《Late Night at Lund's》Interlude 6: Boss Fight! Warehouse Combat
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Actual combat: Warehouse Raid
My new method for writing up combat is to roll up a full round, make notes (the ones below) and then write it up, roll the next round, write it up, etc. It's easier to make a cohesive narrative when I know how everyone fares for the round. Early combat I was trying to do a roll, then write. It was very tiresome.
For guard outside:
Mery - rolls 21 on stealth, casts enthrall (dc 14)
Thug rolls a 12 for WIS saving - enthralled for disadvantage on perception - rolls a 3 to see the others. They knock him out.
Initiative:
Mery 16
Wat 18 (held action - new position)
Isa 16
Joth 13
Wat 18
Thugs x3 9
Round 1
Wat - hold action
Mery - rolls 1 crit fumble table 56 = costly mistake
Your target may reroll any 1s on the damage roll for his next successful melee attack vs. you.
Wat - rolls 7
Isa - rolls 12 - 6dm to thug 1
Joth - rolls 19 ray of frost 8dm to thug 1 - cold / speed reduced.
Thug 1 (at 18hp) rolls 18 4dm to Mery. 2nd attack rolls 4
Round 2
Thug 2 and Thug 3 join. Thug 3 has 10 AC.(nightshirt)
Mery roll 1= 24 9dm to T1 (8hp - bloodied)
Wat r1 = 13 3dm to T1 (5hp)
Isa r = 10
Joth casts suggestion (dc 15) on T3 (nightshirt) go back to bed.
Thug 1 (18hp) r= 9
Thug 2 r = 12
Thug 3 r= 8 fails check and BACK TO BED!
Round 3
Mery r=22 7dm to T1 - he's dead
Wat bardic insp to Mery and r=7
Isa r=16 sheaths rapier and 7dm to T2 with quarterstaff T2 (25hp)
Joth r=19 ray at T2 for 5dm (20hp)
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T2 r=1 Exposed defenses. crit roll 52=Your swing unbalances you so much that your target
may take one melee attack against you as a reaction. Joth = extra attack due to crit fail - roll 13 for 2dm
T2 now at 18hp
Thorn - 2 attacks r1= 11 r2 = 21 3 dm to Mery
Round 4
Mery r1 - 19 4dm to Thorn (34hp)
Wat r=21 6dm to Th (28hp)
Isa r = 23 8dm to T2 (10hp bloodied)
Joth r= 18 8dm to T2 (2hp)
T2/Vet/Priest r=18+ (one die roll for all 3)
T2 dagger to Isa 2dm - Isa at 24hp
Vet r1 = 19 7dm to Mery 2nd attack r=10
Priest 3dm to Mery (Mery 17hp)
Thorn r1=8 r2= 9
Round 5
Mery (17hp) r1 =nat 20 3x dam + knockdown 7x3= 21dm to Thorn (7hp) + bloodied)
Wat r-19 4dm to Thorn (3hp)
Isa (24hp) Action Surge r1=9 r2=16 6dm T2(4hp)
Joth r=27 7dm T2 dead
Priest = cure wounds on Thorn +13hp. Thorn (17hp)
Vet r1 =15 7dm to Wat (11hp) r2= 8
Thorn (17hp) uses action to stand.
Round 6
Mery (17hp) charm person DC 14 WIS priest rolls a 22.
Wat (11hp) r= 21 dm 7 to priest (20hp)
Isa (24hp) rolled 23 for acrobatics to kick priest
Joth minor illusion of a scroll
Vet r1= 19 7dm to Joth r2 = 19 7dm to Joth Joth to (13hp bloodied)
P (20hp) Priest rolled a 20 for dex but doesn't beat Isa's 23. uses his action to stand.
Thorn (17hp bloodied) charm person on Joth DC= 12
Joth rolled 21 for WIS saving throw!
Joth 14 for deception - Thorn rolled a 3 for perception - doesn't catch the lie but the Vet does.
Round 7
Mery (17hp) r = 24 dm 7 + bardic insp die roll 4. total dm 11 to Thorn (6hp)
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Wat (11hp) r = 17 4dm to Thorn (2hp)
Isa (24hp) action to stand from tackling the priest
Joth (17hp bloodied) healing potion for 6hp (23hp)
Vet r1 =13 r2 = 22 6 dm to Joth (17hp)
Priest (20hp) cure wounds on Thorn +13hp Thorn to (15hp)
Thorn (15hp bloodied) r1 =13 r2 =14 against Mery's AC of 15
Round 8
Mery (17hp) r= 15 5dm to Thorn (10hp)
Wat (11) r=20 2dm to Thorn (8hp)
Isa (24) r= 24 dm 8 to Thorn - Down!
Joth (17 bloodied)
Vet runs away
P (20) hands over scroll heals Wat for 13 - Wat only has 18hp so he's full
P heals Joth for 13 - Joth has 27hp so he's full.
XP award = 700 each
treasure - 2325gp
Coins 329 gp
Mundane Items
Healing potion
5 rings
5 black pearls
Hourglass
Magic Items
Scroll of Barkskin
set of opal dice - magically cursed and with a delusion spell, so the possessor thinks they are "lucky"
Bad guys:
(4) thugs cr .5
HP = 32
AC = 11
Multiattack: The thug makes two Melee Attacks.
Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
https://roll20.net/compendium/dnd5e/Monsters:Thug#h-Thug
(1) veteran cr 3
HP = 58
AC = 17
Multiattack: The veteran makes two Longsword attacks. If it has a Shortsword drawn, it can also make a Shortsword Attack.
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
https://roll20.net/compendium/dnd5e/Monsters:Veteran#h-Veteran
(1) Priest [cleric] cr 2
HP = 27
AC = 13
Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Cure wounds X 4 (13hp)
https://roll20.net/compendium/dnd5e/Monsters:priest#h-Priest
(1) Thorn lvl 6 cr 3
HP = 38
AC = 13
Melee Attack (Two-Weapon Fighting): Short sword (+5 to hit; 1d6 + 3 piercing) and short sword (+5 to hit; 1d6 piercing)
http://dungeonsmaster.com/wp-content/uploads/dnd-next/dead-in-thay/dnd-next-human-bard-6.pdf
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