This post has potentially manipulated dice roll results.
(Ith, to note they closed the door behind them, blocking your line of effect to target them. Since you are on the other side of the carriage, it'll be 40 feet of movement to get to the door to open it to chuck your sleep spell out of. Either that or prepare it for when someone opens the door ;-) )
"The sky coach would lose in a fight with the lightning rail, but I can try a light tap." Biff tells Boo. He begins to manoeuvre the sky coach for next turn...
Boo utilises the power of the [Tooltip Not Found] she holds, the eldritch blast now twisting and spiralling towards the target, enveloping the area they are in.
Gun Guard #2's Dexterity Saving Throw:17
The guard manages to evade the full brunt of eldritch energy, but still takes some of the blast. (Gun Guard #2: 8 damage.)
Majin fumbles for his bullets, blinded, and begins to restock his pistol's ammunition. His senses are still bewildered by the alchemical device.
Eldin being, blinded and not able to do much says, "There's too many of them. We need to find a way to escape or get the guards and the figures with crossbow ropes to fight each other."
Eldin takes the Dodge action and uses his double movement to try and find cover.
(Just to note, Dodge will only work if you can see the attack coming, so will not counteract being blinded. Up to you if you still want to, but once your turn ends, you will get another chance to make the saving throw. Beyond that, unsure if Ith would call for Eldin to open the door saying he's already there to do so...)
(Ith, to note they closed the door behind them, blocking your line of effect to target them. Since you are on the other side of the carriage, it'll be 40 feet of movement to get to the door to open it to chuck your sleep spell out of. Either that or prepare it for when someone opens the door ;-) )
(Ok, sorry didn't see that. )
Ith will stay his action and wait for the guards to come in. He ll check all the entrance and get ready. If he can he moves to get with the rest of the group.
Also, general rule for Eldin's actions right now (to speed up gameplay):
Eldin is currently in the mindset of getting off the train with the shards since he believes there are two many enemies to deal with. Because of this somewhat defensive mindset he will use any available reactions to Uncanny Dodge VS the attack that does the most damage to him. This is his default unless stated otherwise.
(Ith, to note they closed the door behind them, blocking your line of effect to target them. Since you are on the other side of the carriage, it'll be 40 feet of movement to get to the door to open it to chuck your sleep spell out of. Either that or prepare it for when someone opens the door ;-) )
(Ok, sorry didn't see that. )
Ith will stay his action and wait for the guards to come in. He ll check all the entrance and get ready. If he can he moves to get with the rest of the group.
I thought he wanted the guards to open the door and then surprise them (guards). If Ith did ask for that, Eldin can open the door.
If the crates are ready, Carrick will use his full movement to get them as close to the sky coach as possible, since he can't possibly take on the DCFs and the guards.
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
(Boo if she spots the others, and able to act at all to help out in any way she does have a rope and net up in sky coach with her so idk if that can come into play but it's there if needed)
This post has potentially manipulated dice roll results.
(The others are within the carriage, so Boo cannot see them from her current position)
Eldin swings open the door as Ith casts a sleep spell into the group of guards. One of them appears to collapse unconscious.
Eldin then heals himself with a spell. (Eldin: 35/40 HP)
Carrick's Constitution Saving Throw:18 Carrick, taking the advantage, striking at the front guard. Rapier vs. Enforcer Guard #1: Attack: 22 Damage: 11 piercing damage. Rapier vs. Enforcer Guard #1: Attack: 17 Damage: 13 piercing damage.
The initial strike is parried away by the baton of the enforcer guard, but the second lands a minor blow. (Enforcer Guard #1: 8 damage)
Gun Guards' Turns:
The Gun Guards turn their weaponry towards the two figures on top of the sky coach that has been shooting across. The two figures used a dodge, so the attacks are at disadvantage.
Musket vs. DCF #3:9 vs. AC. Hit:14 piercing damage. Musket vs. DCF #3:10 vs. AC. Hit:6 piercing damage. Musket vs. DCF #4:23 vs. AC. Hit:5 piercing damage. Musket vs. DCF #4:14 vs. AC. Hit:14 piercing damage.
From the volley, only one bullet hits the figures. (DCF #3: 27 damage.)
DCF's Turns:
Two of the DCFs continue to attempt to stabilise their friend. Medicine:20 Wow... I think he's dead, Jim...
The two on deck reload their crossbows and return fire. Crossbow, Heavy vs. Gun Guard #1:12 vs. AC. Hit:4 piercing damage. Crossbow, Heavy vs. Gun Guard #1:13 vs. AC. Hit:8 piercing damage.
