>>/4539/
Yulya, you decide:
Objectives:
1. Detach Children - We're all in agreement
2. Get Rothés out of dodge so we're not fighting them or use their cart as a weapon with a low probability of success at the risk of having the rothés charge at the still attached by a chain children who are going to take 2 turns to run off the map so they're still in danger for Round 1, and Round 2 even if we can detach them Round 1. Joy said it might take more than one round to detach the kids.
3. Keep them at a disadvantage and from flanking anyone until they're downed, while trying to give advantage to each other. Remember that Yulya and Cat both have Inspiration according to Joy's records, don't argue. Advantage doesn't stack, don't waste it.
Round 1:
In any scenario Yulya needs to distract them, possibly by trying to make a deal with them which is a false deal but at this point it's a real deal to help push the cart out of the rut or some other type of distraction and not attack with Bane or any other spell until the rothés are out of the picture.
Alice and Cat can get to the back of the cart with feline agility turn 1, I can't, so if I duck in front of our cart out of sight I cast summon mecha-kitty without them noticing. Mr. Bigglesworth will wait in hiding until he's needed.
Still in round 1, Alice and Cat both try to unhitch the kids but obviously if either of them do then the other changes their objective to flank the villains with Yulya.
If the kids are detached, they run directly west off the map out of sight of the villains. They can run at 60ft/turn, it will take two turns for them to exit so best bet is rothés go straight.
Round 2: Assuming the kids are free this is the round we have advantage for the ambush and they have disadvantage and guaranteed delayed initiative so all of us get to go before them including the rothés if they're stung and the kids.
Zelda and Velma sting the rothés either in the butts or in the noses. Yulya, decide now. Joy gave this as an outcome for the noses: I vote butt, Alice may still vote noses.
1d4
Roll 4 it works with a +10 attack vs their AC and will do 4d8 bludgeoning damage to both.
Roll 3 it hits the rock, possibly damaging the cart but misses the men.
Roll 2 it self destructs and the rothés may eventually break free.
Roll 1 the rothés break free
I use Dampen spirit on one of the villains, I say Ranger, turn into a panther and finish my turn escaping or otherwise additionally causing a distraction they won't expect me to shape shift.
Ranger now is Demoralized he'll have -4CHA, and disadvantage on all saving throws and initiative.
Yulya, decide what you do this round and on who. We have options with Bane and Embolding bond. It's my contention that we need to keep them flanked and grappled and keep them from flanking anyone. The spellsword needs to be grappled ASAP so he can't cast.
Round 3+ We'll see how it goes and decide that later.
https://youtube.com/watch?v=af_J2e4r328