(Realised I didn't mention. A coach is about 60 feet from end to end, with a gantry leaving a 5 foot gap between the roof of one and another.)
<- Carriage 1 (60 feet) -> Gap (5 feet) <- Carriage 2 (60 feet) -> Gap (5 feet) etc.
Ith, when you ready, you need to select a specific trigger and what your action will be, as well as hold the spell, effectively casting it. So, for example, you might ready for if a non-friendly target comes into view, cast Fire Bolt at them. If you use a levelled spell, it uses the spell slot.
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Boo Perception25 listens and looks around to get a better idea of what might be going on and a sense of situational awareness as she quickly moves... towards the first coach and her fellows (scouts) who headed up that way. Boo's first priority is to find out what is going on and what she might be able to do to help (support and backup) the others as she is able.
Boo's movement is just 25' so just don't want to assume anything but if she is aware something is going 'ahead' on she will at least try to head that direction as fast as she can. S.O.P. for Boo as the 'healer' she does not view herself as a frontline combatant knowing that if she goes down, she cannot provide healing. So will always seek cover where she can best minimize danger to her person and be able to keep an eye on her companions to heal them as well as provide support such asEldritch Blast attacks at a distance so will be looking to see if she can help or in range to help in that regard. If time, movement allows, and she is in range with l.o.s. with a clear target, a small change to hit a friendly then here are her attack rolls to use... or just ignore/hold until she is able to help.Eldritch Blast To Hit 8Damage5To Hit 25Damage1
This post has potentially manipulated dice roll results.
Okay sorry. Was in a hurry and not sure what was going on. I'm posting my turn now because I'm still in a new country and not sure when I'll post again. Since eldin can't see any one, he'll stealth and enter the carriage 1. If he can't reach it with 30ft, he will enter the carriage he's on instead of moving toward carriage 1.
Boo quietly holds her position, letting the big boys do what they do best... kill things or beat them so she leaves the professionals to their work and stays put until she is needed...
Boo holds back any attack from her, etc.... in her mind at least not down in the zone and not a soldier or skilled fighter doesn't want to risk messing up anyone's plans, combat strategy, etc. but keeps a close eye on things for the best time or situation presents itself for her to lend a supporting hand... otherwise if someone needs healing she is ready to go.
This post has potentially manipulated dice roll results.
Edrick's turn is skipped. He hasn't posted.
The grunts get up from their places in the carriage, two of them approaching the carriage entrance one way, while the other opens the door the other way. Ith's sleep strikes the grunt as he falls backwards into the carriage, unconscious.
The other two grunts draw some batons that they use to attempt to subdue Carrick. As they strike, there is a fizzle of lightning down their weapons. (Each does Action Surge, so two attacks from each.) Baton vs. Carrick:26 vs. AC. Hit:11 bludgeoning, plus 6 lightning damage. Baton vs. Carrick:14 vs. AC. Hit:4 bludgeoning, plus 3 lightning damage. Baton vs. Carrick:19 vs. AC. Hit:4 bludgeoning, plus 3 lightning damage. Baton vs. Carrick:17 vs. AC. Hit:6 bludgeoning, plus 3 lightning damage.
Carrick feels the burn of the batons tazing him, their shocking whallops leaving his sides numb. (Carrick: 30/54 HP)
P.S. Also back from my holiday now. Will probably be posting slightly infrequently for the first couple of days but will try and get back to normal service this week.
Okay sorry. Was in a hurry and not sure what was going on. I'm posting my turn now because I'm still in a new country and not sure when I'll post again. Since eldin can't see any one, he'll stealth and enter the carriage 1. If he can't reach it with 30ft, he will enter the carriage he's on instead of moving toward carriage 1.
Stealth 12
In that case I'll stick to this but since I was in a hurry when I wrote that, I'll add a few more things to it.
Eldin hears one of the grunts fall asleep and sees Carrick get attacked by the other two grunts. He does a fast mental head-count and decides that the party can handle this situation. He bets on Boo knowing Infernal and the grunts not knowing it and speaks (in Infernal).
"I'm going to try and find the target. The longer we wait, the more guards will show up."
He will use his action to cast Sleep on the remaining Grunts 13.
If he is able to reach Carriage 1 with his 30ft of movement he will move toward it and stealth (Bonus Action). He will then use a free action to open the hatch that leads to its interior. He will then jump inside.
