This post has potentially manipulated dice roll results.
Though he is a simple monk, Strix moves like a bishop to confront man 1
Quarterstaff Attack: 20 Damage: 7
Extra Attack: 25 Damage: 10
Bonus Unarmed Attack: 14 Damage: 8
If man 1 is felled with an attack pending, he pushes through to confront man 3. Should he also prove fallible, he sidesteps knightlike to the inside of the corner (the spot beside man3) to await what's coming. Otherwise he will step into the space ahead of Incantis)
It’s at this point in time that Incantis’ Bardic Inspiration reaches Dekhan, and the paladin hears the now-familiar cosmic harmonies in his head. The warlock then pivots on his action to send a pair of eldritch blasts at the last visible bandit.
Attack: 26 Damage: 14
Attack: 24 Damage: 11
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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
Seeing his first blast take down the man, Incantis directs the second against the far south wall, bringing his eldritch might to bear so that anyone further down the passage sees a fearsome arcane firefight.
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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 a common room, it wouldn't look out of place in a barracks. It's clearly where soldiers - or gang members - spend their time when they're waiting around with nothing better to do. You see stairs leading down from the eastern side, and the room itself has a few chairs, a table, some piles of stuff that might be belongings or trash or both.
You see five men facing you. Three look like the ones you have just fought, but two others appear significantly stronger and all have their weapons drawn.
The one furthest to the left carries a large steel flail and a shield, and wears expensive-looking splint mail. He has a cold, calculating expression on his face as he weighs you up.
Most of what was in the room is now on fire. Three of the gang members are charred skeletons on the ground. The two more formidable ones have taken a chunk of damage too.
Round Two Captain and Leader Scupper and Strix Dekhan, Incantis and Varinth
Mage! shouts the captain, but the other stronger warrior is already charging at Varinth. Get the others, he shouts at the captain, before turning his attention to Varinth: You're worth a lot of money, boy, he snarls.
Attack: 16 Damage: 7 Attack: 12 Damage: 6
The first attack hits, and Varinth you take the huge spiked ball of the flail right in the stomach; it doubles you over for a moment, which fortunately means you dodge the second swing.
The captain runs down the stairs to the right, shouting Alarm! Intruders!
Sounds good. New map:

((Someone's playing other RPG systems ;) ))
Incantis grits his teeth and takes the blow, not having had the time to cast a concentration spell and hearing reinforcements.
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
((I so wish ☹️ This is now the only game running for me - and its a great one - due to school))
Though he is a simple monk, Strix moves like a bishop to confront man 1
Quarterstaff Attack: 20 Damage: 7
Extra Attack: 25 Damage: 10
Bonus Unarmed Attack: 14 Damage: 8
If man 1 is felled with an attack pending, he pushes through to confront man 3. Should he also prove fallible, he sidesteps knightlike to the inside of the corner (the spot beside man3) to await what's coming. Otherwise he will step into the space ahead of Incantis)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, your attacks finish off Man 1, but Man 3 is still standing - your attack hits but he's still up.

Dekhan, Incantis and Varinth are up.
It’s at this point in time that Incantis’ Bardic Inspiration reaches Dekhan, and the paladin hears the now-familiar cosmic harmonies in his head. The warlock then pivots on his action to send a pair of eldritch blasts at the last visible bandit.
Attack: 26 Damage: 14
Attack: 24 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
Incantis, your first blast kills the man outright; the body flies backward and slams against the far wall of the room beyond.
You don't see any enemies now, but you have heard movement. Do you want to advance into the next room?

Dekhan and Varinth, you see the empty room beyond and no enemies at the moment.
Seeing his first blast take down the man, Incantis directs the second against the far south wall, bringing his eldritch might to bear so that anyone further down the passage sees a fearsome arcane firefight.
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 blast hits the wall. If there's any response, it will come soon.
Dekhan and Varinth are up.
Dekhan will dash up and poke his head around the corner quickly and step back if he sees someone pointing a crossbow at him or some other such threat.
Dekhan, you poke your head round the corner.
It's a common room, it wouldn't look out of place in a barracks. It's clearly where soldiers - or gang members - spend their time when they're waiting around with nothing better to do. You see stairs leading down from the eastern side, and the room itself has a few chairs, a table, some piles of stuff that might be belongings or trash or both.
You see five men facing you. Three look like the ones you have just fought, but two others appear significantly stronger and all have their weapons drawn.

The one furthest to the left carries a large steel flail and a shield, and wears expensive-looking splint mail. He has a cold, calculating expression on his face as he weighs you up.
Will you stay at the corner, or back away?
Varinth is still up.
Vaz strolls into the corridor through the illusionary door. He takes a swig of wine. He puts a hand on Dekhans shoulder, just.
Vaz go boom? he asks
If Dekhan says yes Vaz will poke his head around the corner and aim a Fireball at the southeast corner of the room.
Damage: 23 (Half dmg with Dex 13 save)
Even if Dek doesn't, Scupper yells, "YES for fecks sake!" As he moves to catch up.
Dek looks at Vaz and nods.
Fire and death fill the small underground room. There's a flash and a moment before you can see the damage.
DEX saves:
Man 4 11
Man 5 12
Man 6 8
Captain 9
Leader 4
Most of what was in the room is now on fire. Three of the gang members are charred skeletons on the ground. The two more formidable ones have taken a chunk of damage too.
Round Two
Captain and Leader
Scupper and Strix
Dekhan, Incantis and Varinth
Mage! shouts the captain, but the other stronger warrior is already charging at Varinth. Get the others, he shouts at the captain, before turning his attention to Varinth: You're worth a lot of money, boy, he snarls.
Attack: 16 Damage: 7
Attack: 12 Damage: 6
The first attack hits, and Varinth you take the huge spiked ball of the flail right in the stomach; it doubles you over for a moment, which fortunately means you dodge the second swing.
The captain runs down the stairs to the right, shouting Alarm! Intruders!
Scupper and Strix are up.

The orange on the map is fire.
Scupper moves through all the legs to get to the leader and stab with his rapier where it'll hurt most
That's MY friend ye dry shite. Noone is kidnapping him without my say so and a hefty finder's fee!
Attack: 7 Damage: 6
Sneak attack 7
As his cunning action, Scupper will be crowding the leader's footwork to give Strix advantage - help on the attack