
Turquoise 'Turq' Barreltap AL |

You shouldn't have to Disengage, as they are shooting at you through the arrow slits, if I am reading it correctly. You could use your Second Wind to heal up some of that damage with a Bonus Action, then still take an attack at one of the bigguns...

Mellaina "Mell" Kavron |

Mell backs up 30 feet until she is 15 feet (and a diagonal) behind Rodalas. She then summons her Wildfire spirit, which takes the form of a firebird and appears behind her.
Looks like there's a dip (as in a doorway) next to where she's now standing. Does the wildfire spirit give enough light for her to sense what's there?
Perception check to check inside dip/doorway, if needed: 1d20 + 10 ⇒ (17) + 10 = 27

Greycastle |

Looks like there's a dip (as in a doorway) next to where she's now standing. Does the wildfire spirit give enough light for her to sense what's there?[dice=Perception check to check inside dip/doorway, if needed]1d20+10
Yeah, the firebird would let off some illumination. I will get the map and description updated for you later today.

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Making a snap decision that perhaps backing up and letting a fireball fly might not be the best of plans at the moment, Gideon instead decides to keep his party up and fighting.
Cure Wounds at 3rd level on Umikh
3d8 + 3 ⇒ (5, 8, 2) + 3 = 18 Cure Wounds

Greycastle |

Map updated with additional vision.
Rodalas moves to cover from the entrance defenses and pulls his bow. As the elf enters the hallway, they shoots the duergar in front of Umikh. Rodalas (after thier turn has ended) notices the doorway accross from him is pulled open and multiple dwarves begin advancing from it. Turq was right, a disengage was not required so I took a shot for you.
Bow: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing Sneak Damage: 1d6 + 4 + 2d6 ⇒ (5) + 4 + (2, 4) = 15
Turq steps up next to Umikh and has his first swing blocked by the duergar's shield, but takes a chunk out of the duergar's side with a second. Umikh and Turq now stand together against the enlarged Duegar.
Mell, looking for a better vantage point also moves to see what Rodalas has already seen. (if you'd like to amend your action since you saw the dwarves befor summoning, you can do so.)
Gideon moves behind Umikh helping the dwarf stay upright.
Umikh is emboldened by the healing and his axe swings with deadly precision, felling the wounded Duergar in front of him.
Turq and Umikh see movement on the left as a dwarf seems to be moving behind the table.
Rodalas and Baldrick prepare to act!
ROUND 2
Gideon
Umikh (healed to full)
=Bad Guys 1=
olive -full
Rodalas -12 (your turn)
Baldrick (your turn)
=Bad Guys 2=
red -18; blue -full; orange -full; yellow -sleep
green -XXX, teal -full; pink -full; purple -full
Turq
Mell

Mellaina "Mell" Kavron |

I can't edit my post as too much time has elapsed, so amendments appear here.
Instead of having the wildfire spirit appear behind her, Mell summons the wildfire spirit into the dip, diagonally and to her right, so it is right in front of the orange Dwarf.
All 4 dwarves in the X4 dip must now make a DEX DC 15 save or take 2d6 of fire damage.
wildfire spirit damage:: 2d6 ⇒ (6, 4) = 10
stats on the Wildfire spirit are as follows:
AC 13 (Natural Armor), HP 35, move and fly speed 30
I've added a token to the map for the wildfire spirit.
And did we ever take a short rest? I'm still showing Mell at 18 HP from the battle with the fake dragon and I'm a little concerned about walking into another combat being that low.

Greycastle |

And did we ever take a short rest? I'm still showing Mell at 18 HP from the battle with the fake dragon and I'm a little concerned about walking into another combat being that low.
You had a long rest. Your hps are full and spells regained.

Greycastle |

Does the firebird count as an ally.
It does count as an ally.
Dex: 4d20 ⇒ (10, 17, 9, 1) = 37
Adv: 4d20 ⇒ (6, 1, 14, 3) = 24
Only one dwarf seems to be able to react in time to avoid being singed by the sudden appearance of a small firebird.
ROUND 2
Gideon
Umikh (healed to full)
=Bad Guys 1=
olive -full
Rodalas -12 (your turn)
Baldrick (your turn)
=Bad Guys 2=
red -18; blue -10; orange -full; yellow -sleep
green -XXX, teal -10; pink -10; purple -full
Turq
Mell

Baldrick Longhall |

"Excuse me - pardon me - coming through!"
Baldrick shoulders past Turq and Umikh to engage the enlarged duergar.
Let me know if I've made a mistake -- I think moving through allied space is allowed.
Warhammer: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 3 ⇒ (1) + 3 = 4

