Komos pushes a button on his Icosahedron as his drone's bell rings, refreshing the temp HP on his companions by 5. He then spins around his Icosahedron as a hot pellet flies out from it towards the one that Zorn is dealing with.
Varn pulls out his sumac leaf, and as always, when he blows on it, the leaf kindles and shortly Varn is holding a blade-shaped flame in his hand. Running towards the enemy everyone is attacking, Varn tries to burn it or melt its metallic parts, with his flaming blade.
BA: Cast Flame Blade. Action: Attacking the 1st chariot with the Flame Blade. Attack: 8 Damage: 7. In case advantage applies: 12, take whichever is higher.
((I have no idea why I keep getting manipulated dice errors...))
Chariot2 Vs Varn: 25 Dmg: 9 = Varn is now grappled and restrained. (Make a DC14 STR save to break free at the start of next turn) Chariot 2 moves away. Varn takes 4 damage.
Skarro exerts his frightening paladin presence however the chariot monstrosities seem to not care at all. They continue to try and wrap Skarro up in their tentacle whips. Another one tries to wrap up Zorn but that attack is dodged as well. Meanwhile Zorn continues to pepper the first Chariot with arrows. Komos rains supporting fire on the Chariot 1 and gives his allies Magical protection. Varn charges in with a flaming sword only for the chariot to gallop back and dodge the fiery sword. Then the Chariot3, cracks its tentacle whip and wraps Varn up and then runs down the road (40ft), dragging the poor kobold along the hard ground
Skarro lets out a manly squeak of anger, then takes a moment to size up his foes and the plight of his companion. It is a difficult choice, but thinning their ranks is the most important task, he does not want to leave Varn to their mercy, but trusts that the others can rescue him if he can just deal with the weakest of them. He steps back from the nearest foes then launches bolts of arcane energy at the weakest creature, hoping it might finally succumb.
Attack 1: 25 Damage: 12
Attack 2: 12 Damage: 13
Oops I forgot hex: Add 6 necrotic damage to the first, and 6 to the second!
( if the first attack takes it down, he'd send the second to the creature attacking Varn )
Zorn targets the one fleeing with one of his companions... Attack: 29 Damage: 7 Attack: 24 Damage: 7
If either hits then... - The attack’s target must succeed on a STR saving throw (DC:13) or be moved by the swarm up to 15 ft. horizontally in a direction of your choice.
Zorn will attempt to force the thing to crash into the trees along the road if that is possible.
The whip's blow, as well as the pain from getting dragged on the ground, break Varn's concentration and the fire dissipates, leaving a harmless leaf in Varn's hand. As he stands up, Varn is angered. "Stop moving this thing around while it's still holding me!" He commands. Then, Varn inhales, and exhales fire just below the chariot that dragged him. Quickly pulling out his dagger, he runs his fingers on it, brandishing it with booming energy, then trying to slash at the creature, hopefully wound it, thus transferring the booming energy into it.
Action: Cast Create Bonfire below the chariot which attacked him earlier. It must succeed on a DC 15 Dex save or take 12 fire damage. Any creature within the spell's area will have to repeat the save if they end their turn there, or enter the area for the first time on a turn. BA: Using Quickened Spell, cast Booming Blade and attack the chariot. Attack: 17 Damage: 9. If the attack hits, and the target moves on its coming turn, it will take 4 more thunder damage.
(I thought it crushed into the tree. I imagined an actual chariot crushing into a tree, thus probably breaking and being immobilised. Thinking back, I realise that's probably not what you meant. Can Varn only cast the BB, then, but not the rest? If the chariot is already moving anyway, there's no reason to create the Bonfire's pressure to move, even if it didn't mean Varn might be pulled into it.)
Keeping is distance as he remembers his new pipe extension, Komos attaches it to his device, this time adding more speed to the pellet, aiming at the most damaged chariot, while also ringing his bell for the allies in the center.
(I thought it crushed into the tree. I imagined an actual chariot crushing into a tree, thus probably breaking and being immobilised. Thinking back, I realise that's probably not what you meant. Can Varn only cast the BB, then, but not the rest? If the chariot is already moving anyway, there's no reason to create the Bonfire's pressure to move, even if it didn't mean Varn might be pulled into it.)
An actual chariot would be immobilized but this thing is not an actual chariot. For this, it's more like a person hitting a tree and falling over. It will not be able to move as much as it normally would be but it can still move. You can cast both Booming Blade and Create Bonfire. There is no mechanical restriction on that. I'm just asking if you are sure that you want to cast Bonfire or not.
Maybe I wasn't clear, so I'll answer shortly and clearly: No.
In a bit more length, I had thought there's a good reason to cast both, but after realising my misunderstanding regarding the chariot's mobility, casting Create Bonfire is more dangerous to Varn than beneficial, so if possible I'd like to retcon and cast BB using Varn's action, and nothing else.
((Yeah that's why I asked for confirmation. You can retcon. No problem))
I think the "Enemy State" in spoilers was what was causing the dice errors so I'm now going to get all the rolls out of the way first and THEN post the enemy state and see if that helps.