One shot for another, the guard has a nasty bolt stuck in his shoulder. (Gun Guard #1: 10 damage.)
DCF #6 quaffs another potion, taking it from an ally. Potion of Healing: Heal 6 hit points.
The Enforcer Guards Turns:
Enforcer #1, being struck by Carrick's rapier, activates their baton's lightning and strikes at him. Stun Baton vs. Carrick:8 vs. AC. Hit:6 bludgeoning, plus 4 lightning damage.
Enforcer #2-4, unable to get into the melee, appear to take out some darts, which get charged with energy before being thrown. Stun Dart vs. Carrick:19 vs. AC. Hit:4 piercing, plus 4 lightning damage. Stun Dart vs. Carrick:22 vs. AC. Hit:6 piercing, plus 4 lightning damage. Stun Dart vs. Eldin (applied cover bonus):9 vs. AC. Hit:3 piercing, plus 4 lightning damage.
Carrick spasms from the lightning darts striking him. That hurt! (Carrick: 16/54 HP)
"Shit!" Majin yells now blinded, so he spends his action reloading his pistol. Con save at the end of turn 12
(Ith, to note they closed the door behind them, blocking your line of effect to target them. Since you are on the other side of the carriage, it'll be 40 feet of movement to get to the door to open it to chuck your sleep spell out of. Either that or prepare it for when someone opens the door ;-) )
"The sky coach would lose in a fight with the lightning rail, but I can try a light tap." Biff tells Boo. He begins to manoeuvre the sky coach for next turn...
Boo utilises the power of the [Tooltip Not Found] she holds, the eldritch blast now twisting and spiralling towards the target, enveloping the area they are in.
Gun Guard #2's Dexterity Saving Throw: 17
The guard manages to evade the full brunt of eldritch energy, but still takes some of the blast. (Gun Guard #2: 8 damage.)
Majin fumbles for his bullets, blinded, and begins to restock his pistol's ammunition. His senses are still bewildered by the alchemical device.
INITIATIVE TRACKER
Carrik (35/54 HP)
Eldin (25/40 HP, Blinded 1 round)
Ith (17/38 HP)
Edrick (38/38 HP)
Gun Guard #1 (Uninjured)
Gun Guard #2 (8 damage)
Gun Guard #3 (Uninjured)
Gun Guard #4 (Uninjured)
DCF #1 (10 damage)
DCF #2 (5 damage)
DCF #3 (22 damage)
DCF #4 (29 damage)
DCF #5 (62 damage, dying)DCF #6 (36 damage)
Enforcer Guard #1 (uninjured)
Enforcer Guard #2 (uninjured)
Enforcer Guard #3 (uninjured)
Enforcer Guard #4 (uninjured)
Boo (31/38 HP)
Majin (49/49 HP, Blinded 1 round)
Eldin being, blinded and not able to do much says, "There's too many of them. We need to find a way to escape or get the guards and the figures with crossbow ropes to fight each other."
Eldin takes the Dodge action and uses his double movement to try and find cover.
(Just to note, Dodge will only work if you can see the attack coming, so will not counteract being blinded. Up to you if you still want to, but once your turn ends, you will get another chance to make the saving throw. Beyond that, unsure if Ith would call for Eldin to open the door saying he's already there to do so...)
(Ok, sorry didn't see that. )
Ith will stay his action and wait for the guards to come in. He ll check all the entrance and get ready. If he can he moves to get with the rest of the group.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
@DM
(Right. Forgot about that. In that case, Eldin would... wait for everyone else turn so that I can have him do stuff to support the others.)
(24 hour limit is reached. Eldin, Ith, Carrick, please take your turns.)
Edrick takes the crate and takes cover to one side, ensuring it doesn't come to any harm.
(Well, since Ith and Carrick seem to be inactive, Eldin will use his action to cast cure wounds on himself to increase his chance of survival.
Heal: 10
Eldin's health: 35/40
Also, general rule for Eldin's actions right now (to speed up gameplay):
Eldin is currently in the mindset of getting off the train with the shards since he believes there are two many enemies to deal with. Because of this somewhat defensive mindset he will use any available reactions to Uncanny Dodge VS the attack that does the most damage to him. This is his default unless stated otherwise.
(Does Eldin want to open the door as Ith asked for earlier?)
Did Ith, ask for that?
I thought he wanted the guards to open the door and then surprise them (guards). If Ith did ask for that, Eldin can open the door.
