Chapter 9: The Labyrinth
With that, he begins to head into the maze of tunnels, "Follow me, follow me!"
Turning to the drow, she growls, "Make them pay."
Bonus Action: Bardic/Combat Inspiration to Sarith (d6 bonus, for 10 minutes, applied to a single ability check, attack roll, or saving throw; weapon damage roll, or to AC)
Movement: As much as 30 feet away from the minotaurs, while keeping them in sight.
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Bonus action: War Dance
Attack: Sinag, two-handed.
Extra Attack: Sinag, two-handed.
Rolls
Sinag, two-handed (possible advantage from Faerie Fire) - (1d20+11, 1d20+11, 1d10+9)
1d20+11 : (16) + 11 = 27
1d20+11 : (11) + 11 = 22
1d10+9 : (5) + 9 = 14
Sinag, two-handed (possible advantage from Faerie Fire) - (1d20+11, 1d20+11, 1d10+9)
1d20+11 : (16) + 11 = 27
1d20+11 : (10) + 11 = 21
1d10+9 : (9) + 9 = 18
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Rolls
Flaming Sphere (half fire damage on a Dex Save- 15) - (3d6)
(422) = 8
Elayna outlines some of the minotaurs in harmless flames that make them easier targets.
Mai'ngor wastes no time in rushing forward to engage with the minotaurs, Sinag slicing once and then again into one of the outlined creatures.
Sarith joins in with Mai'ngor, feeling heartened by Elayna's words. He slashes at the same foe as the tikbalang, hoping to take it down quickly. Combined with the previous wounds, the first of the minotaurs falls dead.
Xeliss summons a ball of flaming stone and slams it into a group of the minotaurs. Two of them suffer the brunt of the attack, but one manages to avoid most of the damage.
The minotaurs swarm all over Sarith and Mai'ngor, chopping with their huge axes at the warriors. Sarith almost takes a fatal blow, but manages to duck just in time (expending Bardic Inspiration to add +5 to AC). Mai'ngor takes an absolutely brutal hit from one of the minotaurs (Crit vs AC. Damage: 45 slashing)
Enemies
M1: 0 damage taken
M2: 0 damage taken
M3: Dead
M4: 0 damage taken (Faerie Fire)
M5: 0 damage taken
M6: 8 damage taken (Faerie Fire)
M7: 4 damage taken
M8: 8 damage taken (Faerie Fire)
Positions
Mai'ngor: Melee
Sarith: Melee
Xeliss: 25 ft away
Elayna: 55 ft away
In a similar vein, she tries to distract one of the minotaurs with a sharp, piercing whistle, sending dissonant energy streaking to their ears.
Action: Cast Vicious Mockery on Minotaur
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within rage. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Hit Points 24/24 (3/3d8+6)
Speed 30 ft.
STR 10 (+0); DEX 12 (+1); CON 14 (+2), INT 8 (-1); WIS 14 (+2); CHA 18* (+4)
Saving Throws Dex +3, Cha +5
Skills Animal Handling +4, Medicine +4, Perception +6, Performance +8, Persuasion +6, Survival +4
Senses Passive Perception 14
Languages Common
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Cook's utensils, singing/chanting
Jack of All Trades Add half proficiency rounded down to any ability check that doesn't already include proficiency.
Song of Rest Friendly creatures that can hear you that regain HP at end of short rest regain an extra 1d6 HP.
Expertise Proficiency bonus doubled for two proficient skills: Perception, Performance
* Elayna's Sorrow +2 to Charisma as long as the necklace is worn
Spellcasting Elayna is a 2nd-level spellcaster. Her spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). She knows the following Bard Spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Vicious Mockery
-- 1st-level (2/4 slots) Bane, Dissonant Whispers, Faerie Fire, Healing Word, Heroism
-- 1st-level (1/1 long) Shield
-- 2nd-level (2/2 slots) Shatter
Actions
-- Shortbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d6+1 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 1d6+1 piercing damage.
-- Shortsword Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage.
Bonus Actions
-- Bardic Inspiration 2/4 long rest; d6 bonus to a creature within 60 ft that can hear you, for 10 minutes, applied to a single ability check, attack roll, or saving throw; weapon damage roll, or to AC.
Reactions
-- Ring of Evasion 3/3 dawn; Expend 1 charge to succeed on a failed Dexterity saving throw.
Conditions None
Rolls
Healing Word HP - (1d4+4)
(3) + 4 = 7
Vicious Mockery Psychic Damage, WIS save DC 14 - (1d4)
(2) = 2
Rolls
In case the answer is yes... - (1d20)
(1) = 1