The windmill, inside and out is made of wood. Other than that you see no flammable objects like oil.
Heroes move upstairs to the third floor seeing the children eat pancakes. The room is 35 feet in diameter and is a perfect circle. One the kid is on his 7th one. The other two only had two and you hear them complaining about how much chocolate they had the night before. On this floor you see two more old ladies.Say hi to my sisters. Well now that you know the kids are safe, you can go back to the parents and tell them they just spent the night. If they are lucky enough to move,
they can walk back to the house. Kids, your parents were looking for you. Either walk back if you can, or these good citizens will have to just tell the parents you are here and then you can walk back when your stomach ache wears off.
They respond Sorry, wasn't planning to be this long.
You are all upstairs on the third floor? or are some of you at the stairs, second floor, first floor?
Talsazzar will remain at the foot of the stairs.
"No worries, ma'am. We can carry them back to their parents if they can't walk themselves. I apologize for being suspicious of your intentions earlier. The ghoul attack yesterday still has us a bit rattled, and with children missing, we suspected the worst."
"Bahh, I am not sorry for being suspicious. Who doesn't send kids home at night? Lets get them out of here and forget the delicious smelling pastries that smell so good and I want to eat."
At the mention of carrying the children. I'm sorry, we can't let you do that, we now have no choice but to take matters into our own hands.
Two of the witches are in the center of the room, one of them is by the door, which she quickly closes and locks, keeping Talasazzar out of the room until he can lockpick it or break the door open. The children go the corner of the room. Every witch is at least 10 feet from a hero allowing them to move wherever without provoking.
init: -1 + 1d20 ⇒ -1 + (14) = 13 Ago
init: -1 + 1d20 ⇒ -1 + (14) = 13 Fang
init: 2 + 1d20 ⇒ 2 + (5) = 7 Cherry
init: 3 + 1d20 ⇒ 3 + (1) = 4 Fhern
init: 0 + 1d20 ⇒ 0 + (3) = 3 Orsik
init: 1 + 1d20 ⇒ 1 + (20) = 21 Rag
init: 3 + 1d20 ⇒ 3 + (10) = 13 Tal (currently locked out of the battle until he can lockpick or break down the door)
init: 0 + 1d20 ⇒ 0 + (19) = 19 witches
init: 2 + 1d20 ⇒ 2 + (11) = 13 the main witch, she is one of the two in the middle (religion to identify what kind of witches they are.)
Rag is up, if you are just waiting for a map, let me know I'll get a map up within the next day or so, it has to be hand drawn in a way, since I can't copy and paste a preset map
No map needed. I will move near and strike. My bonus action is reckless rage. It gives me advantage on my 1st attack roll and rolls against me have have advantage.
To hit 1d20 + 5 ⇒ (8) + 5 = 13 1d20 + 5 ⇒ (10) + 5 = 15
dmg with my axe 1d12 + 5 ⇒ (12) + 5 = 17
Ragna foams at the mouth and says No one puts a baby in the corner he swings his axe at a witch.
Actually I misread, only the hag witch have resistance to nonmagical damage.
Ragnaganon moves to the closest Barovian witch and slices her in half.
The other Barovian witch and the night hag take vengance on Ragnaganon
The Baravion witch casts ray of sickness on Rag at max level she can
hit: 4 + 1d20 ⇒ 4 + (17) = 21 advantage: 4 + 1d20 ⇒ 4 + (14) = 18 poison damage: 3d8 ⇒ (4, 1, 7) = 12 though you probably resist that And having killed one Baravian witch, the night hag can now only cast spells up to 3rd level instead of 6th level, as part of the coven is broken.
And the night hag does her thing, she casts hold person on Ragnagon, make a wis save dc 14 or be paralyzed, you can repeat save at the end of you turns. She then moves to the back of the room so that you have to get past her weaker sister first.
Rest of the heroes are up The witch blocking the door is dead, you someone can just simply move into that square and as a free action unclick the lock to let Tal in on the battle, then continue your move
Waiting energetically to light a witch up.
"All right ya nasty old hags. Time to take the trash outside to the .. place."
Agotaras whispers a spell and bounds across the room to strike at the further witch.