If the crates are ready, Carrick will use his full movement to get them as close to the sky coach as possible, since he can't possibly take on the DCFs and the guards.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
(DM can we feather fall if we are carrying something, like the create for example?)
Go ahead Eldin. I m ready to cast.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
(Boo if she spots the others, and able to act at all to help out in any way she does have a rope and net up in sky coach with her so idk if that can come into play but it's there if needed)
(The others are within the carriage, so Boo cannot see them from her current position)
Eldin swings open the door as Ith casts a sleep spell into the group of guards. One of them appears to collapse unconscious.
Eldin then heals himself with a spell. (Eldin: 35/40 HP)
Carrick's Constitution Saving Throw: 18
Carrick, taking the advantage, striking at the front guard.
Rapier vs. Enforcer Guard #1: Attack: 22 Damage: 11 piercing damage.
Rapier vs. Enforcer Guard #1: Attack: 17 Damage: 13 piercing damage.
The initial strike is parried away by the baton of the enforcer guard, but the second lands a minor blow. (Enforcer Guard #1: 8 damage)
Gun Guards' Turns:
The Gun Guards turn their weaponry towards the two figures on top of the sky coach that has been shooting across. The two figures used a dodge, so the attacks are at disadvantage.
Musket vs. DCF #3: 9 vs. AC. Hit: 14 piercing damage.
Musket vs. DCF #3: 10 vs. AC. Hit: 6 piercing damage.
Musket vs. DCF #4: 23 vs. AC. Hit: 5 piercing damage.
Musket vs. DCF #4: 14 vs. AC. Hit: 14 piercing damage.
From the volley, only one bullet hits the figures. (DCF #3: 27 damage.)
DCF's Turns:
Two of the DCFs continue to attempt to stabilise their friend.
Medicine: 20
Wow... I think he's dead, Jim...
The two on deck reload their crossbows and return fire.
Crossbow, Heavy vs. Gun Guard #1: 12 vs. AC. Hit: 4 piercing damage.
Crossbow, Heavy vs. Gun Guard #1: 13 vs. AC. Hit: 8 piercing damage.
One shot for another, the guard has a nasty bolt stuck in his shoulder. (Gun Guard #1: 10 damage.)
DCF #6 quaffs another potion, taking it from an ally.
Potion of Healing: Heal 6 hit points.
The Enforcer Guards Turns:
Enforcer #1, being struck by Carrick's rapier, activates their baton's lightning and strikes at him.
Stun Baton vs. Carrick: 8 vs. AC. Hit: 6 bludgeoning, plus 4 lightning damage.
Enforcer #2-4, unable to get into the melee, appear to take out some darts, which get charged with energy before being thrown.
Stun Dart vs. Carrick: 19 vs. AC. Hit: 4 piercing, plus 4 lightning damage.
Stun Dart vs. Carrick: 22 vs. AC. Hit: 6 piercing, plus 4 lightning damage.
Stun Dart vs. Eldin (applied cover bonus): 9 vs. AC. Hit: 3 piercing, plus 4 lightning damage.
Carrick spasms from the lightning darts striking him. That hurt! (Carrick: 16/54 HP)
INITIATIVE TRACKER
Boo (31/38 HP)
Majin (49/49 HP, Blinded 1 round)
Carrik (16/54 HP)
Eldin (35/40 HP, Blinded 1 round)
Ith (17/38 HP)
Edrick (38/38 HP)
Gun Guard #1 (10 damage)
Gun Guard #2 (8 damage)
Gun Guard #3 (Uninjured)
Gun Guard #4 (Uninjured)
DCF #1 (10 damage)
DCF #2 (5 damage)
DCF #3 (27 damage)
DCF #4 (29 damage)
DCF #5 (62 damage, dead)DCF #6 (36 damage)
Enforcer Guard #1 (8 damage)
Enforcer Guard #2 (uninjured)
Enforcer Guard #3 (uninjured)
Enforcer Guard #4 (uninjured, unconscious 10 rounds)
Eldin gets to take a CON save at the end of this turn, so he's still blinded right?
Also what race are the guards?
CON:18
Eldin is no longer blind.
The guards are just outside. Quick idea of the back end of the carriage:
|c...c|
|cE..c|
\--C--/
xx.G.xx
xxGGGxx
E = Eldin, C = Carrick, G = Gaurds
x = empty space, . = open ground, c = crates/shelves, |\/ = walls of carriage.
OOC: Carrick is trying to move the crates out towards the coach. Are there guards in front of him that he needs to kill?Disregarded because of earlier post.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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But what races are the guards and where is the DCF's sky coach in relation to Eldin? I have crazy plan.