
DM Under a Dark Sun |

Eldramin: It's a useful spell. You could catch two, maybe three ghouls while avoiding friendlies. You'd know automatically that some undead are resistant to necrotic damage, or (in the case of the very powerful) entirely immune. As for ghouls specifically:

Lady Koralyn Nightstar |

With only a single undead threatening her Koralyn saves her last bladesong and slices at her opponent using Booming Blade. But her head still rings from the debris and her aim is off.
Longsword: 1d20 + 6 ⇒ (3) + 6 = 92d8 + 3 ⇒ (7, 1) + 3 = 11
5 damage taken.

Eldramin Tarkanan |

Eldramin quickly grows angry at the oncoming tide of undead, and utters a brief plea to The Dark Hunger. Tendrils of dark energy lash out at the ghouls within 10ft of him.
arms of hadar, 3rd lv slot, necrotic: 4d6 ⇒ (2, 4, 5, 1) = 12 dc15 str save halves damage. If they fail save they also cant take reactions
He then calls his flying blade closer to attack whichever looks weakest among those that remain close.
Melee spell atk: 1d20 + 6 + 1d4 ⇒ (19) + 6 + (1) = 26
force: 1d8 + 4 ⇒ (2) + 4 = 6
he will move backwards away from enemies if he can after all that.

DM Under a Dark Sun |

Dragomir lashes out with his axe, slashing one ghoul before beheading another with a strike that carries through to grievously injure a third.
Koralyn, still appearing stunned, flails at the nearest ghoul, without success, while Alistair launches a second volley of magic missiles that burrow into the flesh of his attacker, killing it.
Number affected: 1d2 + 1 ⇒ (1) + 1 = 2
Ghoul Str save: 1d20 + 1 ⇒ (2) + 1 = 3
Ghoul Str save: 1d20 + 1 ⇒ (17) + 1 = 18
Calling on dark powers, Eldramin conjures a mass of writhing black tendrils of energy that lashes out at the ghoul menacing him, wounding it an limiting its actions. The mystic tentacles also latch on to one of the wounded ghouls flanking Dragomir, choking the (un)life out of the wretch. The warlock then sends his summoned blade flying to dispatch the other ghoul Dragomir had wounded, freeing the warrior to assist others.
Tried to apply your attacks as efficiently as possible here, eliminating the most ghouls and freeing Dragomir to move as needed.
The remaining ghouls are unaffected by the deaths of their fellows, attacking in a starved frenzy.
Ghoul claws vs. Kierdan: 1d20 + 4 ⇒ (11) + 4 = 152d4 + 2 ⇒ (2, 2) + 2 = 6
Kierdan Con save vs. paralysis: 1d20 + 2 ⇒ (8) + 2 = 10
Ghoul bite vs. Kierdan: 1d20 + 2 ⇒ (8) + 2 = 102d6 + 2 ⇒ (4, 5) + 2 = 11
Ghoul claws vs. Eldramin: 1d20 + 4 ⇒ (15) + 4 = 192d4 + 2 ⇒ (3, 4) + 2 = 9
Eldramin Con save vs. paralysis: 1d20 + 1 ⇒ (3) + 1 = 4
Ghoul bite vs. Eldramin: 1d20 + 2 ⇒ (13) + 2 = 152d6 + 2 ⇒ (3, 6) + 2 = 11
Ghoul claws vs. Koralyn: 1d20 + 4 ⇒ (18) + 4 = 222d4 + 2 ⇒ (2, 4) + 2 = 8
Ghoul bite vs. Koralyn: 1d20 + 2 ⇒ (19) + 2 = 212d6 + 2 ⇒ (5, 1) + 2 = 8
His heavy armor protecting him again, Kierdan bats away the claws and fangs that come his way.
Eldramin is not so lucky. Even restrained, the ghoul next to him sinks stained claws into his arm, which instantly goes numb as paralytic cold spreads through the warlock's body. It follows with a vicious bite, tearing roughly as Eldramin's unresponsive flesh. Ouch. Eldramin hit with both attacks, failed save: 20 damage and paralyzed for 1 minute. He can make a new save each turn.
Koralyn, too, feels the sting of her attacker's claws, though she is immune to the paralytic touch. Still dazed, she is unable to twist free as it sinks rotting fangs into her flesh, as well. Yikes -- two hits, for a total of 16 damage on Koralyn, barring a reaction of some sort.
You're up! Kierdan and Rolen can act twice since they didn't post last round.
You're on the south end of a large room, about 60 feet wide and at least that long. The walls are all lined with burial niches and small shrines, and squat stone pillars are scattered around the room, supporting the low ceiling. To the north, a pair of archways provide access to another gloom-filled room of some sort.
Three ghouls remain, and are in contact with Eldramin, Kierdan and Koralyn -- the one facing Eldramin is badly wounded. Rolen is hiding just past the doorway to the south, Dragomir and Alistair are both standing near the melee but not in contact with any enemies.

