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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)

This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.

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 beat Isa'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