Booming Blade hits. Komos' Firebolt hits the same Chariot that was running away with Varn.
Chariot2 Dashes (Can only move 60ft instead of 80ft due to crashing into tree). Varn takes 6 damage. ((Komos' Temp Hp does not reach him.))
Chariot3 vs Zorn: 25 Dmg: 6 Zorn is now grappled and restrained. (Make a DC14 STR save to break free at the start of next turn) Chariot 3 moves away. Zorn takes 4 damage.
Seeing the Chariot 2, fleeing with Varn, Zorn unleashes two very well aimed shots at the wheel. The arrows and the bugs accompanying it take hold of the bio-mechanical monstrosity and slides it into a tree. Varn feels the jerky movement as his head continues to knock against the hard ground before coming to a stop. Varn swings around his blade but due to him being thoroughly tied up and on the floor along with the crashed Chariot, his swing misses. Komos however puts a well aimed firey bullet into the side of the Chariot2.The creature lumbers to its feet and then rushes off again, scraping Varn along the ground as it moves. It gets about 100ft away from the party collectively. Then the Zorn feels a sharp pain on his arm as he notices Chariot3's tentacle wrap around it and cause him to bleed. Then he is wanked forward 40ft as the monster runs after Chariot2. Zorn's body keeps crashing against the hard ground as his captor drags him along. The last Chariot4 tries to get Skarro but the paladin smacks the whip appendage away from him with his sword.
This post has potentially manipulated dice roll results.
Zorn yanks against the bonds holding him...
Str Save: 12
I assume that, as this is a save not a check, Zorn still gets their action this round, but I'll wait to see if he manages to break free before I post one.
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Komos pushes a button on his Icosahedron as his drone's bell rings, refreshing the temp HP on his companions by 5. He then spins around his Icosahedron as a hot pellet flies out from it towards the one that Zorn is dealing with.
Attack: 27 Damage: 12
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
The horse creatures are Immune to Fear.
Komos hits. Zorn hits both times.
Enemy State:
Chariot 1: Severely damaged
Chariot 2: Lightly damaged
Chariot 3: Lightly damaged
Chariot 4: Lightly damaged
Varn's turn.
Varn pulls out his sumac leaf, and as always, when he blows on it, the leaf kindles and shortly Varn is holding a blade-shaped flame in his hand. Running towards the enemy everyone is attacking, Varn tries to burn it or melt its metallic parts, with his flaming blade.
BA: Cast Flame Blade.
Action: Attacking the 1st chariot with the Flame Blade. Attack: 8 Damage: 7. In case advantage applies: 12, take whichever is higher.
Varielky
Varn's attack misses.
Chariot1 vs Skarro: 24 Dmg: 8
Enemy State:
Chariot 1: Severely damaged
Chariot 2: Lightly damaged
Chariot 3: Lightly damaged
Chariot 4: Lightly damaged
((I have no idea why I keep getting manipulated dice errors...))
Chariot2 Vs Varn: 25 Dmg: 9 = Varn is now grappled and restrained. (Make a DC14 STR save to break free at the start of next turn) Chariot 2 moves away. Varn takes 4 damage.
Chariot 3 vs Zorn: 16 Dmg: 11 - Miss-
Chariot 4 vs Skarro: 12 Dmg: 9 -Miss-
Chariot 1: Severely damaged
Chariot 2: Lightly damaged
Chariot 3: Lightly damaged
Chariot 4: Lightly damaged
Skarro exerts his frightening paladin presence however the chariot monstrosities seem to not care at all. They continue to try and wrap Skarro up in their tentacle whips. Another one tries to wrap up Zorn but that attack is dodged as well. Meanwhile Zorn continues to pepper the first Chariot with arrows. Komos rains supporting fire on the Chariot 1 and gives his allies Magical protection. Varn charges in with a flaming sword only for the chariot to gallop back and dodge the fiery sword. Then the Chariot3, cracks its tentacle whip and wraps Varn up and then runs down the road (40ft), dragging the poor kobold along the hard ground
Party's turn.
Skarro lets out a manly squeak of anger, then takes a moment to size up his foes and the plight of his companion. It is a difficult choice, but thinning their ranks is the most important task, he does not want to leave Varn to their mercy, but trusts that the others can rescue him if he can just deal with the weakest of them. He steps back from the nearest foes then launches bolts of arcane energy at the weakest creature, hoping it might finally succumb.
Attack 1: 25 Damage: 12
Attack 2: 12 Damage: 13
Oops I forgot hex: Add 6 necrotic damage to the first, and 6 to the second!
( if the first attack takes it down, he'd send the second to the creature attacking Varn )
First attack takes down Chariot 1. Second attack misses.
Varn, Komos and Zorn's turn.
Chariot 1: Dead
Chariot 2: Lightly damaged
Chariot 3: Lightly damaged
Chariot 4: Lightly damaged
Zorn targets the one fleeing with one of his companions...
Attack: 29 Damage: 7
Attack: 24 Damage: 7
If either hits then...
