Round 1 Summary
As the fight breaks out, Shar-Teel and the other guards draw their weapons and form a protective ring around Aldous. The young noble draws a dagger and tries to move forward to help, but they hold him back.
The first berserker flails his axe wildly at Dieter, but when Aiwë's tossed mallet hits him between the eyes, the dwarf ends up cleaving a bar stool instead, leaving himself open for Dieter to retaliate. Though the young fighter's stance is perfect, his foot slips slightly on some spilt ale and his strike glances off the dwarf's armor.
Meanwhile, the other berserker charges at Runeson, ducking under the paladin's swing and catching him in the gut with with a wickedly horned helmet (
Runeson takes 16 damage). As Runeson stumbles back, Sheemish's hurled chair comes whirling forward to smash itself right in the dwarf's face (
B2 fails his save and takes 9 damage). Despite his grievous wound, Runeson steadies himself, determined to stay on his feet and keep fighting.
Still standing near the door, the dwarven priest lifts a holy symbol - a jeweled dagger - and begins chanting a spell. The other of Aiwë's mallets flies through the air and hits him in the head, but he grunts through the pain and finishes his spell.
"GROVEL!"
The priest casts Command as a 3rd-level spell, targeting Stella, Runeson, and Sheemish.[ +- ] Command
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
A wave of magical compulsion washes over some of the companions. Runeson and Sheemish find their will overcome and are forced to obey, as though a giant, unseen hand is forcing them to their knees.
OOC:
This spell will basically make Sheemish and Runeson miss their turn in Phase 2, but if you want you can use your Inspiration to reroll the save to pass instead and be unaffected! Wisdom save, DC 13.
The same nefarious influence rolls over Stella, but her mind easily snaps back into place as she focuses. Light brighter than the fireplace flashes across the common room once, then twice! The dwarf priest falls dead, two shining arrows in his heart.
Unnoticed by most, the dwarven scoundrel prowls over to Calliope. He thinks he's hidden his approach well, until he finds himself illuminated by the eladrin's fey magic. With a snarl he slips away from the magical lights and throws himself at her, shortsword slicing a bloody line across her forearm (
Calliope takes 7 damage).
Just then, an arrow comes whistling in to slam into the scoundrel's shoulder (
Scoundrel takes 15 damage). Over by the kitchen door, Imoen stands with her bow, her determined expression somewhat lessened by the apple clutched between her teeth.
As Runeson and Sheemish feel the dead priest's magic pulling them low, leaving Stella exposed to their opponent, a powerful voice rings out from behind them.
"Ho there, evil! Leave the girl alone, or butts will be liberally kicked in good measure!" The voice is followed by a flying, beautifully decorated birthday cake that hits the dwarf berserker square in the face, enveloping his head in delicious, blinding frosting (
no damage, but B2 is blinded for the next round). Then the tattooed warrior follows up his improvised projectile with a swing of his sword - held firmly by the still-sheathed blade - and slams the weapon's hilt into the berserker's cake-covered nose (
B2 takes 13 damage).
Another voice, considerably less deep or powerful, calls out from the hallway.
"No! Leave them alone!" Aldous whips out a wooden wand and, aiming over Shar-Teel's shoulder, unleashes three magical bolts that zoom around patrons and under tables to sting the berserker by Dieter and Aiwë (
B1 takes 9 damage from Magic Missile).
Wounded, and with one of their number dead, the dwarves redouble their efforts!