
Alisanne Skullfist |

"Found him. He's in that room!
Alisanne dismisses Bimz to a pocket dimension. She zips towards the room, kicking the door open.
"Skerrin, surrender!"

Dungeon Master Tony |

Alisanne:1d20 + 4 ⇒ (15) + 4 = 19
Alisanne springs to the door just as Bimz stings Skerrin...
1d20 + 4 ⇒ (19) + 4 = 23
Hit, for 1d4 + 2 ⇒ (2) + 2 = 4 and 1d20 + 2 ⇒ (16) + 2 = 18
Skerrin grunts a little and shakes his head to clear his vision.
Bimz disappears, leaving Skerrin to confront the party.
The tall, lean man with short silver hair dusts himself off and regards Alisanne.
"What is the meaning of this? Why are you here, sending tiny dragons to assassinate me? Speak quickly before I summon the guard."

Baron Belwick Donnamoor |
1 person marked this as a favorite. |

Belwick runs with Alisanne, determined to apprehend Skerrin before he can do anything.
When he sees the man, his next words are laced with magic. "I suggest you sit down and calmly explain your entire operation here in Saltmarsh. All of your connections with the Scarlet Brotherhood."
Cast Suggestion. DC 15 Wisdom save please

Baghotir Nightthane |

Baghotir waits to hear what he has to say, though he tries to be ready for anything.

Dungeon Master Tony |

Belwick casts his spell...
Skerrin's eyes go wide and he is in visible pain for a moment. Then his breathing returns to normal. He wipes blood from his nose, and snorts.
He straightens up and fixes his clothes, retrieving a handkerchief and cleaning the blood from his nose and face.
Skerrin takes 3d8 ⇒ (1, 7, 7) = 15 psychic damage.
"A powerful spell, Wizard Belwick, but alas... You overshot. You cannot force me to commit harm to myself or my allies. And if I am connected to The Scarlet Order--and I most certainly am NOT--but if I were, revealing that connection and dealings to you would most certainly mean my own death. Treason is a capital offense. I hear the only way to avoid absolution through brutal torture and death is ritual suicide. Or so the stories say. I wouldn't know. I'm just a humble butler.
He appears to relax and lean against the sill.
"What now, Heroes of Saltmarsh? Are you here to make some kind of arrest?"
Belwick's spell slot is refunded to him.

Baron Belwick Donnamoor |

Belwick sighs. "It would be so much simpler if you just stopped lying. A full confession would indeed lead to an arrest. But it could also lead to a degree of mercy. After all, we already have intercepted messages and collected evidence to know you're a traitor. The murder of Lady Solmor simply adds to that."
"You could have made this easy on yourself. But you took a chance, gambled, and lost."
The nobleman looks over his shoulder to the big, grumpy ranger. "Venn, how would you like to handle this?"

Dungeon Master Tony |

"You're not listening. There is no mercy. As for evidence,"
He cocks an eyebrow at you. "That's laughable. If you had any evidence, we'd be having this discussion with the guard present. And Lady Solmor died of consumption. Just what are you suggesting?"
He waits for the Ranger.
"Yes, Venn of The Gnarly Wood. Just how would you like to handle this?"

Baron Belwick Donnamoor |
1 person marked this as a favorite. |

"We've taken a much quieter approach than you realize. And if we had no evidence, why would we know the name Leifin, Uncle?"
Deception: 1d20 + 5 ⇒ (19) + 5 = 24

