====The Fight==== ===Overview=== As soon as the fight breaks out **Sarren** grabs ahold HC Barkley and Mateo teleporting away with them.\\ **2nd round** Mateo covered in burn marks appears in the air dropping to the ground in a bloddy mess, those close to him notice his throat has been shreded there's slight breathing and eye movement but stops shortly after.\\ **4th round** Barkley's sword flies out with a frost covered hand still holding on stabs and kills a guard.\\ **6th round** Sarren and Barkley appear in the tent covered in sand, Sarren holds a dagger in Barkley's neck as his single hand around Sarren's neck falls limp with the rest of his body.\\ **7th round onward** Sarren grabs and teleports guards away, if there are two close to each other he'll go for them rather than singles.\\ **Escape** If the group is losing the fight Sarren returns very exhausted and holds up 1 finger, Zyllis recognises this as him saying he's got one teleport left as an escape, he can teleport the group away at the cost of his life, as he teleports the group away all remaining enemies close in on him or fire weapons. Everyone else appears safely on the other side inside a cold and rundown stone structure with a strong smell of salt, except Sarren who appears with cuts and arrows covering him and falls to the ground with no pulse. Sarren had made Alemor island his home, after it was cleared he started rebuilding it as a hide away. ^Generic guard|||| ^HP|1^AC|13| ^Sword|+2 hit^Dmg|5 Slash| ^Bow|+2 hit^Dmg|5 Piercing| |Any significant damage will kill the guards|||| ^Duke Miguel Rollo|||| ^HP|100^AC|18| ^Runebreaker x2|||| ^Hit|+10(+2)^Dmg|1d8+5(1d10+5)| |While atunned to Runebreaker you can cast either counterspell or dispell magic once per long rest|||| ^Villain actions|||| ^I'm hit!|**(Reaction)** After being hit by an attack the closest ally to the attacker makes a single attack||| ^Get in here|**(Top of round)** 1d4 Guards come into the fight||| ^Man Down|**(Reaction)** If a special division member goes down the remaining members can move up to their movement and make an attack on whoever killed the member||| ^Cleaver|||| |Battle Master (Fighter)|||| ^HP|95^AC|18| ^Actions|||| ^2x B.Axe|+12 - 1d8+8||| ^5 Uses|||| ^Commander's Strike|For go one attack, choose an ally they make a reaction to attack and add 1d10||| ^Lunging Attack|Increase range of attack by 5ft. If the attack hits add 1d8||| ^Menacing Attack|On a hit target makes a DC16 Wis Save else be frightened until end of Cleaver's next turn||| ^Precision Attack|Add 1d10 damage to a successful attack||| ^Riposte|When an attacker misses make an attack against them add 1d10 to damage||| ^Sweeping Attack|On a hit you can hit another target within range using same to hit, only use 1d10 damage||| ^Trip Attack|On a hit add 1d10 damage and target makes a DC16 Str save else be knocked prone||| ^Maximus|||| |Champion (Fighter)|||| ^HP|105^AC|20| ^Actions|||| ^2x G.Sword|+8 - 2d6+8||| ^Abilities|||| ^Improved Critical|Crit on a 19 or 20||| ^Great Weapon Fighting|Reroll damage dice of 1 or 2| ^Randy|||| |Hunter (Ranger)|||| ^HP|75^AC|18| ^Actions|||| ^2x L.Bow|+10 - 1d8+8||| ^Colossus Slayer|Deal an extra 1d8 once per turn to an injured target||| ^Abilities|||| ^Multiattack Defense|When hit gain +4 AC against all subsequent attacks from the attacker||| ^ Vincent |||| | Monk/Warlock |||| ^ HP | 70 ^ AC | 18 | ^ Actions |||| ^ 2x Martial Arts | +7 - 1d6+4 ||| ^ 2x Eldritch Blast Cantrip | +7 120 ft - 1d10+4 force damage ||| ^ 2 Spell slots |||| ^ Counterspell | +7, 3rd level or lower spell fails, DC equals 10 + the spell’s level ||| ^ 5 Ki |||| ^ Flurry of Blows | 1 ki for two unarmed attacks as bonus action ||| ^ Patient Defense | 1 ki for Dodge as bonus action ||| ^ Step of the Wind | 1 ki for Disengage or Dash as bonus action, jump distance doubled ||| ^ Stunning Strike | 1 ki point, Constitution save of stunned (DC 16) ||| ^ Abilities |||| ^ Deflect Missiles | (reaction) reduce by 1d10+9 ||| ^ Dark One's Blessing | When you drop an enemy to 0 hp you regain 5 temp hp ||| ^War Mage|||| ^HP|60^AC|13(15 with Mage armour)| ^Spells|+7^DC|14|| ^Cantrips (at will)|fire bolt, mage hand, poison spray, shocking grasp||| ^1st level (4 slots)|burning hands, mage armor, magic missile, thunderwave||| ^2nd level (3 slots)|flaming sphere, hold person, shatter||| ^3rd level (3 slots)|counterspell, dispell magic, lightning bolt||| ^4th level (1 slots)|ice storm||| ^Abilities|||| ^Self-Defense Casting|(reaction) When hit can cast a cantrip against the attacker||| ^Over Channel|(bonus) Give target of spell disadvantage on save. Attackers have advantage until next turn to hit Mage||| ^Tactical Casting|Exlude any number of creatures from making a save and take no damage||| ===Initative=== 20 - Cleaver\\ 19 - WarMage\\ 16 - Maximus\\ 13 - Sarren\\ 11 - Vincent\\ 7 - Miguel\\ 6 - Randy\\ 1 - Guards\\ ===Loot=== * Duke Miguel * Runebreaker (Longsword +2 1d8+2(1d10+2)) * A teleportation circle diagram. You don't know where it will take you. (Mulburg castle wizard tower) * Cleaver * Earring of whisper * +2 Battle Axe * +2 Chain mail * Randy * Earring of whisper * Sending stone * +2 Great Sword * +2 Scale mail * Maximus * Earring of whisper * +2 Long Bow * +2 Plate Armour * Vincent * Earring of whisper * Chime of opening (3 Uses) * +2 AC Armour * High Commander Barkley * A water skin that can hold a barrels worth of water (59 gallons). * +1 Shield, once per day (recharge at dawn) when an ally within 15ft is hit by an an attack you can use you reaction to cast Shield on them (+5 AC until your next turn) * Mateo * A coin purse that sounds, and feels like it's filled, but is not. * War Mage * A pair of glasses that gives you 10’ darkvision. * Gloves that while worn spell attack and dc +1