Rolen Philandril |

Round 2, Sneak Att, Cunning Action, Sniping Advantage
Rolen pops out of hiding and snipes at the badly wounded ghoul engaged with Eladrim with a +1 Arrow.
LB Att: 1d20 + 8 ⇒ (2) + 8 = 10
LB Att Adv: 1d20 + 8 ⇒ (15) + 8 = 23
LB Dam: 1d8 + 5 + 3d6 ⇒ (1) + 5 + (1, 4, 3) = 14
He then uses a cunning action to hide.
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
Round 3, Sneak Att, Cunning Action, Sniping Advantage
Rolen pops out of hiding again and fires at the ghoul on Kierdan.
LB Att: 1d20 + 8 ⇒ (15) + 8 = 23
LB Att Adv: 1d20 + 8 ⇒ (13) + 8 = 21
LB Dam: 1d8 + 5 + 3d6 ⇒ (7) + 5 + (6, 1, 4) = 23
He then uses a cunning action to hide.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

Dragomir Vuk |

Dragomir continues to drive the offence.
1d20 + 4 + 1 + 1d4 ⇒ (4) + 4 + 1 + (1) = 10 for 1d10 + 4 + 6 + 1 ⇒ (1) + 4 + 6 + 1 = 12
1d20 + 4 + 1 + 1d4 ⇒ (7) + 4 + 1 + (2) = 14 for 1d10 + 4 + 6 + 1 ⇒ (6) + 4 + 6 + 1 = 17
If any die then I get off a bonus attack.
1d20 + 4 + 1 + 1d4 ⇒ (5) + 4 + 1 + (4) = 14 for 1d10 + 4 + 6 + 1 ⇒ (1) + 4 + 6 + 1 = 12

Lady Koralyn Nightstar |

You are rolling too good against Koralyn for her shield spell to protect her, so no action to take, except to become wounded. Trying to save some resources too.
Koralyn takes damage from both claws and a nasty bite. Her aura of extra life is torn away from her and she bleeds real elven blood from the bite. She tries to retaliate with her sword.
Booming Blade: 1d20 + 6 + 1d4 ⇒ (14) + 6 + (1) = 212d8 + 3 ⇒ (2, 6) + 3 = 11

DM Under a Dark Sun |

[Dice=con save]1d20+1
can i take bonus actions that dont need movement? Like directing my sword to attack the one on me?
Per 5Esrd.com, the paralyzed condition makes you incapacitated, which prevents you from taking any actions or reactions, with no distinction between mental or physical. So I'd say no on directing the spiritual weapon. On the upside, your Con save succeeds so you'll be back up next round.

Kierdan |

Round 2
While continuing his plea to Pelor to bestow his blessings upon his comrades, Kierdan attacks the nearest ghoul with his mace.
Mace Attack: 1d20 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10
Kierdan continues casting Bless at 3rd level. This allows him to affect 5 targets, which are Kierdan, Dragomir, Koralyn, Rolen and Eldramin. Sorry, Alistair, that is as many as I can do. Whenever Kierdan Dragomir, Koralyn, Rolen or Eldramin make an attack or a saving throw, that person can roll a d4 and add it to their attack roll or saving throw. Duration is concentration, up to 1 minute. (2/10)
Round 3
After missing the ghoul with his mace, Kierdan takes a deep breath and assesses this situation. Seeing Eldramin gored by the undead creature, Kierdan quickly calls upon the Sun Father to shed his healing light on the warlock while the priest continues to plead for his blessing.
Cure Wounds on Eldramin: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Kierdan continues casting Bless at 3rd level. This allows him to affect 5 targets, which are Kierdan, Dragomir, Koralyn, Rolen and Eldramin. Sorry, Alistair, that is as many as I can do. Whenever Kierdan Dragomir, Koralyn, Rolen or Eldramin make an attack or a saving throw, that person can roll a d4 and add it to their attack roll or saving throw. Duration is concentration, up to 1 minute. (3/10)

