Brian
Melethos (tiefling)
Melethos
Posts: 5,085
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Post by Brian on Nov 25, 2019 18:38:41 GMT -4
Muscles straining, Melethos clings to the ship's railing. The additional weight of the water tries to pull him free. He manages to swing his legs, the metal grieves clanging against the hull, and hooks one foot over the railing. With improved leverage, he pulls himself back on the deck. He's about to say something about bad luck when creatures burst from then water. He counts four of them. One is close enough to threaten Brack. If the captain goes down, the whole mission would be threatened.
"I'll protect Brack!" he calls out as he races across the deck. The water creature is huge, towering over the captain and himself. He'll need to hurry to get next to it.
___________________________________________
Movement Action: Melethos uses half his movement to stand from a prone position. He then moves three squares west.
Standard Action: Melethos will Dash west until he is standing next to the water weird.
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Joe
Streko Tavven (halfling)
Streko
Posts: 3,518
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Post by Joe on Nov 25, 2019 20:33:16 GMT -4
"These are guardian creatures. Is there a way for one of us to communicate with them, let them know we are no threat, only meaning to pass?" Streko struggles to rise, his tortured clothing even more the worse for wear now that it is sopping wet. He moves to Thul's side, reaches back, and removes his sickle, Therendor. "Perhaps we can stop this before it gets out of hand!"
He watches blurred figures through the water begin moving. "If our friends attack, Captain, we may have no choice but to follow their lead. What do you think about trying to convince our water elemental friends to assist us? That was a joke. One in poor taste, to be sure."
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Jeff
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Post by Jeff on Nov 26, 2019 12:06:43 GMT -4
Streko gets only half of those words out by the time Kurra hurries past Belarin, reaching into her smock-like armor. By the time she reaches the starboard stairs, she's pulled out a cylindrical object gleaming with red crystal. It's anyone's guess what the artificer's intent is. "Starg! Confounded..." Sem shouts, hurries towards the nearest water weird looking only half-committed to helping combat the thing. He swipes his hand in the air and utters the arcane phrase. Lightning snaps from his fingers but doesn't quite reach the creature—the gnome is shying too far from it. Then he tries to scoots away, to take shelter behind Kal— —and the water weird lunches like a cobra and slams into him; its body then curls around his like a constrictor and the gnome is yanked off his feet. Hoisted in the air, he tries not to scream. "Kal, a little help?" he says with remarkable calmness, but Kal, standing closest, can see the panic mounting in the gnome's face. Brack, at the helm, struggles with the wheel instead of fighting the elemental powers raging around him. He notices both Adamant and Melethos around him. "Listen to Kurra. Ignore that." He jerks a thumb at the massive column of water flowing over their heads against all rules of gravity. "And just take out the weirds." At the opposite end of the ship, Calirataia's voice can be heard like a song. The faerie light radiating from the ship itself suddenly spreads like real fire to the column of water. One of the water weirds twists and writhes and resists the fey-flame, but the other three are suddenly alight with as well. Now they're much easier to track, despite their water speed. • Kurra moves and Dashes, and pulls out an item. She ends her turn on the stairs, ten feet below the column of water that grips the sterncastle. • Sem moves, casts a spell, then moves again (but provokes an opp attack). → Water weird's opp attack vs. Sem: 24 (hit) / 13 bludgeoning damage to Sem and Sem is grappled and restrained • Calirataia casts a spell. → Water weirds' Dexterity saving throws vs. dryad's spell: 4 (failure); 18 (success); 15 (failure); 9 (failure)
Three of the water weirds (see the map attached below) are lit with faerie fire, and attacks against them have advantage.
I realized after the fact that when I first posted the initiative order, I placed Shorak lower than the weirds' turn, even though he rolled higher. So his action will take place before theirs did.