Bonus Action: Thunderous Smite, Move and Attack
Longsword: 1d20 + 5 ⇒ (5) + 5 = 10 poo
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Thunder Smite Damage: 2d6 ⇒ (5, 4) = 9
If it missed, and I am sure it did, thundering smite is active for one minute or until next hit.
Fhern moves over to the door and lets Talsazzar in. "I'm not sure why exactly, but we're fighting now. Try not to set any children on fire."
Speaking of fire....
Targeting the weaker witch:
ProduceFlame: 1d20 + 5 ⇒ (2) + 5 = 7
FireDamage: 1d8 ⇒ 6
Orsik opens the door for Talsazzar and then moves to strike the witch in the center of the room, with his hammer firmly gripped in both hands.
Warhammer atk: 1d20 + 4 ⇒ (19) + 4 = 23
Warhammer dmg: 1d10 + 2 ⇒ (2) + 2 = 4
No shield, so current AC is 17.
Cherry targets the lesser witch with a eldritch blast.. As a bonus action she gives Rag bardic inspiration.. +1d6 to any d20 roll
Attack vs Lesser Witch: 1d20 + 5 ⇒ (9) + 5 = 14
Force Dam: 1d10 + 3 ⇒ (8) + 3 = 11
"Finally Talsazzar makes his arrival!" the sorcerer cries, entering the battle and flinging a spell. Since he doesn't know which witch is which, he shoots the closest one first.
Attack-Fire Bolt: 1d20 + 5 ⇒ (5) + 5 = 10
Fire damage: 1d10 ⇒ 9
That is actually a hit on the baravoian witch. As Talsazzar aims at the head with a powerful bolt and kills the witch.
The main witches power is weakening, so can only cast a few spells now that the coven is broken.
Rag is up one witch left. I need a wis dc14 save from you or you are paralyzed from hold person. If you fail, you get to roll it again. You would make the save when she cast spell and another on each of your turns. If you save the first time, you don't need to roll it again. Then take your turn if you aren't paralyzed
Good rag, but that save was really rolled when she cast it on her turn. You now roll it again, because you have to try to save again at the end of your turn, though you won't get to do anything on your turn.
on her turn, she will magic missile Talasazzar, magic missile for her is at will ability, so she can do it unlimited times, only at level 1 however dmg: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10 If you took shield spell, you can as a reaction cast it, cause shield is a reaction spell that blocks magic missiles
round 2 rest of the heroes are up.
Fhern unleashes some faerie fire on the hag. DEX Save DC 13 to resist, gives all attacks against her advantage if she fails.
Could you link the map someplace easier to fine. Either your header or so it comes up in our campaign tabs. Scrolling to find it sucks :)
Agotaras swings his sword again at the witch.
"Fall darn you."
Longsword To Hit: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Thundering Smite Damage: 2d5 ⇒ (2, 4) = 6 [ooc] if I still have it not sure what to roll to maintain. [/dice]
IIRC, Roll a con check, I think. If you get over 10 you made your concentration.
Rag, remember the 1d6 can apply to saves as well..
Cherry hex's the witch as a bonus action and then fires a bolt of force at her.. Choosing Con on the ability check that gets disadvantage.
Attack Roll: 1d20 + 5 ⇒ (11) + 5 = 16
Force Damage: 1d10 + 3 ⇒ (1) + 3 = 4
Necrotic Damage: 1d6 ⇒ 2
Advantage if she fails the Fearie Fire save: 1d20 + 5 ⇒ (17) + 5 = 22
CON: 1d20 + 2 ⇒ (8) + 2 = 10
dex: 2 + 1d20 ⇒ 2 + (14) = 16 but she has advantage on spells dex advantage: 2 + 1d20 ⇒ 2 + (4) = 6 vs faerie fire, pass
Everyone misses except for Orsik who deals half damage with his weapon.
con save from the witch: 3 + 1d20 ⇒ 3 + (2) = 5 Rag, has been released from hold person
Talasazzar and Rag are up
Hag: 2 HP down
Tal: 10 HP down
"Talsazzar shall not let this assault on his person go unpunished!" he shouts.
