This post has potentially manipulated dice roll results.
(@Sim: Perfect!)
With the help of Mokiakia's Mage Hand Sim unlocks the front door silently and informs her companions of such with a nod. With that, the group walks in.
Crates packed with weapons, rations, boots, black uniforms, and other gear fill the warehouse. Tables and chairs have been carelessly tossed across the floor. The corpses of a dozen men lie along the walls, their rapiers and daggers lying nearby. On the north side of the area, stairs rise to an open level above. Four short, avian creatures with long beaks and black feathers look over in surprise from where they stand in the middle of the warehouse. It is obvious they were not expecting you, and that up until this moment they were lazily searching the warehouse. Each wears a hooded cloak and wields a shortsword.
We are about to enter a fight, so I'll roll initiative for everyone:
Adrasteia: 9;
Mokiakia: 6;
Sim: 19;
Kenku: 23.
(Initiative tracker and map coming in a separate post).
This post has potentially manipulated dice roll results.
The four birdmen run towards you, shortswords at hand. They move in a shifty manner, showing their speed and nimbleness.
-> Kenku#1 moves to {O53} changing its speed as it moves in order to make itself a harder target to hit (it is taking the dodge action, which means that anyone attacking it this round does so at disadvantage.)
-> Kenku#2 has a long way to go but effectively does the same thing as the other one before it. It moves to {N55} changing its speed as it moves in order to make itself a harder target to hit (it is taking the dodge action, which means that anyone attacking it this round does so at disadvantage.)
-> Kenku#3 rushes to {P53} in a more direct manner and stabs its shortsword at Sim - Attack: 6 Damage: 5 piercing. The rogue feels its sting on her torso.
-> Kenku#4 rushes to {Q55} in a straight line and stabs its shortsword at Adrasteia - Attack: 10 Damage: 5 piercing. The blade slices the cleric's arm.
(Sim is next, followed by Adrasteia and Mokiakia. You may post in any order.)
I cast Blade Ward on myself to protect my fragile precious body. For special effect, it is my Mage Hand tracing the sigil to ward me while flipping the middle finger to the Kenku. My two real hands are reading my crossbow as I duck towards R58.
(@Adrasteia: You get a +5 bonus to that d20 roll actually, which is your Wisdom modifier, +3, plus your proficiency bonus, +2. Your attack roll comes out to be a 13, which hits.)
Adrasteia touches the Kenku in front of her on the forehead, as if to bless him. Instead, boils quickly form on his face, as he chirps in pain (Kenku#4 - CMD: 5). The birdman looks very hurt, and drops his weapon to the floor. His wrinkly hands now cover his face as he tries to understand what happened to him.
Mokiakia moves away from the attacking birds, making sure to take a long arc around them to reach her destination. Her Mage Hand helps her cast Blade Ward in a defensive maneuver.
(@Sim: You are right about Sneak Attack, but your attack roll of just 5+ 3 (DEX) + 2 (proficiency) = 10 unfortunately misses. At least that is the roll I'm seeing. It is hard to determine the actual initial roll once that warning message is triggered.)
Sim tries to defend herself by poking the nearest Kenku with her rapier, but the dodgy little birdman proves to be too nimble.
-> Kenku#1 moves towards the large sliding loading door {N52} and tries to break the lock with his sword. It looks like he is having some difficulty.
-> Kenku#2 moves around the boxes and arrives at {Q59}, close to Mokiakia. He then tries to stab her - Attack: 17 Damage: 4 piercing. Mokiakia feels the sting, but due to Blade Ward, she only takes 2 damage.
-> Kenku#3 {P53} attacks Sim again - Attack: 25 Damage: 15 piercing. This is a critical hit!Sim falls to the ground unconscious.
EDIT: I forgot to account for Sim's use of her Unsettling Visage reaction, which forces disadvantage on Kenku#3's attack. Hence, here's a second roll for the attack against SIm: 22. I then use the lowest roll between 25 and 22, which unfortunately still hits. Good news: Sim takes only 9 damage instead of 15. Bad news: it is still enough to force her unconscious, so the end result does not change.
-> Kenku#4 {Q55} has dropped his weapon, and wastes his turn suffering on the ground due to the boils on his face. He is considered prone.
(It's your guys' turns. Any order is fine. Sim needs to roll a d20 for a DEATH saving throw.)
I attack Kenku#2 with my Magic Missile 2 darts 42 and my third dart to the Kenku#1, aiming at its throat, to prevent it from opening the door and calling in more evil doers 5
As my bonus action I use my Tempestuous Magic to fly up the boxes and move towards P57. For flavor, Mage Hand moves towards unconscious Sim to hold her hands as if to console her.
