That hurt a lot. He cries out in pain, and you can smell cooking flesh. He's still up though, glaring at you with newfound hatred. You'll pay for that.
Our brave band of adventurers have recently arrived in Waterdeep, fresh from their victory in the north where they saved the town of Phandalin from occupation by thugs, tracked down the Wave Echo Cave and killed the Black Spider, the drow at the heart of the region's woes. On their journey south they were attacked and nearly killed by a group of bandits, one of whom was a powerful mage who cast powerful fire spells.
Within the city, they have learned a few notable things:
A new gang of bandits with powerful flame-wield mages have become a problem for the city.
The Harpers are interested in learning more about the gang and their leader (only Dekhan knows).
The Zhentarim want to start arms deals with the new gang (called the Forsaken), and want Scupper to assist at a meeting the day after tomorrow at sunset (only Scupper knows).
They met a rich kid, Harric Divlayne, at a bar in the Docks Ward, and learned that his family is having money trouble.
It's now night. Walking through the city, the party hears screams and powerful magic and runs towards it. They are in the middle of a fight for their lives against bandits, with a mage threatening to burn them and the street to the ground.
(Fight will resume tomrorow with Dekhan's turn. I'll play Dekhan for the moment, but he'll take a back seat in conversations. Please check your character sheets are all up to date, and let me know if you think they've been reset (DnDBeyond does that sometimes), as I have your HP in my notes.)
You are in a fight against seven (now five remaining) bandits, including one mage who is floating in the air above you. Captain 1 closest to you has taken some damage, the rest are uninjured. There is ice covering the ground from the enemy mage's last spell, making a big circle of difficult terrain
Dekhan ignores the ice and powers through towards Captain 1, swinging his sword and making two attacks:
Attack: 21 Damage: 12 Attack: 25 Damage: 9
Two powerful blows bring Captain 1 very close to death; the man looks at Dekhan in shock.
Round Three: Zhudala and Scupper Bandit Mage (not visible to anyone) Strix Bandits 3 and 4 (1 and 2 are dead). Incantis Captains 1 and 2 Dekhan and Varinth
Scupper, you struggle to find a good foothold, and though you do see a way up, your foot slips when you're only a few feet off the ground. You don't fall far - there's no damage, and you don't fall prone. But you are still on the ground. If you want to try again next round, you can make the same check with advantage.
Zhudala flies into the fight, invisible and in raven form. She makes a beeline to Strix, using her mimicry ability en route to create the sound of a whooshing feint attack coming from Captain 2's right flank, helping distract his next attack (DM's discretion whether that is adv for Strix or disadv for Captain). The shifter monk feels a pair of avian claws gently grasp his shoulder, and he hears a soft voice amidst the din of the fray. "We're with you, be not afraid."
This post has potentially manipulated dice roll results.
(It's advantage for Strix's next attack.)
The bandit mage, having fallen last turn almost on top of Strix, stands awkwardly, looking in alarm at Strix, the very near threat. He casts Magic Missile at the monk, for 9 force damage.
Strix is up. You have advantage on your first attack, and I think the bandit mage was floating above you.
This post has potentially manipulated dice roll results.
(Sorry about the delay! I swear it wasn't 'cause I was looking for a loophole in the description of Deflect Missiles that let me apply it to the magic kind :D So - if the above means the Mage is within Melee distance, he's getting a smack! Otherwise I guess Strix wails on the nearest Bandit, Captain#2)
Strix watches the pretty stars arc from the mage's fingers into his chest, the impact almost pushing him out of this bruised meat cage, lighting up his vision with sparks of it's own. He feels his body’s breath - short, hot, ragged. It is the breath of a beast. He feels his heart’s beat. Fast. Thumping. Faltering. It is the heart of a beast. He feels his soul’s hunger. Blood. Bone. Prey. And he surrenders himself to it.
(BA : Shift - +7 Temp HP for 1 minute, advantage on Wisdom checks and bestial appearance)
Quarterstaff attack w/ Advantage : 25 Damage: 10
Quarterstaff attack : 18 Damage: 8
(If attack 1 hits the mage : spend 1 ki for a Stunning Strike. If stunned, aim attack 2 at Captain 2 and attempt to stun him too on a hit. DC 14 Con save)
If attack 1 misses, aim attack 2 at mage as well, attempt to stun.