If Eldin can't reach Carriage 1 with 30ft of movement, he will instead Stealth with his bonus action and open the hatch to the interior of Carriage 2 and get inside.
If Eldin drops down to the connecting part between carriages, he can see into carriage 1 (doors on both sides are open) to cast sleep into the carriage at the grunts. (Let me know if you're fine with that and we'll work with what we have. He can bonus action hide after casting if he wishes, either diving into carriage 1 and getting behind one of the containers there or putting his back to the side of the carriage from outside.)
(I wasn't really sure what would have happened if someone jumped into the gap so I played it a bit safe.)
If Eldin can reach the connecting part with 30ft of movement, he will do that. In light of this new information, what can Eldin see in Carriage 1 and in Carriage 2 (since both doors are open) [Passive Perception: 16]
(Sorry, both doors of Carriage 1 are open. Carriage 2 is shut, but Eldin can open it as his once per turn manipulate an object. Feel free to leave it shut if you want first. Each carriage is 60 feet long, so your sleep spell will still reach them if that's your plan.)
Looking through to carriage 1, there appears to be a small seating area where the four grunts (one knocked out, one under a sleep spell, and two currently fighting) had been sitting. There are a couple of packs there, and the rest of the carriage has some boxes on shelves lining the path.
(Realised I didn't mention. A coach is about 60 feet from end to end, with a gantry leaving a 5 foot gap between the roof of one and another.)
<- Carriage 1 (60 feet) -> Gap (5 feet) <- Carriage 2 (60 feet) -> Gap (5 feet) etc.
Ith, when you ready, you need to select a specific trigger and what your action will be, as well as hold the spell, effectively casting it. So, for example, you might ready for if a non-friendly target comes into view, cast Fire Bolt at them. If you use a levelled spell, it uses the spell slot.
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Sorry I wasn t precise.
The trigger will be non friendly targets and the spell sleep. Total 17 HD
Game wise Ith will throw a smoke bomb (I wanted him to have a more Artificer feel) if that's ok
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Eldin will throw his dagger at the enemy. Preferably, he has sneak attack.
Hit 17 dmg 5 + 11
If eldin is within 30ft of an enemy, he will move to him and attack with his rapier instead.
Hit 10 dmg 11 +8
Crit dmg 6 + 8
Boo Perception 25 listens and looks around to get a better idea of what might be going on and a sense of situational awareness as she quickly moves... towards the first coach and her fellows (scouts) who headed up that way. Boo's first priority is to find out what is going on and what she might be able to do to help (support and backup) the others as she is able.
Boo's movement is just 25' so just don't want to assume anything but if she is aware something is going 'ahead' on she will at least try to head that direction as fast as she can. S.O.P. for Boo as the 'healer' she does not view herself as a frontline combatant knowing that if she goes down, she cannot provide healing. So will always seek cover where she can best minimize danger to her person and be able to keep an eye on her companions to heal them as well as provide support such as Eldritch Blast attacks at a distance so will be looking to see if she can help or in range to help in that regard. If time, movement allows, and she is in range with l.o.s. with a clear target, a small change to hit a friendly then here are her attack rolls to use... or just ignore/hold until she is able to help. Eldritch Blast To Hit 8 Damage 5 To Hit 25 Damage 1
Boo scurries up to the front of carriage 1. She can hear three figures within the carriage below her.
Ith pulls out his sleep bomb and primes it, ready to hurl it should any enemies turn up.
Eldin, not your turn yet. Also you're on top of the coach and can't see anyone but the party right now.
INITIATIVE TRACKER
Edrick (38/38 HP)
Cannith Grunt #2 (uninjured)
Cannith Grunt #3 (uninjured)
Cannith Grunt #4 (uninjured)
Majin (49/49 HP)
Eldin (40/40 HP)
END OF ROUND
Carrik (54/54 HP)
Boo (38/38 HP)
Ith (34/34 HP)
Okay sorry. Was in a hurry and not sure what was going on. I'm posting my turn now because I'm still in a new country and not sure when I'll post again. Since eldin can't see any one, he'll stealth and enter the carriage 1. If he can't reach it with 30ft, he will enter the carriage he's on instead of moving toward carriage 1.