Dungeon Master Tony |

Insight: 1d20 + 7 ⇒ (2) + 7 = 9
Skerrin's face goes stony. You feel momentary satisfaction from wiping the smirk off of his arrogant face.
Belwick is awarded Heroic Inspiration.
Quick as a flash, Skerrin has retrieved something from his pocket and underhands it in the middle of the party. It EXPLODES, filling the hall and doorway with thick, noxious smoke.
Everyone needs to make a DC16 Constitution Save Vs. Poison.
Damage:8d6 ⇒ (2, 2, 6, 5, 2, 6, 2, 1) = 26 Poison
Success: Half Damage
Failure: Full Damage and BLIND until the end of Skerrin's next turn.
ROUND 1
1. Skerrin Wavechaster (21) SMOKEBOMB, He then goes right out the window and you may or may not notice that.
2. Caelius (18) GO
3. Belwick (17) GO
4. Venn (15) GO
5. Baghotir (13) GO
6. Alisanne (12) GO

Venn Greenbough |
1 person marked this as a favorite. |

CON: 1d20 + 2 ⇒ (7) + 2 = 9 Furious at it all, but thankful that it's violence, and not a courtroom, Venn dashes Not a technical term forward with a Zephyr Strike
"You sleep in hell tonight you bastard!"
ATK with Advantage: 1d20 + 8 ⇒ (20) + 8 = 28 for DMG: 4d6 + 5 + 1d8 ⇒ (2, 5, 2, 2) + 5 + (1) = 17
ATK with Advantage: 1d20 + 8 ⇒ (4) + 8 = 12
ATK AGAIN YOU SLAVING F@+*: 1d20 + 8 ⇒ (20) + 8 = 28 for DMG: 4d6 + 5 ⇒ (3, 4, 4, 1) + 5 = 17
DREAD AMBUSH THIS UP YOUR ASS: 1d20 + 8 ⇒ (20) + 8 = 28 for DMG: 4d6 + 5 + 1d8 ⇒ (2, 6, 5, 3) + 5 + (5) = 26

Baghotir Nightthane |

Condition: None
- - -
Con Save: 1d20 + 3 ⇒ (2) + 3 = 5 vs DC 16 poison
advantage Con Save: 1d20 + 3 ⇒ (20) + 3 = 23 vs DC 16 poison
He also resists poison so 13 / 2 is 6 damage total.
Baghotir watches as Venn slices the poor bastard. But he deserves it, and if there's anything left, Baghotir makes his own attempts after following him out the window (30' move). "He went out the window!" Baghotir cries to the blind.
Warhammer (magic): 1d20 + 8 ⇒ (18) + 8 = 26
damage B: 1d8 + 5 ⇒ (7) + 5 = 12
He makes an extra attack as a bonus action.
Warhammer (magic): 1d20 + 8 + 10 ⇒ (8) + 8 + 10 = 26 (channel divinity)
damage B: 1d8 + 5 ⇒ (8) + 5 = 13
On his second swing, he channels the power of his war god to boost his attack!
"Damn you for bringing this evil into our town!"

Baron Belwick Donnamoor |

Con save: 1d20 + 1 ⇒ (4) + 1 = 5
"Kord's withered teeth!" Belwick curses as the smokebomb blinds him. He's unable to avoid breathing in a lungful of the acrid smoke.

Caelius Burningseeker |

Con: 1d20 + 6 ⇒ (19) + 6 = 25
Caelius chokes a moment on the smoke but immediately draws his blade. "Take this one alive. He needs to suffer in a cell for what he has done."
Double Move
HP 55/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5

Dungeon Master Tony |

ROUND 1
1. Skerrin Wavechaster (21) SMOKEBOMB, He then goes right out the window. Move and Cunning Action Dash.
2. Caelius (18) Move, action remains
3. Belwick (17) GO
4. Venn (15) Attacks nothing but air
5. Baghotir (13) GO, Actions refunded because he saw Skerrin leave
6. Alisanne (12) GO
Through the smoke, Caelius and Baghotir see Skerrin go out the window. They each move to the window and watch as Skerrin deftly makes it to the ground just beneath them. He is 20' Beneath you on the ground.

Baron Belwick Donnamoor |

Belwick struggles to regain his vision so that he can stop the inevitable escape attempt from Skerrin.
Dodge action

Baghotir Nightthane |

Baghotir leaps out the window after his quarry, heedless of the damage it's about to do...
Dex: 1d20 + 1 ⇒ (9) + 1 = 10
Athletics +3 more.