If mage is out of reach, aim at Captain 2 and attempt to stun on first hit. Then use him as a springboard to get to the mage? :D )
(And if either of them drop, throw head back and Skrreeeeeeeeeeeee!)
This post has potentially manipulated dice roll results.
The rather panicked-looking mage is definitely within striking distance.
Thwack. The first attack hits. Mage's CON save: 6
He looks at you, and then just sort of zones out, a delirious half-smile appearing on his face. You don't exactly see little birdies tweeting and flying around his head, but they are implied.
Thwack. The second attack hits Captain 2; previously unharmed, he is now quite harmed. Captain 2's CON save: 13
He is stunned too, the air thick with implied cheeping birdies.
Bandits 3 and 4 are staying back and looking nervous, not quite sure who the big threat is. However, both their captains are still up, so they're not running yet.
Bandit 3 fires at Strix:
Attack: 13 Damage: 9
But misses. Bandit 4 fires at Varinth:
Attack: 14 Damage: 8
It hits, but is a mere flesh wound.
Incantis is up. Captain 2 and the bandit mage are both stunned.
This post has potentially manipulated dice roll results.
Incantis surveys the battlefield for a quick moment, preparing to multitask. His hand forms an ameliorative sigil as his mind breaks in two, contacting Dekhan and Zhudala.
Strix feels the claws gripping his shoulder pulsate with healing energy that begins to reweave fate's decision on whether the monk is, in fact, injured.
Cure wounds: 17
Dekhan hears Incantis' voice in his head, thrumming with cosmic harmonies. "Strike shortly, sanctified soldier!" (Bardic Inspiration)
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
(That does not down the mage, so Strix does not throw the crossbow bolt back.)
Varinth and Dekhan are up.
The ice under Varinths feet seems to counteract his drunken sway, giving the impression that he has suddenly sobered up. He has not.
Covered in cuts and rapidly melting icicles Vaz turns to the Captain
*BELCH*
And with that witty retort, Vaz casts Burning Hands at 2nd level Damage: 16 Half on Dex save at the Captains face.
Wildmage Check: 12
Captain's DEX save: 10
That hurt a lot. He cries out in pain, and you can smell cooking flesh. He's still up though, glaring at you with newfound hatred. You'll pay for that.
Dekhan is up.
The Story So Far
Our brave band of adventurers have recently arrived in Waterdeep, fresh from their victory in the north where they saved the town of Phandalin from occupation by thugs, tracked down the Wave Echo Cave and killed the Black Spider, the drow at the heart of the region's woes. On their journey south they were attacked and nearly killed by a group of bandits, one of whom was a powerful mage who cast powerful fire spells.
Within the city, they have learned a few notable things:
It's now night. Walking through the city, the party hears screams and powerful magic and runs towards it. They are in the middle of a fight for their lives against bandits, with a mage threatening to burn them and the street to the ground.
(Fight will resume tomrorow with Dekhan's turn. I'll play Dekhan for the moment, but he'll take a back seat in conversations. Please check your character sheets are all up to date, and let me know if you think they've been reset (DnDBeyond does that sometimes), as I have your HP in my notes.)
You are in a fight against seven (now five remaining) bandits, including one mage who is floating in the air above you. Captain 1 closest to you has taken some damage, the rest are uninjured. There is ice covering the ground from the enemy mage's last spell, making a big circle of difficult terrain
Dekhan ignores the ice and powers through towards Captain 1, swinging his sword and making two attacks:

Attack: 21 Damage: 12
Attack: 25 Damage: 9
Two powerful blows bring Captain 1 very close to death; the man looks at Dekhan in shock.
Round Three:
Zhudala and Scupper
Bandit Mage (not visible to anyone)
Strix
Bandits 3 and 4 (1 and 2 are dead).
Incantis
Captains 1 and 2
Dekhan and Varinth
Zhudala and Scupper are up.
Scupper fires an arrow at Captain 1 before ducking behind the wall and attempting to climb it (if there's crossbeams or windows for a decent foothold)
Attack 21
Damage w/sneak attack - nevermind
That's a miss, for sure. The arrow disappears behind Captain 1 and into the darkness.
There is enough purchase for Scupper to make an attempt at climbing, but it won't be easy. Make an Athletics check.
Zhudala is up.
15 Athletics
It's not me feckin' night is it?
Scupper, you struggle to find a good foothold, and though you do see a way up, your foot slips when you're only a few feet off the ground. You don't fall far - there's no damage, and you don't fall prone. But you are still on the ground. If you want to try again next round, you can make the same check with advantage.
