The Mountains
Rolls
Spell attack with the flame - (1d20+6)
(18) + 6 = 24
Damage if applicable - (1d8)
(3) = 3
A bell noise is heard a second time but this time it does not produce the same results as the first toll as the archer remains alive, albeit expecting his own demise.
Catos shot perhaps due to his injured shoulder goes wide and the arrow sticks itself into the other side of the mountain.
Skyro attempts to throw a Javelin into the fog cloud but no confirmation of a wounding strike can be heard and eventually the javelin rattles back down.
Deruvids flame ignites and hits the archer flush in the shoulder, with little embers bouncing in the air in an orange and red glow as it scorches the archer. Even Asterion at his distance can feel the heat from the flame.
Vortrins firebolt misfires and shoots back down in a quick and sudden angle. Having just enough time to lower your head as it comes back down the firebolt strikes your pack slightly, causing a small flame to begin in your gear, some scrolls can be seen ignited from the firebolt, but arent damaged so long as the flame is put out this round.
---------------------------
The left archers will start running backwards and towards the arch in an attempt to rendezvous and regroup with the center archer.
The center archer will still try to make it out of the fog cloud. He is still unable to escape it, closely clutching to the rock and moving slowly, unable to see and relying on the shouts of his allies.
The right archer throws down his crossbow and produces a scimitar. He slashes it at Asterion but the slash of the blade is not steady enough and doesnt break armor!
Rolls
Center Archer (1-3 Fall 8-10 Escape) - (1d10)
(5) = 5
Right Archer Attack - (1d20+3)
(11) + 3 = 14
Right Archer Damage - (1d6+1)
(2) + 1 = 3
Rolls
Attack - (1d20+5)
(12) + 5 = 17
Damage - (1d6+3)
(5) + 3 = 8
C͎̈́u̪̽͒̉r̘͖̺̲̦͔̮̓ͬs̜̘̗̳͓̹̓̓̾̃ͫ͊̎e͐͑͗̿ ͈̣͍͙̲̥̄̐̐̔ͭ͆ͤy̰̭̫͠o̠͚̭̹͕u ̖̏̋́̏ȧ̯͖̫̯̃ͪ͌̅͌̽͞n̠̫̩͕ͭ̿͆͋ͯ̓̄͢ͅd̰͕̞̠̮ͨ̏ͣͣ̕ ̯̤̬̼̣́ͪ͊̆̚ŷ̗͕̝̹̘ͯ͊͢o̯͎̟̖͚̥̤̍̍ͪͮͣů̬̆͌͋͟r͉̲̟̹̻̗͎̐̄̿͗ͮ͒͢ ̮̑͘h̡ͯo̼̟͎͈̮̥͊ͪ̅u͉̺̪ͯ͛ͭͅs̤͉͔̯͔ͣͤ͌ͩͅe̶̹͓̣̘̤͈ͮ͊̐̉̐̈ ̲̯ͨf̭̝̝͇͂͡o͗ͯ̀r̝͎̹̹̲͗͑ͅ ̳̟̯͎̤͈̏a̛̬̱̹̘̘͑ͬͤͅͅ ̮̺̳̥̃̋ͭṭ̺̭̘ͪ͑͋ͫ͊͢h̛͙͎̜̱̼ͫͣ́̈o̖̭͙͕͐ͪǔ͚̭̗̠̯̈́͗̚ṣ͙͈̞̠͓̋͐͆̐͒͝ã͔͈̺̜͖͚͕ͥn̟̘̫̣̟͖ͬ̾d̟̖̹̄̄͝ ̍ͦͬ͋̎͌҉̳̙̦̻̯̞̱g̼̩̜͍̒͗̏̿̂͑́e̗̯͇̬͇̰̋ͬ͗̕n̙̠̞̯̪̠ͥ́ͧ̑̂̿e̡̼͔̘̺̍ͧ̃̔ͮ̅͗ŗ͈̜ͯ͌̋͋͊̔̍ȧ̵̮̬̥͕̝t̬̫͈ͅi̮̝͓̞̩̜ͪ͒͋ǒ̜̹͌̌nͯ̋̽́s̯͎̮̳̳̳̣ͫͪ͞.̊̒̋ͦ̉ ̾̀̽̅ͥ͋̚͘S̢͍̲̲̦̿͂͒̉ͩͦ̚h͉͓̪͚̠͒̈̏̏ͪͭ͌͞e̦̥̘͍̭͖̅ͣͤ̃͐͒͑ ̹͕̭̗͔̽͌̂ͅc̵͓͎̳͙ͯ̽̚o̖̹̭͇̮͔̯ṁ̞̟̓͗͛͂ẹ̤̖̿ͦ̄ͮ̆̔̃̀s̬̝̱̣͍̆̃ͧ̈́̃̄̚͜!͍͇̞̞͔̩ͣ̾̊͂͊̚
HP: 11/11
HD: 1d8
AC: 15 (studded leather)
Hexblade's Curse: 0/1
Level 1 spell slots: 0/1
Conditions/Effects: Concentrating (Hex)
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your CHA modifier (minimum of 1 hp).
