Finally played out the second encounter on a grid. It was done in 3 rounds.
So Nightflower the rogue and Bel the ranger with her wolf companion move into the room and realize they are not alone. Start combat.
Spells active:
Bel: Pass without Trace
Round 1:
Nightflower the rogue moves up. The Slaads don't see her at first, but thanks to their invisibility and blindsense Nightflower walks into their view before she realizes it.
Slaads throw Fireballs. Nightflower is off to one side, but there is no reason not to fill the room as much as possible and they still hit Bel and Cooper. They do nothing to Nightflower, singe Bel and almost destroy Cooper. (Animal Companions need serious help.) Bel makes two concentration saves to keep spell.
Bel moves forward takes and takes a couple shots with her bow while Cooper retreats into the far corner and dodges (bonus action from Bel).
Round 2:
Nightflower attacks but does little (6) damage since no Sneak Attack.
Slaad regenerates the 6 damage.
Slaads throw two more Fireballs. Nightflower rolls a 1 against one of them and Bel takes half from both again. (Both have +10 Dex saves.) Bel makes two concentration saves to keep spell.
Bel moves up to melee and attacks for 18 damage.
The rest of the party appear in the room and dash forward at the sound of combat. Ceric up the right side, Malloren up the left and Fred up the middle as planned.
Round 3:
Nightflower attacks with her bow again, but this time does 32 damage because the Slaad is in combat.
Slaad heals 10 damage.
Slaads both cast Cloudkill. They get everyone except the Ceric and Cooper in the area. Ceric Counterspells the first one using a 3rd level slot (with +10 to the counterspell roll). Despite excellent Con saves (except for Nightflower) 3 out of 4 characters fail against the second Cloudkill. Bel makes a concentration save to keep spell.
Fred hits the damaged Slaad twice more (missing once) for another 26 damage.
Ceric, recognizing outsiders when he sees them, casts Banishment from a 5th level slot at both Slaads. Even with advantage they failed the DC18 Cha save with their +3 mod.
Battle over.
Aftermath:
Rogue took 31 damage.
Ranger took 70 damage.
Animal Companion took 41 damage.
Cleric took 19 damage.
Wizard used a 3rd and 5th level slot and his Arcane Ward when up 16 points (now at 44).
Fighter took 9 damage.
Can they Plane Shift back in to ambush the party? I noticed they had plane shift. If a banishment worked, I was going to have them plane shift back into the demiplane and ambush the party. Flamestrike said they had recently plane shift-ed into the plane. Did they get a chance to long rest, so they could use their plane shift to get back if banished? You should check.
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