DM Under a Dark Sun |

Leaning out from the shadows, Rolen fires an arrow that impales the ghoul looming over Eldramin. The creature shudders for a moment, then topples over the warlock, who begins to stir as the paralysis wears off.
Seconds later, Rolen launches another missile. This one plunges into the ear of the ghoul menacing Kierdan, the arrowhead emerging from the other side of the ghoul's head covered in thick black blood.
Seeing both die, Dragomir rushes to help Koralyn, his black axe hacking at her ghoul attacker. As it recoils in pain, the elf drives her own blade through its heart, finishing the last of the undead.
Alistair, you're able to save your spell slot.
Now what? Eldramin is healed somewhat by Kierdan's spell. You're surrounded by a dead ghouls in a rubble-filled crypt. Ahead are two shadowed archways leading north into darkness. Behind you a stairway leading back up to the first level, where someone almost certainly heard that explosion ...

Lady Koralyn Nightstar |

I fear I am wounded too. Koralyn shakes her head to clear it. These undead were not specifically part of our mission, but now that we have spent resources to take them out I'd like to check their lair to see if they have anything that can be used by us. I think a Detect Magic would be worth the wait.
Down 4 hp. And lost a lot of false life.

Alistair Orm |

Alistair breaks out his healer's kit and begins to administer to the wounded.
Eldramin: 1d6 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Koralyn: 1d6 + 4 + 5 ⇒ (5) + 4 + 5 = 14
Dragomir: 1d6 + 4 + 5 ⇒ (1) + 4 + 5 = 10
Alistair: 1d6 + 4 + 5 ⇒ (5) + 4 + 5 = 14
I do not think that Kierdan or Rolen took any damage...if this is wrong speak up and I will heal you as well!

Rolen Philandril |

Rolen strolls into the room and begins to search the niches and for any secret doors.
I am unwounded.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

