[1] The Lower Road
It's hard to tell through all this, but seven of the trogs appear to be on one side and five on the other. There's already more than a few injuries, and as one trog vaults over a table and grings his plate down on the head of one of the smaller ones, there's at least one down for the count. If you were all to get an attack or two in, it wouldn't go noticed.
Otherwise, she keeps an eye on the big ones. At the right moment, she will give the strongest a disadvantage keeping the fight going, letting the losing team feel that they have a chance.
You gain two 2nd level spell slots and another 1st-level spell slot. In addition, you learn two spells of 2nd level or lower of your choice. You gain the ability to twist your spells to suit your needs a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. When you cast a spell, you can modify it in one of the following ways:
-- Choose a number of creatures up to your Presence bonus (minimum of one creature) to automatically succeed on their saving checks against the spell.
-- Double the range of the spell. (A range of touch becomes a range of 30 feet.)
-- Reroll a number of damage dice up to your spellcasting bonus (minimum of one).
-- Double the spell’s duration, up to 24 hours, if the spell’s listed duration is 5 minutes or more.
-- Cast the spell without any verbal or somatic components.
-- If the spell is a cantrip, targets only one creature, and doesn’t have a range of self, the spell targets a second creature in range with the same spell.
Casting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you are aware of within range. If the target can tell you’re speaking or signing (though it need not understand you), it must succeed on a Wisdom saving check or suffer 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).
Just as they seem to have it worked out of their system, Astrid casts her spell and the second-largest one snarls and rushes at the leader, but trips and falls, and gets a knife through his back for his troubles. The big one clearly makes a challenge in the same vein as 'Does anyone else want some?' and the others fall back and flee, licking their wounds.
Not a single one of them is uninjured now, and they're fairly-well spread out. To succeed here, though, and keep the favor of your tiny reptilian worshippers, you'll have to convince them to leave or put them down.
size | injured in this room | injured elsewhere | dead |
large | 2 | 0 | 0 |
small | 2 | 4 | 4 |
There are blue sparks dancing between her fingers.
Fee action: Shocking grasp
I don't assume that they are wearing metal armor, otherwise both attack are with advantage
Rolls
Initiative - (1d20+2)
(10) + 2 = 12
Shocking Grasp - (1d20+5, 1d8)
1d20+5 : (16) + 5 = 21
1d8 : (8) = 8
Shocking Grasp - (1d20+5, 1d8)
1d20+5 : (10) + 5 = 15
1d8 : (7) = 7
Shocking Grasp - normal round - (1d20+5, 1d8)
1d20+5 : (8) + 5 = 13
1d8 : (5) = 5
Rolls
Initiative - (1d20+3)
(18) + 3 = 21
*Surprise* Attack (Rapier) - (1d20+5)
(13) + 5 = 18
Damage (Piercing) - (1d8+5)
(2) + 5 = 7
Attack (Rapier) - (1d20+5)
(17) + 5 = 22
Damage (Piercing) - (1d8+5)
(5) + 5 = 10
One of the dead troglodytes began to stir...
Rolls
Initiative - (1d20+0)
(10) = 10
Verin leaps down to the other larger trog and while it's steel, not electricity this time, it turns out that both are equally good at spearing things dead.
As the second trog falls, the first one rises, lurching toward S'sylin to receive instructions.
The sudden commotion from the main room brings another couple smaller trogs running, expecting to be able to see another fight - trogs are nothing if not vicious, even to their own kind - but upon seeing you, they scream and yell for assistance. "Smoothskins here! Up! Get up and fight!"
Rolls
Claw x2 vs Verin - (d20+4, d20+4)
d20+4 : (3) + 4 = 7
d20+4 : (11) + 4 = 15
Damage if needed - (1d4+2, 1d4+2)
1d4+2 : (2) + 2 = 4
1d4+2 : (2) + 2 = 4
Casting Time: 1 action
Range: 30 feet
Components: A, S
Duration: 1 hour
You attempt to enrapture a person you can perceive within range. If you are within 5 feet, you can target with senses other than sight or touch, but the target has advantage. They must make a Wisdom saving check, and do so with advantage if you or your companions are fighting them. If they fail the saving check, they are enraptured until the spell ends or until you or your companions do anything harmful to them. The enraptured person is indifferent to you. When the spell ends, the person knows you cast a spell on them.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional person for each slot level above 1st. The persons must be within 30 feet of each other when you target them.
Rolls
Wis - Save vs DC13 @g14 - (1d20+0)
(8) = 8
Rolls
Attack (Javelin) - (1d20+6)
(15) + 6 = 21
Damage - (1d6+4)
(4) + 4 = 8
Despite the apparent reprieve, however, you know that the surrounding shadows conceal more dangers - at the very least the remaining troglodytes are lurking in the shadows. But the absence of any sign of the rest of them is concerning. Are they hiding because they fear you? Are they looking for the best moment to escape? Or are they waiting for an opportunity to strike?
"Got one right here, and it got legs. Let's get a move on!"