Dungeon Master Tony |

Baghotir and Venn chase Skerrin by jumping out the window.
Falling Damage, Venn: 2d6 ⇒ (1, 4) = 5, Falling Damage, Baghotir: 2d6 ⇒ (5, 4) = 9
EDIT: So does Caelius! Falling Damage, Caelius: 2d6 ⇒ (1, 6) = 7 damage.
Both land and fall prone, as the wind is knocked out of them.
Venn swings blindly where he thinks Skerrin is and... CRITS for 17 Damage. Skerrin goes wide as the blade completely surprises him. [Advantage cancels disadvantage. First roll was a 20. Congrats.]
2nd attack is a miss, Disadvantage is a 4 and a 20.
3rd attack... 1d20 + 8 ⇒ (13) + 8 = 21 is not a crit but still a HIT for 9+5+5 or 19 Damage!
Skerrin scrambles to avoid the blade as best he can!
Baghotir lands, is ALSO prone, but the Dwarf stands and stares Skerrin down. [Dash action to stand].
ROUND 1
1. Skerrin Wavechaster (21) SMOKEBOMB, He then goes right out the window. Move and Cunning Action Dash.
2. Caelius (18) Move, Dash
3. Belwick (17) DODGE
4. Venn (15) Jumps through the window, lands 2/3 attacks despite being blind and prone.
5. Baghotir (13) Move, Jumps through window, Stands up. In melee with Skerrin and Venn.
6. Alisanne (12) GO

Alisanne Skullfist |

Con16: 1d20 + 6 ⇒ (8) + 6 = 14
Con16, Inspiration: 1d20 + 6 ⇒ (20) + 6 = 26
Alisanne waves her hands in front of her, brushing away the smoke in front of her only to see most of her party leap out the window. She follows after them on her magic flying carpet, stopping just outside the window (in case a wary wizard wanted to follow; the carpet is large).
Seeing Skerrin below, she modulates her voice and shouts down at him, "HALT!"
Command, Wis15

Dungeon Master Tony |

Skerrin... 1d20 ⇒ 20... Visibly struggles for a second, but defiantly and devilishly laughs!
Skerrin uses his cunning action to disengage from the three warriors, and he dashes and moves towards the forward guard post, shouting...
"CAPTAIN LORINAR! A-LARM! INCINERATE!!!"
A bell is rung, Skerrin is met by the sneering Captain Lorinar and his contingent of guards. There is more movement in the warehouse.
Skerrin and the guards are 60' away and preparing for battle over open ground by the front gate.
Inside the manor, the Upstairs Maid emerges from a door down the hall. From somewhere on her person, she draws a blade.
What do you do?
ROUND 2
1. Skerrin Wavechaster (21) Cunning Action Disengage, Move, Dash
2. Maids (19) Dodge, Dash
2. Caelius (18) GO
3. Belwick (17) GO
4. Guards (17) TBD
5. Venn (15) (prone) TBD
6. Baghotir (13) TBD
7. Guard Captains 13 TBD
8. Alisanne (12) TBD

Baron Belwick Donnamoor |

Belwick, having regained his vision, spots the knife-wielding maid and hustles into the room. He stands beside Alisanne. "We've an angry maid with a blade that is likely coming for us. Just so you know."
The nobleman sees Skerrin running towards Lorinar and the other guards. "You know, that lot threatened the love of my life. They shouldn't have done that."
He retrieves a bit of bat guano and a pinch of sulfur from a pouch, rolls them together, and invokes a spell. Completing it with an imperiously pointed finger, a small bead of flame streaks out toward the gathered soldiers. Upon reaching the ground it EXPLODES with concussive, firey force!
Fireball, DC 15 Dex: 8d6 ⇒ (4, 4, 6, 3, 6, 4, 3, 2) = 32
Placed in the center of the pack, so it will get all guards as well as Skerrin