SIm immediately recovers from her predicament. She is no longer unconscious and has recovered 1HP (What a perfect time to get a Natural 20!). Sim is still prone but can still take her turn.
Adrasteia has been quite unlucky with her spells. She unleashes another Inflict Wounds but the nimble Kenku manages to evade it just in time.
Mokiakia launches the most accurate spell she knows, Magic Missile. Two darts are enough to kill one of the Kenku, with the second magic ray going through its chest (Kenku#2 - CMD: 6->DEFEATED). The third missile hits the Kenku by the loading door, forcing it to his knees (Kenku#1 - CMD: 5).
(Sim: Since that saving throw happens at the beginning of your turn and you got a Natural 20, you can still take your turn!)
Sim stands back up almost as soon as she hit the floor. Once she drinks the Potion of Healing she had saved up to this point, the puncture wound to her torso begins to magically close. Sim feels almost up to top shape.
Both Kenku#1 (the one trying to open the loading door at {N52}) and Kenku#4 (the first one to attack Adrasteia and located at {Q55}) are too hurt to continue fighting and are in the process of bleeding out. They are also both prone.
-> Kenku#3 {P53} switches target and attacks Adrasteia again - Attack: 7 Damage: 7 piercing.
Adrasteia easily blocks the incoming blow and dishes out one of her own (@Adrasteia: You rolled an 8 but still need to add your usual +5, making it a 13, which hits.) The mace hits the birman right on the beak, cracking it and sending the creature to its knees (Kenku#3 - CMD: 5).
(@All: You have now managed to put each of the three surviving Kenku at eaxctly 1HP each!)
(@Sim: Perfect!)
With the help of Mokiakia's Mage Hand Sim unlocks the front door silently and informs her companions of such with a nod. With that, the group walks in.
Crates packed with weapons, rations, boots, black uniforms, and other gear fill the warehouse. Tables and chairs have been carelessly tossed across the floor. The corpses of a dozen men lie along the walls, their rapiers and daggers lying nearby. On the north side of the area, stairs rise to an open level above. Four short, avian creatures with long beaks and black feathers look over in surprise from where they stand in the middle of the warehouse. It is obvious they were not expecting you, and that up until this moment they were lazily searching the warehouse. Each wears a hooded cloak and wields a shortsword.
We are about to enter a fight, so I'll roll initiative for everyone:
(Initiative tracker and map coming in a separate post).
UPDATED MAP:
(The Kenku, halfling-sized crow men, go first. See post below.)
The four birdmen run towards you, shortswords at hand. They move in a shifty manner, showing their speed and nimbleness.
-> Kenku#1 moves to {O53} changing its speed as it moves in order to make itself a harder target to hit (it is taking the dodge action, which means that anyone attacking it this round does so at disadvantage.)
-> Kenku#2 has a long way to go but effectively does the same thing as the other one before it. It moves to {N55} changing its speed as it moves in order to make itself a harder target to hit (it is taking the dodge action, which means that anyone attacking it this round does so at disadvantage.)
-> Kenku#3 rushes to {P53} in a more direct manner and stabs its shortsword at Sim - Attack: 6 Damage: 5 piercing. The rogue feels its sting on her torso.
-> Kenku#4 rushes to {Q55} in a straight line and stabs its shortsword at Adrasteia - Attack: 10 Damage: 5 piercing. The blade slices the cleric's arm.
(Sim is next, followed by Adrasteia and Mokiakia. You may post in any order.)
I want to attack my assailant with Inflict Wounds. 7 (DM: Would that just be a straight D20 roll?)
Damage: 5
I cast Blade Ward on myself to protect my fragile precious body. For special effect, it is my Mage Hand tracing the sigil to ward me while flipping the middle finger to the Kenku. My two real hands are reading my crossbow as I duck towards R58.
What is I48 (a window)?
(@Adrasteia: You get a +5 bonus to that d20 roll actually, which is your Wisdom modifier, +3, plus your proficiency bonus, +2. Your attack roll comes out to be a 13, which hits.)
Adrasteia touches the Kenku in front of her on the forehead, as if to bless him. Instead, boils quickly form on his face, as he chirps in pain (Kenku#4 - CMD: 5). The birdman looks very hurt, and drops his weapon to the floor. His wrinkly hands now cover his face as he tries to understand what happened to him.
Mokiakia moves away from the attacking birds, making sure to take a long arc around them to reach her destination. Her Mage Hand helps her cast Blade Ward in a defensive maneuver.