DM Under a Dark Sun |

Alistair patches up the wounded while Rolen and Koralyn search through the ghoul's lair. They find little but dust and gnawed scraps of bone -- the crypts have been thoroughly stripped of anything of value; even the gold leaf that once adorned the small shrines has been peeled off. The only thing noteworthy at all you find is a handful of black feathers, scattered singly or in pairs among the bones.
When everyone is ready, you move toward the dark arches. Beyond them, you find a matched pair of wide, curving stairs, which lead up, although only a short distance. They end, perhaps 10 feet above the crypts, in a small vestibule. Marble tiles cover the floor and walls, black shot through with streaks of vibrant green.
Wrecked wrought-iron doors hang loose from the vestibule's exit, opening into a narrow but somehow cavernous chamber. Your footsteps echo as your light plays across the twisting walls, lined with the same black marble. Columns and buttresses protrude into the cathredral-like space at odd intervals. The walls stretch upward beyond the reach of your lights, and are lined in places with what appear to be bookshelves, their contents long pillaged or turned to dust. Broken stones and other debris cover the floor, marring an elaborate tile mosaic. Brushing away some of the detritus, you make out green-limned scales and the curve of a serpentine form.
As you advance, you spot more of the dark feathers, as well as piles of fresh dung and more gnawed bones. A rank, animal smell fills the air, different than the rotten, graveyard stench you associate with the undead.
Wisdom saves, 3 each
Alistair: 1d20 + 5 ⇒ (19) + 5 = 24
Alistair: 1d20 + 5 ⇒ (6) + 5 = 11
Alistair: 1d20 + 5 ⇒ (1) + 5 = 6 Fails, immune to 2 others
Dragomir: 1d20 + 1 ⇒ (20) + 1 = 21
Dragomir: 1d20 + 1 ⇒ (9) + 1 = 10 Fails, immune to 1 other
Dragomir: 1d20 + 1 ⇒ (14) + 1 = 15
Eldramin: 1d20 + 4 ⇒ (6) + 4 = 10 Fails
Eldramin: 1d20 + 4 ⇒ (2) + 4 = 6
Eldramin: 1d20 + 4 ⇒ (15) + 4 = 19
Kierdan: 1d20 + 7 ⇒ (4) + 7 = 11
Kierdan: 1d20 + 7 ⇒ (6) + 7 = 13
Kierdan: 1d20 + 7 ⇒ (18) + 7 = 25 Immune to all three
Koralyn: 1d20 + 2 ⇒ (16) + 2 = 18
Koralyn: 1d20 + 2 ⇒ (11) + 2 = 13
Koralyn: 1d20 + 2 ⇒ (15) + 2 = 17 Immune to all three
Rolen: 1d20 + 1 ⇒ (13) + 1 = 14
Rolen: 1d20 + 1 ⇒ (10) + 1 = 11
Rolen: 1d20 + 1 ⇒ (13) + 1 = 14 Immune to all three
Initiative
Harpies: 1d20 + 1 ⇒ (4) + 1 = 5
Alistair: 1d20 + 2 ⇒ (8) + 2 = 10
Dragomir: 1d20 + 0 ⇒ (6) + 0 = 6
Eldramin: 1d20 + 2 ⇒ (1) + 2 = 3
Kierdan: 1d20 + 0 ⇒ (14) + 0 = 14
Koralyn: 1d20 + 3 ⇒ (13) + 3 = 16
Rolen: 1d20 + 4 ⇒ (2) + 4 = 6
As you move to investigate, haunting, beautiful music fills the hall. It is at once heavenly and heartbreaking -- you can think of little else than finding the source and worshipping whoever has shared such a gift.
You move as a group toward the center of the room, where a black marble column rises, its sides lined half-rotten shelves that you could use to climb into the heights, where the music filters down. Alistair, Dragomir and Eldramin shuffle forward, eyes wide and enraptured. First Kierdan, then Koralyn and Rolen as well stumble, shaking their heads. Suddenly, the music seems more menacing than divine, the ragged notes betraying a bloodthirsty hunger. Something shifts in the shadows above ...
Alistair, Dragomir and Eldramin are charmed! They can do nothing but attempt to reach the source of the music -- at the top of the pillar, but may attempt new Wisdom saves at the end of each of their turns.
Kierdan, Koralyn and Rolen resisted the enchanting song and won initiative. You can hear something moving above, but it's too high to see, outside the reach of your current light sources.
The room is a narrow, cramped cathedral sanctuary, with many protruding buttresses to hide behind and debris scattered across the floor.

Lady Koralyn Nightstar |

What about Darkvision? Does that mean I can assume the creatures are over 60' high? And a question about Prestidigitation, One of the uses says: "You instantaneously light or snuff out a candle, a torch, or a small campfire." Could Karolyn use Prestidigitation to light the top of a bookshelf on fire?

DM Under a Dark Sun |

What about Darkvision? Does that mean I can assume the creatures are over 60' high? And a question about Prestidigitation, One of the uses says: "You instantaneously light or snuff out a candle, a torch, or a small campfire." Could Karolyn use Prestidigitation to light the top of a bookshelf on fire?
Yes, whatever you heard is about that distance vertically, and in cover to boot. As for prestidigation, I'd say it can only ignite something that's purpose-built to be lit on fire, like a fuse, campfire, etc. You'd also have to be able to see it, I think -- at this point, you can't see what might be up there. And the bookshelves you can see hold only dust, not anything flammable.

Lady Koralyn Nightstar |

I agree with that call. Note the goal was to ignite the wood of the bookshelf. But its obviously not laid as a fire. No problem. Just trying to check options.
Korayln wil grab Randon, Alistair, Dragomi, Eldramin: 1d3 ⇒ 1 Alistair and shake him to try to break the charm. She will then try moving for any cover from above.