Dungeon Master Tony |

Skerrin... 1d20 + 9 ⇒ (20) + 9 = 29... Almost seems to see it coming. He leaps and rolls with the fire and force and lands on his feet, unharmed by the spell.
The guards are all incinerated by the blast.
The Guard Captains 1d20 + 1 ⇒ (10) + 1 = 11, 1d20 + 1 ⇒ (14) + 1 = 15 one makes it, one fails. Both stand, singed and ready for war.
Caelius!

Dungeon Master Tony |

I just realized that since the guards are dead, Venn and Baghotir can post.
ROUND 2
1. Skerrin Wavechaster (21) Cunning Action Disengage, Move, Dash
2. Maids (19) Dodge, Dash
3. Caelius (18) GO
4. Belwick (17) GO
5. Guards (17) TBD
6. Venn (15) (prone) GO
7. Baghotir (13) GO
8. Guard Captains 13 TBD
9. Alisanne (12) TBD

Caelius Burningseeker |

Caelius rolls to his feet and puts everything he has into running after Skerrin. "Only the guilty run Skerrin!"
Double Move
HP 55/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5

Baghotir Nightthane |

Condition: None
- - -
Baghotir moves and dashes as well to catch up! With his bonus action, he summons his spiritual axe and directs it on their quarry - Skerrin!
Spiritual Axe: 1d20 + 7 + 10 ⇒ (9) + 7 + 10 = 26 (divinity)
damage F: 1d8 + 4 ⇒ (6) + 4 = 10
Now he'll use his channel divinity for a guided strike!

Dungeon Master Tony |

Skerrin takes the hit from the spiritual weapon and smiles.
"Oh! I'm not running. You've made it necessary to take certain steps. You will all die here."
ROUND 2
1. Skerrin Wavechaster (21) Cunning Action Disengage, Move, Dash
2. Maids (19) Dodge, Dash
3. Caelius (18) Move, Dash
4. Belwick (17) FIREBALL!
5. Guards (17) DEAD
6. Venn (15) (prone) GO
7. Baghotir (13) Magic, Channel
8. Guard Captains 13 TBD
9. Alisanne (12) TBD

Venn Greenbough |

Now able to see, Venn stands, marks Skerrin for death, and then hustles towards him posthaste.

Dungeon Master Tony |

Skerrin surveys the field.
"Close in. Cover me."
The Guard Captains enter the scrum, one moving to intercept Venn, the other moving to the north and looking to tie up Caelius and Baghotir.
Greatsword Vs. Venn: 1d20 + 5 ⇒ (10) + 5 = 15 MISS
Greatsword Vs. Venn: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Greatsword Vs. Caelius: 1d20 + 5 ⇒ (14) + 5 = 19 MISS
Greatsword Vs. Baghotir: 1d20 + 5 ⇒ (3) + 5 = 8 MISS
"TO ARMS! TO ARMS!"
More guards spill out of the front of the warehouse and start coming for you.
Alisanne is up.

Alisanne Skullfist |

Alisanne begins chanting as a third eye open on her forehead. She utters, "Skerrin Wavechaser" and an azure bolt shoots from the eye, unerringly, at Skerrin.
Raulothim's Psychic Lance: 7d6 ⇒ (4, 4, 2, 4, 2, 2, 4) = 22 psychic damage and is incapacitated until the start of Alisanne's next turn. Int15 save for half damage and not incapacitated.
She looks back at Belwick through the window. "Good luck with the maid."
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +4