You can’t use this feature again until you finish a short or long rest.
• Casting Time: 1 action
• Range: 5 feet
• Components: V, M (a weapon)
• Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and black fire leaps from the target to a different creature
of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
Rolls
Longsword attack, damage - (1d20+6, 1d8+4)
1d20+6 : (10) + 6 = 16
1d8+4 : (7) + 4 = 11
Action: Ranged Attack
Rolls
Lt Crossbow Attack - (1d20+4)
(9) + 4 = 13
Damage - (1d8+2)
(2) + 2 = 4
Sneak Attack Damage (if applicable) - (1d6)
(5) = 5
Adding Disadvantage for Center Archer - (1d20+4)
(15) + 4 = 19
Ignoring all danger, he drops his pack and pats frantically at the flames licking the parchments in his pack. Cursing himself for rushing the spell and causing the misfire he decided it was best to take it out on the enemy.
"You uncivilised, education-hating scoundrels," The Professor yells up at the remaining archers. "Now its personal!"
Asterions blade wounds the archer mortally before a black flame leaps out and seals the deal for the poor soul.
Cato shoots into the fog. It takes a moment but a shout is heard as the archer in the fog has taken an arrow somewhere.
Vortrin frantically pats his treasured scrolls, putting out the flames and saving his scrolls from complete destruction.
Elijiah quickly darts to the bandit leaders body and begins picking up his daggers. He hastily throws one at the wounded archer.
Deruvids vines begin to entangle the left archers. The unwounded archer cant muster himself free and finds himself restrained completely. The other archer manages to heroically get himself out of the vines but only before Elijahs thrown dagger finds its mark in the archers throat, who quickly falls down deceased.
Rolls
Elijiah throw (At L1) - (1d20+1)
(20) + 1 = 21
Elijah Damage - (1d4+1)
(3) + 1 = 4
Strength Check L1 (Wounded) - (1d20)
(17) = 17
Strength Check L2 - (1d20)
(7) = 7
The left archer will try again to get himself free from the vines, having witnessed his friend die in a gruesome way hes pretty freaked out at the moment so his efforts to pull free are in vain.
Rolls
Center Archer (1-4 Fall, 6-10 Escape) - (1d10)
(4) = 4
L2 Break Free from vines - (1d20)
(5) = 5
Once convinced that all is clear, he calls out to his companions, in his own group and the others below. He tries to get communication going to see if all enemies are down and to check for injuries among the team.
All the while, he keeps aim on the last entangled archer across the way and yells out to him, "Do not struggle or try to break free. If you do, you will be killed like the others. All of your friends are dead. If you are willing to cooperate, you may have a chance to earn your life. Do you understand?"
Cato would fire if he gets a chance, but if you say he has already acted, he'll stand by. Can you clarify?
Your ranged weapon attacks ignore half cover and three-quarters cover
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage
Action: Attack, Lt Crossbow. Elect -5 Penalty for +10 damage.
and then...
"When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal."
Rolls
Lt Crossbow Attack (Mod summary +4 -5 = Net -1) - (1d20-1)
(20) - 1 = 19
Lt Crossbow Attack Advantage - (1d20-1)
(14) - 1 = 13
Damage (normal Mod + 10 for Sharpshooter Option) - (1d8+12)
(2) + 12 = 14
Critical Damage - (1d8)
(3) = 3