Initiative Order:
Matrim 19
Monsters 16
Bhelmyr 10
Harlo 7
Matrim, you smash the warhammer into the wererat's head, causing a devastating wound. The blow forces the wererat to it's knees, but it still lives.
The
wererat near Matrim retaliates with it's dagger, slashing at your guts and causing 5 points of damage. Ouch !
DM rolled 18 using 1d20+4. Wererat (1) attack roll.
DM rolled 5 using 1d4+2. Wererat (1) damage.
The other
wererat leaps from the crate and scurries to the doorway, to block your escape.
Bhelmyr, you see the wererat in the doorway. You hear the sounds of combat from the back yard. Your sacred flame descends towards the wererat in the doorway but it dodges it easily.
DM rolled 21 using 1d20+2. Wererat Dex saving throw vs sacred flame.
Harlo, you move down the hallway to where
Bhelmyr is. The unconcious man lies right here, too. You unleash your Chill Touch towards the wererat in the doorway, but miss terribly.
The
wererat (female) in the doorway is glaring at
Bhelmyr and
Harlo in the passageway. The
wererat (male) outside is bleeding from a head wound. He glares at
Matrim and looks like he intends to continue defending himself from the barbarian.
Duncan will notice the two old adventurers slowly make their way towards the hallway. (
Duncan, you are late to the fight, but roll initiative and we will slot you into the order of actions)
That's round 1 completed.
Here is an updated map:
https://drive.google.com/open?...VquuFNwF3Sj7xY2yNysL
From the PHB : "The initiative order remains the same from round to round.", so just declare actions and make rolls for round 2.