Stealth 18
Boo quietly holds her position, letting the big boys do what they do best... kill things or beat them so she leaves the professionals to their work and stays put until she is needed...
Boo holds back any attack from her, etc.... in her mind at least not down in the zone and not a soldier or skilled fighter doesn't want to risk messing up anyone's plans, combat strategy, etc. but keeps a close eye on things for the best time or situation presents itself for her to lend a supporting hand... otherwise if someone needs healing she is ready to go.
Edrick's turn is skipped. He hasn't posted.
The grunts get up from their places in the carriage, two of them approaching the carriage entrance one way, while the other opens the door the other way. Ith's sleep strikes the grunt as he falls backwards into the carriage, unconscious.
The other two grunts draw some batons that they use to attempt to subdue Carrick. As they strike, there is a fizzle of lightning down their weapons. (Each does Action Surge, so two attacks from each.)
Baton vs. Carrick: 26 vs. AC. Hit: 11 bludgeoning, plus 6 lightning damage.
Baton vs. Carrick: 14 vs. AC. Hit: 4 bludgeoning, plus 3 lightning damage.
Baton vs. Carrick: 19 vs. AC. Hit: 4 bludgeoning, plus 3 lightning damage.
Baton vs. Carrick: 17 vs. AC. Hit: 6 bludgeoning, plus 3 lightning damage.
Carrick feels the burn of the batons tazing him, their shocking whallops leaving his sides numb. (Carrick: 30/54 HP)
INITIATIVE TRACKER
Majin (49/49 HP)
Eldin (40/40 HP)
END OF ROUND
Carrik (30/54 HP)
Boo (38/38 HP)
Ith (34/34 HP)
Edrick (38/38 HP)
Cannith Grunt #2 (unconscious 10 rounds)
Cannith Grunt #3 (uninjured)
Cannith Grunt #4 (uninjured)
P.S. Also back from my holiday now. Will probably be posting slightly infrequently for the first couple of days but will try and get back to normal service this week.
Which carriage is Eldin on top of again?
Carriage 2 IIRC
In that case I'll stick to this but since I was in a hurry when I wrote that, I'll add a few more things to it.
Eldin hears one of the grunts fall asleep and sees Carrick get attacked by the other two grunts. He does a fast mental head-count and decides that the party can handle this situation. He bets on Boo knowing Infernal and the grunts not knowing it and speaks (in Infernal).
"I'm going to try and find the target. The longer we wait, the more guards will show up."
He will use his action to cast Sleep on the remaining Grunts 13.
If he is able to reach Carriage 1 with his 30ft of movement he will move toward it and stealth (Bonus Action). He will then use a free action to open the hatch that leads to its interior. He will then jump inside.
If Eldin can't reach Carriage 1 with 30ft of movement, he will instead Stealth with his bonus action and open the hatch to the interior of Carriage 2 and get inside.
If Eldin drops down to the connecting part between carriages, he can see into carriage 1 (doors on both sides are open) to cast sleep into the carriage at the grunts. (Let me know if you're fine with that and we'll work with what we have. He can bonus action hide after casting if he wishes, either diving into carriage 1 and getting behind one of the containers there or putting his back to the side of the carriage from outside.)
(I wasn't really sure what would have happened if someone jumped into the gap so I played it a bit safe.)
If Eldin can reach the connecting part with 30ft of movement, he will do that. In light of this new information, what can Eldin see in Carriage 1 and in Carriage 2 (since both doors are open) [Passive Perception: 16]
(Sorry, both doors of Carriage 1 are open. Carriage 2 is shut, but Eldin can open it as his once per turn manipulate an object. Feel free to leave it shut if you want first. Each carriage is 60 feet long, so your sleep spell will still reach them if that's your plan.)
Looking through to carriage 1, there appears to be a small seating area where the four grunts (one knocked out, one under a sleep spell, and two currently fighting) had been sitting. There are a couple of packs there, and the rest of the carriage has some boxes on shelves lining the path.
Can the two grunts that are fighting see Eldin?
Their backs are to Eldin, but would be able to if they turned around.
Can Eldin just hide in the carriage without casting sleep? If not, he will try to make sure that the guards don't see where he hid in the carriage.
Can do. Feel free to make that Stealth check ;-)
Okay. Then no sleep just stealth.
Stealth: 16