Kierdan |

Regaining his senses after nearly losing himself in the strange song, Kierdan quickly realizes the peril his friends are in. Calling upon Pelor once again, the priest calls out Oh, Sun Father! Shine you illuminating grace on Alistair, Dragomir and Eldramin. Bless them and grant them the strength to resist this sinister song!
Once again, Keirdan goes to his old standby, Bless. This time it is cast at 1st level with Alistair, Dragomir and Eldramin as the targets. They get a +1d4 to all attack AND SAVING THROWS. Duration: concentration, up to 1 minute (0/10)

Alistair Orm |

"What beautiful music...where is it coming from...Oooo..up there. Lets go and see who is singing...it is sooo beautiful! Koralyn, why are you stopping me...move out of the way...I must see who is playing this music!"
Wisdom save: 1d20 + 5 + 1d4 ⇒ (11) + 5 + (2) = 18

DM Under a Dark Sun |

Dragomir Wisdom save: 1d20 + 1 ⇒ (16) + 1 = 17
Koralyn manages to slow down her entranced comrades enough that only Eldramin makes it to the pillar. The warlock begins climbing, but the rotted bookcases collapse almost immediately under his weight, and he tumbles back to the ground. The fall seems to rattle him, and his eyes clear seconds later. Dragomir and Alistair soon come to their senses, as well.
Rolen slips into the shadows as Kierdan chants a blessing meant to ward off the unearthly voices.
Dragomir Wisdom save: 1d20 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6
Eldramin Wisdom save: 1d20 + 4 + 1d4 ⇒ (17) + 4 + (1) = 22
Eldramin Wisdom save: 1d20 + 4 + 1d4 ⇒ (19) + 4 + (3) = 26
The sun god's protection is enough to help Eldramin ward off the voices, but Dragomir succumbs again, entranced by a different voice than before. Same as before, Dragomir is charmed but gains a new save at the end of his turn.
Shapes flutter at the edge of the light, and suddenly a trio of javelins falls from the darkness.
Who is targeted, in ABC order: 1d6 ⇒ 3
Who is targeted, in ABC order: 1d6 ⇒ 1
Who is targeted, in ABC order: 1d6 ⇒ 3
Harpy javelin vs. Alistair: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (6) + 1 = 7
Harpy javelin vs. Eldramin: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (6) + 1 = 7
Harpy javelin vs. Eldramin: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (5) + 1 = 6
Alistair and Eldramin are both struck (Taking 7 damage each). The threat remains concealed by darkness, but you hear the flutter of wings and screeching curses, vaguely identifiable as debased Common.
You're up! Dragomir is charmed. He can do nothing but attempt to reach the source of the music -- at the top of the pillar, but may attempt new Wisdom saves at the end of each of their turns.
The rest of you may act. You can hear something moving above, but it's too high to see, outside the reach of your current light sources (so 60 feet+).
The room is a narrow, cramped cathedral sanctuary, with many protruding buttresses to hide behind and debris scattered across the floor.

Eldramin Tarkanan |

ugh, this would be more useful with a map. i dont really know what is going on. I thought we were in a big cave, now it is a cramped sanctuary. we need someone to hurl light up there. is Hellish Rebuke possible, and would that provide light or catch it on fire?

Alistair Orm |

Are these shapes beyond the sight of my goggles of night (60"). I could toss a stone with light on it, but I would have to keep doing it while everyone attacked...or cast it on an arrow and have someone fire it at the top of the pillar...and, of course there is always a fireball :-)

DM Under a Dark Sun |

Sorry if it's confusing. I've tried to be as clear as possible with the descriptions. Unfortunately, maps are not going to happen -- updating a map daily was the single biggest time suck in the previous campaign, and with a baby at home I just don't have the extra 30-45 minutes that would be required. It was also very limiting, in that I had to try to track down a representative map, which wasn't always the way I wanted. Here, that wouldn't even be possible, as I'm basically condensing a dungeon from a 1E source.
To be clear: You are in a cavernous cathedral room of some sort, rather narrow, with a very high ceiling. Pillars and buttresses and book shelves lining the walls make it more cramped, creating odd nooks and crannies. Your current light sources, combined with darkvision, only allow you to see 60 feet up. Above you, just out of that range, something (or things) is flitting about and throwing javelins at you.
Alistair: As mentioned, the attackers are just outside the range of your goggles. You ideas for using light on various objects are all viable (if not all advisable.