Casting Chromatic Orb and choosing fire damage
Spell Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Fire Damage: 3d8 ⇒ (8, 5, 6) = 19
Rag misses, then the Hag goes Focusing fire is too easy, she says, I think I will split the damage says the witch with a smile did anyone make an Arcana check on the witch? The DC is 15. Then when I give you the witches stats, make a sense motive check, on the DM, DC is the players ability to read me. There is a reason I'm splitting the damage and it deals with some psychology tactic, but it revolves around knowing the witches abilities.
The witch splits the damage magic missile: 1d4 + 1 ⇒ (4) + 1 = 5 at Tal One bolt on you, I've weakened you enough, I'll deal with you last, as well as one other I've got other targets to worry about.
And the other two missiles aim at Agotaras dmg: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Then Fang delivers a blow on the witch Unless your weapon is magical or has been made magical due to a spell, that dealt 5 dmg to her
Orsik, Ago, Cherry, Fhern are up
Tal: 8 HP
Agotars: 21 HP
Witch: Lost 7 HP
"Time to try something different."
Fhern spends his action turning into a constrictor snake.
Can you roll untrained?
Arcana: 1d20 ⇒ 7
"Weaken me will ya. I will weaken your face, how about that?"
Fixing the witch with a gaze he marks it for death.
Bonus Action: Hunters Mark
Longsword: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Mark Damage: 1d5 ⇒ 1
You choose a creature you can see within range and mysticallymark it as your quarry. Until the spell ends, you deal an extra 1d6damage to the target whenever you hit it with a weapon attack, andyou have advantage on any Wisdom (Perception) or Wisdom(Survival) check you make to find it. If the target drops to 0 hitpoints before this spell ends, you can use a bonus action on asubsequent turn of yours to mark a new creature.
Cherry fires a force blast at the witch and heals Agotars.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Force Dam: 1d10 + 3 ⇒ (1) + 3 = 4
Necro Dam: 1d6 ⇒ 4
Bonus action heal.
1d4 + 3 ⇒ (1) + 3 = 4
yes you can roll untrained
The witch gasps when she sees Fhern turn into a constrictor snake I can't allow you to entangle me now
Agotars hits the witch but the sword doesn't go in as deep as he wants. 5 dmg
Cherry blasts the witch good in the leg full dmg of 8, then heals Agotaras
Tal: 8 HP
Agotaras: 25 HP
Witch: Lost 20 HP
Orsik hammers the hag and summons a holy gauntlet to strike down the evil witch.
Arcana, untrained: 1d20 ⇒ 6
Warhammer atk: 1d20 + 4 ⇒ (7) + 4 = 11
Warhammer dmg: 1d8 + 2 ⇒ (6) + 2 = 8
Spiritual Weapon atk: 1d20 + 5 ⇒ (17) + 5 = 22
Spiritual Weapon, force: 1d8 + 3 ⇒ (2) + 3 = 5
Spiritual Weapon: 10/10
Ignore the parts that say coven, since the coven is broken, she does not own any of that stuff. She does own the magic items. Only the heartstone is useful for you all, but it has one use.
Orsik misses, but his weapon hits for full damage
Tal: 8 HP
Ago: 25 HP
Witch: Lost 25 HP
The witch speaks in a grasp old lady voice Now why would you heal your ally, just look at him, he isn't even bloodied. Wouldn't you rather use your precious spells to kill me and wait till he is bloodied to heal him. After all, all I'm doing is crappy magic missile.
Next round, Tal and Rag are up
Rag hits but doesn't sink all the way through half damage
botting Tal, fire bolt hit: 5 + 1d20 ⇒ 5 + (9) = 14 dmg: 1d10 ⇒ 1
The hag then magic missiles one on Fhern, two on Fang dmg Fhern: 1d4 + 1 ⇒ (2) + 1 = 3
dmg Fang: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Tal: 8 HP
Ago: 25 HP
Witch: Lost 28 HP
Fang: 20 HP
Fherns Snake: 10 HP
Orsik, Ago, Cherry, Fhern are up
Cherry heals Ago again as her bonus action and then fires another force bolt at the witch.
Heals: 1d4 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Are the kids tied up or just sitting in the corner?
Cherry heals Ago back to full, and then misses with the witch bolt.
The witch complains even more He was in no danger of dying, and you over healed him, what a waste, which is why you should save your spell slots for fighting me. I've got plenty of fight left in me you know
The children are not tied up.