Strix, your first two attacks hit, and you're getting Bandit 8 close to death. His expression becomes desperate. The first flurry punch he dodges out of the way; the second almost connects, but he raises his scimitar in a wild motion that somehow manages to knock your fist away.
Scupper revives with 6 HP - all death saves reset, as the magical healing washes over him.
Bandit 9 WIS save: 18 - he ignores your attempts at mockery, so focused is he on Dekhan.
Round Four: Dekhan and Varinth Bandit 8 (close to death) and Bandit 9 (still looking good) Bandit mage (currently out of sight) Scupper (prone), Strix, Varinth and Zhudala
Dekhan heals 25 HP and is looking much better, and Strix also looks fine. Varinth, Incantis and Scupper are not looking good at all.
Varinth looks down to see that his best mate take a deep breath. Somewhere deep inside a wave of relief blooms but it is not enough to quell the fire rage.
Be right back. he says through clenched teeth.
And strides toward the cave mouth, smoke drifting off him.
Strix is definitely doing more damage than he's taking, but is it enough?
Varinth, you see the Bandit Mage returning to the field of battle; and he sees you. You! You... He raises a hand, speaks a word, and a wave of thunderous power spreads out before him, hitting you full in the face. You take 14 thunder damage on a failed CON save, but I think Varinth would be unconscious even if he succeeded? In which case, even if you succeed the saving throw, you are knocked back ten feet towards the mouth of the cave.
Okay I think I missread things a little here. I didn't think I was going to reach the cave mouth before the next turn. Are the squares 5x5? My plan was to get to the cave mouth and throw a pepper to Zhudala and cast Dragons Breath on her and then hide on the side of the cave mouth to lob a burning hands on the next turn.... Are we beyond repair?
Not quite. Let's take it step by step. Varinth moves to L6, that's fine. Then you want him to cast Dragon's Breath as a bonus action, but it's a touch spell - you need to be touching Zhudala to cast it. Throwing a pepper at her doesn't work, I think. On the spell description it's a bit confusing, but '15 ft range' refers to the fire breath cone itself; you still need to touch the recipient of the original spell.
This post has potentially manipulated dice roll results.
Jolly good.
So what happens next is, the Bandit Mage comes into the tunnel, doesn't see Varinth, but does see Incantis, and casts Magic Missile at him, at second level. Incantis, you take 13 force damage, unless he has a way of blocking it?
Incantis, please confirm if you're still up? If not, make a death saving throw.
Varinth is conscious, but still badly wounded, as are Scupper (prone) and Incantis if he avoided the magic missile. Dekhan's doing a bit better, and Scupper's not too bad at all.
Bandit 8 and the Bandit Mage are badly hurt; Bandit 9 is doing okay.
Second quarterstaff attack - hits. He grunts, and doubles up.
First flurry of blows: crack! Right to the skull. He goes down. Bandit 8 is dead.
You sprint down the tunnel, blocking the bandit mage's options at escape:
Second flurry of blows: Thwack. A punch goes into an area of charred skin, and he screams. He is hanging onto life by the tips of his fingers.
New map:
Scupper, Zhudala and Incantis are up. Scupper to move and take flanking advantage attack if you wish. Incantis, if you're using Shield or something else to block that last attack, let me know and take your action, otherwise give me a death saving throw.
Strix, your first two attacks hit, and you're getting Bandit 8 close to death. His expression becomes desperate. The first flurry punch he dodges out of the way; the second almost connects, but he raises his scimitar in a wild motion that somehow manages to knock your fist away.

Scupper revives with 6 HP - all death saves reset, as the magical healing washes over him.
Bandit 9 WIS save: 18 - he ignores your attempts at mockery, so focused is he on Dekhan.
Round Four:
Dekhan and Varinth
Bandit 8 (close to death) and Bandit 9 (still looking good)
Bandit mage (currently out of sight)
Scupper (prone), Strix, Varinth and Zhudala
Dekhan heals 25 HP and is looking much better, and Strix also looks fine. Varinth, Incantis and Scupper are not looking good at all.
Varinth is up.
Varinth looks down to see that his best mate take a deep breath. Somewhere deep inside a wave of relief blooms but it is not enough to quell the fire rage.
Be right back. he says through clenched teeth.
And strides toward the cave mouth, smoke drifting off him.
Varinth, as you stride forth, entering the cave, you take 7 acid damage.