The water weird up on the sterncastle slams into Adamant, but just splashes and peels back off without affect, like waves crashing against a rocky shore. The water weird rearing over Belarin strikes at him but hits the deck instead. It coils back up, ready for another try. The water weird constricting Sem coils upward and the gnomes is ushered through the flow until he's been shoved right into the part of the water from which the creature originates. It intends to drown him. The water weird near Thul lunges at him, and compromised by his position at the edge of the ship, he can barely mount a defense. The water serpent coils around him and tightens; it looks like water but it compressed like a goddamned real giant snake. An angry gasp escapes the Karrn's throat as he realizes he's now caught in its embrace. It then pulls him from the edge of the ship; in its coils he now hangs suspended above the water. • Water weird's attack vs. Adamant: 7 (miss) • Water weird's moves Sem into the water above it, attempting to drown him there. • Water weird's attack vs. Belarin: 8 (miss) • Water advantaged weird's attack vs. Thul: 24, 19 (hit) / 14 bludgeoning damage to Thul, and Thul is grappled, restrained, and pulled 5 feet closer to it
While restrained, Thul is disadvantaged on attacks, but the faerie fire of the one grappling him negates that.
15 - Shorak 11 - Thul 6 - Adamant 4 - Kal & TangatAttachments:
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Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Nov 26, 2019 13:16:40 GMT -4
Just as the water slithers over him, he fills his lungs with air.
Flung out over the gunwale, the weird mistreats him like a hated ragdoll.
The water distorts him perception as he sends two looping swings at the weird’s head – or whatever passes for a head.
Thul powers through the resistance created by the weird’s body. The axe breaks free and wheels up and back into the neck, cleaving clear through. Wedges of water come away with each strike causing the weird to flinch.
---
Axe Cut #1: d20+9= 25 ; Slashing 1d8+6 = 12
Axe Cut #2: d20+9= 22 ; Slashing 1d8+6 = 13
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Nov 26, 2019 15:56:34 GMT -4
Just gonna post now...
Kal watches as Sem is lifted into the air and he feels the pain from too many wounds flare through his body. He grits his teeth, plans his sharrash, which he has remarkably managed to hold on to, firmly on the ground, and pushes himself to his feet. In the same motion, he jumps into the air, and grabs hold of Sem's foot, attempting to pull the gnome physically from the water weird. The slippery leather of Sem's boot does not allow him purchase, though, and the small foot simply slides from his grasp.
__________________ Kal will stand up and attempt to free Sem from the grapple. I'm guessing a Strength check is what is needed, but since I rolled a 4, I'm also assuming that Kal has failed to do anything useful.
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Jeff
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Post by Jeff on Nov 26, 2019 16:05:53 GMT -4
Darren, I'll allow Kal advantage on that attempt. It's not technically an attack, but it's easier to aim for Sem's legs (to extricate him) while the weird is faerie-lit.
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Nov 26, 2019 17:01:13 GMT -4
Adamant releases his hold on the railing. Water drips off his heavy plates… some of it is from the water creature towering over him. He silently thanks the Host that he didn't have time to put his shield in the cabin as he pulls it off his back on to his arm. Drawing the loaned Rekkenmark longsword he takes a weary swing at the water weird. "Focus!" He scolds himself. "We're not out yet!". His next attack does better. Shorak looks busy on the other side of the ship so I'll just go here… Unfortunately Adamant's tapped out of clever things to do…
Move Action: Draw sword and shield Standard Action: Two attacks on the Faerie Fired Water Weird… I should have advantage with the faerie fire…
dlw32:2D20H1 +8 → 11(high 1 of 3; 2 = 3 + 8)#Frist Attack with Advantage Wow… advantage gives me a roll of 3 instead of 2… not a good start…
dlw32:2D20H1 +8 → 23(high 1 of 10; 15 = 15 + 8)#Second Attack with Advantage That's a good deal better.
The DE Stats sheet says damage is 1d8+3 but since it's a +1 and his STR mod is +3 I think that's +4. If I'm wrong just drop a point of damage….
dlw32:1D8+4 → 12(8 + 4) Max damage… what a fickle thing is luck!
Constant Effects (provided Adamant is conscious):- Aura of Devotion: Adamant and allies within 10' can’t be charmed.
