blight is annihilated into little more than sawdust.
((Two of the twig blights have now fallen.))
Animated Armor's Turn
Whirring into action, the animated armour, following Sandu's command, charges at the blight it can see ((the last one remaining to the druid's left / west)). It thunders through the scene and stops just shy of the blight.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
War of the Wines - Round 1 - Initiative
As the sound of fighting breaks out all around the winery, there is sudden movement as hundreds of crows start diving down from the rafts. They seem almost orchestrated as they swarm around the twig blights, pecking and clawing at them.
Swarm of Raven's Surprise Round
One of the swarms surrounds the blight near the animated armour;
They tear it twig from twig, easily pulling it apart with their beaks.
The second swarm attempts to destroy the blights to the druid's right ((east));
Similarly to the first swarm, they tear the helpless blight apart.
The last two swarms target the one remaining blight;
Unfortunately, the blight dodges and swats off the swarms.
Dadeveth - It appears as though the blights are now most dealt with; predominantly down to Dallid and the fortuitous intervention of the raven swarms. However, the main threat yet remains, the druid. Though he appears a little injured, it seems like the party's attacks so far have only served to enrage him. Perhaps you might be able to gain the upper hand, it is your turn.
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)