Rodalas Windrace |

He aims his arrow at the dwarf that did took the most damage from the little fire bird
1d20 + 9 ⇒ (13) + 9 = 22 +1 short bow
1d6 + 4 ⇒ (1) + 4 = 5 bow
2d6 ⇒ (2, 4) = 6 sneak attack

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Gideon steps around the corner and sends one of his favorite balls of fire down to the end of the passageway hoping to catch all the enemy in it's path.
DC 14 REF Save for half damage
8d6 ⇒ (5, 5, 3, 4, 5, 1, 5, 6) = 34 Fire Damage

Greycastle |

The duergar in the hallway are suprised at how quickly the party responded to their "sneak" attack from behind, but they collect themselves quickly and begin moving to address the different threats ahead of them.
purple-teal: 5d20 ⇒ (9, 3, 11, 11, 13) = 47
(purple) One of the dwarves behind the table moves to the other sleeping dwarf and revives them. (yellow) Still a little groggy, that dwarf stands and manages to fire off a crossbow bolt at Baldrick but isnt able to pierce his armor.
(blue) Seeing Mell as the source of the firebird, one of the duergar moves around the elemental to attack Mell but the attack is badly timed and misses wildly. (orange) Still mostly unharmed from all of the action so far, one of the duergar move up to the Rodalas and attack the elf, but the elf narrowly side steps the attack. (pink and teal)While thier two companions move forward to deal with other threats, the duergar in the rear focus thier attacks on the conjured firebird with successfull strikes. Two hits: 2d8 + 4 ⇒ (8, 1) + 4 = 13 damage
2d20 ⇒ (11, 19) = 30
(red) The enlarged duergar, losing his tactical partner, lashes out at Turq. He manages to slip one of his attacks around Turq's shield. One hit: 2d8 + 4 ⇒ (4, 8) + 4 = 16 damage
ROUND 2
Gideon (action may want to be reviewed, but will resolve during rnd 3)
Umikh (healed to full) (can post action, will resolve during rnd 3)
=Bad Guys 1=
olive -full
Rodalas -12
Baldrick
=Bad Guys 2=
red -22; blue -21; orange -full; yellow -sleep
green -XXX, teal -10; pink -10; purple -full
Turq -16 (you're up)
Mell (you're up)
Firebird -13

Mellaina "Mell" Kavron |

Mell casts Scorching Ray at the blue Dwarf.
Ray 1: 1d20 + 7 ⇒ (19) + 7 = 26
Ray 2: 1d20 + 7 ⇒ (5) + 7 = 12
Ray 3: 1d20 + 7 ⇒ (4) + 7 = 11
If any of the rays kills the target, she switches targets to the red Dwarf followed by the orange Dwarf.
She mutters, "Burn, baby, burn."
Damage, Ray 1: 2d6 ⇒ (1, 4) = 5
Am assuming no damage from Rays 2 & 3

Baldrick Longhall |

Is the dwarf that he shot still up?
The one you shot is the blue one, which is listed at -21 hp (-10 firebird - 11 arrow) -- it is still alive and kicking. The only one that's dead is the green one (listed as XXX in Greycastle's post, and has a skull over its marker on the map).

Turquoise 'Turq' Barreltap AL |

Do they still need to concentrate to stay enlarged? I feel like I asked this before...
Turq curses at the Duergar that struck him, Betrayer scum!
+1 battleaxe #1: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 6 ⇒ (1) + 6 = 7
+1 battleaxe #2: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 6 ⇒ (5) + 6 = 11 And, he's marked again.
Turq's first swing is turned aside by the grey dwarf's armor, but Turq spins the haft of his axe and reverses the swing, cutting into his opponent's leg above the knee!
Second Wind, bonus action: 1d10 + 6 ⇒ (1) + 6 = 7
hp 49/58

Greycastle |

Is the dwarf that he shot still up?
Baldricks description was correct. Sorry for not clarifying that in the description.
@Turq, nothing in the ability applies concentration, while another ability on the stat block explicitly states the use of concentration. So I’m gonna say no, the enlarge is not concentration based. I think this came up back in Easthaven with the tiny Duergar on the boat
@Mell, you are in base to base combat. Any ranged attacks that you make will be at disadvantage. So you may want to reconsider your action

Mellaina "Mell" Kavron |

Would any spell with a 15 ft. range also be at disadvantage? Mell can fight with her quarterstaff if she has to, she just isn't very good with it.

Greycastle |

Would any spell with a 15 ft. range also be at disadvantage? Mell can fight with her quarterstaff if she has to, she just isn't very good with it.
Any ranged attack roll when based by an enemy will cause disadvantage. So your options are to use spells with saving throws or that use melee spell attacks in order to not incur disadvantage. Produce Flame and Schrching Ray are the two spells on your list that require a ranged spell attack, so avoiding those is one one solution. Another is to move away from the enemy before casting your spell but has the disadvantage of causing an opportunity attack.
Looking at the map, there is a fantastic solution for you to use burning hands. With a move of one square south would allow you to cast it and have all of the dwarves excluding Rodalas and Gideon in it’s CONE template. Your fire spirit is immune. You will not invite an opportunity attack since you remain based to your aggressor. By all means go your own route, this is just a suggestion.

