Sarith: finds a small dagger in the chest he is hiding in and “heroically” throws it at one of the drow (drow #2) Attack: 4 Damage: 2
topsy and turvy: look around the surrounding drow with fear before rushing forward with daggers “you killed our friends” they scream in unison (topsy: Attack 11 Damage: 1) (turvy: Attack 16 Damage: 4)
(Forgot the damage done by the caltrops, what’s the damage if they fail a dc 15?)
(51941912841) listed drow 1 - 8
I’ll post the next actions after I know the updated damage, so how much damage does a drow take if he fails the dc 15 check
Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet.
For those that failed the DC 15, they would have had to stop moving immediately on the caltrops and take 1 point of piercing damage (also there speed would be reduced by 10 ft. until they were healed somehow). Depending on how wide the doorway is, the 3rd or 4th drow to fail the check would probably have completely blocked the doorway stopping the others behind them from going into without moving through there space. When the drow moved through another drow's space it would cost them 10 feet of movement rather than the normal five. Over all, here's how I saw all that happening based off your rolls:
Drow 1: Fails Check. Takes 1 point of damage and stops in the doorway, attacking no one
Drow 2: Passes Check. Makes in through the doorway and attacks someone.
Drow 3: Fails Check. Takes 1 point of damage and stops in the doorway, attacking no one.
Drow 4: Passes Check. Makes in through the doorway and attacks someone.
Drow 5: Fails Check. Takes 1 point of damage and stops in the doorway, attacking no one. The doorway is now completely blocked. The three drow blocking the doorway are now basically 5 ft. of difficult terrain for their buddies to get through.
Drow 6,7,8: All fail the check. Takes 1 point of damage and stops behind the first three drow that blocked the doorway unable to move any further and attack no one. (Side note: They moved probably at least 10 ft to get to the caltrops, failed the check and had to stop immediately behind the first three drow that stepped on the caltrops. They also lose 10 ft. of movement from failing the check, meaning they only have a base speed of 20 ft. now, assuming drow start with 30 ft. speed. This means, on their next turn, should they try to move through their buddies to get in the room, they'll only be able to move 10 more ft after that.)
Basically, there should only be two drow completely in the room right now (drow 2 and 4). Drow 1,3, and 5 should be in stuck in the doorway, while drow 6,7, and 8 should be stuck behind them. All 6 of those drow still in the doorway took one piercing damage and there normal speed is now only 20 feet per turn.
Ok well edit, this kind of puts things back a little sorry about that
so everything in DaNoLyfeKing’s post is what happens
Drow 2 and 4 enter the room “what trickery is this?” They yell they come forward at xullraema and tarhun swinging there short swords (drow #2 Attack: 16 Damage: 1) (drow #4 Attack: 17 Damage: 4)
every one please tweak or re do your attacks/moves
I'm assuming that the Drow #4 attacked Tarhun since they are both listed second, so he takes 4 damage from that.
Tarhun will be swinging on Drow #4 since he's apparently right in his face. He rolled a 1 last time, but if he's allowed to re-do his turn, than the new attack is Attack: 20 Damage: 8
Rollback Post to RevisionRollBack
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
Ok well edit, this kind of puts things back a little sorry about that
so everything in DaNoLyfeKing’s post is what happens
Drow 2 and 4 enter the room “what trickery is this?” They yell they come forward at xullraema and tarhun swinging there short swords (drow #2 Attack: 16 Damage: 1) (drow #4 Attack: 17 Damage: 4)
every one please tweak or re do your attacks/moves
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
The time for talk was over, Kira attacked the closest guard to her.
Attack: 12 Damage: 9
Kira will attack the closest of the two guards that made it into the room. If you want to use my first roll, it's above. Here's a new one if we're completely re-doing it:
This post has potentially manipulated dice roll results.
Assuming there is a drow within striking distance, Uradurk will do the same. If one of the two who made it through are still standing, he will go for them. Otherwise, he will swing at one that is prone on the caltrops. (If needed for advantage since the enemy is prone, advantage roll yields 18 (If higher than the 13 in the quote.)