- Aura of Protection: Adamant and allies within 10' gain +3 on saves.
- Aura of Courage: Adamant and allies within 10' can’t be frightened.
- Sentinel: Adjacent creatures provoke opportunity attacks even if they use Disengage.
- Sentinel: If an adjacent enemy makes an attack against a target other than Adamant, he can use his reaction to make a melee attack against that enemy.
Possible Reactions (Addy still only gets one):- Fighting Style Protection: An attack against an adjacent ally suffers disadvantage when Addy has his shield up.
- Sentinel: If Addy hits with an opportunity attack, the target's speed becomes 0 for the rest of the turn.
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Post by Dave B. on Nov 26, 2019 23:52:27 GMT -4
Shorak grimaces as the water weirds attack. "This is just...Heck!" He grumbles. Shorak avoids the water weird holding Sem and moves to a position to give him a fair view of all of the water weirds as he draws his boomerang. "Don't fall into the water," he whispers to it as he spins it towards the faerie fire lit water weird keeping Sem in its watery grasp. Grinning, because he knows his aim is true.
Shorak uses Cunning Action to disengage and moves 2 squares southwest and 1 square south.
Ranged advantaged attack vs. water weird grappling Sem: 1d20+10=30, 1d20+10=26. Crit! Slashing damage 2d6+5=14. Sneak attack damage: 10d6=35.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Nov 27, 2019 1:55:44 GMT -4
Cool. Cool. Second advantaged roll for a Strength check was a 5.
Cool.
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Jeff
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Post by Jeff on Nov 27, 2019 7:34:01 GMT -4
Shorak's boomerang slices neatly through the weird's body, severing it completely just below Sem. The front half of the elemental serpent simply falls in a spray of water, while the back half is withdrawn like a whip into the larger column that feeds it; whether the weird is slain or simply withdrawn, it's gone now. Sem drops hard to the deck. He grunts, but lifts a hand up. "Thksss, Shhhrrak." Kal has already readied himself to jump at the water weird, but now finds it utterly gone. Meanwhile, Thul hacks at his coiling captor, sheering away half its mass in rapid strikes. These things aren't that tough. Adamant smacks the water beast before him, but he's got a way to go still. • Water weird is neutralized. • Sem takes 5 bludgeoning damage and falls prone (but is no longer grappled or restrained).
Check it out, Darren. Now your turn is up. Since your action is now irrelevant, you may do something else. (All that grumping for nothing.)
4 - Kal & Tangat
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Nov 27, 2019 10:38:48 GMT -4
NO! All my precious grumping gone to waste!!!
Kal reaches for Sem....but finds the gnome safely on deck. He grins, whirling quickly as he draws Skyfang and points it at the weird that has a grip on Thul. Fire springs from the tip, and Kal is unsure of his aim, but the bright faerie fire around the creature gives him a better target and the bolt slams into the watery creature, steam hissing and sizzling as the two elements collide.
________________ Kal will cast Fire Bolt at the weird attacking Thul.
And the attack roll is an 11. The dice roller is really on a tear with me right now.
Grumping restored!
EDIT: Advantage attack roll is a 26.
Damage is 16.
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Jeff
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Post by Jeff on Nov 27, 2019 11:05:24 GMT -4
That weird is faerie fire-lit. Roll with advantage, Grumpmaster General.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Nov 27, 2019 11:20:35 GMT -4
That weird is faerie fire-lit. Roll with advantage, Grumpmaster General. Very well, then. Post above has been edited.....
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Jeff
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Post by Jeff on Nov 27, 2019 11:52:01 GMT -4
Kal's hurled flame sends a blast of steam bursting from the weird, but it continues to thrash about, holding Thul aloft in its wet coils. Beside him, Tangat growls and readies to bite anything that comes near. Darren: I see you rolled but didn't post the damage (16). So ignore my roll for that.
• Water weird grappling Thul takes 8 fire damage (it has resistance). • Tangat takes the Ready action.
