Episode 2
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Point by Point:
1. I missed that so this is entirely my mistake. I apologize.
2. If I had read it at the time, I would have asked "Are you taking the existing torch out of the room with you or lighting another?"
3. Lighting another torch would have taken a round at least to draw from the bag and get a flame transferred. Leaving the room with the one and only existing torch would have engulfed the entire great room into complete darkness. Neither one of those happened, so we are going to roll with a retcon solution here.
Solution: Bryn was lightning fast, had a quick draw torch on his belt, lit that bitch up with the other torch, ran while the flame was catching on, and the final full flame finally caught and expanded fully at the round of the corner at the end of the north hall, increasingly basking the hall with the glow of torchlight.
Badass.
1. Bryn first saw Abros right around the corner. He has the plank bow in one hand. He was apparently just turning out the dim light in the hall by withdrawing the wick on a lantern that is hanging on a wall hanger around the corner.
2. Abros looks up to see Bryn. Bryn throws. Range approx. 10' we'll say. Hit. (A hit point burn at least, I would have described this as a near miss that would have been a hit) Note: No Sneak Attack applies. Abros begins moving away. Note: This is a big change in favor of PCs. I had envisioned that a Miss originally, because I thought it was in Darkness so applied Disadvantage.
3. Thorn rounds the corner. Throws one axe then another as Abros is trying to withdraw further. Both are Hits. This is the second big change in favor of PCs. Previously one of Thorn's throws had been a Miss in my estimation, again because I thought Disadvantage applied. This last hit by Thorn's last axe seemed like a serious blow that seemed to hit Abros in the clavicle and almost knocked him over.
4. Reeling from Thorn's last Attack. Abros fires the plank bow at Thorn. I haven't heard if that is a hit or not. Personally I hope not. There is a rather aggressive DC CON Save and further effects if so, none of which are fun for PC management.
5. Abros does Interact with Object/Environment, opening what appears to be one of SEVERAL kennel doors that run along the right (north) side of the east-bound hallway. This is a visual for PCs to take note of now that wasn't available previously. Multiple kennel doors. 3 dogs run out of the one door, raring to go to work on their mauling jobs. You know the part about the Attacks on Bryn and Thorn.
6. Iasu did NOT have to necessarily move down close to the dogs to Attack at point blank range. He could have made the shot from further back since the light was on. Still, given his effort to shout warnings to the rest of the group in the great room, I feel like in the end he is about the same place as he was in the original estimation, though I think he would Hide around the corner on the inside edge of the great room. I'll make that small adjustment on the map and hope that is acceptable.
7. Also, I failed to mention that if the dogs score a Hit on a bite, it requires a STR check DC 12 to avoid being Restrained. Since I didn't publish that originally, I'll let it stay that way and not require it for any Hits this initial Attack round for the dogs amid this retcon. It will apply in all future rounds though.
So that's it. The best I can do.
In the end it's all by the original numbers and effects are fully applied now.
In this revision, PCs are granted faster torch lighting, more Hits against an important opponent, more visual clarity about what is going on, and a pass on the Restraining bite of the hounds.
Unless you have a really REALLY compelling case of why we need to keep changing this in "If/Then" scenarios, I don't want to keep splitting hairs. Think it best to move on from here.
R9
Bryn dodges away from the dogs and sprints away, back into the great room.
Action: Disengage
Bonus Action: Dash by Cunning Action
J, can you give us something more accurate? To me, several means about 5-7.
If we've got that many coming, unless we need to get through that north door now, we might want to consider a tactical withdrawal to the south. We're pretty banged up, with Thorn taunting the Reaper and Maeriks worn down. We could squeeze past the gel through the doorway.
Another benefit: the gel follows us as we go through, sealing the way behind us. Once we're out of its range, with the hounds pursuing, itll likely turn on them as scooby snacks.
We approach along the east wall while the gel is gobbling current corpses. Sprint by as a team.
So, we find another way back through the south. J, by Kray's knowledge oils that possible?
