Advantage=sneak attack. Usually. We'll find out.
Episode 2
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Advantage=sneak attack. Usually. We'll find out.
R1

Chains swing and stab at the invaders.
With their various tool ends, The Irons try to cut, hit, and wrap - becoming a field of danger and harassment in the entire area.
2 Attacks v. Kray: Bludgeon, Grapple
2 Attacks v. Iasu: Grapple, Slash
2 Attacks v. Bryn: Bludgeon, Bludgeon
2 Attacks v. Bull Maeriks: Slash, Grapple
2 Attacks v. Ryhim: Bludgeon, Grapple
2 Attacks v. Thorn: Grapple, Pierce
All Bludgeon and Pierce Hits are 3 Damage.
All Slash Hits are 4 Damage.
Grapples become DC for comparison on Required Action Resist Grapple (STR Athletics or DEX Acrobatics).
Successful Grapples by Iron is followed by a strong yanks and pulls upward and towards The Pit. Result is Disadvantage Attack Rolls for victim, Disadvantage on some Ability Checks, and likely repositioning towards The Pit while Grapple Condition continues.
If you don't roll on your own, I'll eventually put in a roll for you and we'll have to live with whatever that is.
Rolls
Bludgeon v. Kray - (1d20+4)
(7) + 4 = 11
Grapple Attempt v. Kray (Grapple for hold on Shield) - (1d20+4)
(6) + 4 = 10
Grapple Attempt v. Iasu - (1d20+4)
(3) + 4 = 7
Slash v. Iasu - (1d20+4)
(2) + 4 = 6
Bludgeon v. Bryn - (1d20+4)
(16) + 4 = 20
Bludgeon v. Bryn - (1d20+4)
(15) + 4 = 19
Slash v. Maeriks - (1d20+4)
(5) + 4 = 9
Grapple v. Maeriks - (1d20+4)
(8) + 4 = 12
Bludgeon v. Ryhim - (1d20+4)
(8) + 4 = 12
Grapple v. Ryhim - (1d20+4)
(6) + 4 = 10
Grapple v. Thorn - (1d20+4)
(14) + 4 = 18
Pierce v. Thorn - (1d20+4)
(2) + 4 = 6
Initiative Order
1. Suter-Set
4. Iasu
6. Bryn
7. The Irons
8. Kray
9. Edimmu fliers
11. Ryhim
13. Elam
13. Thorn
16. Maeriks
Awaiting Action from...
Kray
Who has the ball?
Ez
Who's on deck / up next?
J
Bypassed with Option to come in out of sequence:
Ox
Mega edit: Forgot I'd have disadvantage on that. I'll reroll when I get off work and return home.
Rolls
Athletics vs. 10 - (1d20+4)
(9) + 4 = 13
Disadvantage - (1d20+4)
(5) + 4 = 9
When you take Action for the Round, go ahead and roll you Initiative dice set for the following Round.
I know that in some cases there may be developments after your Action that influence your choice and options for the next Round. In those cases, we can go back between the rounds like normal to adjust - throw additional dice, subtract dice, reroll completely if necessary - work it out.
But hopefully most of the times the pre-roll will hold and we can just move on. One less thing to break flow for later.
Let's try it anyway and see.
Initiative Order
1. Suter-Set
4. Iasu
6. Bryn
7. The Irons
8. Kray
9. Edimmu fliers
11. Ryhim
13. Elam
13. Thorn
16. Maeriks
Awaiting Action from...
Kray
Who has the ball?
Ez
Who's on deck / up next?
J
Bypassed with Option to Action out of sequence:
Ox
Grapple Tracker Round 1
Kray v. DC 10 (at Disadvantage by Condition, hold is for Shield)
Iasu v. DC 7
Bull Maeriks v. DC 12
Ryhim v. DC 10: Tentative Resisted (additional attempt to account for Disadvantage by Condition)
Thorn v. DC 18
Sigh. Using CTM. Gotta make it through this disadvantage sequence and way too early to be losing AC. Fingers crossed fellas.
Fuck yeah with that 20! Fuck those chains!
Initiative:
Attack d6.
Move d6.
Bonus action d6.
Net result: 11.
Kray Mercon
link to main character sheet & group stats
Fighter L7
Barbarian L1
Mastermind after L8 fighter
Vitals
AC: Base 18 (21 with Body Shield)
HP: 77/77
Status Effects: Disadvantage 2 rounds
Death Saves: +0/-0
Initiative: +5
Hit Dice: 1/7 Fighter, 0/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Dueling +2 damage single handed weapons when no weapon in off hand.
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Slash 1d8+7(+9)
Left Hand: Uburatu Bronze body shield. +3 AC, -1 Attack. Hidden weapon brackets: Longsword x0 of 1. Javelins brackets (torches) x3 of 3.
Carried
Falcata / Attack Bonus: 8 (DEX 5 + Prof 3) / Slash 1d6 Left Handed
Gaerimundi Knife / Attack Bonus: 8 (DEX 5 +Prof 3) / Pierce (1d4+6)
Daggers x4 / Attack Bonus: 8 (DEX 5 + Prof 3) / Pierce (1d4+6)
[s]Bow / Attack Bonus: 11 (DEX 5+ Prof 3+ Archery 2)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Pierce (1d8+5)
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Commitment to Mission: 0/2 (long rest)
Maneuvers: 5/5 (short rest)
---d8:Commander's Strike, Evasive Footwork, Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 0/2 (long rest)
Fighting Style: Dueling +2 melee damage with single weapon.
Weapon Specialization: +1 damage with Long Blades.
Know Your Enemy: If you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own.
Commitment to Mission: Allows a PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
NEXT: Defensive Duelist
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception (Exp) +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion (Exp) +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Arkaddi- Intermediate
Heshaban - Basic?
KRAY'S CURRENT LOADOUT
(Gear brought from pre-raid prep)
CARRIED
---Serpent's Judgement (Otessite blade) (2 lb)
---Pylosean Falcata (2 lb)
---Gaeirmundi Knife (1 lb)
---Ulathi Dagger from Ivor (1 lb)
---Daggers x2 (2 lb)
---Uburatu Body Shield (three torches in interior brackets)
---Waterskin (5 lb when full)
SATCHEL
---Cursed Palace map
---The Key
---Tinderbox (1 lb)
---Chalk x2 (-- lb)
---Candle x4 (-- lb)
***Torches x3 (in shield brackets)
LOOT SACK with Elam's gear outside Snake door.
---Hammer (3 lb)
---Crowbar (5 lb)
WORN
---Leather jacket, high collar (enough to keep the neck warm)
---Shirt, Pants, Sandals strapped above ankle
---Mercon signet amulet (worn under shirt)
STASHED IN CURSED PALACE
--- +1 Ulathi Trident from Ivor
--Backpack
--Pen
--Bottle of Ink
--parchment sheets x2
--Rations x1 (2 lb)
Rolls
Acrobatics - (1D20+5, 1d20+5)
1D20+5 : (2) + 5 = 7
1d20+5 : (18) + 5 = 23
Acrobatics - (1D20+5)
(20) + 5 = 25
Initiative - (1D6, 1d6, 1d6)
1D6 : (5) = 5
1d6 : (3) = 3
1d6 : (3) = 3
Round 1

The edimmu fliers swoop around, weaving through the chains. They harass and berate incessantly, then individually they swoop in to attack.
Using the tentacles that drop down from under their necks, the profane fiends grasp at victims and attempt to pull close to their faces with sharp teeth and long tongues, with wings battering all the while.
E1 v. Kray
E2 v. Kray
E3 v. Iasu
E4 v. Iasu
E5 v. Bryn
E6 v. Bryn
E7 v. Maeriks
E8 v. Maeriks
E9 v. Ryhim
E10 v. Ryhim
E11 v. Thorn
E12 v. Thorn
E13 v. Maeriks
Attack Hits are bites, causing 5 HP Piercing damage and 7 HP Poison damage.
Grapples/Enrwaps are the tentacles wrapping around the victim's head, shoulders, arms. Speed is not reduced to 0, remains unhindered. Attacks made against the grappling edimmu by the victim (if Enwrapped) are made at Disadvantage. STR Athletics or DEX Acro can be used to Resist Grapple/Enwrap initially. Once Enwrapped though, victim must use STR Athletics to break free in subsequent attempts. Those checks will NOT be made at Disadvantage, but will be normal.
Rolls
E1 ATTACK KRAY - (1D20+4)
(16) + 4 = 20
E2 GRAPPLE ATTEMPT KRAY - (1D20+4)
(3) + 4 = 7
E3 ATTACK IASU - (1D20+4)
(6) + 4 = 10
E4 GRAPPLE ATTEMPT IASU - (1D20+4)
(18) + 4 = 22
E5 ATTACK BRYN - (1D20+4)
(13) + 4 = 17
E6 GRAPPLE ATTEMPT BRYN - (1D20+4)
(4) + 4 = 8
E7 ATTACK MAERIKS - (1D20+4)
(19) + 4 = 23
E8 GRAPPLE ATTEMPT MAERIKS - (1D20+4)
(15) + 4 = 19
E13 ATTACK MAERIKS - (1d20+4)
(3) + 4 = 7
E9 ATTACK RYHIM - (1D20+4)
(16) + 4 = 20
E10 GRAPPLE ATTEMPT RYHIM - (1d20+4)
(4) + 4 = 8
E11 ATTACK THORN - (1d20+4)
(17) + 4 = 21
E12 GRAPPLE ATTEMPT THORN - (1D20+4)
(7) + 4 = 11
Bryn closes his eyes and...
Initiative Order
1. Suter-Set
4. Iasu
6. Bryn
7. The Irons
8. Kray
9. Edimmu fliers
11. Ryhim
13. Elam
13. Thorn
16. Maeriks
Awaiting Action from...
Ryhim
Who has the ball?
Hyp
Who's on deck / up next?
J
Bypassed with Option to Action out of sequence:
Ez (elected delay to see battlefield development)
Chain Grapple Tracker Round 1
Kray v. DC 10: Grapple Resisted
Iasu v. DC 7: Grapple Resisted
Bull Maeriks v. DC 12: ?
Ryhim v. DC 10: Grappled
Thorn v. DC 18: ?
Edimmu Flier Enwrap Tracker Round 1
Kray v. DC 7: ?
Iasu v. DC 22: Enwrapped
Bryn v. DC 8: ?
Bull Maeriks v. DC 19: ?
Rhyhim v. DC 8: ?
Thorn v. DC 11: ?
Characters have to keep fighting, and we've got to keep rolling to keep the game afloat in the craziness.
Try to send in results for those Grapple Attempts by Asshole Chains and Grapple/Enwrap Attempts by Dickhead Edimmus. As of right now, everyone has at least 1 and maybe 2 Comparison checks to make. See post immediately above for DC requirements per character, and feel free to check my work for errors along the way.
Full Action now is in the hands of Hyp and Ez, and then we'll keep moving from there.
Stay at it, war dogs.
J-Manage
Acrobatics to resist Edimmu grapple DC 22.
Rolls
vs. Irons - (1d20+11)
(9) + 11 = 20
vs. Edimmu - (1d20+11)
(9) + 11 = 20
Piercing chain misses.
E11 hits. Thorn is at 17 HP.
E12 grapple fails.
Rolls
Resist chain grapple with STR (Athletics), DC 18, disadvantage - (1d20+8, 1d20+8)
1d20+8 : (9) + 8 = 17
1d20+8 : (18) + 8 = 26
Resists E12 grapple with STR (Athletics), DC 11, disadvantage - (1d20+8, 1d20+8)
1d20+8 : (4) + 8 = 12
1d20+8 : (5) + 8 = 13