Zhudala is up.
As a bonus action, Id like to offer help to Vaz (and give him advantage.)
Watch the arrow, man! Their mage went missing. We gotta find that bastard. Fight fire with fire!
Zhudala flies into the fight, invisible and in raven form. She makes a beeline to Strix, using her mimicry ability en route to create the sound of a whooshing feint attack coming from Captain 2's right flank, helping distract his next attack (DM's discretion whether that is adv for Strix or disadv for Captain). The shifter monk feels a pair of avian claws gently grasp his shoulder, and he hears a soft voice amidst the din of the fray. "We're with you, be not afraid."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
(It's advantage for Strix's next attack.)
The bandit mage, having fallen last turn almost on top of Strix, stands awkwardly, looking in alarm at Strix, the very near threat. He casts Magic Missile at the monk, for 9 force damage.
Strix is up. You have advantage on your first attack, and I think the bandit mage was floating above you.
(Sorry about the delay! I swear it wasn't 'cause I was looking for a loophole in the description of Deflect Missiles that let me apply it to the magic kind :D So - if the above means the Mage is within Melee distance, he's getting a smack! Otherwise I guess Strix wails on the nearest Bandit, Captain#2)
Strix watches the pretty stars arc from the mage's fingers into his chest, the impact almost pushing him out of this bruised meat cage, lighting up his vision with sparks of it's own. He feels his body’s breath - short, hot, ragged. It is the breath of a beast. He feels his heart’s beat. Fast. Thumping. Faltering. It is the heart of a beast. He feels his soul’s hunger. Blood. Bone. Prey. And he surrenders himself to it.
(BA : Shift - +7 Temp HP for 1 minute, advantage on Wisdom checks and bestial appearance)
Quarterstaff attack w/ Advantage : 25 Damage: 10
Quarterstaff attack : 18 Damage: 8
(If attack 1 hits the mage : spend 1 ki for a Stunning Strike. If stunned, aim attack 2 at Captain 2 and attempt to stun him too on a hit. DC 14 Con save)
If attack 1 misses, aim attack 2 at mage as well, attempt to stun.
If mage is out of reach, aim at Captain 2 and attempt to stun on first hit. Then use him as a springboard to get to the mage? :D )
(And if either of them drop, throw head back and Skrreeeeeeeeeeeee!)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
The rather panicked-looking mage is definitely within striking distance.
Thwack. The first attack hits. Mage's CON save: 6
He looks at you, and then just sort of zones out, a delirious half-smile appearing on his face. You don't exactly see little birdies tweeting and flying around his head, but they are implied.
Thwack. The second attack hits Captain 2; previously unharmed, he is now quite harmed. Captain 2's CON save: 13
He is stunned too, the air thick with implied cheeping birdies.
Bandits 3 and 4 are staying back and looking nervous, not quite sure who the big threat is. However, both their captains are still up, so they're not running yet.
Bandit 3 fires at Strix:
Attack: 13 Damage: 9
But misses. Bandit 4 fires at Varinth:
Attack: 14 Damage: 8
It hits, but is a mere flesh wound.
Incantis is up. Captain 2 and the bandit mage are both stunned.
Incantis surveys the battlefield for a quick moment, preparing to multitask. His hand forms an ameliorative sigil as his mind breaks in two, contacting Dekhan and Zhudala.
Strix feels the claws gripping his shoulder pulsate with healing energy that begins to reweave fate's decision on whether the monk is, in fact, injured.
Cure wounds: 17
Dekhan hears Incantis' voice in his head, thrumming with cosmic harmonies. "Strike shortly, sanctified soldier!" (Bardic Inspiration)
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Strix takes 12 points of healing and is looking a fair bit healthier. You also have your bardic inspriation.
Captain 1, close to death, charges Varinth in rage and confusion.
Attack: 16 Damage: 8
Attack: 15 Damage: 7
Attack: 21 Damage: 4
Varinth, you take 14 points of damage.
(Does that put you under? I have you at 22 HP, but your character sheet says 12. It's been a while, so I'm not completely sure.)
Captain 2 is stunned and it does not wear off until Strix's next turn, so he does nothing.
Varinth is up.
(It has been a while and I shall take your number because reasons)
Varinth, looking more than worse for wear, explodes in flames at whatever is around him in his panic and pain
Burning Hands at lvl 2 Damage: 11
BLLLAAAAARRRRR