An explanation of the terrain. The tasloi are currently 10 feet up in the trees. Foliage bordering the pale 'ground' areas are lightly obscured, and thus the tasloi are concealed (you take -2 to attack them) Foliage not bordering the pale areas is heavily obscured, and thus the tasloi have total concealment (you take -5 to attack them). These penalties only apply to melee and ranged attacks, so bursts and blasts receive no penalty.
It is a DC 15 Athletics check to climb the trees (one half speed as per usual).
Healaugh hears muttering and chanting, and then he finds the sun is dazzling his eyes much more than it should.
Spirit-caller casts The Sun's Glare at Healaugh vs Fort/ 1d20 + 7 ⇒ (14) + 7 = 21
2d6 + 1 ⇒ (2, 4) + 1 = 7 Hit. Healaugh takes 7 damage and is Blinded (save ends).
Warchief attacks Healaugh vs AC with CA and extra damage 1d20 + 11 ⇒ (13) + 11 = 24
1d8 + 4 ⇒ (8) + 4 = 12
2d6 ⇒ (3, 1) = 4 16 damage to Healaugh. The warchief moves back.
A triumphant yip emerges from a beaded and feathered tasloi as he shoots an arrow at Healaugh. The cry is answered by the others, their golden cat-like eyes glinting in the sun.
As explained previously, Ddraig, they're 10 ft up in the trees. Would you like to rethink your go? Your breath can get them, if you breath upwards.
Sorry - too much going on! I'll keep the dragon breath, pointing it upwards (and presumably dissolving some trees at the same time!), but I'll ignore the valiant strike (unless you're prepared to accept that a 6'4" dragonborn, with his arm held up and a sword on the end can reach the legs of someone 10' up a tree?)
Ynyr grimaces as an arrow pings into him and crossly sends a small sphere of golden light into the trees. It explodes with a small boom, sending shards of lightning towards the tasloi.
"Well, now. I do not call that pleasant behaviour. Not at all. Blinding my friend does not make me think well of your manners, let me tell you."
Lightning Sphere (Fort). Area 1 within 10. On hit, target grants CA to end Ynyr's next turn.
Does centering on I22 take in W, S and the two un-numbered Tasloi? If not, centre it on K22 and take in W and S. I'll roll it that way and if I can have the other two rolls (centred on I22), let me know.
1d20 + 6 ⇒ (13) + 6 = 19 - v W
1d20 + 6 ⇒ (2) + 6 = 8 - v S
1d8 + 4 ⇒ (5) + 4 = 9
Hunt-leader attacks Healaugh vs AC 1d20 + 11 ⇒ (3) + 11 = 14
1d8 + 4 ⇒ (6) + 4 = 10
2d6 ⇒ (5, 6) = 11
Spirit-caller invokes Sting of the Wasp against Healaugh vs Will 1d20 + 9 ⇒ (4) + 9 = 13
A high pitched curse is heard as an arrow sails over Healaugh's head. To add insult to injury, or indeed injury to injury, Healaugh hears a buzzing as of many wasps all around him... which then disperse and fly off.
Healaugh snarls in the general direction of the tasloi, heads for the corner toward Ynyr's soothing turns and tries to pull himself together. His vision clears and as it does so, his expression hardens.
"No good thinking I'm letting this pass just because tha's small. Upset wrong halfling now."
1d20 ⇒ 14 - save v blindness.
Move to W25.
Second Wind. +2 defenses to start next turn.
HP: 25/41
Bloodied value: 20
Surges p/day: 9
Surges remaining: 6/9
Per surge: 10
Temp hp: 0
OK, Guv'nor - here's the plan! I'm going to sheath my sword, pull out a javelin, and use it as a melee weapon. 6ft8 dragonborn plus 3ft arm plus javelin > person 10ft up tree ...
OK, just this once, then. Even with cover that hits.
Ddraig makes stabby motions into the trees and hears a loud squeak. One of the tasloi is seen to grab his foot and hop along the branches. He retreats to hurse it.
He's out of the fight.
Initiative:
Tasloi Hunters
Ghadmyr
Ynyr
Tasloi Sharpeyes
1
2
3
Macmoor
Tasloi Hunt-leader (W) - granting CA to end of Ynyr's turn
Tasloi Spiritcaller (S)
Healaugh - Blind (se)
Ddraig
In good and bad news, I'm about to buy a new computer. This means no more frantic fan noise and abrupt crashing - I hope. It also means I may be offline for a while until I get everything reinstalled. Apologies if I vanish without warning and DMPC as needed.