- The attack’s target must succeed on a STR saving throw (DC:13) or be moved by the swarm up to 15 ft. horizontally in a direction of your choice.
Zorn will attempt to force the thing to crash into the trees along the road if that is possible.
-Both hit-
STR Save: 11
Varn takes 1 damage from being moved.
It takes: 3 Damage from crashing.
Komos and Varn's turn.
Chariot 1: Dead
Chariot 2: Moderately damaged
Chariot 3: Lightly damaged
Chariot 4: Lightly damaged
Strength Check: 2.
Concentration Check: 10.
Concentration Check: 9.
Concentration Check: 19.
Rest of the turn coming soon...
Varielky
The whip's blow, as well as the pain from getting dragged on the ground, break Varn's concentration and the fire dissipates, leaving a harmless leaf in Varn's hand. As he stands up, Varn is angered. "Stop moving this thing around while it's still holding me!" He commands. Then, Varn inhales, and exhales fire just below the chariot that dragged him. Quickly pulling out his dagger, he runs his fingers on it, brandishing it with booming energy, then trying to slash at the creature, hopefully wound it, thus transferring the booming energy into it.
Action: Cast Create Bonfire below the chariot which attacked him earlier. It must succeed on a DC 15 Dex save or take 12 fire damage. Any creature within the spell's area will have to repeat the save if they end their turn there, or enter the area for the first time on a turn.
BA: Using Quickened Spell, cast Booming Blade and attack the chariot. Attack: 17 Damage: 9. If the attack hits, and the target moves on its coming turn, it will take 4 more thunder damage.
Varielky
(Are you sure you want to cast Create Bonfire on the chariot while it is still dragging you around?)
(I thought it crushed into the tree. I imagined an actual chariot crushing into a tree, thus probably breaking and being immobilised. Thinking back, I realise that's probably not what you meant. Can Varn only cast the BB, then, but not the rest? If the chariot is already moving anyway, there's no reason to create the Bonfire's pressure to move, even if it didn't mean Varn might be pulled into it.)
Varielky
Keeping is distance as he remembers his new pipe extension, Komos attaches it to his device, this time adding more speed to the pellet, aiming at the most damaged chariot, while also ringing his bell for the allies in the center.
Attack: 22 Damage: 22
temp hp: 8
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
An actual chariot would be immobilized but this thing is not an actual chariot. For this, it's more like a person hitting a tree and falling over. It will not be able to move as much as it normally would be but it can still move. You can cast both Booming Blade and Create Bonfire. There is no mechanical restriction on that. I'm just asking if you are sure that you want to cast Bonfire or not.
Maybe I wasn't clear, so I'll answer shortly and clearly: No.
In a bit more length, I had thought there's a good reason to cast both, but after realising my misunderstanding regarding the chariot's mobility, casting Create Bonfire is more dangerous to Varn than beneficial, so if possible I'd like to retcon and cast BB using Varn's action, and nothing else.
Varielky
((Yeah that's why I asked for confirmation. You can retcon. No problem))
I think the "Enemy State" in spoilers was what was causing the dice errors so I'm now going to get all the rolls out of the way first and THEN post the enemy state and see if that helps.
Booming Blade hits. Komos' Firebolt hits the same Chariot that was running away with Varn.
Chariot2 Dashes (Can only move 60ft instead of 80ft due to crashing into tree). Varn takes 6 damage. ((Komos' Temp Hp does not reach him.))
Chariot3 vs Zorn: 25 Dmg: 6 Zorn is now grappled and restrained. (Make a DC14 STR save to break free at the start of next turn) Chariot 3 moves away. Zorn takes 4 damage.
Enemy State:
Chariot 1: Dead
Chariot 2: Severely damaged
Chariot 3: Lightly damaged
Chariot 4: Lightly damaged
EDIT: Realized Varn should have Disadvantage on Booming Blade attack: 8
Booming Blade would miss.
Chariot 4 vs Skarro: 10 Dmg: 6
Seeing the Chariot 2, fleeing with Varn, Zorn unleashes two very well aimed shots at the wheel. The arrows and the bugs accompanying it take hold of the bio-mechanical monstrosity and slides it into a tree. Varn feels the jerky movement as his head continues to knock against the hard ground before coming to a stop. Varn swings around his blade but due to him being thoroughly tied up and on the floor along with the crashed Chariot, his swing misses. Komos however puts a well aimed firey bullet into the side of the Chariot2.The creature lumbers to its feet and then rushes off again, scraping Varn along the ground as it moves. It gets about 100ft away from the party collectively. Then the Zorn feels a sharp pain on his arm as he notices Chariot3's tentacle wrap around it and cause him to bleed. Then he is wanked forward 40ft as the monster runs after Chariot2. Zorn's body keeps crashing against the hard ground as his captor drags him along. The last Chariot4 tries to get Skarro but the paladin smacks the whip appendage away from him with his sword.
Party's turn.
Zorn yanks against the bonds holding him...
Str Save: 12
I assume that, as this is a save not a check, Zorn still gets their action this round, but I'll wait to see if he manages to break free before I post one.