Gameplay - Dangerous Prisoner
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Armed and ready, Nar swings and lands a devastating blow in the first one through. It staggers forward and counter attacks as nearly a dozen if it's friends shuffle past. Several gather around Nar, but others spy screaming townsfolk and attack them instead.
A horrid stench fills the area.
Nar should make a Con check DC 11 or be Poisoned.
Nar can use a reaction to make an attack of opportunity against inner if the Dretch shuffling past him.
Three will attack him, with bites and claws.
Edit: Nar takes 8 damage
Each of you may act now, in any order.
Rolls
Dretches, 3 separate bite attacks (3 dmg) v Nar AC16 - (1d20+2, 1d20+2, 1d20+2)
1d20+2 : (11) + 2 = 13
1d20+2 : (11) + 2 = 13
1d20+2 : (19) + 2 = 21
Dretches, 3 separate claw attacks (5 dmg) v Nar AC16 - (1d20+2, 1d20+2, 1d20+2)
1d20+2 : (10) + 2 = 12
1d20+2 : (3) + 2 = 5
1d20+2 : (17) + 2 = 19
"Our fetch and retrieve mission is turning out to be a lot more than we bargained for, fellas!" the dragonborn calls to his friends, "Nothin' for it but to get to work!"
"Grok took off down the street like a bullet from a sling," the paladin observes aloud, "hopefully, he can recapture Abidal while the rest of us join Nar to defend the townsfolk!"
And with that, the silvery knight stoops down to pick up his greataxe from the dust and strides towards the first demon he can reach, hopefully stopping its advance on a villager.
Rolls
attack and damage with greataxe - (1d20+5, 1d12+3)
1d20+5 : (14) + 5 = 19
1d12+3 : (2) + 3 = 5
Great Weapon Fighting re-roll for damage - (1d12+3)
(2) + 3 = 5
Rolls
Attack of Opportunity - Maul - (1d20+5, 2d6)
1d20+5 : (3) + 5 = 8
2d6 : (25) = 7
Poison (CON) Save - (1d20+2)
(7) + 2 = 9
if allowed, Maul damage GWF re-roll - (1d6)
(6) = 6
if allowed, Divine Smite GWF re-roll - (1d8)
(3) = 3
Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
This can also be found at the bottom of p.3 of the latest Sage Advice Compendium.
In our first 5e campaign, Tyranny of Dragons, we let the paladin reroll Smite dice and by the second half of the campaign his turns became extremely cumbersome and OP. Just my humble submission.
He sees the civilians gathered nearby. "We've got ta help those innocents."
He lowers his head in prayer and a glowing radiance momentarily surrounds Jhishma, Nar, and Kelvin.
"Soul forger, All-father, guide our blades this day. Let our resolve be unbreaking like the heart of the mountain."
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Still to go: Grok, who is 15' past the fissure, and 90' from the fleeing prisoners; and Kelvin who is at the jail entrance, 45' from the fissure.
It seems that more of the Dretches may soon swarm Nar, while a few are heading for the screaming townsfolk.
Rolls
Perception (if permitted) - (1d20+4)
(14) + 4 = 18
Dex save vs grease (if needed) - (1d20+2)
(5) + 2 = 7
Dex save vs grease, adv (if needed) - (1d20+2)
(9) + 2 = 11
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (4) + 5 = 9
1d10 : (4) = 4
Bless extra - (1d4)
(2) = 2