Trusting Moradin's servant to assess his discovery and bring anything useful, the paladin of the Lady of Winter heads back towards the others to join the chase.
Gameplay - Dangerous Prisoner
Trusting Moradin's servant to assess his discovery and bring anything useful, the paladin of the Lady of Winter heads back towards the others to join the chase.
"Easy now big fella you'll need some help!"
Rolls
Dex save for the grease - (1d20+2)
(17) + 2 = 19
The next round sees Nar and Grok continue to the stairs, and then charge up to the main floor (double move), with Kelvin on their heels. Jhishma makes it to the bottom of the stairs. If Baroril immediately follows with a double move, he will make it 50' of the 150' to the bottom of the stairs.
At the top of the stairs, an unarmored individual stands over the body of the sergeant as a female with blood on her fists disappears out the closing outer door to the street. The man has blood on each of his two short swords and is positioned in front of the door, casting a spell. The sound of running footsteps fades outside the door.
"You'll pay for your interference in the workings of the Cult!". Fog fills the top of the stairs and completely obscures your sight.
Initiative please. You are effectively blind in the Fog Cloud, which gives Advantage to attacks against you, and Disadvantage on your attacks. You do not know how far the Fog Cloud extends.
If beat Taiko's initiative, you can act right away, otherwise wait until after his action, but otherwise don't worry about order.
The upper room is 15' wide by 20' long. Outer door in middle of one 15' wall with Taiko right in front if it, and the stairs down are in the middle of opposite wall. Fog fills the stairwell down, as well (for Jhishma and Baroril).
Rolls
Initiative, Taiko - (1d20+3)
(2) + 3 = 5
Rolls
Strength (Athletics) - (1d20+2)
(3) + 2 = 5
Initiative - (1d20)
(4) = 4
Rolls
To hit, disadvantage, maul damage, smite damage - (1d20+5, 1d20+5, 2d6+3, 2d6)
1d20+5 : (19) + 5 = 24
1d20+5 : (8) + 5 = 13
2d6+3 : (54) + 3 = 12
2d6 : (24) = 6
Rolls
Strength save - (1d20+5)
(8) + 5 = 13
And with that, the silvery Dragonborn bounds up the stairs, two or three at a time, greataxe in hand. Moving blindly in the fog, he joins Nar in the attack, if possible.
Rolls
Initiative - (1d20)
(16) = 16
Attack and damage with greataxe - (1d20+5, 1d12+3)
1d20+5 : (13) + 5 = 18
1d12+3 : (6) + 3 = 9
Second roll for disadvantage on greataxe attack - (1d20+5)
(13) + 5 = 18
Grok's Initiative beat Taiko's so he can act. Kelvin hasn't rolled init, yet.
Rolls
Attack: Greataxe - (1d20+6)
(5) + 6 = 11
Attack: Greataxe (dis) - (1d20+6)
(20) + 6 = 26
Damage: Greataxe (non-lethal) - (1d12+4)
(9) + 4 = 13
Rolls
Concentration 1 - (1d20+3)
(13) + 3 = 16
Concentration 2 - (1d20+3)
(1) + 3 = 4