Dungeon Master Tony |

INTELLIGENCE SAVE? HA! GOOD LUCK...
1d20 + 8 ⇒ (6) + 8 = 14
*groan*
Ahem...
The shimmering lance of psychic power arcs unerringly towards Skerrin... And he takes the full force of the crushing psionic origin born of old, Draconic Magicks.
The sounds of footfalls echo in the hall behind Belwick. The Upstairs Maid appears just long enough to fire a hand crossbow [where was she hiding THAT?]...
1d20 + 4 ⇒ (12) + 4 = 16, HIT for 1d6 + 2 ⇒ (6) + 2 = 8 piercing and 2d6 ⇒ (6, 2) = 8 Poison. If D&DB is accurate, Belwick goes down.
Then the Downstairs Maid emerges and takes a shot too, this one at Alisanne through the window.
1d20 + 4 ⇒ (2) + 4 = 6
But the shot goes wide and buries itself into the wall.
ROUND 3
1. Skerrin Wavechaster (21) Incapacitated
2. Maids (19) Dash, Cunning Action Dash, Hand Crossbows
3. Caelius (18) GO
4. Belwick (17) Death Save
5. Guards (17) TBD
6. Venn (15) GO
7. Baghotir (13) GO
8. Guard Captains 13 TBD
9. Alisanne (12) TBD

Venn Greenbough |

"Last mistak you'll ever make, standing in my way."
ATK 1: 1d20 + 8 ⇒ (10) + 8 = 18 for DMG: 2d6 + 5 ⇒ (6, 4) + 5 = 15
ATK 2: 1d20 + 8 ⇒ (16) + 8 = 24 for DMG: 2d6 + 5 ⇒ (2, 3) + 5 = 10 1d6 ⇒ 5 Net DMG 13.

Baron Belwick Donnamoor |

Death Save: 1d20 ⇒ 4
One fail, zero successes

Caelius Burningseeker |

Caelius focuses on the guards in front of im. "You guys able to handle that maid?" He watches as crossbow bolts flit into the ground around them.
+1 Longsword of Kord: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
+1 Longsword of Kord: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
HP 55/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5

Baghotir Nightthane |

Condition: Spiritual Weapon
- - -
”Maid? What maid?” Baghotir only has eyes for Skerrin, and he continues to press him.
Warhammer (magic): 1d20 + 8 ⇒ (16) + 8 = 24
damage B: 1d8 + 5 ⇒ (2) + 5 = 7
Spiritual Axe: 1d20 + 7 ⇒ (9) + 7 = 16
damage F: 1d8 + 4 ⇒ (2) + 4 = 6
He wants to challenge Skerrin, try to get him to speak more of his plan, but he’s not that clever, and he’s too angry to care right now. Where’s the Baron? He’d be good at that…

Dungeon Master Tony |

As Belwick succumbs to the poison and falls, twitching,
Belwick is down and dying. 1 Failure.
Caelius lands a pair of blows against The Captain, who grunts in response.
Another six Solmor house guards appear to the south, rushing over from the warehouse. Behind them, two more captains bark orders and urge them forward.
Venn brutally cuts down one of the nearby guard captains, as Caelius heavily wounds his.
That man suddenly barks, "Dove Formation! They've a pair of casters up above!"
The Captain facing down against Caelius withdraws to join his companions.
Alisanne to finish Round 3
ROUND 3
1. Skerrin Wavechaster (21) Incapacitated
2. Maids (19) Dash, Cunning Action Dash, Hand Crossbows
3. Caelius (18) 2 Hits vs Guard Captain
4. Belwick (17) Death Save, Fail
5. Guards (17) Take The Field
6. Venn (15) Cuts down one Guard Captain
7. Baghotir (13) 1 Hit Vs. Skerrin
8. Guard Captains (13) Withdraw, Take the field
9. Alisanne (12) GO

Alisanne Skullfist |

"Pelor's ass, Belwick! What the Hells are you doing?"
Healing Word: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Pulling our her flute, she plays a quick tune, then bops Belwick on the head with it, turning him invisible.
Use a charge from the Doss Flute to cast Invisibility on Belwick.
"Get on the damn carpet, Belwick."
Alisanne lowers the carpet 5' below the window, to be out of line of sight of any assailants.