Uradurk swings a shortsword at the nearest enemy:
Attack: 13 Damage: 9
Check out my Extended Signature here
(Sorry about the busy weekend, I’ll post around 11:30 ish tomorrow morning)
Sarith: finds a small dagger in the chest he is hiding in and “heroically” throws it at one of the drow (drow #2) Attack: 4 Damage: 2
topsy and turvy: look around the surrounding drow with fear before rushing forward with daggers “you killed our friends” they scream in unison (topsy: Attack 11 Damage: 1) (turvy: Attack 16 Damage: 4)
(Forgot the damage done by the caltrops, what’s the damage if they fail a dc 15?)
(20 4 9 19 2 3 1 12) listed drow 1 - 8
I’ll post the next actions after I know the updated damage, so how much damage does a drow take if he fails the dc 15 check
Check out my Extended Signature here
I I know but they decided to advance and not stop so for those who failed the 15 dex dc saving throw what happens?
For those that failed the DC 15, they would have had to stop moving immediately on the caltrops and take 1 point of piercing damage (also there speed would be reduced by 10 ft. until they were healed somehow). Depending on how wide the doorway is, the 3rd or 4th drow to fail the check would probably have completely blocked the doorway stopping the others behind them from going into without moving through there space. When the drow moved through another drow's space it would cost them 10 feet of movement rather than the normal five. Over all, here's how I saw all that happening based off your rolls:
Drow 1: Fails Check. Takes 1 point of damage and stops in the doorway, attacking no one
Drow 2: Passes Check. Makes in through the doorway and attacks someone.
Drow 3: Fails Check. Takes 1 point of damage and stops in the doorway, attacking no one.
Drow 4: Passes Check. Makes in through the doorway and attacks someone.
Drow 5: Fails Check. Takes 1 point of damage and stops in the doorway, attacking no one. The doorway is now completely blocked. The three drow blocking the doorway are now basically 5 ft. of difficult terrain for their buddies to get through.
Drow 6,7,8: All fail the check. Takes 1 point of damage and stops behind the first three drow that blocked the doorway unable to move any further and attack no one. (Side note: They moved probably at least 10 ft to get to the caltrops, failed the check and had to stop immediately behind the first three drow that stepped on the caltrops. They also lose 10 ft. of movement from failing the check, meaning they only have a base speed of 20 ft. now, assuming drow start with 30 ft. speed. This means, on their next turn, should they try to move through their buddies to get in the room, they'll only be able to move 10 more ft after that.)
Basically, there should only be two drow completely in the room right now (drow 2 and 4). Drow 1,3, and 5 should be in stuck in the doorway, while drow 6,7, and 8 should be stuck behind them. All 6 of those drow still in the doorway took one piercing damage and there normal speed is now only 20 feet per turn.
Ok well edit, this kind of puts things back a little sorry about that
so everything in DaNoLyfeKing’s post is what happens
Drow 2 and 4 enter the room “what trickery is this?” They yell they come forward at xullraema and tarhun swinging there short swords (drow #2 Attack: 16 Damage: 1) (drow #4 Attack: 17 Damage: 4)
every one please tweak or re do your attacks/moves
I'm assuming that the Drow #4 attacked Tarhun since they are both listed second, so he takes 4 damage from that.
Tarhun will be swinging on Drow #4 since he's apparently right in his face. He rolled a 1 last time, but if he's allowed to re-do his turn, than the new attack is Attack: 20 Damage: 8
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Check out my Extended Signature here
Re doing or tweaking
I'll do the same thing that I did.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Assuming there is a drow within striking distance, Uradurk will do the same. If one of the two who made it through are still standing, he will go for them. Otherwise, he will swing at one that is prone on the caltrops. (If needed for advantage since the enemy is prone, advantage roll yields 18 (If higher than the 13 in the quote.)
Check out my Extended Signature here