I.dont like.backing down from a fight. But J plays realism, for those that dont know. So, if we're up against 5-7 mobile dog bombs, it might be time to pack it in and live to fight another day.
Shit.
He is bleeding from where the jaws have torn into his skin.
Time to move.
He joins Bryn in moving back to the main chamber.
Plank-bow shot missed.
Hound 3 hit for 10 pts
Thorn is currently at 4 HP. Thanks for the grace regarding the restrain save, J.
Thorn is possibly Disengaging with action and moving 30 ft back to the main room. How many hounds would get an attack of opportunity if he just dashed? If more than one, he will disengage and only move 30, otherwise 60. Is there something to duck behind there to avoid being a target for the hounds?
(Level 7 Battle Master)
Vitals
AC: 16
HP: 4/73
Status Effects: none
Death Saves: +0/-0
Hit Dice: 7/7d10 (Fighter)
Conditions: poisoned?
Reaction: available
Loadout
Equipped
Armor: Breast plate
Weapons:
* Greatsword / Attack Bonus: 9 (Str 5 + 3 Prof. Bonus + 1 VW) / Damage: 2d6+7 (Str 5 + 1 WSG + 1 VW)
* Two Hand Axes / Attack Bonus: 8 (Str 5 + 3 Prof. Bonus) / Damage: 1d6+5
Carried Gear
* Crowbar
Tactics
Refresh rest times noted in parentheses
Combat Superiority Maneuvers: 2/6 (short rest)
Action Surge: 0/1 (short rest)
Second Wind: 0/1 (short rest)
Commitment to Contract: 1/1 (once per day)
Fighting Style: Great Weapon Fighting (reroll 1’s & 2’s on damage rolls, keep new roll, on melee attacks using a weapon with two hands)
Weapon Specialty Group: Heavy Blades (When using a weapon within the Specialty Group, the Fighter delivers +1 Damage on Attacks)
Martial Archetype Feature: Know Your Enemy (after 1 minute of observation, know whether an enemy is equal, superior, or inferior in regard to two of the following: Str, Dex, Con, AC, current HP, total class levels, fighter class level)
Venerated Weapon: receive +1 to Attack and Damage rolls when using a specific legacy weapon that has exceptional meaning and is an integral part of the character's history.
Saving Throws
Blue text indicates proficiency
Strength: +8
Dexterity: +1
Constitution: +7
Intelligence: +3
Wisdom: +0
Charisma: +0
Feats
Observant
Martial Adept
Sentinel
Skills
Blue text indicates proficiency
Acrobatics: +1
Animal Handling: +0
Arcana: +3
Athletics: +8
Deception: +0
History: +3
Insight: +3
Intimidation: +3
Investigation: +6 (Passive 21)
Medicine: +0
Nature: +3
Perception: +3 (Passive 18)
Performance: +0
Persuasion: +3
Religion: +3
Sleight Of Hand: +1
Stealth: +1
Survival: +0
Maneuvers
* Distracting Strike
* Feinting Attack
* Goading Attack
* Menacing Attack
* Precision Attack
* Riposte
* Trip Attack
Languages
Yuoric - Native
Dannein - Fluent
Heshbaan - ¿Donde está el baño?

Another option would be for Kray and those in good shape to hold the north entrance. There I think we'd be looking at Kray,
Trece, Bryn and Iasu. Some mix of that, perhaps Maeriks and Thorn support somehow or expose themselves minimally from the edges.
We could let a couple of the dogs edge in through the north entrance and receive them with a semi-circle kill space, guys at the edges of the door, like a swat stack. Kray and Trece with higher AC and hp could hold the center.
Like this:
.....hall...
..B.........I..
.....K..Tr....
Allowing just enough space to choke the hounds at the entrance two at a time. A killbox.
Also, the dogs are faster than us. To escape, we might as well do a coordinated dash for the south. This would limit the dogs to opportunity attacks.
First thing is first though. Bryn and Thorn get back.
R9
Thorn sees Bryn go and does his best to follow. The dogs are trying to close in for the kill at every opportunity. Thorn has to do everything he can to back away and keep them at bay.
