Strix, your first crack with the quarterstaff pushes Bandit 2's nose. Into his brain. It's... gooey. Bandit 2 is dead.
You swivel, and the next attack hits Bandit 1 in much the same place but at a different angle. You've definitely broken his nose - there's a lot of blood - but he's still up, if swaying a little from the shock. Nevertheless, he draws a scimitar and slashes at you (with disadvantage):
Attack: 11 Damage: 4
His flailing doesn't even come close to hitting you.
Two crossbow bolts come flying at you. From the corner of your eye you see two previously unseen bandits emerge and shoot you, as the nearest target and most obvious threat:
Attack: 7 Damage: 5 Attack: 13 Damage: 2
Both bolts sail over your head and impact a wall not too far from Incantis.
Incantis backs away a little, nervous of the tempting target they may offer to the bandits as a cluster. He fires off two shots of Eldritch Blast as he does so. Both head towards Captain 2:
Attack: 14 Damage: 6 Attack: 24 Damage: 7
One bolt hits the bandit in the stomach, causing him to slip and almost fall, but he rights himself.
Captain 1 draws his scimitar as he runs, sneaking in behind Strix to make his attacks: (Advantage from flanking, cancelled out by Strix's dodge)
Attack: 16 Damage: 5 Attack: 19 Damage: 8
Strix, you see the attacks from the corner of your eye and manage to dodge one, but your attention returns to the bandit facing you and you feel the slice across your back.
Take them down, the bandit captain roars to someone on his right.
Captain 2, reeling a little from Incantis' bolt, yells Now!, then draws two daggers and sends both flying towards Strix:
Attack: 8 Damage: 6 Attack: 20 Damage: 7
He curses as the daggers sail past the elegantly twisting form of Strix. I said Now!
Swaying happily, Varinth walks the thirty feet to close the gap between himself and Bandit 1( Up to five feet away ). As he is doing so he plucks a diamond from his little satchel, puffing on his pipe.
Closing one eye, he lines up the multiple versions of the bandits, trying to get the more solid ones in the middle. He is attempting to get Bandit 1 and Captain 2 in his line of fire, and perhaps Bandit 3 should he/she be silly enough to stick his/her head out.
Vaz casts Aganazzar’s Scorcher (at 4th level) and a roaring line of flame lacerates the evening air. Damage: 17 Half on Dex Save DC 13
BVVVVVVVVVVVVVVV!!enunciates Vaz through his teeth clenched onto his pipe.
Wildmage check: 19
Okay just saw Dekhans post after I posted, obviously Vaz will avoid roasting his friend :D
This post has potentially manipulated dice roll results.
Dekhan and Varinth dart forward together.
Varinth, you are preparing your spell when an ill-aimed javelin coasts about half an inch from your right ear. It clatters noisily onto the cobbles as you release your jet of flame:
Bandit 1 DEX save: 9 Captain 2 DEX save: 25
Bandit 1 had already taken a lot of damage; there's no special effect, he doesn't turn to ash or anything, he just folds as his body can't keep working, and slumps to the ground, dead.
Round Two: 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 will chitter quietly but with determination as she dodges and darts through the air - she attempts to help the next attack on Captain 1 (giving advantage).
The arrow looks like it's going to hit. It's on target. Almost there..., and then the scimitar comes up to deflect it, just in time.
The bandit mage floats back into view, about twenty feet off the ground. He's in the middle of casting a spell - not the familiar fireball spell, something different...
In a heartbeat, the space above you seems to morph into thick clouds, and the air turns to ice, as hail and shards of ice begin to rain down on upon Strix, Dekhan, Scupper and Varinth.
Please make DEX saving throw. On a fail, you take 4 bludgeoning damage and 18 cold damage, half damage rounded down if you succeed.
The mage remains in view, surveying his handiwork. (The yellow area on the map is difficult terrain)
DC for the saving throw is 13, so that's a pass. Varinth takes 2 bludgeoning and 9 cold damage; casting Absorb Elements will reduce the cold damage to 4, and give 3d6 on your next melee attack (if you make a melee attack on your next turn).
This post has potentially manipulated dice roll results.
Dex Save : 12 (Dmg added to sheet)
(OOC : I can't quite reach 20ft - 16'11 is my max with Step of the Wind without some kind of boost so I'm not going to be able to grab the mage. I can slap a Silence up on the wall a few inches below his feet that might make life more difficult for his casting but depending on whether he's flying or levitating that might be trivial for him to get around. But since I have all these hatchets and no other use for them, I'll try flinging one at him and hope it breaks his concentration?)
Quarterstaff Attack on Captain 1: 7 Damage: 6
move away (Mobility - no AoO) to under the Mage, so 20ft range, and throw a hatchet at him
Attack: 24 Damage: 9
(If that hits and he's floating using a concentration spell, and if I'm lucky enough that it breaks it, let me know and I'll roll a Bonus Flurry on him for 1Ki and attempt to stun. If not, use a little more movement to step back out of the way of the falling hatchet :D - then BA dodge for 1 Ki. )
(I used the dice roller for those codes. Let me know if that double-crit is not legit!)
Seeing Strix handling the mage, Incantis focuses his attention on finishing the captain. He moves forward, hugging the house, to thread the needle between Dekhan and Scupper and his tattoos shimmer and ripple as the captain's life force is mired by a strength-sapping hex. He raises his hands as a celestial orb of dark matter manifests in each and careens toward the captain with a harmonic thrum.
Attack: 13 Damage: 7
Attack: 17 Damage: 11
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
The first orb comes close, so close to hitting, but the captain dodges out of its way... and right into the path of the second orb, which engulfs him for a moment in dark energy that seems to drain the life fro him.
Captain 1 shouts over to his fellow: Protect the wizard! Then he walks, with care, over the ice towards Varinth. Hello, friend.
Two slashes with scimitar, one with dagger, but only one hits.
Captain 2 runs over to Strix, and attacks:
Attack: 19 Damage: 8 Attack: 14 Damage: 8
He hasn't drawn his dagger yet, but the scimitar finds its target once, and Strix, you feel the cut, the sudden faintness as your body is beginning to struggle with its many wounds.
Varinth and Dekhan are up.
(Still need a saving throw from Dekhan for the Ice Storm, and Strix's flurry of blows attack.)
Strix, your first crack with the quarterstaff pushes Bandit 2's nose. Into his brain. It's... gooey. Bandit 2 is dead.
You swivel, and the next attack hits Bandit 1 in much the same place but at a different angle. You've definitely broken his nose - there's a lot of blood - but he's still up, if swaying a little from the shock. Nevertheless, he draws a scimitar and slashes at you (with disadvantage):