Round 2
24 - Belarin 21 - Streko 19 - Melethos 18 - NPC allies 15 - Shorak 14 - water weirds 11 - Thul 6 - Adamant 4 - Kal & Tangat
The water weirds are Large and occupy 4 squares.
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Joe
Streko Tavven (halfling)
Streko
Posts: 3,518
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Post by Joe on Nov 27, 2019 18:26:04 GMT -4
Jumping ahead of Belarin, as I believe he is about to have his hands full and Streko is trying to help Thul, so there shouldn't be overlap.Streko calls for Olladra's aid and brings a column of holy fire down upon the creature grappling the Captain. "Here's hoping Thul doesn't get singed, but I cannot promise." ________________________________________________ Streko casts Sacred Flame for 12(5 +7) points of Radiant Damage, I assume halved due to resistance...if it hits.
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Brian
Melethos (tiefling)
Melethos
Posts: 5,085
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Post by Brian on Nov 27, 2019 19:59:46 GMT -4
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Ken
Belarin Malizia
Belarin
Posts: 5,691
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Post by Ken on Nov 28, 2019 0:00:19 GMT -4
Belarin brandishes Valk's Tongue at the water weird and says, "Come at me!" He slashes at the elemental's body with the enchanted dagger. He risks a quick peek around the deck. "Where's Starg?" he yells. _____________________ Belarin attacks the water weird with his pact dagger. Attack: 1d20(8) + 9 = 17. Damage: 1d4(3) + 5 = 8. He maintains the protection from Soulsorrow's armor.
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Post by Dave B. on Nov 28, 2019 1:07:49 GMT -4
Well, I'm going to jump ahead of the NPCs/allies. So there. "I think I saw Starg go overboard," Shorak replies to Belarin's query as he moves closer to the center of the ship. "Somebody see if they can help Starg," He calls out. He takes aim at the water weird attacking Thul and lets his boomerang fly towards it. Shorak moves 2 squares south.
Ranged advantage attack vs. water weird grappling Thul: 1d20+10=16, 1d20+10=19. Slashing damage: 1d6+5=7. Sneak attack damage: 5d6=15.
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Jeff
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Post by Jeff on Nov 28, 2019 9:49:26 GMT -4
Belarin continues to harrass the water weird before him, slashing into it with his weapon. The one grappling Thul is much too quick for Streko's flourish of holy flame. Melethos begins slicing his foe apart, thought he elemental serpent isn't ready to go down just yet. "Aye, more of that," Brack says to him. Sem jumps to his feet, looking rather wobbly, and hurries over to the opening where Starg was sent overboard. He begins to unlash the rope ladder Kurra has tied up there. "You're all right, right, Captain?" he calls out to Thul. The artificer, meanwhile, moves up a few more stairs and mutters something. The rosy glass rod in her hand flares with red light, then purple, then blue, and she points it like a cattle prod. A wave of energy makes the air above her ripple; and the column of water bows away from it like it's afraid of her. Again Shorak's boomerang severs a water weird's body—this time it's the one constricting Thul. Already harmed by the Karrn's favorite chopping axe, it is unable to sustain the damage. The whole thing becomes nothing more than a massive fall of water. And Thul is released... He shoots out one arm and managed to hook his elbow around one loop of rope hanging from the rigging and keeps himself from falling to the water below, just barely. The remaining two water weirds are unfazed by the loss of the other two. The one swirling about on the sterncastle slams into Melethos, wraps its dense body around him, and pulls him closer. He's fairly sure it intends to pull him into the water above and try to drown him there. Finally, the water weird Belarin has been taunting strikes him true. It bangs hard into him with a head that sure feels more like ice, but his own protective magic serves as a buffer—and with a flourish its chilling energy flows into the elemental. Yet it does not defeat the monster and, coiling about Belarin, it pulls back out and over the ship...and Belarin is along for the constricting ride. • Belarin deals 8 piercing damage to the water weird. → Water weird's Dex saving throw vs. Streko's spell: 18 (success, no damage) • Melethos deals 18 slashing damage to the water weird. • Shorak deals 22 slashing damae to the water weird. • Water weird is neutralized. Thul is released! → Thul's Dexterity saving throw to catch himself from falling: 16 (success) • Water weird's attack vs. Melethos: 22 (hit) / 14 bludgeoning damage to Melethos and his is grappled and restrained • Water weird's attack vs. Belarin: 25 (critical hit) / 10 bludgeoning damage to Melethos and his is grappled and restrained → Water weird takes 25 cold damage from Belarin.