They are relentless. And now they smell blood.
Disengage required. Would face 3 OAs at Advantage if Dash was exercised.
Thorn backs up into the room as far as he can. The hounds are all around him.
R9
Elam has been watching the exchange with Uburatu, a close witness to the cauldron of tension.
He has listened carefully, offered no words, and presented only minimal signs other than an air of caution and readiness.
It is sudden then when he turns and darts away, towards Thorn and the hounds when they emerge from the hallway!
With the lightening speed that he has already displayed, Elam sprints to the north center of the room and leaps over the closest of the dogs, swiping at it with a sword as he glides over it.
He calls out to Iasu as he passes him, "Stand with Namtur and Akkeen! I'll amend Abros!"
In a flash he is gone down the north hall, faster than any man has been seen to move.
Movement
Attack Hound 3
(Capability to avoid OAs)
Rolls
Attack H3 on the run - (1d20+9)
(20) + 9 = 29
damage - (1d6+6)
(4) + 6 = 10
Critical damage on H3 - (1d6+6)
(2) + 6 = 8
R9

The hounds advance at full speed with extreme prejudice. They attack their moving prey without mercy.
Movement
All Hounds Attack Thorn.
Advantage from Pack Tactics
Rolls
Hound 1 Attack - (1d20+5)
(2) + 5 = 7
Hound 1 Attack Advantage - (1d20+5)
(19) + 5 = 24
damage - (1d8+3)
(1) + 3 = 4
Hound 1 Attack - (1d20+5)
(17) + 5 = 22
Hound 1 Attack Advantage - (1d20+5)
(16) + 5 = 21
damage - (1d8+3)
(1) + 3 = 4
Hound 3 Attack - (1d20+5)
(17) + 5 = 22
Hound 3 Attack Advantage - (1d20+5)
(2) + 5 = 7
damage - (1d8+3)
(5) + 3 = 8
Elam is already drawing at least some of the hounds attention with his death dancer skirmisher style. I say we make the kill box and hold the north entrance. We can rotate the injured off the front line as needed.
If we can bait them into the kill box, and they're hounds so it shouldn't be too difficult, we'd have a 4 on 2 combat situation to our advantage. Then the trick will be timing when to back off before they blow.
EDIT: Not looking good for Thorn.
To me it looks like all those Attacks are Hits. I want to walk through effects given the HR Death, Injury, Dying Rules.
You said Thorn has 4 HPs.
The first hit is 4 damage. That moves Thorn to 0 HP. Thorn enters the Zero Hit Point State, but is still standing.
Next hit 4. HP goes to -4. Thorn's CON is a 4 Mod, so he is still standing, in the ZHPS!
The next hit is 8. Thorn falls Unconscious and must begin making Death Saves on his Turn.
Not good, at least none of those hits turned into automatic Death Marks. No Death Marks so far. Good luck.
This shit is off the chain.
Total confusion.
Everyone poised and waiting, on the brink of explosion, wondering what to do next, and operating without all information.
Coordination would be difficult, as is communication, but it is critically important.
All the while, several NPC actors in this pressure cooker are near or complete unknowns at this point.
Ez is trying to plan in OOC, and rightly so.
But in reality Kray does not have instant info on all things, and there is no time to talk it through in a lengthy strategy meet between the team.
All the while, Thorn is on death's door and every single second counts.
This calls for an adjustment on mechanics. A special program of Initiative and combat sequence that matches the circumstance with maximum realism.
I'm calling on some retro style from AD&D 2nd Edition mixed with the Unearthed Arcana revised Initiative rules.
Maximum complexity.
Cumbersome.
Slow.
Likely frustrating.
Controversial.
But that is completely what this scene would be, and it's what the meat-grinder side of DT is all about.
Administrative pause for now. I'll publish special instructions as soon as I can.
Maybe tonight, but probably tomorrow.
We are not calling the next Round R10. We are starting a new series.
Not the Avengers, but this is The Endgame.