Dungeon Master Tony |

Alisanne heals Belwick, and grants him a magical shroud hiding him from sight. And offers some mild critique.
ROUND 4
1. Skerrin...
Skerrin regains his sense of self, and his calculating eyes make a quick decision. He targets the lightest armored foe he can find... Venn.
Rapier from nowhere: 1d20 + 9 ⇒ (1) + 9 = 10
Rapier from nowhere: 1d20 + 9 ⇒ (7) + 9 = 16, HIT for 2d8 + 5 ⇒ (7, 7) + 5 = 19 plus 2d6 ⇒ (6, 6) = 12 Poison.
Rapier from nowhere: 1d20 + 9 ⇒ (10) + 9 = 19, HIT for 2d8 + 5 ⇒ (8, 1) + 5 = 14 plus 2d6 ⇒ (5, 6) = 11 Poison.
He then disengages with a feint, and moves south towards the throng of guards.
"[Sueloise Curse]... I deplore a stand up fight! Very well."
Venn feels the sting of the two strikes, and the burning sensation as poison pumps into his body.
The two maids peer into the bedroom and don't see anyone. They look puzzled and then both rush to the window.
One maid... Move, Dash gets to window and sees Alisanne just below. She narrows her eyes and produces a blade, and leaps onto the carpet.
**Belwick is prone and Invisible, but CAN make an opportunity attack if he likes.**
The Maid lunges at Alisanne... 1d20 + 4 ⇒ (20) + 4 = 24 CRIT... The stab is EXTRORDINARILY painful... 2d6 + 2 ⇒ (5, 5) + 2 = 12 piercing and 4d6 ⇒ (1, 5, 5, 3) = 14 Poison.
The other maid runs to the window and trips over the invisible Belwick!
Dexterity Save: 1d20 + 2 ⇒ (1) + 2 = 3 She Falls prone, but is just as quickly back on her feet. She produces a blade and tries to stab the invisible wizard...
1d20 ⇒ 13 or 1d20 ⇒ 2 plus 4... Her blade stabs nothing but floor!
ROUND 4
1. Skerrin Wavechaster (21) Two Hits Vs. Venn, Disengage, Move
2. Maids (19) Move, Cunning Action Dash, CRIT Vs. Alisanne, MISS Belwick
3. Caelius (18) GO
4. Belwick (17) [Prone, Invisible] GO
5. Guards (17) TBD
6. Venn (15) TBD
7. Baghotir (13) TBD
8. Guard Captains (13)TBD
9. Alisanne (12) TBD
"Kill them all. Make it MESSY. And be quick about it--we are out of time."

Venn Greenbough |

Venn spits blood from his mouth. He's clearly on Death's Door, "Is that all you got you bastard?" He spits again, this time right in the man's face.

Baron Belwick Donnamoor |

Waking long enough to narrowly dodge a thrust dagger, Belwick leaps to his feet and looks out the window to see that Alisanne has company on the flying carpet. Unable to help himself, the nobleman quips. "Thanks Alisanne, but it's a bit crowded. Perhaps if I just..."
He then tries to shove the maid off the carpet.
Athletics vs Carpet Maid: 1d20 - 1 ⇒ (1) - 1 = 0 OR Athletics vs Carpet Maid: 1d20 - 1 ⇒ (8) - 1 = 7 plus Bardic Inspiration: 1d8 ⇒ 4 OR Bardic Inspiration: 1d8 ⇒ 7 = 14 Total to Shove.

Dungeon Master Tony |

1d20 + 2 ⇒ (12) + 2 = 14
Belwick appears out of thin air and attempts to shove the maid off the carpet. Her eyes go wide and she barely fends off the attempt.
But Alisanne's Mote of inspiration explodes, hitting both maids for 7 Points of Thunder Damage.