(Yes, I48-I49 is a window.)
(Sim's turn is still up.)
I draw my rapier and lunge for my attacker5. Damage 14 (and an extra 2 damage for my sneak attack, since Adrasteia is within 5 feet of my enemy?).
In case this doesn't take my attacker down, I use Unsettling Visage to scare him and impose disadvantage on his next attack.
Edit: added attack roll. Sorry for tripping the fraud wire.
(@Sim: You are right about Sneak Attack, but your attack roll of just 5 + 3 (DEX) + 2 (proficiency) = 10 unfortunately misses. At least that is the roll I'm seeing. It is hard to determine the actual initial roll once that warning message is triggered.)
Sim tries to defend herself by poking the nearest Kenku with her rapier, but the dodgy little birdman proves to be too nimble.
END OF INITIATIVE ROUND 1
UPDATED MAP:
(The Kenku are next.)
-> Kenku#1 moves towards the large sliding loading door {N52} and tries to break the lock with his sword. It looks like he is having some difficulty.
-> Kenku#2 moves around the boxes and arrives at {Q59}, close to Mokiakia. He then tries to stab her - Attack: 17 Damage: 4 piercing. Mokiakia feels the sting, but due to Blade Ward, she only takes 2 damage.
-> Kenku#3 {P53} attacks Sim again -
Attack: 25 Damage: 15 piercing. This is a critical hit!Sim falls to the ground unconscious.EDIT: I forgot to account for Sim's use of her Unsettling Visage reaction, which forces disadvantage on Kenku#3's attack. Hence, here's a second roll for the attack against SIm: 22. I then use the lowest roll between 25 and 22, which unfortunately still hits. Good news: Sim takes only 9 damage instead of 15. Bad news: it is still enough to force her unconscious, so the end result does not change.
-> Kenku#4 {Q55} has dropped his weapon, and wastes his turn suffering on the ground due to the boils on his face. He is considered prone.
(It's your guys' turns. Any order is fine. Sim needs to roll a d20 for a DEATH saving throw.)
Death saving throw: 20
I want to attack Kenku 4 with inflict wounds. 10
Damage: 16
I attack Kenku#2 with my Magic Missile 2 darts 4 2 and my third dart to the Kenku#1, aiming at its throat, to prevent it from opening the door and calling in more evil doers 5
As my bonus action I use my Tempestuous Magic to fly up the boxes and move towards P57. For flavor, Mage Hand moves towards unconscious Sim to hold her hands as if to console her.
SIm immediately recovers from her predicament. She is no longer unconscious and has recovered 1HP (What a perfect time to get a Natural 20!). Sim is still prone but can still take her turn.
Adrasteia has been quite unlucky with her spells. She unleashes another Inflict Wounds but the nimble Kenku manages to evade it just in time.
Mokiakia launches the most accurate spell she knows, Magic Missile. Two darts are enough to kill one of the Kenku, with the second magic ray going through its chest (Kenku#2 - CMD: 6->DEFEATED). The third missile hits the Kenku by the loading door, forcing it to his knees (Kenku#1 - CMD: 5).
(Sim: Since that saving throw happens at the beginning of your turn and you got a Natural 20, you can still take your turn!)
I stand up, give Mage Hand some dap, and drink down a potion of healing: 7
Feeling frustrated with the failure of my spells, I switch to my mace. 8
Damage: 5
Sim stands back up almost as soon as she hit the floor. Once she drinks the Potion of Healing she had saved up to this point, the puncture wound to her torso begins to magically close. Sim feels almost up to top shape.
END OF INITIATIVE ROUND 2
UPDATED MAP:
(The Kenku go next.)
Both Kenku#1 (the one trying to open the loading door at {N52}) and Kenku#4 (the first one to attack Adrasteia and located at {Q55}) are too hurt to continue fighting and are in the process of bleeding out. They are also both prone.
-> Kenku#3 {P53} switches target and attacks Adrasteia again -
Attack: 7 Damage: 7 piercing.Adrasteia easily blocks the incoming blow and dishes out one of her own (@Adrasteia: You rolled an 8 but still need to add your usual +5, making it a 13, which hits.) The mace hits the birman right on the beak, cracking it and sending the creature to its knees (Kenku#3 - CMD: 5).
(@All: You have now managed to put each of the three surviving Kenku at eaxctly 1HP each!)
(Mokiakia and Sim are up next!)
I attack the baddie in Q55 with my mace.19
Damage7
Edit: Oops. This is Kyle logged in on Kara's computer, I am in the wrong account.