Mellaina "Mell" Kavron |

Mell moves southward 5 feet and lets loose with her Burning Hands spell (which she casts at 2nd level), aiming toward the 4 Duergar nearest her.
DC 15 Dex save, or on successful save, take half damage.
Burning Hands damage: 4d6 ⇒ (2, 4, 6, 2) = 14

Umikh Ironbender |

Longsword: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d10 + 5 ⇒ (8) + 5 = 13
Longsword: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Reroll that 2: 1d10 + 5 ⇒ (3) + 5 = 8
Umikh deftly slices into the big duergar's side, following that with a slice into the belly, hoping the rest of the crew is okay after that loud explosion I figure he just heard the fireball and hasn't really focused on who threw it.

Greycastle |

Dex: 4d20 ⇒ (17, 19, 16, 7) = 59
Adv: 4d20 ⇒ (20, 8, 15, 4) = 47
Turq continues to draw the enlarged duergar’s attention while slipping a blow.
All but one of the duergar seemed to expect Mell’s magical attack, but even their natural magic resistance was not enough to save the remaining dwarf from taking the brunt of her fire spell. In addition one of the duergar that seemed to evade most of the damage falls from the fire due to previous wounds.
ROUND 3
@Gideon - are you sure you want to cast fireball.
Umikh finishes off the enlarged duergar while Turq has it distracted.
Hide: 1d20 + 10 ⇒ (14) + 10 = 24
Round 3
Gideon
Umikh
=Bad Guys 1=
olive -full
Rodalas -12 (after Gideon resolves his spell, your turn)
Baldrick (your turn)
=Bad Guys 2=
red xxx; blue xxx; orange -7; yellow -full
green -XXX, mteal -17; pink -24; purple -full
Turq -16
Mell
Firebird -13

Baldrick Longhall |

Baldrick races around the edge of the table to confront the Yellow duergar.
Warhammer: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (1) + 3 = 4
omg, minimum damage twice in a row *groan*

Greycastle |

XXX means they are dead?
Yes. I need the update map but that may not happen till late today. Some feel free to copy the little crossbones and put on on the dead dwarves if you want.

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I guess I was confused. I thought Gideon went before any of them moved.
Gideon considers a giant ball of flame, but then reconsiders and decides a more controlled fan of flame might be more efficient.
If I can somehow aim the flame so that it doesn't his my companions I'll do so. If not... I'll just go full defense, as I'm really confused by this combat at the moment. :-)
5d6 ⇒ (4, 6, 1, 6, 2) = 19 Burning Hands at Level 3. Reflex for half.

Rodalas Windrace |

I can go after the burning hands is resolved so that I know if any of the dwarves get turned into ash :)

Greycastle |

Dex Save: 3d20 ⇒ (12, 3, 20) = 35
Racial adv: 3d20 ⇒ (13, 9, 14) = 36
The three remaining dwarves do thier best to avoid the burning hands but only one succeeds. Though even reduced in effect, the spell kills him as well as the other two.
Rodalas and Baldrick, the four dwarves in the rear are now dead. The only remaining dwarves are in the barracks behind the table barricade.
Round 3
Gideon
Umikh
=Bad Guys 1=
olive -full
Rodalas -12 (your turn)
Baldrick (your turn)
=Bad Guys 2=
red xxx; blue xxx; orange xxx; yellow -full
green -XXX, mteal xxx; pink xxx; purple -full
Turq -16
Mell
Firebird -13

Baldrick Longhall |

See my last post -- Baldrick moved behind the table to attack Yellow
Baldrick races around the edge of the table to confront the Yellow duergar.
[dice=Warhammer]1d20 + 6; 1d8 + 3
omg, minimum damage twice in a row *groan*

Rodalas Windrace |

Seeing the enemies around him have been burned to crisps, he lets loose an arrow at the green large duergar
1d20 + 9 ⇒ (3) + 9 = 12 +1 shortbow
but I think he missed

Turquoise 'Turq' Barreltap AL |

Turq -16
Turq used his Second Wind and is only down 9 now.
Turq vaults over the table and swings at the Duergar before him! (Purple)
Athletics, if necessary for the vault: 1d20 + 6 ⇒ (8) + 6 = 14 I did make sure that I had spent enough move for difficult terrain, in case you wanted to adjudicate that way as well
Battleaxe #1: 1d20 + 7 ⇒ (4) + 7 = 11 Whiff!
Battleaxe #2: 1d20 + 7 ⇒ (5) + 7 = 12 Whiff!
But the stalwart Grey Dwarf holds steady under the weight of Turq's blows!