Baron Belwick Donnamoor |

"Kord's clubbed foot!" Belwick curses as the magical invisibility provided by Alisanne fades. Shouting at the maid on the carpet, the nobleman says, "Why must you be so intractable? Very well then."
He speaks a word of magic and disappears in a sudden rush of swirling mist. Seconds later, Belwick emerges from the mist at ground level.

Caelius Burningseeker |

"Let them come." Caelius growls as he braces himself before the onslaught. "Belwick, you have a way to alert the city guard? Call us in some reinforcements." He parries a blade and stabs at the Captain once more.
+1 Longsword of Kord: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 5 ⇒ (9) + 5 = 14
+1 Longsword of Kord: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
HP 55/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 1/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5

Baron Belwick Donnamoor |

"We've got this, Caelius," Belwick says in reply to the warrior. "I believe in you."

Dungeon Master Tony |

Caelius scores a hit, and nearly finishes the guard captain, who withdraws, only to be replaced by two others.
"Shrike and Blookhawk, move up, form a line!"
The guards form up and support each other against Caelius.
Spear: 1d20 + 3 ⇒ (10) + 3 = 13, MISS
Spear: 1d20 + 3 ⇒ (20) + 3 = 23 CRIT... 2d6 + 1 ⇒ (6, 1) + 1 = 8 Slashing vs. Caelius
Spear: 1d20 + 3 ⇒ (15) + 3 = 18, MISS
One guard dodges... Marked as RED
Two guards in the rear throw javelins at Caelius
Spear: 1d20 + 3 ⇒ (12) + 3 = 15 MISS
Spear: 1d20 + 3 ⇒ (6) + 3 = 9 MISS
ROUND 4
1. Skerrin Wavechaster (21) Two Hits Vs. Venn, Disengage, Move
2. Maids (19) Move, Cunning Action Dash, CRIT Vs. Alisanne, MISS Belwick
3. Caelius (18) MISS and HIT
4. Belwick (17) [Prone, Invisible] Shove, Magic
5. Guards (17) Form line, one CRIT on Caelius
6. Venn (15) GO
7. Baghotir (13) GO
8. Guard Captains (13)TBD
9. Alisanne (12) TBD

Baghotir Nightthane |

Condition: Spiritual ax (6/10r)
- - -
Baghotir, not wanting to stop fighting, nevertheless recognizes Venn’s trouble. He’ll move up a bit to be alongside him, and cast a second level heal.
Cure Wounds: 2d8 + 4 ⇒ (5, 4) + 4 = 13
Though he wants to keep his spiritual ax on Skerrin, he tries for the guard captain to at least end that threat for Caelius - holding the line alone.
Spiritual Axe: 1d20 + 7 + 10 ⇒ (3) + 7 + 10 = 20
damage F: 1d8 + 4 ⇒ (1) + 4 = 5
Unhappy with the likely miss, he calls upon the power of Clangeddin to turn that right around! (channel divinity)

Venn Greenbough |

Hoping to buy some time, Ven changes guard to Tutta porta di ferro. "Hextor's ass! Anyone got any healing? Bagothir?!" Dodge!

Dungeon Master Tony |

Venn focuses on defense, and the spiritual ax, guided by his god, lands a blow, but doesn't slay the guard captain.
The Captain withdraws, only to be replaced by another, who steps up to Caelius and tries to bring him down.
Greatsword: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Greatsword: 1d20 + 5 ⇒ (18) + 5 = 23 HIT for 2d6 + 3 ⇒ (1, 1) + 3 = 5
The other newly arrived captain produces a heavy crossbow and tries to kill Baghotir.
Heavy Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12 MISS
...And faster than you thought possible, he reloads and fires again!
Heavy Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4 MISS
ROUND 4
1. Skerrin Wavechaster (21) Two Hits Vs. Venn, Disengage, Move
2. Maids (19) Move, Cunning Action Dash, CRIT Vs. Alisanne, MISS Belwick
3. Caelius (18) MISS and HIT
4. Belwick (17) [Prone, Invisible] Shove, Magic
5. Guards (17) Form line, one CRIT on Caelius
6. Venn (15) Dodge
7. Baghotir (13) Magic and Spiritual Weapon
8. Guard Captains (13)Attack, Withdraw
9. Alisanne (12) GO!

