The Daimyo's Gambit - Game Thread
Rolls
Stealth - (1d20+5)
(7) + 5 = 12
Urki slips out of his chainmail and slips his black cloak on again. He takes a moment to cast Shield of Faith on himself.
okay, I'm ready.
He go opposite the goblin noises from Ai Shan and moves very slowly through the bushes. He slows down when he gets to a point where he can make out what is going on.
Rolls
Stealth - (1d20+9)
(5) + 9 = 14
Perception - (1d20+3)
(8) + 3 = 11
I knew that after that I was going to roll crappy! Well, at least I'm only a cat ;-)
Rolls
Stealth +4 (cat's) - (1d20+4)
(3) + 4 = 7
Perception +7 (Cassandra's, Wisdom-based + proficiency) - (1d20+7)
(2) + 7 = 9
Cassandra slinks as a cat. As you get to the edge of the bamboo, the scene before you opens up. A group of Hobgoblins man a mangonel. One, wearing stylized plates of armor over his extremities and a simple kabuto with no mask shouts orders at the others that man the catapult. They work in unison to load the small boulder payload and then crank the tension down. One looks through a large iron sight and then cranks a gear to adjust the mangonel's aim. The obvious captain shouts a command at his crew of six and the stone flies into the air and down into the valley below. It is too hard to see what they are shooting at and Cassandra paws forward out of the shelter of the bamboo to see. Below, a simple goblin farmer's cart is stuck in the mud of a rice paddy. As he and a few others struggle to unstick the cart, the mangonel boulder careens toward them and takes out one of the two oxen at the front. Laughter again goes up through the group as they watch the farmers scurry for their lives. Cassandra lets out a involuntary hiss and the hobgoblins look over. One says, "Blar grob mow mow. Gur hobgrob!" He licks his lips and starts toward the cats as the others turn back to their work.
Cats have a speed of 40 ft. and a climb speed of 30 ft., so this probably doesn't need a roll, but just in case here is one.
Rolls
Dexterity - (1d20+2)
(19) + 2 = 21
Urki whiwpers, You guys think we can talk them up? I say we see ask them straight up what all the fuss is about. They are slinging whatever they can find in a mangorel. I have two votes, we either help them or we sneak attack the captain for distance. What do you guys say?
Urki pulls out his crossbow and looks at them with raised eyebrows Eh? and smiles.
*Two weapon attacks versus the captain: spending one ki for a Stunning Strike, and another one if he makes his CON save (DC 14) against the first. Another ki for Flurry of Blows, all against the captain until he goes down. If any of the flurries hit he must save (DEX, DC 14) or be knocked prone (Open Talon Technique).
*If the captain goes down and there are leftover strikes they go to adjacent hobgoblins. In which case the condition imposed by flurry strikes will be getting knocked back 15 feet (hopefully right off the cliff) unless they make a STR save, DC 14.
*All of Fēng's attacks are nonlethal.
Rolls
Attack 1 (rope dart) - (1d20+7)
(14) + 7 = 21
Attack 1 Damage - (1d6+4)
(2) + 4 = 6
Attack 2 (rope dart) - (1d20+7)
(4) + 7 = 11
Attack 2 Damage - (1d6+4)
(2) + 4 = 6
Attack 3 (unarmed strike) - (1d20+7)
(16) + 7 = 23
Attack 2 Damage - (1d6+4)
(4) + 4 = 8
Attack 4 (unarmed strike) - (1d20+7)
(1) + 7 = 8
Attack 4 damage - (1d6+4)
(2) + 4 = 6
Attack 1 Advantage - (1d20)
(4) = 4
Attack 2 Advantage - (1d20)
(2) = 2
Attack 3 Advantage - (1d20)
(15) = 15
Attack 4 Advantage - (1d20)
(10) = 10
((I'll include a stealth roll here, just in case its needed. Kildrak is unconcerned if the lone hobgoblin sees him as that guy is pretty much dead. He is trying to hide from the other hobgoblins though, if they are close enough to possibly see what is happening.
Rolls
Stealth roll if needed - (1d20+3)
(18) + 3 = 21
Rolls
Stealth - (1d20+9)
(4) + 9 = 13
Attack - (1d20+3)
(10) + 3 = 13
Attack with advantage roll if needed - (1d20+3)
(7) + 3 = 10
Sneak attack damage - (1d6)
(1) = 1
If the hobgoblins are 50' away, and I'm not sure they are? I advance into range so I'm not at disadvantage. edit: I get 2 attacks
Rolls
javelin hurling - (1d20+6)
(2) + 6 = 8
dmg - (1d6+3)
(3) + 3 = 6
javelin #2 - (1d20+6)
(15) + 6 = 21
dmg #2 - (1d6+3)
(4) + 3 = 7
Attack 1 Advantage - (1d20)
(20) = 20
Attack 2 Advantage - (1d20)
(8) = 8
(In the wake of a successful surpise round and a stunned captain, the remaining hobgoblins are slow to act and the party is afforded initiave over the shock and awed group.)
