Can you give us a better description of the scene, since, as described, your flame thrower guys just fried their three non-flame-thrower guards by using those devices as they did. You had said all of the guards had moved in to encircle him after all...
Can you give us a better description of the scene, since, as described, your flame thrower guys just fried their three non-flame-thrower guards by using those devices as they did. You had said all of the guards had moved in to encircle him after all...
OOC: OK, so to clarify, the Surprise Round will be Rubin then Mardon acting, and then there will be the normal initiative order following that? You noted a guard action but I assuming that is intended for the round following the surprise round, and has not yet taken place?
(OOC - I just want to check too, am I still doing the Dex save or because the flame guards fireballed themselves am I getting free pass? I'm a little confused on that bit, sorry.)
Just in case - Dex Save: 14
(OOC - Phew! Just made it. I won't apply the 17 damage just yet, I'll wait for confirmation on whether they blew themselves up before or after.)
OOC: OK, so to clarify, the Surprise Round will be Rubin then Mardon acting, and then there will be the normal initiative order following that? You noted a guard action but I assuming that is intended for the round following the surprise round, and has not yet taken place?
(OOC - I just want to check too, am I still doing the Dex save or because the flame guards fireballed themselves am I getting free pass? I'm a little confused on that bit, sorry.)
Just in case - Dex Save: 14
(OOC - Phew! Just made it. I won't apply the 17 damage just yet, I'll wait for confirmation on whether they blew themselves up before or after.)
(I'll place this here ready for my turn as it comes around, as I think Mardon still has a surprise round as well. Also, as the guards have come to surround me, are they within melee range? I want to move back but I'm not keen on giving them opportunity attacks.)
Ander winces in pain from the flamethrowers, but luckily missed the brunt of the burning cloud. (If the guards are not within opportunity attack range) Ander runs back towards the door, away from the guards and towards his new colleagues. As he does, he finger guns the two beams of Eldritch Blast at the closest guard.
Mardon opts to break invisibility and fires on guards, beginning with F1(F1-2 being the 2 guards with Flame Throwers) and with shot priority F1-F2-G1-G2-G3-B1 (G1-3 being the guards with no Flame Throwers, with 5 total guards and 1 boss, I hope I'm understanding the encounter correctly, 6 total enemies? The shot order notes that if a target galls the next shot goes to the next target in shot priority.
He makes use of Sharpshooter -5 hit/+10 dmg, and Crossbow Master's bonus action attack. Low-seeming attack rolls will be supplemented with Superiority Dice from Battlemaster using Precision Strike.
Attack Action:
1st Attack Attack Roll:
14
2nd Attack Attack Roll:
12
Precision/Superiority Dice Added: 2
Bonus Action Attack Roll:
12
Action Surge-Attack Action
4th attack roll, 1st of 2nd attack action from Action Surge:
This post has potentially manipulated dice roll results.
This brings the attack rolls to 15, 18, 21, 15, 21. All attacks are vs guards given that there are 5 guards (I think), again with priority order F1-F2-G1-G2-G3, continuing to focus fire until a target drops and then moving on to the next with remaining shots.
Magical Piercing Damage, if a hit
1st - 15 to hit, damage of: 15
2nd: 18 to hit, damage of: 19
3rd, 21 to hit, damage of: 16
4th, 15 to hit, damage of: 17
5th, 21 to hit, damage of: 17
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(OOC - damn. It was worth a try haha.)
Ander's Initiative: 12
Assuming that no one act's first, the 2 flame throwers force you towards the crate and open fire, literally.
Dex save 13
34 damage, or half on a failed save.
4, 6( after editing the post, the roll changed. The original roll was 10 and 11. )
Both flamethrowers suddenly explode, dealing 6 damge to the first guard, 10 damage to the second guard. ( Talk about luck. )
The flamethrowers explode in the face of the guards, catching them off guard.
Rubin initiative: 16
Can you give us a better description of the scene, since, as described, your flame thrower guys just fried their three non-flame-thrower guards by using those devices as they did. You had said all of the guards had moved in to encircle him after all...
OOC: I assume Rubin and Mardon can act in a surprise round first?
Initiative for subsequent rounds for Mardon:
4
Yes, you gain suprise.
Correction, they fried themselves.
Rubins turn now
OOC: OK, so to clarify, the Surprise Round will be Rubin then Mardon acting, and then there will be the normal initiative order following that? You noted a guard action but I assuming that is intended for the round following the surprise round, and has not yet taken place?
(OOC - I just want to check too, am I still doing the Dex save or because the flame guards fireballed themselves am I getting free pass? I'm a little confused on that bit, sorry.)
Just in case - Dex Save: 14
(OOC - Phew! Just made it. I won't apply the 17 damage just yet, I'll wait for confirmation on whether they blew themselves up before or after.)
Rubin shoots at the leader
First shot would have advantage due to invisibility, while others would not...
Attack: 23 Damage: 20
Attack: 25 Damage: 6
Bonus action Attack: 14 Damage: 5
Dread Ambusher Attack: 22 Damage: 7 Dread ambush Damage: 7
Correct! Sorry for not mentioning it earlier.
Yes, you take 17 damage.
Drago takes 2 arrows to the chest, he manages to dodge the others.
Forgot to roll his initiative. 9
(I'll place this here ready for my turn as it comes around, as I think Mardon still has a surprise round as well. Also, as the guards have come to surround me, are they within melee range? I want to move back but I'm not keen on giving them opportunity attacks.)
Ander winces in pain from the flamethrowers, but luckily missed the brunt of the burning cloud. (If the guards are not within opportunity attack range) Ander runs back towards the door, away from the guards and towards his new colleagues. As he does, he finger guns the two beams of Eldritch Blast at the closest guard.
First Blast Attack: 21 Damage: 4
Second Blast Attack: 9 Damage: 7
You kill a guard and burn the Armour of one of the guards with flamethrowers.
OOC: I will post shortly.
Mardon opts to break invisibility and fires on guards, beginning with F1(F1-2 being the 2 guards with Flame Throwers) and with shot priority F1-F2-G1-G2-G3-B1 (G1-3 being the guards with no Flame Throwers, with 5 total guards and 1 boss, I hope I'm understanding the encounter correctly, 6 total enemies? The shot order notes that if a target galls the next shot goes to the next target in shot priority.
He makes use of Sharpshooter -5 hit/+10 dmg, and Crossbow Master's bonus action attack. Low-seeming attack rolls will be supplemented with Superiority Dice from Battlemaster using Precision Strike.
Attack Action:
1st Attack Attack Roll:
14
2nd Attack Attack Roll:
12
Precision/Superiority Dice Added: 2
Bonus Action Attack Roll:
12
Action Surge-Attack Action
4th attack roll, 1st of 2nd attack action from Action Surge:
12
5th and final attack:
18
This brings the attack rolls to 15, 18, 21, 15, 21. All attacks are vs guards given that there are 5 guards (I think), again with priority order F1-F2-G1-G2-G3, continuing to focus fire until a target drops and then moving on to the next with remaining shots.
Magical Piercing Damage, if a hit
1st - 15 to hit, damage of: 15
2nd: 18 to hit, damage of: 19
3rd, 21 to hit, damage of: 16
4th, 15 to hit, damage of: 17
5th, 21 to hit, damage of: 17