Greycastle |

I really need to update the battle map. Just hard to do over mobile. Sorry.
@Baldrick got it.
@Turq I think the movement was fine. Rule of cool applies too. .
@Rodalas greens dead buddy. A miss anyway though so no big deal, I’ll adjust in description.
Rodalas’s arrow hits the stone table and splinters while Baldrick rounds the barricade to attack a groggy, but awake Grey dwarf. Unfortunately his attack only grazes the enemy.
The dwarf fighting Baldrick swings with his pick axe while the other dwarf moves in beside him attacking Baldrick as well.
Attacks: 2d20 ⇒ (12, 12) = 24
Neither one of the attacks are able to get by Baldrick’s defenses.
Turq leaps over the table and flanks the dwarves, working to help Baldrick. His first swing goes wide as he a little off balance from leaping of the table. His second thought just barely gets around the grey dwarf’s shield landing on its ribs.
roll your second attacks damage Turq.
Round 3
Gideon
Umikh
=Bad Guys 1=
olive -full
Rodalas -12
Baldrick
=Bad Guys 2=
red xxx; blue xxx; orange xxx; yellow -4
green -XXX, mteal xxx; pink xxx; purple -full
Turq -9
Mell (your turn)
Firebird -13

Greycastle |

Round 3
Gideon (take your turn for after Mell)
Umikh (take your turn for after Mell)
=Bad Guys 1=
olive -full
Rodalas -12
Baldrick
=Bad Guys 2=
red xxx; blue xxx; orange xxx; yellow -4
green -XXX, mteal xxx; pink xxx; purple -10 (marked)
Turq -9
Mell (your turn)
Firebird -13

Umikh Ironbender |

Umikh follows his mates over the table please move me if I'm not in a real space.
Longsword att1: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Longsword att1: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

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Not sure if anybody Gideon moves past needs healing, but if so he'll cast "Cure Wounds" at level 2, then move towards the action. If nobody needs healing he'll just double move.
2d8 + 3 ⇒ (3, 7) + 3 = 13 Cure Wounds
"Come on! Let's finish this"!

Turquoise 'Turq' Barreltap AL |

Turq is only down 9 out of 58, I am not sure about Gansukh, but as the player disappeared, I think it is okay for him to hold off.

Mellaina "Mell" Kavron |

Is Mell far enough away now to cast Scorching Ray without disadvantage? Can she even see the purple and yellow Dwarves?

Baldrick Longhall |

Is Mell far enough away now to cast Scorching Ray without disadvantage? Can she even see the purple and yellow Dwarves?
In D&D 5, you have disadvantage when using a ranged attack if an opponent is in melee range. All of the enemies near Mell are dead, so that isn't a problem.
However, I've seen some suggestions that shooting at enemies who are engaged in melee would have partial cover (in other words, a bonus to their AC). In this case, we are behind an upturned table, so from Mell's spot, the duergar are probably going to have at least 3/4 cover just from that.

Greycastle |

Is Mell far enough away now to cast Scorching Ray without disadvantage? Can she even see the purple and yellow Dwarves?
Baldrick is correct. Mell can see them but they have cover, adding to their AC.

Mellaina "Mell" Kavron |

Is the cover such that she still has a chance of hitting them, or is it not worth even trying? Will the cover be more than +5 to their AC?

Baldrick Longhall |

Is the cover such that she still has a chance of hitting them, or is it not worth even trying? Will the cover be more than +5 to their AC?
3/4 cover is +5 AC.
If it were more than that, Mell wouldn't be able to target them at all. (Cover only comes in 4 types: None, 1/2, 3/4, Total)
Baldrick Longhall |

It is hard to see what viable targets we have with no map updates
Map looks updated for me -- 3 targets remaining: Yellow and Purple (next to Turq, Umikh, and Baldrick); Olive just to to south of that.

Greycastle |

It is hard to see what viable targets we have with no map updates
Baldrick is correct again. Map is updated. It is still worth it to attack them from ranged Mell. These dwarves are unarmored except shields. So the table effectively acts as regular armor from ranged.

Mellaina "Mell" Kavron |

Mell casts her Scorching Ray spell, aiming it at the purple Dwarf.
Attack 1: 1d20 + 7 ⇒ (17) + 7 = 24
Attack 2: 1d20 + 7 ⇒ (18) + 7 = 25
Attack 3: 1d20 + 7 ⇒ (10) + 7 = 17
Damage from Attack 1 (if any): 2d6 ⇒ (3, 1) = 4
Damage from Attack 2 (if any): 2d6 ⇒ (1, 4) = 5
Damage from Attack 3 (if any: 2d6 ⇒ (4, 5) = 9