2: The Citadel
Rolls
Tonic, gnome artificer (D&D 5e): Cantrip: Acid Splash vs Malison - (1d20+6, 2d6)
1d20+6 : (16) + 6 = 22
2d6 : (33) = 6
Malison strenght(Athletics) - (1d20+3)
(5) + 3 = 8
Vanessa: Athletics (advantage due to Rage) - (1d20+7, 1d20+7)
1d20+7 : (19) + 7 = 26
1d20+7 : (6) + 7 = 13
Malison sword attack vs Vanessa - (1d20+5, 1d6+3)
1d20+5 : (19) + 5 = 24
1d6+3 : (1) + 3 = 4
Abomination Constrict Tonic - (1d20+7, 2d6+4)
1d20+7 : (15) + 7 = 22
2d6+4 : (23) + 4 = 9
Abomination Bite Tonic (adv due to restrained) piercing/poison damage - (1d20+7, 1d20+7, 1d6+4, 3d6)
1d20+7 : (1) + 7 = 8
1d20+7 : (16) + 7 = 23
1d6+4 : (6) + 4 = 10
3d6 : (116) = 8
Cast Thunderwave converted to a force wave centered between Abomination and Malison, angled to push malison into the flames.
Malison, Abomination, and Vanessa (sorry!) need to make a DC 13 Con. Take force damage and become pushed back 10ft on a fail. Take half damage and resist push on a save.
Finish move to Q18
Rolls
Force Damage for Thunderwave - (2d8)
(75) = 12
Cloud of Flames damage if anyone enters - (6d4)
(422433) = 18
I'll enable the grid to make it easier to see.
Thunderwave doesn't state "pushed 10ft unless someone or something obstructs their path" so I'm not sure how Vanessa is sufficient to halt the malison's movement. I've witnessed plenty of things get blown over or around objects of similar size with sufficient force.
Edit: Alternatively, to make this less back-and-forth, he will ready the spell to detonate once Vanessa moves out of the way. V could sidestep up and right, grapple, and still drag the snake-ling into the flames on her turn if it doesn't fail the initial con save.
The Malison is tossed through the room and lands in the cloud of fire, where he spasms once and lay still. The smell of burned meat will soon fill the room. The Abomination is also struck by the thunderwave and blood is trickling from its nose and ears.
Rolls
Malison con save DC 13 - (1d20+1)
(13) + 1 = 14
Abomination con save DC 13 - (1d20+3)
(17) + 3 = 20
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.
Rolls
flaming sphere damage - (2d6)
(23) = 5
Tonic, great reframing for your situation by casting a spell that damages the foe so long as they hold still!
Rolls
Abomination Dex save - (1d20+3)
(5) + 3 = 8
Rolls
Attack 1 - (1d20+6)
(2) + 6 = 8
Attack 2 - (1d20+6)
(1) + 6 = 7
Free Claw attack - (1d20+6)
(16) + 6 = 22
Claws damage (slashing) - (1d6+4)
(3) + 4 = 7
"Hello," he says to the malison, speaking Draconic. "This one and friends are heroes with the shouting and killing, come to rescue you."
If the pureblood is unconscious, he will administer a healing potion (using Cunning Action to do it with his Mage Hand) while attempting to free the malison from its bonds.
The good Malison stands up and looks around for a weapon. Thank you, friend and hero. Our work is not yet done. He goes to the body of the nearest evil Malison and takes its weapon.
Vanessa stepped aside from the thunder wave that killed her own target. But she can easily find a spot around the abomination to sink her claws into.
It is a gruesome sight as they continue to bash the dead body with rocks and hit it with sticks.
Rolls
Healing potion - (2d4+4)
(31) + 4 = 8
She regains her composure and surveys her companions conditions, hoping she can get everyone's mind off of her...episode. Vanessa internally curses forgetting to inform them. "Well, that was rather...rousing. Everyone alright?"
"...A barrel?" Vanessa can only ponder the scenario leading up to such an effect, perhaps she'll- oh right, the prisoners. She'll help either break free of their restraints if needed, trying to treat them with a gentle touch. "Can you move? We're here to help, is there any information you can give?"
The captured yuan-ti are overcome with joy. They tell you that they hail from a land to the south. They were called into service by the deity they know as the Scaled Mother and followed her portents as they traveled north. They began excavating the old temple, with the grippli’s consent, in the expectation of finding relics left behind by the yuan-ti that raided through this area in ages past. They were unable to open the lid of the sarcophagus once they unearthed it and were in the process of clearing rubble from the courtyard stairs when the evil yuan-ti descended on the village and captured all the followers of the Scaled Mother.
The chime and the lantern the malisons were carrying are of significant quality. But apart from the sarcophagus, there is nothing else of real interest in the temple room.
With the threat to the area neutralized, it doesn’t take long for things to return to normal. When the grippli prisoners realize that the characters have persevered, they waste no time getting the news to the village and the trading post. The refugees return home, and within a tenday the frogfolk have repaired any damage to the crab pens and are back in business.
The benevolent yuan-ti, once they recover from their wounds, decide to continue digging out the temple. It will take them 2 weeks to open up to the tempels lower levels.
The returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for your benefit, called the ritual of friend marking.