Attack: 11 Damage: 4
His flailing doesn't even come close to hitting you.
Two crossbow bolts come flying at you. From the corner of your eye you see two previously unseen bandits emerge and shoot you, as the nearest target and most obvious threat:
Attack: 7 Damage: 5
Attack: 13 Damage: 2
Both bolts sail over your head and impact a wall not too far from Incantis.
Incantis is up.
Incantis backs away a little, nervous of the tempting target they may offer to the bandits as a cluster. He fires off two shots of Eldritch Blast as he does so. Both head towards Captain 2:
Attack: 14 Damage: 6
Attack: 24 Damage: 7
One bolt hits the bandit in the stomach, causing him to slip and almost fall, but he rights himself.
Captain 1 draws his scimitar as he runs, sneaking in behind Strix to make his attacks: (Advantage from flanking, cancelled out by Strix's dodge)
Attack: 16 Damage: 5
Attack: 19 Damage: 8
Strix, you see the attacks from the corner of your eye and manage to dodge one, but your attention returns to the bandit facing you and you feel the slice across your back.
Take them down, the bandit captain roars to someone on his right.
Captain 2, reeling a little from Incantis' bolt, yells Now!, then draws two daggers and sends both flying towards Strix:
Attack: 8 Damage: 6
Attack: 20 Damage: 7
He curses as the daggers sail past the elegantly twisting form of Strix. I said Now!
Varinth and Dekhan are up.

Dekhan charges forward 30 feet, drawing a javelin as he goes, heaving it at bandit 1 Attack: 8 Damage: 7
Swaying happily, Varinth walks the thirty feet to close the gap between himself and Bandit 1( Up to five feet away ). As he is doing so he plucks a diamond from his little satchel, puffing on his pipe.
Closing one eye, he lines up the multiple versions of the bandits, trying to get the more solid ones in the middle. He is attempting to get Bandit 1 and Captain 2 in his line of fire, and perhaps Bandit 3 should he/she be silly enough to stick his/her head out.
Vaz casts Aganazzar’s Scorcher (at 4th level) and a roaring line of flame lacerates the evening air. Damage: 17 Half on Dex Save DC 13
BVVVVVVVVVVVVVVV!! enunciates Vaz through his teeth clenched onto his pipe.
Wildmage check: 19
Okay just saw Dekhans post after I posted, obviously Vaz will avoid roasting his friend :D
Dekhan and Varinth dart forward together.
Varinth, you are preparing your spell when an ill-aimed javelin coasts about half an inch from your right ear. It clatters noisily onto the cobbles as you release your jet of flame:
Bandit 1 DEX save: 9
Captain 2 DEX save: 25
Bandit 1 had already taken a lot of damage; there's no special effect, he doesn't turn to ash or anything, he just folds as his body can't keep working, and slumps to the ground, dead.
Round Two:

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 will chitter quietly but with determination as she dodges and darts through the air - she attempts to help the next attack on Captain 1 (giving advantage).
Scupper is up.
May I retcon in a bardic inspiration for Scupper?
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
Yep. :)
Scupper moves closer to be sure he's in the necessary range for sneak attack and fires an arrow at Captain 1.
Attack: 8 Damage: 2
Bardic inspiration on the attack 6
Sneak attack damage 7
The arrow looks like it's going to hit. It's on target. Almost there..., and then the scimitar comes up to deflect it, just in time.
The bandit mage floats back into view, about twenty feet off the ground. He's in the middle of casting a spell - not the familiar fireball spell, something different...
In a heartbeat, the space above you seems to morph into thick clouds, and the air turns to ice, as hail and shards of ice begin to rain down on upon Strix, Dekhan, Scupper and Varinth.
Please make DEX saving throw. On a fail, you take 4 bludgeoning damage and 18 cold damage, half damage rounded down if you succeed.
The mage remains in view, surveying his handiwork. (The yellow area on the map is difficult terrain)
Strix is up.

Dex Saving Throw: 2
Am I able to react with Shield?
If not Vaz will react with Absorb Elements at 3rd level.
12
DC for the saving throw is 13, so that's a pass. Varinth takes 2 bludgeoning and 9 cold damage; casting Absorb Elements will reduce the cold damage to 4, and give 3d6 on your next melee attack (if you make a melee attack on your next turn).
Dex saving throw 25
Dex Save : 12 (Dmg added to sheet)
(OOC : I can't quite reach 20ft - 16'11 is my max with Step of the Wind without some kind of boost so I'm not going to be able to grab the mage. I can slap a Silence up on the wall a few inches below his feet that might make life more difficult for his casting but depending on whether he's flying or levitating that might be trivial for him to get around. But since I have all these hatchets and no other use for them, I'll try flinging one at him and hope it breaks his concentration?)
Quarterstaff Attack on Captain 1: 7 Damage: 6
move away (Mobility - no AoO) to under the Mage, so 20ft range, and throw a hatchet at him
Attack: 24 Damage: 9
(If that hits and he's floating using a concentration spell, and if I'm lucky enough that it breaks it, let me know and I'll roll a Bonus Flurry on him for 1Ki and attempt to stun. If not, use a little more movement to step back out of the way of the falling hatchet :D - then BA dodge for 1 Ki. )
(I used the dice roller for those codes. Let me know if that double-crit is not legit!)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
(OOC: The dice rolls look fine - you mean you didn't use the 'combat' tab? Or something else)
The quarterstaff slams into Captain 1's stomach; he's a sturdy opponent, like those you've faced in the past. But that was a good hit.
Strix darts away from the Captain, and as he halts under the mage, he swings and lets the momentum carry the axe upwards. It hits.

Mage's CON save: 3
There's a gasp, and he begins to fall. Make your bonus flurry attacks.
(RAW I think he's supposed to fall on his own turn, but then he could use his movement to stand up, disengage and run away. That makes no sense...)
Now for the two surviving weeny bandits, 3 and 4:
They both stay where they are; one shoots as Strix because he's nearest, the other at Varinth because he's a mage:
Attack: 18 Damage: 4 (on Strix)
Attack: 13 Damage: 6 (on Varinth)
The crossbow bolts both hit (
unless Varinth uses Shieldedit I think you used your reaction already?).Incantis is up.
((Is the hailstorm still in effect?))
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
(The terrain is covered in ice, and so difficult to move across, but the storm itself has stopped).
Seeing Strix handling the mage, Incantis focuses his attention on finishing the captain. He moves forward, hugging the house, to thread the needle between Dekhan and Scupper and his tattoos shimmer and ripple as the captain's life force is mired by a strength-sapping hex. He raises his hands as a celestial orb of dark matter manifests in each and careens toward the captain with a harmonic thrum.
Attack: 13 Damage: 7
Attack: 17 Damage: 11
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
The first orb comes close, so close to hitting, but the captain dodges out of its way... and right into the path of the second orb, which engulfs him for a moment in dark energy that seems to drain the life fro him.

Captain 1 shouts over to his fellow: Protect the wizard! Then he walks, with care, over the ice towards Varinth. Hello, friend.
Attack: 7 Damage: 8
Attack: 16 Damage: 4
Attack: 11 Damage: 6
Two slashes with scimitar, one with dagger, but only one hits.
Captain 2 runs over to Strix, and attacks:
Attack: 19 Damage: 8
Attack: 14 Damage: 8
He hasn't drawn his dagger yet, but the scimitar finds its target once, and Strix, you feel the cut, the sudden faintness as your body is beginning to struggle with its many wounds.
Varinth and Dekhan are up.
(Still need a saving throw from Dekhan for the Ice Storm, and Strix's flurry of blows attack.)
Flurry :
Unarmed Attack: 26 Damage: 11
Unarmed Attack: 21 Damage: 7
(If that manages to down the mage, Strix will catch that crossbow bolt and fling it back,
Bolt reversal Attack: 21 Damage: 5
otherwise he's saving his reaction. )
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin