
Uriah Lewis |

Seeing that Ander is in some trouble, Uriah moves towards him with a drawn Rapier
Hey! You lickspittle of a dragons dung hole! Leave that one be! Face a real man! Casting Vicious Mockery, DC13 Wisdom save or take 1d4 ⇒ 4 psychic damage and have disadvantage on your next attack
Uriah will target whichever of the kobolds threatening Ander is still up on his turn. If they are all dead, then targeting the nearest kobold.

Ander Meliamne |

Super glad I took 14 CON. Yikes.
Ander retaliates against the kobold who stabbed him, grimacing in pain as he swings his sword.
Longsword: 1d20 + 5 ⇒ (18) + 5 = 23, Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Afterwards, he takes a couple of quick breaths as he spares a hand to squeeze his wound.
Second Wind: 1d10 + 1 ⇒ (6) + 1 = 7
(Also, I noticed in the descriptive narrative you mentioned a shield; I actually don't have one. Hence the d10 damage on my longsword.)

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Oh, I saw the 17 AC and assumed. Did you take Defensive Fighting Style?
EDIT: Nice, I see that you did! That was what threw me off. That'll learn me not to pay attention!

Senn |
Sen generally just spams arrows at whatever target she thinks is most dangerous, or most easily dispatched, and then hides again. So...
Shooting at the one I shot at before, popping out of hiding to do so.
attack: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d8 + 2 ⇒ (1) + 2 = 3 sneak attack damage: 1d6 ⇒ 4 Not sure if I get sneak attack damage, so I rolled it separately. I am coming out of hiding in order to attack. I then take cover behind whatever terrain feature or obstacle is handy and attempt to hide. stealth: 1d20 + 6 ⇒ (8) + 6 = 14

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Oops, Wrathmire, you took a total of 4 hp. I got you and Sir Adrian mixed up. You have Bardic Inspiration, not heroism.

Wrathmire |

Wrathmire will move around and shoot at the targets that are easiest to hit or weakened the most. Due to his xbow training, he can even shoot at adjacent targets without disadvantage if an enemy moves adjacent (but otherwise does not move adjacent on purpose).
Hand Xbow Attack 1: 1d20 + 7 ⇒ (14) + 7 = 21
Hand Xbow Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6
Hand Xbow Attack 2: 1d20 + 7 ⇒ (17) + 7 = 24
Hand Xbow Damage 2: 1d6 + 3 ⇒ (2) + 3 = 5

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Initiative Order:
Turok Hotshot, Kobold 5 (22)
Sen (20)
Ander, Uriah, & Winged Kobold 2 (17)
Kobolds 4 & 7 (16)
Wrathmire, Kobold 3 (12)
Sir Adrian Fullbright, Kobold 6 (10)
Godfrey Heinrich Donner (4)
Since Turok's action won't affect Ander, Sen and Uriah...
Kobold 5 moves around one of the standing stones and slings a stone at Sir Adrian's head!
Sling: 1d20 + 4 ⇒ (4) + 4 = 8
The stone bounces harmlessly off of the knight's chain mail.
Sen draws another bead at Winged Kobold 1 sinking an arrow into its left eye!
Kobold 2 Wis Save: 1d20 - 2 ⇒ (5) - 2 = 3
Kobold 2 recoils at Uriah's taunts, but only for a moment until Ander takes his head off!
Winged Kobold 2 picks up a large stone and leaps about 15 feet in the air, flying toward the taunting Godfrey.
Kobold 3 whips another sling stone at Ander, hoping to remove a threat!
Sling: 1d20 + 4 ⇒ (18) + 4 = 22
Sorry! Ander takes another 4 hp.
Kobold 4 appears around a standing stone and whips a stone at Gordfrey.
Sling: 1d20 + 4 ⇒ (18) + 4 = 22
Disadvantage: 1d20 + 4 ⇒ (13) + 4 = 17
Godfrey, is your shield at the ready? The attack may have missed.
EDIT: I had forgotten Ander's attack, so the post has been edited to reflect that.

Godfrey Heinrich Donner |

No it hits
Ow! You stupid piece of s#*$! Godfrey calls out as he grabs his head from the munition spent by the kobold.
By the way, are the kobolds wearing metal?
On my go...
Godfrey will straighten his helm, swing the wand that can only be described as a club arcing with electricity, around in a 'whirring' motion before bringing it down on the kobolds head.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Lightening Damage: 1d8 ⇒ 8
Moving 30', avoiding Opportunity Attack from Winged Kobold, casting Shocking Grasp
EDIT: Sorry, it doesn't hit I forgot about my full defense. My shield is at the ready.
Helmet deflects the blow, causing my needing it to straighten out.

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i will of course drop my bow to pull out my longsword to swing at the kobold next to me hit: 4 + 1d20 ⇒ 4 + (5) = 9
dmg: 1d8 + 2 ⇒ (7) + 2 = 9 hunter's mark dmg: 1d6 ⇒ 5 as I also redirect my hunters mark to him.

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Turok drops his bow, and draws his blade, swinging ineffectually at the quick little kobold!
Wrathmire continues to be a flurry of death as he takes out two more targets! (Kobolds 6 & 7 are dead.)
Godfrey rushes forward, sliding around the edge of the nearby boulder, and electrocutes Kobold 3! No, they are not wearing metal. In fact, they don't appear to be wearing much at all! The only metal that they have are daggers and maybe a small metal trinket.
Sir Adrian and Turok are up! Everyone else may submit actions, but we only have 3 kobolds left!
Initiative Order:
Turok Hotshot, Kobold 5 (22)
Sen (20)
Ander, Uriah, & Winged Kobold 2 (17)
Kobold 4 (16)
Wrathmire (12)
Sir Adrian Fullbright (10)
Godfrey Heinrich Donner (4)

Ander Meliamne |

Ander steps up to the nearest kobold, eager to try and end the fight!
Longsword: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Ander looks around for an active kobold, then drops his sword in favor of his bow and takes a shot.
Longbow: 1d20 + 3 ⇒ (18) + 3 = 21, Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Sir Adrian Fullbright |

Round 2, Heroism - Temp HP 6/6
Does Uriah's casting of Vicious Mockery break the concentration required on Heroism? Just making sure it is still on.
Adrian rushes to the kobold to his north with his Greatsword held high and brings it down in a mighty slash across the kobold's mid-section.
Please move me to the farthest kobold to the north.
GS Att: 1d20 + 5 ⇒ (20) + 5 = 25
GS Crit Dam: 2d6 + 3 + 2d6 ⇒ (1, 3) + 3 + (2, 2) = 11

Uriah Lewis |

Uriah steps out and casts a spell on Winged Kobold 2.
Hah! Silly blokes! Picked a fight you couldn't win!
Casting Vicious Mockery, DC13 Wisdom save or take 1d4 ⇒ 2 psychic damage and have disadvantage on your next attack

Uriah Lewis |

No, concentration is only broken by casting another concentration spell OR damage
Edit: Moved Adrian AND Ander (there was a kobold in melee range)

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Adrian, Uriah is correct, but the temp hp does not stack, but rather refreshes every round, so the total is still 3 hp.
With a sure swing, Sir Adrian Fullbright stutter-steps up to the nearby Kobold 5 and separates its head from its shoulders!
Turok, I am going to take some liberty, because all of the kobolds near you are dead...
Turok lays his sword at his feet as he snatches up his bow to take a shot at the flying kobold, but the creature bobs out of the way just in time!
Ander surges forward, swinging in a vertical chop, splitting the head of the remaining kobold on the ground! Kobold 4 is dead!
Sen gets a chance to finish the Winged Kobold before it acts! Then we can go through the order of other actions...
Initiative Order:
Turok Hotshot (22)
Sen (20)
Ander, Uriah, & Winged Kobold 2 (17)
Wrathmire (12)
Sir Adrian Fullbright (10)
Godfrey Heinrich Donner (4)

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Sen knocks her second arrow and lets fly, catching the last winged kobold in the leg!
Almost immediately after, Uriah's cutting words cause the kobold to falter a bit.
Wisdom Save: 1d20 - 2 ⇒ (9) - 2 = 7
The kobold flies over Sen, dropping the stone on her head!
Stone drop: 1d20 + 5 ⇒ (13) + 5 = 18
Disadvantage: 1d20 + 5 ⇒ (8) + 5 = 13
Sen pulls back but the stone slams into her shoulder!
5 hp.
EDIT:
Initiative Order:
Turok Hotshot (22)
Sen (20)
Ander, Uriah, & Winged Kobold 2 (17)
Wrathmire (12) <==
Sir Adrian Fullbright (10)
Godfrey Heinrich Donner (4)
Wrathmire, Sir Adrian, and Godfrey are up!

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Godfrey picks up a fist-sized stone and hurls it at the kobold just as Wrathmire picks his shot!
Hand crossbow: 1d20 + 7 ⇒ (17) + 7 = 24
Advantage: 1d20 + 7 ⇒ (16) + 7 = 23
The bolt sticks in the creature's back as it looks toward Godfrey, and it begins to spiral to the ground, smacking into the standing stone as it falls.
---
Combat is over, you may take a short rest and heal up, or use some resources and hurry on in. Now would be a good time for a little RP, as it is the weekend and not everyone may be available. Great job! Looking over the bodies, you find a total of 5 gp in various smaller denominations, and a few worthless trinkets along with a dead rat.

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Well if we didn't make enough noise we can hide the bodies on the outside of the rocks and take a short rest to heal up. I bet anything bad would be in the cave, so odds are we would see them if they come out. Unless you all want to clear out the entrance of the cave first and then rest. Just remember to hide bodies.

Sir Adrian Fullbright |

Sir Adrian kicks what remains of his enemy behind the stones, then walks casually to the entrance with the stairs decscending. He sits down and cleans his Greatsword and armor from any dust and blood while he awaits the others to head down.

Uriah Lewis |

Hah! Kobolds didn't know what hit them! Uriah boasts
He flourishes his rapier around before sheathing it. It is conspicuously untarnished.
Great showing Sir Adrian! Good shot Wrathmire.

Sir Adrian Fullbright |

Heading down alone, are we, a+@$!**?
After Godfrey heads down, Sir Adrian stands and blocks the stairs.
Maybe we should discuss a strategy or walking order, so that we can prepare better for the next encounter?

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I like Godfrey's idea. A few of us head down to check out the entrance before they come up. Clear out the entrance, then take our rest. Those of us that took a beating stay up here, as this couldn't take more than 5 minutes. As turok heads down as well.

Ander Meliamne |

Ander pulls his hand away from his gut wound to check the state of his bleeding, then presses his palm to his stomach again.
"I think I'm alright," he says, "But until we have a chance to rest a bit, I think I'd rather pretend to be an archer instead of a swordsman. Let me know if you need backup."
Ander sheathes his sword, pulls out his bow, and sits on the ground. With a pained grunt, he leans against a large rock and begins taking slow, deep breaths.

Uriah Lewis |

Ah yes, the stories where the heroes split up always end well. Uriah says wryly.

Sir Adrian Fullbright |

Sir Adrian smiles at Uriah.
My sentiments exactly, but we have a bull-headed know-it-all in the group that seems not to care for strategy, nor the current condition of others.

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For those who are descending into the temple:
The stairs descend into darkness. It becomes clear that without some kind of special senses, you will need illumination to continue.

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As Wrathmire begins lighting his torch, there seems to be a responding moan coming from the darkness.
Sound off, who went down the stairs? Right now, I have Turok, Godfrey, Sen, and Wrathmire. Is that correct?

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I fire at one of the silhouettes visibile hit: 5 + 1d20 ⇒ 5 + (14) = 19
dmg: 1d8 + 3 ⇒ (6) + 3 = 9 and huntersmark: 1d6 ⇒ 2 as I can move the hunters mark to a new target since it has been less than an hour.
Also, if one of the other four silhouettes are within 5 feet of the first one, I get a second attack with hoard breaker. hit: 5 + 1d20 ⇒ 5 + (6) = 11 dmg: 1d8 ⇒ 6

Godfrey Heinrich Donner |

Holy s&*@! Godfrey willl exclaim upon seeing the moaning figures lighted by wrathmire's torch, and send a shatter right in the middle of the group, which should target all of them, Lighting crackles around him, and storms seem to lift him 10' off the ground.
All need to make a Con save DC 14 or take 24 Thunder damage.

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Godfrey, I am assuming that you are using your Channel Divinity?
Turok Hotshot 1d20 + 3 ⇒ (15) + 3 = 18
Godfrey Heinrich Donner 1d20 + 2 ⇒ (3) + 2 = 5
Wrathmire 1d20 + 3 ⇒ (4) + 3 = 7
Sen 1d20 + 2 ⇒ (6) + 2 = 8
Bad guys 1d20 - 2 ⇒ (15) - 2 = 13
I will be doing group initiative so that we can simplify combat, though this feels like this could be a quick one. :p
If they join the fight later (once battle starts, it will be apparent to the folk outside what's going on, especially when the thunder strikes!)
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (7) + 1 = 8
Uriah Lewis 1d20 + 2 ⇒ (1) + 2 = 3
Wrathmire's flint and steel kick up a flurry of sparks and his torch flares to life! Two desiccated corpses shamble towards the group well illuminated by the torches, and several more emerge from the darkness beyond.
Almost before anyone can react, Turok has drawn his bow and let fly two arrows at once! The arrows fly past the closest zombie and bury themselves deep into the two shambling forms behind it!
The zombies swarm to the first two in line, Turok and Godfrey!
Zombie 1 tries to claw at Turok! Slam: 1d20 + 3 ⇒ (20) + 3 = 23
Yikes! 8 hp damage on Turok.
Zombies 6 & 7 swipe at Godfrey! Slam 6: 1d20 + 3 ⇒ (7) + 3 = 10
Slam 7: 1d20 + 3 ⇒ (16) + 3 = 19
Godfrey blocks one with his shield, but the other slips through!
4 hp damage for Godfrey.
Everyone may act. Sound off, and I will resolve them in turn. Though, to be fair, the people up above will be able to act when 1) someone calls out, or 2) Godfrey's shatter goes off.

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You have not had the chance to cast the spell just yet. (They beat you in initiative.) The 10' of flight can be in any direction, right? If that is the case, then you can move yourself out of the way and still catch all the zombies in your blast. Otherwise that one on Turok will be out of the AoE.

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Wrathmire, I am going to say that you got the torch lit just before initiative was rolled, so you can still act. Remember, if you are going to take the double shot, you need to leave the torch at your feet.

Wrathmire |

Wrathmire jumps into action. He drops his torch and lets two bolts fly into the zombie horde.
Hand Xbow Attack 1: 1d20 + 7 ⇒ (15) + 7 = 22
Hand Xbow Damage 1: 1d6 + 3 ⇒ (4) + 3 = 7
Hand Xbow Attack 2: 1d20 + 7 ⇒ (19) + 7 = 26
Hand Xbow Damage 2: 1d6 + 3 ⇒ (1) + 3 = 4
Please account for cover as needed. Shooting at the nearest zombie until it dies then shooting at the next nearest zombie.

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Don't worry about cover. You have been rolling like a beast, their ACs are much lower than even 3/4 cover could help.
Sen and Wrathmire fill the nearest zombie with an arrow and two quarrels, causing it to rock back on its feet a bit, but it yet stands!
Godfrey chants the spidery language of magic. Winds begins whipping around him, lifting the sorcerer off the ground. A booming thunderclap echoes through the hallway...
Con save 3: 1d20 + 3 ⇒ (6) + 3 = 9
Con save 4: 1d20 + 3 ⇒ (19) + 3 = 22
Con save 5: 1d20 + 3 ⇒ (4) + 3 = 7
Con save 6: 1d20 + 3 ⇒ (15) + 3 = 18
Con save 7: 1d20 + 3 ⇒ (17) + 3 = 20
Undead Fortitude 2: 1d20 + 3 ⇒ (5) + 3 = 8
Undead Fortitude 3: 1d20 + 3 ⇒ (5) + 3 = 8
Undead Fortitude 5: 1d20 + 3 ⇒ (9) + 3 = 12
The explosion tosses three zombies off their feet, and they stop moving. It rocks the remaining zombies to their core, but they keep coming!
Turok may act, and those upstairs may act as well, though there is a little bit of a clog on the stair.

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Turok, you do not need to drop your bow to draw your sword. You may draw the blade with one hand and hold your bow in the other.