Lady Koralyn Nightstar |

And are we trying to move through the room to an exit? If so we should move towards that exit.
Koralyn will ready her bow as she moves to a spot of cover deeper into the room and closer to Dragomir.

Kierdan |

My friends, wait! Our Shining Father grants me a spell that sheds light as bright as day over a much greater area than a cantrip. Please allow me. And with that, Kierdan begins calling upon Pelor to expel the darkness from this chamber.
Kierdan casts Daylight a the farthest point up the pillar that he can see, about 60' up. With a blinding flash the room is now filled with light in a sphere with a 60' radius from the point of origin. Dim light is shed for an additional 60'. If the spell overlaps with any magical darkness from a spell 3rd level or lower, the spell that caused that datkness is dispelled.
As he is calling upon Pelor for light, the priest continues to call for Pelor's blessing on his three comrades.
Bless at 1st level on Alistair, Dragomir and Eldramin. They get a +1d4 to all attack AND SAVING THROWS. Duration: concentration, up to 1 minute (1/10)

DM Under a Dark Sun |

Mid-round update:
Dragomir proves no more successful in his climbing attempts than Eldramin, wrapping his arms and legs around a marble pillar, only to slide down on his rump seconds later.
As he bumbles, a bemused smile on his face, Kierdan calls out for Pelor's light, which erupts in a sunburst in the umbral cathedral. The radiant spell illuminates a trio of ragged, winged figures -- harpies! -- crouched in crude nests perched high on nearby pillars. They screech and squint against the light, reaching for more barbed missiles to throw ...
Everyone but Kierdan and Dragomir can act.

Lady Koralyn Nightstar |

Seeing the enemy plainly enough she fires her bow from her cover, encouraging the others to focus fire at her target. That one!
Longbow: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 3 ⇒ (2) + 3 = 5

Eldramin Tarkanan |

Eldramin flings his customary magically summoned blade at the farthest harpy he can see.
Melee spell atk: 1d20 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15
force: 1d8 + 4 ⇒ (5) + 4 = 9

Rolen Philandril |

Round 2, Sneak Att, Cunning Action, Sniping Advantage
Rolen pops out of hiding and focuses his fire on the same Harpie Lady Koralyn attacked with a +1 Arrow.
LB Att: 1d20 + 8 ⇒ (14) + 8 = 22
LB Att Adv: 1d20 + 8 ⇒ (17) + 8 = 25
LB Dam: 1d8 + 5 + 3d6 ⇒ (4) + 5 + (4, 1, 1) = 15
He then uses a cunning action to hide.
Stealth: 1d20 + 10 ⇒ (8) + 10 = 18

DM Under a Dark Sun |

The elves' arrows and Eldramin's phantom blade pierce the body of the nearest harpy, grievously wounding the winged hag. Shrieking, she flees, taking cover behind a far pillar while the other two continue to fling crude bone javelins at the party.
Who is targeted, in ABC order: 1d6 ⇒ 5 Koralyn
Who is targeted, in ABC order: 1d6 ⇒ 4 Kierdan
Harpy javelin vs.: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (6) + 1 = 7
Harpy javelin vs.: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (5) + 1 = 6
This time the missiles fall on Koralyn and Kierdan, but neither finds its mark -- with the light flooding the ancient cathedral, the javelins are easier to dodge or bat away.
You're up! Alistair can act twice since he didn't act the last round. Dragomir is still charmed but can make a new Wisdom save. The rest of you are gathered near the base of a pillar in the middle of the cramped cathedral. Two harpies flap in the air about 70 feet above you -- a third is badly wounded and has fled to take cover, high on the far side of the room.

Rolen Philandril |

Round 3, Sneak Att, Cunning Action, Sniping Advantage
Rolen again pops out of hiding and focuses his fire on the same Harpie Lady Koralyn attacked with a +1 Arrow.
LB Att: 1d20 + 8 ⇒ (14) + 8 = 22
LB Att Adv: 1d20 + 8 ⇒ (11) + 8 = 19
LB Dam: 1d8 + 5 + 3d6 ⇒ (8) + 5 + (2, 1, 2) = 18
He then uses a cunning action to hide.
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15