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Interlude 6: Boss Fight! Warehouse Combat

  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)

  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)

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  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)

  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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