Caspian turns to Daejor, "We need to buy the others time. Things are already moving fast, if we don't stop these guys here, then the others will have to deal with them down the line." Caspian looks over at Mutt and places a hand on his shoulder. "Hey, I know you have a hard time with heights, so I'm not just going to let you go jumping out of a skycab. If you're up for it, I can give you the ability to fly for a little bit. That way you don't have to worry about falling." Caspian turns and looks over at the rest of the group, "Give me some cover if you can, I'm going to be doing all I can to keep him in the air, but I need to have the cab as steady as we can get it"
Caspian looks at Mutt, "Are you sure you want to do this?"
"I have a featherfall token. Maybe give the ability to fly to ... um ..." Mutt (Eleven) motions with his head and for an instant lets his eyes fall on Kerthak before looking up at the sky again, "Mr. Red. He can fly us down and make sure I'm going to land in the boat and not miss it. I — I can do it," he says, his voice not sounding as sure as his words. He closes his eyes and then opens them with a jerk, staring determinedly at Caspian. "I can do it," he growls. He stands and draws his sword and morningstar, one in each scaly hand, his shirt sleeves straining against his biceps with his intense grip. "I can do it." With his rise, the boat rocks a little, causing a few of the others to reach for a handhold, but the dragonborn's legs take the motion in stride, easily keeping him steady.
“Afirmation Mr. Red is ready to fight the hostiles. Observation: If Mr. Red and the other friendly can fly it will be a boon in the upcoming fight. Conclusion: Casting that spell on us will improve our chances for success in the mission. Request: Please do it fast so we cannot miss the target.”
"Alright now Charl, you keep the coach steady and you keep it close to Wrex's. We may need to provide Mutt and Mr. Red here some covering fire from above." Leej turns himself visible and prepares his tiny bow and arrow while Mr. Orange (Daejor) brings out a two-foot-long, smooth silver rod.
Caspian places his hand on Mr. Red and his eyes glow brilliantly yellow as the black barbed wire around his wrists begins to twist around. After a moment, his eyes just remain glowing brilliantly yellow, and he turns and nods to Mr. Red.
This post has potentially manipulated dice roll results.
"Well, I'm going to try the thing I had in mind now." She looks over the edge and whispers out to the wind as she points to the back end of the other ship. Hidden from her allies, her stomach slightly glows as she casts sleep. "Rest now."
This post has potentially manipulated dice roll results.
(If we're taking action against them we'll be going into initiative. There is no surprise round as they can easily see you are following them.)
Initiative: How I will be running initiative will be as such.
To save time I'll roll everyone's initiative in a single post, then post below the organised list.
If your initiative is before the next DM-controlled character (ally NPC, end of round, monsters, etc.), then feel free to take your turn.
Turns are in flux based on the above. If you have a party member before you, you can take turns around one another.
The only exception to the above is if saving throws are essential (i.e. death saving throws), as those saves would need to be done before an ally gets a chance to heal them.
If you don't post within 24 hours, I'll take a turn appropriate to your character, using lower end abilities (cantrips, weapon attacks) unless it seems suitable to use something else.
Scenario: The party's sky coach is following the Boromar coach, fifty feet above it and twenty feet behind it. Charl is keeping pace with them. You have 1/2 cover is standing at the bough of the sky coach at this altitude, and total cover further back. The trio on the deck below can see Weasel preparing his sleep and are reacting in kind. Henchman #3 draws a longbow, while henchman #1 has a pair of handaxes and henchman #2 is wielding a wand.
Caspian cast's fly on Kerthak as his action. (if he hasn't already. If he has done this before initiative started already, then Caspian will cast eldritch blast on henchman #2 since he will act before weasels sleep spell would go off. 21 (for beam #1) and 26 (for beam #2) both beams are directed at the same target.
Being quiet and praying to the Sovereign Host, I ready myself and I tell Mr. Greenjeans the situation with the other sky coach. "We're making contact."
Caspian steps up to Kerthak and places a Fly spell on him. (Kerthak: Fly for 100 rounds)
(Effectively initiative would be called as soon as someone planned to take some sort of offensive action)
The Coachman starts to raise his altitude (now only 30 feet below) so get rid of some of the height advantage (if you had 1/2 cover, it's now 1/4 cover. If you are within 15 feet of the bough, you have 1/2 cover, then total cover beyond that)
Daejor, you're up!
