1.2 Descent to the Sewers
Feylinde only has time to crawl forward and drop from the alcove.
All the others start to crawl rapidly along the passage. With the extra effort they manage to crawl 1/3 of the distance.
Round 2
Guard 1 staggers to his feet, and jabs at Rufio with his spear. The spear is targeted directly at Rufio's chest but somehow veers to the side, missing him. The guard looks perplexed.
Guard 2 charges Alanya, but she is not so lucky... The spear strikes true (6 damage).
Rufio, Alanya and Feylinde may act.
Rolls
charisma saves, guard 1, guard 2 - (1d20, 1d20)
1d20 : (4) = 4
1d20 : (7) = 7
React to shove - (1d20+1)
(12) + 1 = 13
Random roll, Alanya 1, Feylinde 2 - (1d2)
(1) = 1
Guard 1 and 2 - attack, damage - (1d20+3, 1d6+1, 1d20+3, 1d6+1)
1d20+3 : (11) + 3 = 14
1d6+1 : (2) + 1 = 3
1d20+3 : (19) + 3 = 22
1d6+1 : (5) + 1 = 6
Bane 1, 2 - (1d4, 1d4)
1d4 : (4) = 4
1d4 : (3) = 3
Rolls
Kick - (1d20+5)
(4) + 5 = 9
Adding Bardic Inspiration to attack roll - (1d6)
(2) = 2
damage - (1d4+5)
(2) + 5 = 7
Bonus grapple if the kick hits. (advantage) - (1d20+5, 1d20+5)
1d20+5 : (5) + 5 = 10
1d20+5 : (7) + 5 = 12
OOC: Ranged spell attack:+5 to hit, On Hit 1d12 lightning damage and for duration (concentration up to 1 min), each turn can use 1 action to 1d12 damage automatically.
Rolls
Witch Bolt (to hit) - (1d20+5)
(5) + 5 = 10
lightning damage - (1d12)
(10) = 10
(OoC: DEX save or perception check to avoid the pit?)
OOC: Casting vicious mockery- If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw (13) or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
There is no doubt that the guards are getting the better of this combat. Heaven only knows what a bunch of kids are doing here, but orders are orders, and none shall pass.
Rufio kicks out at one of the guards, but fails to make contact. Feylinde then casts a bolt of fire, but the aim is off, and the guard steps nimbly to one side. Alanya then casts her vicious mockery.... Guard 1 looks horribly offended.
Meanwhile the rest of the orphans make their way along the passage, now two thirds of the way. The light can be seen at the end of the tunnel, and certainly next round they will arrive. Weylan, however, finds the passage little in the way of a hindrance, and sprints along the tunnel. He leaps into the room.
(Ooc: Weylan, you join the initiative at the end of the order)
Guard 1 - 1 damage
Guard 2 - 0 damage
Rolls
Wisdom save - guard - (1d20)
(6) = 6
Vicious mockery damage - (1d4)
(1) = 1
The guards are gaining the upper hand. Guard 1 attacks Rufio, and Guard 2 attacks Alanya, both of whom have been injured.
Guard 1 jabs at Rufio with his spear, but the pointed stick misses it's mark as Rufio nimbly moves away.
(Guard 1 had disadvantage, but he missed anyway)
Guard 2 jabs at Alanya. The squishy bard is stabbed again, taking 3 damage.
Rufio, Alanya, Feylinde and Weylan may now act.
Rolls
Guards 1,2 - attack, damage less bane - (1d20+3, 1d4, 1d6+1, 1d20+3, 1d4, 1d6+1)
1d20+3 : (6) + 3 = 9
1d4 : (2) = 2
1d6+1 : (2) + 1 = 3
1d20+3 : (15) + 3 = 18
1d4 : (2) = 2
1d6+1 : (2) + 1 = 3
Ooc: Casting "Dissonant Whispers"- You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw (13). On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away.
All he sees is the spear piercing Alanya
and
he.
Goes.
Berserk.
There is a high-pitched shriek as he throws down the torch, enters rage and performs a 2-handed Reckless Attack on Guard 2 with his battleaxe. "GGGGnnnnnnnyyaaaaaaaaaaaaarrrrrrrrrrr!"
Rolls
Reckless battleaxe attack - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (17) + 4 = 21
Versatile rage damage - (1d10+6)
(1) + 6 = 7
OOC: Does the monk movement speed of 40 feet/round help navigating the crawl space in any way?
DM says: the corridor is 150' long. I am assuming everyone is moving twice per round at half speed, meaning normal speed per round. I am then rounding everyone to pass through in 3 rounds at my discretion (i.e. Allowing a speed boost due to the emergency). So even Seneia doesn't get there quicker than anyone else. As Weylan can run I've allowed him to arrive one round earlier. It doesn't work out mathematically, but makes sense in the context.
Reckless Attack: Attack with advantage, but attacks against you til end of your next turn also have advantage.
I'm using the grapple to use the man as a meat shield. Surely Rufio can gain some partial cover against the other guy?
Rolls
Unarmed strike (reckless advantage) - (1d20+5, 1d20+5)
1d20+5 : (20) + 5 = 25
1d20+5 : (4) + 5 = 9
Damage - (1d4+5)
(3) + 5 = 8
Bonus grapple if the punch hits. (advantage) - (1d20+5, 1d20+5)
1d20+5 : (17) + 5 = 22
1d20+5 : (14) + 5 = 19
Crit damage - (1d4)
(1) = 1
OOC: using True Strike cantrip: (divination, 1 action, 30 ft, S, Conc 1 round)
Point a target, on your next turn you have advantage on the 1st attack roll against it.
Desperation can yield remarkable feats of strength, and so it is with Rufio. He sees the trained guards are gaining an advantage and hurls a punch at guard 1 with reckless abandon. His solid fist connects soundly with the guard's jaw. The guard's eyes roll to the back of his head and he slumps to the ground.
Alanya casts a spell targeted at guard 2. The guard grips his head as pain wracks his brain.
Before the guard 2 can recover, Weylan appears from nowhere and slams into the man, killing him instantly.
Suddenly the battle is over. Both Rufio and Alanya have been injured, and there are two dead guards in the room.
End of round 3. End of combat.
Combat over. Actions please.
Rolls
Guard 2 wisdom save - (1d20)
(7) = 7
Spell damage - (3d6)
(513) = 9
Rolls
Medicine - (1d20+1)
(11) + 1 = 12