(By my reckoning, Varinth is now on 3 HP - please update your character sheet, or correct me if I'm wrong.)
Why... won't... you... *******... die? Bandit 9 ignores the prone Scupper and lays into Dekhan:
Attack: 18 Damage: 6
Attack: 23 Damage: 4
Attack: 8 Damage: 7
Dekhan takes some hard hits, and is looking shaky again.
Bandit 8 is less vocal, just beating down on Strix again:
Attack: 8 Damage: 9
Attack: 25 Damage: 11
Attack: 7 Damage: 4
Strix is definitely doing more damage than he's taking, but is it enough?
Varinth, you see the Bandit Mage returning to the field of battle; and he sees you. You! You... He raises a hand, speaks a word, and a wave of thunderous power spreads out before him, hitting you full in the face. You take 14 thunder damage on a failed CON save, but I think Varinth would be unconscious even if he succeeded? In which case, even if you succeed the saving throw, you are knocked back ten feet towards the mouth of the cave.Okay I think I missread things a little here. I didn't think I was going to reach the cave mouth before the next turn. Are the squares 5x5? My plan was to get to the cave mouth and throw a pepper to Zhudala and cast Dragons Breath on her and then hide on the side of the cave mouth to lob a burning hands on the next turn.... Are we beyond repair?
No, it's fine. Give me some grid references; where did you plan to end your movement?
My plan was to head to L6 and throw Zhudala the pepper and cast Dragon's Breath (lvl 2)asking her to breath on the mage in the cave.
Then I would head to J6 to see if he came out and cast Burning Hands (lvl 2) if he did so.
Is that okay?
Not quite. Let's take it step by step. Varinth moves to L6, that's fine. Then you want him to cast Dragon's Breath as a bonus action, but it's a touch spell - you need to be touching Zhudala to cast it. Throwing a pepper at her doesn't work, I think. On the spell description it's a bit confusing, but '15 ft range' refers to the fire breath cone itself; you still need to touch the recipient of the original spell.
Got it.
Varinth will make his way to J6 avoiding the swirling blades and quarterstaff's of Strix's combat.
As he walks he will shout COME OUT YA COWARD! blood pouring down his left arm, his staff held in a weak grip.
Sorry about all that
Jolly good.
So what happens next is, the Bandit Mage comes into the tunnel, doesn't see Varinth, but does see Incantis, and casts Magic Missile at him, at second level. Incantis, you take 13 force damage, unless he has a way of blocking it?
New map:
Scupper, Incantis, Strix and Zhudala are up.
Incantis, please confirm if you're still up? If not, make a death saving throw.
Varinth is conscious, but still badly wounded, as are Scupper (prone) and Incantis if he avoided the magic missile. Dekhan's doing a bit better, and Scupper's not too bad at all.
Bandit 8 and the Bandit Mage are badly hurt; Bandit 9 is doing okay.
Did you mean Incantis then or does Varinth take force damage from the magic missiles? Nevermind you changed it :)
Incantis. I corrected it. :)
(staying with my pal 8 and then going after Casty McNasty and body blocking the channel at f6 which should cut off his line of sight...maybe...?)
Quarterstaff Attack: 11 Damage: 4
Quarterstaff Attack: 17 Damage: 6
Fists of Flurry again.
Bonus Unarmed Attack: 22 Damage: 8
Bonus Unarmed Attack: 12 Damage: 8
And on the off chance Zhu is giving me advantage, alt first attack 7
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Scupper will attempt to stand and rapier bandit 9
Attack: 15 Damage: 11
Sneak attack damage 5
Are we technically flanking (advantage) bandit 9 - 5e style? I forget.
You’re not flanking him now, but we are using flanking rules, so you could move opposite Dekhan.
Strix: first quarterstaff attack - parried!
Second quarterstaff attack - hits. He grunts, and doubles up.

First flurry of blows: crack! Right to the skull. He goes down. Bandit 8 is dead.
You sprint down the tunnel, blocking the bandit mage's options at escape:
Second flurry of blows: Thwack. A punch goes into an area of charred skin, and he screams. He is hanging onto life by the tips of his fingers.
New map:
Scupper, Zhudala and Incantis are up. Scupper to move and take flanking advantage attack if you wish. Incantis, if you're using Shield or something else to block that last attack, let me know and take your action, otherwise give me a death saving throw.
(if I hit the Wiz, make him save Vs stunning pls!)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Bandit Mage WIS save: 16
Bandit Mage is not stunned. :(