(Feel free to call commands to Charl as a free action, peeps! He's more shit scared of getting thrown off the ship than being seen by the others at this point.)
This post has potentially manipulated dice roll results.
(For clarity, both Charl and the coachmen will have between 1/4 and 3/4 cover as they're in the "driver's seat", but can be attacked. If you were directly behind them, the coachmen would've have total cover based on the rear of a sky coach, but you can target them thanks to your elevated height.)
Daejor fires off two blasts of Eldritch energy, the first managing to thread the needle and strike the coachman, the second bouncing off of the side of the sky coach. (Coachman: 13 damage)
Charl continues his course, trying not to soil his trousers as the chase ensues.
Henchman #2, seeing that the group is indeed attacking the crew, instructs something to the others on deck, then waves his wand. A fireball flies up towards the deck of the skycoach. "Holy!" Charl's cry is lost in the explosion of fire. The henchman then moves towards the coachman, getting 1/2 cover. Fireball: Each person on deck must succeed a DC 10 Dexterity Saving Throw, taking 29 fire damage on a failure, or half as much on a success.
(Reactions: If you wish to use a reaction to something that happens in combat, I'll give it 24 hours for you to pop it down, otherwise your time frame to react goes away)
The fireball explodes, hitting the sky coach and causing small fires atop the ship. Charl is barely clinging onto consciousness, slumping onto the helm of the sky coach. (HP Totals in the initiative tracker, Caspian needs to make a DC 14 Constitution Saving Throw to maintain concentration)
Weasel casts his Sleep as it seems to take effect. The driver slumps in his seat as the sky coach begins to list to the side.
Henchman #1, seeing what is going on, calls something to the mage henchman, then rushes over to the control to attempt to stop them crashing. Vehicle (Sky):16
Henchman #3 draws his longbow and fires arrows in retaliation at Weasel (you have 1/4 cover, so your AC is higher!). Longbow vs. Weasel:26 vs. AC. Hit:5 piercing damage. Longbow vs. Weasel:21 vs. AC. Hit:5 piercing damage.
Their skycoach is now 40 feet below yours, listed off to one side.
This post has potentially manipulated dice roll results.
Eleven (Mutt) gives Kerthak a quick look and then leans over, falling over the side of the boat as opposed to jumping.
OOC: Feather fall allows a player to fall 60 feet per round, so he should land on the other boat this round. Not sure if that leaves him any movement for the boat if he needs it.
Landing on his feet in the other boat, Mutt's face coming alight with mania. He roars at the sky and then begins swinging (I'll let you decide who he hits).
Caspian turns to Daejor, "We need to buy the others time. Things are already moving fast, if we don't stop these guys here, then the others will have to deal with them down the line." Caspian looks over at Mutt and places a hand on his shoulder. "Hey, I know you have a hard time with heights, so I'm not just going to let you go jumping out of a skycab. If you're up for it, I can give you the ability to fly for a little bit. That way you don't have to worry about falling." Caspian turns and looks over at the rest of the group, "Give me some cover if you can, I'm going to be doing all I can to keep him in the air, but I need to have the cab as steady as we can get it"
Caspian looks at Mutt, "Are you sure you want to do this?"
"I have a featherfall token. Maybe give the ability to fly to ... um ..." Mutt (Eleven) motions with his head and for an instant lets his eyes fall on Kerthak before looking up at the sky again, "Mr. Red. He can fly us down and make sure I'm going to land in the boat and not miss it. I — I can do it," he says, his voice not sounding as sure as his words. He closes his eyes and then opens them with a jerk, staring determinedly at Caspian. "I can do it," he growls. He stands and draws his sword and morningstar, one in each scaly hand, his shirt sleeves straining against his biceps with his intense grip. "I can do it." With his rise, the boat rocks a little, causing a few of the others to reach for a handhold, but the dragonborn's legs take the motion in stride, easily keeping him steady.
“Afirmation Mr. Red is ready to fight the hostiles. Observation: If Mr. Red and the other friendly can fly it will be a boon in the upcoming fight. Conclusion: Casting that spell on us will improve our chances for success in the mission. Request: Please do it fast so we cannot miss the target.”
PbP Character: A few ;)
"Alright now Charl, you keep the coach steady and you keep it close to Wrex's. We may need to provide Mutt and Mr. Red here some covering fire from above." Leej turns himself visible and prepares his tiny bow and arrow while Mr. Orange (Daejor) brings out a two-foot-long, smooth silver rod.