Rolls
Stun - (1d20+2)
(11) + 2 = 13
Stun - (1d20+2)
(18) + 2 = 20
Prone - (1d20+2)
(17) + 2 = 19
Rolls
Crossbow attack advantage - (1d20+6, 1d20+6)
1d20+6 : (7) + 6 = 13
1d20+6 : (4) + 6 = 10
Crossbow damage - (1d8+3)
(5) + 3 = 8
Sneak attack / extra damage - (1d6)
(4) = 4
Rolls
Eldritch Blast Beam 1 (advantage from invisibility) - (1d20+6, 1d20+6)
1d20+6 : (18) + 6 = 24
1d20+6 : (9) + 6 = 15
Eldritch Blast Beam 2 (advantage from invisibility) - (1d20+6, 1d20+6)
1d20+6 : (18) + 6 = 24
1d20+6 : (15) + 6 = 21
Beam 1 damage - (1d10+3)
(9) + 3 = 12
Beam 2 damage - (1d10+3)
(3) + 3 = 6
Since I just struck him, I am assuming I no longer have advantage?
Rolls
attk 1 - (1d20+6)
(9) + 6 = 15
dmg 1 - (2d6+3)
(52) + 3 = 10
attk 2 - (1d20+6)
(14) + 6 = 20
dmg 2 - (2d6+3)
(26) + 3 = 11
Before the hobgoblins have a chance to get themselves together, Cassandra focuses her energy, drawing power from the ground water in the cliff, and releases it. From the ground under the hobgoblin's feet suddenly sprout broad strands of kelp, grasping at their ankles and making the ground slippery.
Some of cat's movement to climb down, then bonus action to change back. Casting Entangle at the most advantageous point to cover the most number of hobgoblins, starting with those nearest the PCs. 20 ft square. Ground becomes difficult terrain in any case. Str save against DC 15 or be held.
With three dead, the captain shakes himself awake and cries out to his remaining men, "GNARK! Gob gnar gren yark!" as he pushes himself from the ground and draws a large Ōdachi from a sheath at his hip. He attacks at Feng who's honor let the captain regain his feet while getting ready to dodge his attacks. The Captain swings twice with his greatsword but is unable to hit the fluid monk.
The hobgoblin that freed himself trudges forward through the vines enough to reach Ai Shan who he swings at while his two comrades use their turns to try to break their bonds. The Hobgoblin misses with his attack even with his captain yelling at him to attack. One of the remaing Hobgoblins breaks the vines and draws his sword and shield as well.
Rolls
Hobgoblin con check from massive damage - (1d20+1)
(2) + 1 = 3
Massive Damage - (1d10)
(10) = 10
Strength Save - (1d20+1)
(13) + 1 = 14
Strength Save - (1d20+1)
(19) + 1 = 20
Strength Save - (1d20+1)
(5) + 1 = 6
Captain Attack 1 vs Feng (Disadvantage) - (1d20+4)
(2) + 4 = 6
Captain Attack 1 vs Feng (Disadvantage) - (1d20+4)
(19) + 4 = 23
Attack 1 Damage - (2d6+2)
(26) + 2 = 10
Captain Attack 2 vs Feng (Disadvantage) - (1d20+4)
(18) + 4 = 22
Captain Attack 2 vs Feng (Disadvantage) - (1d20+4)
(4) + 4 = 8
Attack 2 Damage - (2d6+2)
(14) + 2 = 7
Martial Advantage in case of hit - (3d6)
(152) = 8
Longsword Attack vs Ai Shan - (1d20+3)
(6) + 3 = 9
Leadership from Captain - (1d4)
(3) = 3
Damage - (1d8+1)
(6) + 1 = 7
Martial Advantage on hit - (2d6)
(62) = 8
Strength Check - (1d20+1)
(18) + 1 = 19
Strength Check - (1d20+1)
(11) + 1 = 12
Rolls
Crossbow Attack (advantage) - (1d20+6, 1d20+6)
1d20+6 : (19) + 6 = 25
1d20+6 : (8) + 6 = 14
Crossbow damage and extra damage from advantage - (1d8+3, 1d6)
1d8+3 : (7) + 3 = 10
1d6 : (2) = 2
*Two weapon attacks versus the captain: spending one ki for a Stunning Strike, and another one if he makes his CON save (DC 14) against the first. Another ki for Flurry of Blows, all against the captain until he goes down. If any of the flurries hit he must save (DEX, DC 14) or be knocked prone (Open Talon Technique).
*If the captain goes down and there are leftover strikes they go the armed hobgoblin. In which case the condition imposed by flurry strikes will be getting knocked back 15 feet (hopefully right off the cliff) unless they make a STR save, DC 14.
*All of Fēng's attacks are nonlethal.
Rolls
Spear strike 1 - (1d20+7)
(7) + 7 = 14
Spear strike 1 damage - (1d8+4)
(1) + 4 = 5
Spear strike 2 - (1d20+7)
(5) + 7 = 12
Spear strike 2 damage - (1d8+4)
(8) + 4 = 12
Kick [Flurry] - (1d20+7)
(3) + 7 = 10
Kick damage - (1d6+4)
(3) + 4 = 7
Wing strike [Flurry] - (1d20+7)
(20) + 7 = 27
Wing strike damage - (1d6+4)
(1) + 4 = 5
Wing strike crit damage - (1d6)
(5) = 5