Alisanne Skullfist |

Alisanne sighs as she watches Belwick slaps at the maid like a wet noodle. Then, she rolls her eyes when he teleports away.
To the maid, she says, "Men, am I right?"
She whistles a few quick notes, commanding the rug to go limp on the maid's half.
She then flies away from the window, closer to the boys. She plays her flute, producing a raucous little tune. A rainbow of scintillating lights explode around the guards.
Hypnotic Pattern, Wis15

Dungeon Master Tony |

I'm ruling that the maid on the carpet gets a saving throw, using Alisanne's Spell Save DC. Failure she falls, success and she hangs on.
Dexterity Save: 1d20 + 2 ⇒ (5) + 2 = 7
The maid seems to connect with Alisanne for a moment, sharing an understanding about the fragility and impotency of men. But then she's taken off guard and falls to the ground, taking 2d6 ⇒ (4, 3) = 7 points of bludgeoning damage and she's prone.
Alisanne's then flys south and bombards the battlefield with an Hypnotic Pattern...
Guard, Wisdom Save: 1d20 ⇒ 19 RED SUCCESS
Guard, Wisdom Save: 1d20 ⇒ 14 BLUE FAIL
Guard, Wisdom Save: 1d20 ⇒ 15 GOLD SUCCESS
Guard, Wisdom Save: 1d20 ⇒ 2 GREEN FAIL
Guard Captain, Wisdom Save: 1d20 ⇒ 12 YELLOW FAIL
Guard Captain, Wisdom Save: 1d20 ⇒ 3 UNMARKED FAIL
Skerrin, Wisdom Save: 1d20 + 7 ⇒ (8) + 7 = 15 SUCCESS
Skerrin shakes it off and blinks away the magic, snarling.
"Hold the line. I'll take the casters."
He moves--ye gods he's fast! [move, dash], and moves to the side, lining up a shot on Alisanne with his hand crossbow.
1d20 + 9 ⇒ (10) + 9 = 19 HIT for 2d6 + 5 ⇒ (6, 5) + 5 = 16 plus 2d8 ⇒ (1, 5) = 6 Poison
Then another two shots against Baghotir. 1d20 + 9 ⇒ (18) + 9 = 27 2d6 + 5 ⇒ (5, 5) + 5 = 15 plus 2d8 ⇒ (2, 2) = 4 Poison and 1d20 + 9 ⇒ (5) + 9 = 14 MISS.
Alisanne, Concentration Check DC11
The downstairs maid (who fell... Downstairs) staggers to her feet and collects herself. She picks up her dropped weapons, takes the dodge action and moves south to join the fight.
The Upstairs Maid loads her crossbow and shoots at Alisanne.
1d20 + 4 ⇒ (20) + 4 = 24 CRIT... 2d6 + 2 ⇒ (2, 6) + 2 = 10 plus 4d6 ⇒ (2, 6, 3, 6) = 17 Poison.
DC13 Concentration, but I think you're down.
ROUND 5
1. Skerrin Wavechaster (21) Move, Dash, Hit vs. Alisanne and Hit Vs. Baghotir
2. Maids (19) Move, Dodge, Dash CRIT Vs. Alisanne
3. Caelius (18) GO
4. Belwick (17) GO
5. Guards (17) TBD
6. Venn (15) TBD
7. Baghotir (13) TBD
8. Guard Captains (13)TBD
9. Alisanne (12) TBD... Death Saves?

Alisanne Skullfist |

Two crossbow bolts pierce Alisanne and she collapses on the carpet.
Death Save: 1d20 ⇒ 3