Cunning Action: Dash (since it doesn't look like Eldin is in a position to trigger AoO)
Eldin moves back and faces a window that is closest to the DCF's sky coach. If there is none. He will just move back toward the end of the coach but before he does that he will say this:
If even one of the guards are Elves or half-elves, Eldin will shout Elvish directed at the DCFs. If none of the guards are Elvish Eldin will speak common. Eldin is also speaking loud enough for the guards to hear him. He is pretending that he is speaking louder to talk over the engine sound.
"Guys! You have the goods in the sky coach. Leave us here and go! We'll distract the guards with our attacks and the empty box! Go Go Go!"
Eldin's plan: Make the guards think that the group is working with the DCF's and that the box that Carrick is carrying is in fact empty and is only with him to distract the guards from the DCF's who have the shards and are in a prime position to get away with the goods. Eldin hopes that the guards will then focus more on fighting the DCFs, thereby making it easier for our party to get away.
What do I need to roll for this?
Movement: Move to a place which will help out with his plan the most.
Action: Waiting to see if this plan consumes an action or not.
Carrick quaffs the potion (Carrick: 24/54 HP) and then counterattacks with two swift slices that takes down the guard in front of him. (Enforcer Guard #1: Defeated)
Ith hurls the mote of fire past Carrick and it strikes into the next guard. (Enforcer Guard #3: 2 damage.)
Majin has successfully reloaded the pistol. Even when blind it feels like second nature.
Eldin, there are no windows, so it would be retreating with the 60 feet of movement to the other end of the carriage. Please make a Deception check.
This post has potentially manipulated dice roll results.
Boo Perception 15 what happens with group of guards she thought we're heading her way or signs of her companions coming out of the rail car yet to lower rope to help them or provide eldritch blasts cover if called for. So just watching for signs of companions exiting..
Two of the guards manage to drop to the ground in time, but the other two are struck in the head, knocking them off of the side of the rail and hurtling onto the track, being left behind quite quickly.
(Carrick's already had a turn)
The Gun Guards crawl beneath the sky coach and attempt to get away from Biff's flying manoeuvres.
The DCFs appear to have regrouped, their sky coach moving in accordance to Biff's. They fire a few shots at the coach, attempting to hit Biff. (He has cover where he is, so applying a penalty to the attack.)
(DCFs 1-4 are now open on deck, but their ship has elevated so only Boo can see them currently)
Biff is struck by two crossbow bolts, taking serious damage but not taken down. (Biff: 18 damage.)
The first enforcers still up attempt to use their batons on Carrick, taking positions beside the door. (Action surge to second strike) Stun Baton vs. Carrick:20 vs. AC. Hit:5 bludgeoning, plus 4 lightning damage. Stun Baton vs. Carrick:8 vs. AC. Hit:4 bludgeoning, plus 2 lightning damage.
Carrick hears one of them call to the other. "Send the message, we need backup against those sky ships." The other enforcer breaks away and moves back down the carriage.
@Eldin: It looks like it has. They appear to be focusing on the DCF's sky coach, hence one going to get help in fighting it.
@Carrick: That guard wasn't within your weapon reach when they left. The one that was in melee with you took down last turn, and one of them has moved up to block you from getting to his ally.
That sky coach is currently flying directly above carriage #4. Eldin might just about see it through the carriage doorway at the far end from where he is.
Eldin sees the guards shift focus to the DCF's and he opens the door he is close to and notices the Party's Sky coach piloted by Biff. He signals the others to begin escaping. He then climbs up on top of carriage 4.
(Eldin backed away to the far end of carriage 3 last turn. He's near the door that leads to Carriage 2.)
Carrick, with two quick slices, takes down the next guard with little difficulty. He was expecting more of a challenge from these guys... (Enforcer Guard: defeated, 26 damage.)
Carrick has 250gp and he'd like to use a Heist Point to purchase some potions.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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(Post the Heist Point use within the main thread. RP out the option.)
Carrick will consume the first of his Potions of Healing and regain 8 hit points.
Action Surge
Two attacks with the longsword at the guard in front of him.
Attack: 19 Damage: 11
Attack: 27 Damage: 10
Bonus damage from crit: 8
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Ith casts fire bolt at the nearest threat. Attack: 21 Damage: 1
"We need to leave, soon. This can't end well." He shouts over the melee. " Should we jump ship and split up ?"
Under his breath he adds, "What are the support group doing..."
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Still blinded Majin will reload his other pistol and end his turn CON save: 22
Time for the crazy plan.
Cunning Action: Dash (since it doesn't look like Eldin is in a position to trigger AoO)
Eldin moves back and faces a window that is closest to the DCF's sky coach. If there is none. He will just move back toward the end of the coach but before he does that he will say this:
If even one of the guards are Elves or half-elves, Eldin will shout Elvish directed at the DCFs. If none of the guards are Elvish Eldin will speak common. Eldin is also speaking loud enough for the guards to hear him. He is pretending that he is speaking louder to talk over the engine sound.
"Guys! You have the goods in the sky coach. Leave us here and go! We'll distract the guards with our attacks and the empty box! Go Go Go!"
Eldin's plan: Make the guards think that the group is working with the DCF's and that the box that Carrick is carrying is in fact empty and is only with him to distract the guards from the DCF's who have the shards and are in a prime position to get away with the goods. Eldin hopes that the guards will then focus more on fighting the DCFs, thereby making it easier for our party to get away.
What do I need to roll for this?
Movement: Move to a place which will help out with his plan the most.
Action: Waiting to see if this plan consumes an action or not.
Carrick quaffs the potion (Carrick: 24/54 HP) and then counterattacks with two swift slices that takes down the guard in front of him. (Enforcer Guard #1: Defeated)
Ith hurls the mote of fire past Carrick and it strikes into the next guard. (Enforcer Guard #3: 2 damage.)