"Right... Fly casual." Charl says, trying to not look too obvious as they tail the other sky coach.
Atop that deck, one of the three figures seems to be keeping an eye on the group's sky coach. It looks like they've already spotted you.
Caspian places his hand on Mr. Red and his eyes glow brilliantly yellow as the black barbed wire around his wrists begins to twist around. After a moment, his eyes just remain glowing brilliantly yellow, and he turns and nods to Mr. Red.
(Caspian Casts Fly on Mr. Red)
"Well, I'm going to try the thing I had in mind now." She looks over the edge and whispers out to the wind as she points to the back end of the other ship. Hidden from her allies, her stomach slightly glows as she casts sleep. "Rest now."
40
(If we're taking action against them we'll be going into initiative. There is no surprise round as they can easily see you are following them.)
Initiative: How I will be running initiative will be as such.
ROLLING INITIATIVE
Angiro: -1
Caspian: 15
Daejor: 8
Eleven: 13
Kerthak: 6
Weasel: 15
Chad: 12
Coachman: 19
Henchman #1: 17
Henchman #2: 1
Henchman #3: 7
INITIATIVE: ROUND ONE
Caspian (33/33 HP)
Coachman (uninjured)
Daejor (38/38 HP)
Charl (uninjured)
Henchman #2 (uninjured)
Weasel (33/33 HP)
Henchman #3 (uninjured)
Henchman #1 (uninjured)
Eleven (59/59 HP)
Kerthak (49/49 HP)
Angiro (53/53 HP)
END OF ROUND
Scenario: The party's sky coach is following the Boromar coach, fifty feet above it and twenty feet behind it. Charl is keeping pace with them. You have 1/2 cover is standing at the bough of the sky coach at this altitude, and total cover further back. The trio on the deck below can see Weasel preparing his sleep and are reacting in kind. Henchman #3 draws a longbow, while henchman #1 has a pair of handaxes and henchman #2 is wielding a wand.
The warforged gets ready to jump into the other skiff, leaning out of the baranda of their skiff.
I just noticed that we are about to make the cover of the Eberron guide true...
PbP Character: A few ;)
OOC: We should have jumped before initiative started. Now we're almost dead last in the order.
Caspian cast's fly on Kerthak as his action. (if he hasn't already. If he has done this before initiative started already, then Caspian will cast eldritch blast on henchman #2 since he will act before weasels sleep spell would go off. 21 (for beam #1) and 26 (for beam #2) both beams are directed at the same target.
Caspian will also move so that he has half-cover.
Being quiet and praying to the Sovereign Host, I ready myself and I tell Mr. Greenjeans the situation with the other sky coach. "We're making contact."
Angiro Zenjin - Level 4 Half Elf Cleric (Life Domain)
Diangar Legna - Level 1 Aasimar Cleric (Tempest Domain)
Xerim Phimm - Level 1 Dragonborn Cleric (War Domain)
Sariel Phyll - Level 1 Wood Elf Cleric (Trickery Domain)
Geord Terran - Level 1 Earth Genasi Cleric (Nature Domain)
Af Brazenell - Level 5 Tiefling Cleric (Light Domain)
Rafell Sylmith - Level 1 Pallid Elf (Twilight Domain)
Caspian steps up to Kerthak and places a Fly spell on him. (Kerthak: Fly for 100 rounds)
(Effectively initiative would be called as soon as someone planned to take some sort of offensive action)
The Coachman starts to raise his altitude (now only 30 feet below) so get rid of some of the height advantage (if you had 1/2 cover, it's now 1/4 cover. If you are within 15 feet of the bough, you have 1/2 cover, then total cover beyond that)
Daejor, you're up!
(Feel free to call commands to Charl as a free action, peeps! He's more shit scared of getting thrown off the ship than being seen by the others at this point.)
INITIATIVE TRACKER
Daejor (38/38 HP)
Charl (uninjured)
Henchman #2 (uninjured)
Weasel (33/33 HP)
Henchman #3 (uninjured)
Henchman #1 (uninjured)
Eleven (59/59 HP)
Kerthak (49/49 HP, Fly for 100 rounds)
Angiro (53/53 HP)
END OF ROUND
Caspian (33/33 HP, concentrating on Fly)
Coachman (uninjured)
Daejor will aim at the rival coachman, trying to restrict the movement of Wrex's skycoach. It is letting two blasts from a Eldritch Blast spell loose:
Eldritch Blast vs Coachman -- Attack: 16 Damage: 10
Eldritch Blast vs Coachman -- Attack: 12 Damage: 11
Daejor will then move so that he is under complete cover.
