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AliNovel > Late Night at Lund's > Interlude 6: Boss Fight! Warehouse Combat

Interlude 6: Boss Fight! Warehouse Combat

    Actual combat: Warehouse Raid


    My new method for writing up combat is to roll up a full round, make notes (the ones below) and then write it up, roll the next round, write it up, etc. It''s easier to make a cohesive narrative when I know how everyone fares for the round. Early combat I was trying to do a roll, then write. It was very tiresome.


    For guard outside:


    Mery - rolls 21 on stealth, casts enthrall (dc 14)


    Thug rolls a 12 for WIS saving - enthralled for disadvantage on perception - rolls a 3 to see the others. They knock him out.


    Initiative:


    Mery 16


    Wat 18 (held action - new position)


    Isa 16


    Joth 13


    Wat 18


    Thugs x3 9


    Round 1


    Wat - hold action


    Mery - rolls 1 crit fumble table 56 = costly mistake


    Your target may reroll any 1s on the damage roll for his next successful melee attack vs. you.


    Wat - rolls 7


    Isa - rolls 12 - 6dm to thug 1


    Joth - rolls 19 ray of frost 8dm to thug 1 - cold / speed reduced.


    Thug 1 (at 18hp) rolls 18 4dm to Mery. 2nd attack rolls 4


    Round 2


    Thug 2 and Thug 3 join. Thug 3 has 10 AC.(nightshirt)


    Mery roll 1= 24 9dm to T1 (8hp - bloodied)


    Wat r1 = 13 3dm to T1 (5hp)


    Isa r = 10


    Joth casts suggestion (dc 15) on T3 (nightshirt) go back to bed.


    Thug 1 (18hp) r= 9


    Thug 2 r = 12


    Thug 3 r= 8 fails check and BACK TO BED!


    Round 3


    Mery r=22 7dm to T1 - he''s dead


    Wat bardic insp to Mery and r=7


    Isa r=16 sheaths rapier and 7dm to T2 with quarterstaff T2 (25hp)


    Joth r=19 ray at T2 for 5dm (20hp)


    T2 r=1 Exposed defenses. crit roll 52=Your swing unbalances you so much that your target


    may take one melee attack against you as a reaction. Joth = extra attack due to crit fail - roll 13 for 2dm


    T2 now at 18hp


    Thorn - 2 attacks r1= 11 r2 = 21 3 dm to Mery


    Round 4


    Mery r1 - 19 4dm to Thorn (34hp)


    Wat r=21 6dm to Th (28hp)


    Isa r = 23 8dm to T2 (10hp bloodied)


    Joth r= 18 8dm to T2 (2hp)


    T2/Vet/Priest r=18+ (one die roll for all 3)


    T2 dagger to Isa 2dm - Isa at 24hp


    Vet r1 = 19 7dm to Mery 2nd attack r=10


    Priest 3dm to Mery (Mery 17hp)


    Thorn r1=8 r2= 9


    Round 5


    Mery (17hp) r1 =nat 20 3x dam + knockdown 7x3= 21dm to Thorn (7hp) + bloodied)


    The author''s tale has been misappropriated; report any instances of this story on Amazon.Wat r-19 4dm to Thorn (3hp)


    Isa (24hp) Action Surge r1=9 r2=16 6dm T2(4hp)


    Joth r=27 7dm T2 dead


    Priest = cure wounds on Thorn +13hp. Thorn (17hp)


    Vet r1 =15 7dm to Wat (11hp) r2= 8


    Thorn (17hp) uses action to stand.


    Round 6


    Mery (17hp) charm person DC 14 WIS priest rolls a 22.


    Wat (11hp) r= 21 dm 7 to priest (20hp)


    Isa (24hp) rolled 23 for acrobatics to kick priest


    Joth minor illusion of a scroll


    Vet r1= 19 7dm to Joth r2 = 19 7dm to Joth Joth to (13hp bloodied)


    P (20hp) Priest rolled a 20 for dex but doesn''t beatIsa''s 23. uses his action to stand.


    Thorn (17hp bloodied) charm person on Joth DC= 12


    Joth rolled 21 for WIS saving throw!


    Joth 14 for deception - Thorn rolled a 3 for perception - doesn''t catch the lie but the Vet does.


    Round 7


    Mery (17hp) r = 24 dm 7 + bardic insp die roll 4. total dm 11 to Thorn (6hp)


    Wat (11hp) r = 17 4dm to Thorn (2hp)


    Isa (24hp) action to stand from tackling the priest


    Joth (17hp bloodied) healing potion for 6hp (23hp)


    Vet r1 =13 r2 = 22 6 dm to Joth (17hp)


    Priest (20hp) cure wounds on Thorn +13hp Thorn to (15hp)


    Thorn (15hp bloodied) r1 =13 r2 =14 against Mery''s AC of 15


    Round 8


    Mery (17hp) r= 15 5dm to Thorn (10hp)


    Wat (11) r=20 2dm to Thorn (8hp)


    Isa (24) r= 24 dm 8 to Thorn - Down!


    Joth (17 bloodied)


    Vet runs away


    P (20) hands over scroll heals Wat for 13 - Wat only has 18hp so he''s full


    P heals Joth for 13 - Joth has 27hp so he''s full.


    XP award = 700 each


    treasure - 2325gp


    Coins 329 gp


    Mundane Items


    Healing potion


    5 rings


    5 black pearls


    Hourglass


    Magic Items


    Scroll of Barkskin


    set of opal dice - magically cursed and with a delusion spell, so the possessor thinks they are "lucky"


    Bad guys:


    (4) thugs cr .5


    HP = 32


    AC = 11


    Multiattack: The thug makes two Melee Attacks.


    Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.


    https://roll20.net/compendium/dnd5e/Monsters:Thug#h-Thug


    (1) veteran cr 3


    HP = 58


    AC = 17


    Multiattack: The veteran makes two Longsword attacks. If it has a Shortsword drawn, it can also make a Shortsword Attack.


    Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.


    https://roll20.net/compendium/dnd5e/Monsters:Veteran#h-Veteran


    (1) Priest [cleric] cr 2


    HP = 27


    AC = 13


    Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.


    Cure wounds X 4 (13hp)


    https://roll20.net/compendium/dnd5e/Monsters:priest#h-Priest


    (1) Thorn lvl 6 cr 3


    HP = 38


    AC = 13


    Melee Attack (Two-Weapon Fighting): Short sword (+5 to hit; 1d6 + 3 piercing) and short sword (+5 to hit; 1d6 piercing)


    http://dungeonsmaster.com/wp-content/uploads/dnd-next/dead-in-thay/dnd-next-human-bard-6.pdf
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