Majin has successfully reloaded the pistol. Even when blind it feels like second nature.
Eldin, there are no windows, so it would be retreating with the 60 feet of movement to the other end of the carriage. Please make a Deception check.
INITIATIVE TRACKER
Boo (31/38 HP)
Majin (49/49 HP)
Carrik (16/54 HP)
Eldin (35/40 HP,)
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 (defeated)Enforcer Guard #2 (uninjured)
Enforcer Guard #3 (2 damage)
Enforcer Guard #4 (uninjured, unconscious 10 rounds)
Deception: 8
Also wish to use a Hero Point to add a d6: 4
Boo Perception 15 what happens with group of guards she thought we're heading her way or signs of her companions coming out of the rail car yet to lower rope to help them or provide eldritch blasts cover if called for. So just watching for signs of companions exiting..
Carrick will step over Guard #1 and seeing that Guard #3 has taken a Fire Bolt, he'll take two swings at him.Attack: 16 Damage: 11Attack: 22 Damage: 11Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Boo watches as Biff swings the ship over the top of the lightning rail, attempting to whack the gunmen. (DC 15 Dexterity saving throw)
Gun Guard #1 Dexterity Saving Throw: 5
Gun Guard #2 Dexterity Saving Throw: 21
Gun Guard #3 Dexterity Saving Throw: 14
Gun Guard #4 Dexterity Saving Throw: 19
Two of the guards manage to drop to the ground in time, but the other two are struck in the head, knocking them off of the side of the rail and hurtling onto the track, being left behind quite quickly.
(Carrick's already had a turn)
The Gun Guards crawl beneath the sky coach and attempt to get away from Biff's flying manoeuvres.
The DCFs appear to have regrouped, their sky coach moving in accordance to Biff's. They fire a few shots at the coach, attempting to hit Biff. (He has cover where he is, so applying a penalty to the attack.)
Crossbow, Heavy vs. Biff: 14 vs. AC. Hit: 12 piercing damage.
Crossbow, Heavy vs. Biff: 17 vs. AC. Hit: 7 piercing damage.
Crossbow, Heavy vs. Biff: 11 vs. AC. Hit: 7 piercing damage.
Crossbow, Heavy vs. Biff: 8 vs. AC. Hit: 4 piercing damage.
(DCFs 1-4 are now open on deck, but their ship has elevated so only Boo can see them currently)
Biff is struck by two crossbow bolts, taking serious damage but not taken down. (Biff: 18 damage.)
The first enforcers still up attempt to use their batons on Carrick, taking positions beside the door. (Action surge to second strike)
Stun Baton vs. Carrick: 20 vs. AC. Hit: 5 bludgeoning, plus 4 lightning damage.
Stun Baton vs. Carrick: 8 vs. AC. Hit: 4 bludgeoning, plus 2 lightning damage.
Carrick hears one of them call to the other. "Send the message, we need backup against those sky ships." The other enforcer breaks away and moves back down the carriage.
INITIATIVE TRACKER
Boo (31/38 HP)
Majin (49/49 HP)
Carrik (16/54 HP)
Eldin (35/40 HP,)
Ith (17/38 HP)
Edrick (38/38 HP)
Gun Guard #1 (10 damage)
Gun Guard #3 (Uninjured)
DCF #1 (10 damage)
DCF #2 (5 damage)
DCF #3 (27 damage)
DCF #4 (29 damage)
DCF #5 (62 damage, dead)DCF #6 (31 damage)
Enforcer Guard #1 (defeated)Enforcer Guard #2 (uninjured)
Enforcer Guard #3 (2 damage)
Enforcer Guard #4 (uninjured, unconscious 9 rounds)
Did... Eldin's deception work?
If one of the enforcers is running for help, does that provoke an AoO?
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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@Eldin: It looks like it has. They appear to be focusing on the DCF's sky coach, hence one going to get help in fighting it.
@Carrick: That guard wasn't within your weapon reach when they left. The one that was in melee with you took down last turn, and one of them has moved up to block you from getting to his ally.
can Eldin detect where Biff's Sky coach hit the guards?
That sky coach is currently flying directly above carriage #4. Eldin might just about see it through the carriage doorway at the far end from where he is.
Eldin sees the guards shift focus to the DCF's and he opens the door he is close to and notices the Party's Sky coach piloted by Biff. He signals the others to begin escaping. He then climbs up on top of carriage 4.
Carrick will now focus his attention on the remaining guard and attack him twice.
Attack: 28 Damage: 18
Attack: 28 Damage: 18
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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(Eldin backed away to the far end of carriage 3 last turn. He's near the door that leads to Carriage 2.)
Carrick, with two quick slices, takes down the next guard with little difficulty. He was expecting more of a challenge from these guys... (Enforcer Guard: defeated, 26 damage.)
INITIATIVE TRACKER
Boo (31/38 HP)
Majin (49/49 HP)
Eldin (35/40 HP,)
Ith (17/38 HP)
Edrick (38/38 HP)
Gun Guard #1 (10 damage)
Gun Guard #3 (Uninjured)
DCF #1 (10 damage)
DCF #2 (5 damage)
DCF #3 (27 damage)
DCF #4 (29 damage)
DCF #5 (62 damage, dead)DCF #6 (31 damage)
Enforcer Guard #1 (defeated)Enforcer Guard #2(defeated)Enforcer Guard #3 (2 damage)
Enforcer Guard #4 (uninjured, unconscious 9 rounds)
Carrik (16/54 HP)
(Oh I misinterpreted the situation) How many guards are there in the entry of carriage 3?