(For clarity, both Charl and the coachmen will have between 1/4 and 3/4 cover as they're in the "driver's seat", but can be attacked. If you were directly behind them, the coachmen would've have total cover based on the rear of a sky coach, but you can target them thanks to your elevated height.)
Daejor fires off two blasts of Eldritch energy, the first managing to thread the needle and strike the coachman, the second bouncing off of the side of the sky coach. (Coachman: 13 damage)
Charl continues his course, trying not to soil his trousers as the chase ensues.
Henchman #2, seeing that the group is indeed attacking the crew, instructs something to the others on deck, then waves his wand. A fireball flies up towards the deck of the skycoach. "Holy!" Charl's cry is lost in the explosion of fire. The henchman then moves towards the coachman, getting 1/2 cover.
Fireball: Each person on deck must succeed a DC 10 Dexterity Saving Throw, taking 29 fire damage on a failure, or half as much on a success.
(Reactions: If you wish to use a reaction to something that happens in combat, I'll give it 24 hours for you to pop it down, otherwise your time frame to react goes away)
Saving Throws:
Angiro: 10
Caspian: 18
Daejor: 16
Eleven: 17
Kerthak: 21
Weasel: 24
Charl: 12
Imp: Immune to fire, so meh!
The fireball explodes, hitting the sky coach and causing small fires atop the ship. Charl is barely clinging onto consciousness, slumping onto the helm of the sky coach. (HP Totals in the initiative tracker, Caspian needs to make a DC 14 Constitution Saving Throw to maintain concentration)
INITIATIVE TRACKER
Weasel (19/33 HP)
Henchman #3 (uninjured)
Henchman #1 (uninjured)
Eleven (30/59 HP)
Kerthak (20/49 HP, Fly for 100 rounds)
Angiro (24/53 HP)
END OF ROUND
Caspian (19/33 HP, concentrating on Fly)
Coachman (13 damage)
Daejor (24/38 HP)
Charl (29 damage)
Henchman #2 (uninjured)
Edit: Forgot about Danger sense for Eleven. 9 (Never mind!)
17 for concentration
Weasel Saving Throw: 16
Weasel casts her sleep spell at the driver's seat.
(Don't know if I have to reroll this or use the one from previous one but here)
40
Weasel casts his Sleep as it seems to take effect. The driver slumps in his seat as the sky coach begins to list to the side.
Henchman #1, seeing what is going on, calls something to the mage henchman, then rushes over to the control to attempt to stop them crashing.
Vehicle (Sky): 16
Henchman #3 draws his longbow and fires arrows in retaliation at Weasel (you have 1/4 cover, so your AC is higher!).
Longbow vs. Weasel: 26 vs. AC. Hit: 5 piercing damage.
Longbow vs. Weasel: 21 vs. AC. Hit: 5 piercing damage.
Their skycoach is now 40 feet below yours, listed off to one side.
INITIATIVE TRACKER
Eleven (30/59 HP)
Kerthak (20/49 HP, Fly for 100 rounds)
Angiro (24/53 HP)
END OF ROUND
Caspian (19/33 HP, concentrating on Fly)
Coachman (13 damage, asleep for 10 rounds)
Daejor (24/38 HP)
Charl (29 damage)
Henchman #2 (uninjured)
Weasel (19/33 HP)
Henchman #3 (uninjured)
Henchman #1 (uninjured)
Eleven (Mutt) gives Kerthak a quick look and then leans over, falling over the side of the boat as opposed to jumping.
OOC: Feather fall allows a player to fall 60 feet per round, so he should land on the other boat this round. Not sure if that leaves him any movement for the boat if he needs it.
Landing on his feet in the other boat, Mutt's face coming alight with mania. He roars at the sky and then begins swinging (I'll let you decide who he hits).
Bonus action: Rage
Reckless attack
One-handed Morningstar attack: 21; Damage: 14 piercing damage
One-handed "Moon-Touched Sword" attack: 19; Damage: 9 slashing damage