Thul is prone, but is free to move again. It will take half his speed to "stand up" from prone and 10 feet of movement to climb down the 5 ft. of rigging to the deck of the ship.
11 - Thul 6 - Adamant 4 - Kal & Tangat
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Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Nov 28, 2019 9:58:33 GMT -4
"You're all right, right, Captain?" he calls out to Thul.
Thul thrusts an arm out of the weird's body, flashing a thumbs up to the gnome.
Then the water rushes away and he grabs the rigging. He makes his way down to the deck, looking for the next closest creature.
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Nov 28, 2019 11:52:01 GMT -4
“Damn,” Adamant swears as Melethos gets picked up by the water weird. “Hold on.” Move Action: can i move to be adjacent to Melethos. Standard Action: Two attacks on the Faerie Fired Water Weird… still with advantage
dlw32:2D20H1 +8 → 27(high 1 of 19; 2 = 19 + 8)#first attack dlw32:1D8+4 → 10(6 + 4)
dlw32:2D20H1 +8 → 21(high 1 of 13; 4 = 13 + 8)#second dlw32:1D8+4 → 10(6 + 4)
total 20 hp
Constant Effects (provided Adamant is conscious):- Aura of Devotion: Adamant and allies within 10' can’t be charmed.
- Aura of Protection: Adamant and allies within 10' gain +3 on saves.
- Aura of Courage: Adamant and allies within 10' can’t be frightened.
- Sentinel: Adjacent creatures provoke opportunity attacks even if they use Disengage.
- Sentinel: If an adjacent enemy makes an attack against a target other than Adamant, he can use his reaction to make a melee attack against that enemy.
Possible Reactions (Addy still only gets one):- Fighting Style Protection: An attack against an adjacent ally suffers disadvantage when Addy has his shield up.
- Sentinel: If Addy hits with an opportunity attack, the target's speed becomes 0 for the rest of the turn.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Nov 28, 2019 13:24:39 GMT -4
Kal grimaces at the steam that splashes up from his fire attack. Of course, he thinks to himself. Be smart, Kalarian. His body slowly churns into motion and he sheathes Skyfang as he runs, bringing both hands to his sharrash as he spins it high above his head, bringing it across his body in a chop against the water creature restraining Belarin.
_____________________ Kal will attack the weird restraining Belarin with his sharrash. He will stay 10' from it, since the weapon has reach.
First attack roll is an 11. I think he gets advantage because it's got Faerie Fire on it? I rolled again, anyway. Second roll is a 21.
Assuming I was right, and that second roll hits, damage is 9. If it hits and the weird isn't dead, Kal will use the sharrash's power to freeze the weird.
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Ken
Belarin Malizia
Belarin
Posts: 5,691
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Post by Ken on Nov 28, 2019 23:54:04 GMT -4
"Woooaahh!" says Belarin as he's pulled over the side. "No thanks!" A split-second later, the water weird is holding nothing but shadows, which quickly fly onto the deck and materialize into the warlock.
______________
As a reaction to the attack, Belarin uses misty escape. He reappears in the square southwest of Shorak's position on the map.
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Jeff
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Post by Jeff on Nov 29, 2019 11:51:59 GMT -4
Belarin reappears beside Shorak as Thul climbs down from the rigging, taking a few steps toward the middle of the deck and seeing that only two weirds remain—one on the sterncastle that seems to have snared Melethos and one that nearly had Belarin in its grasp. Kal hurries across to the starboard side and sends his sharash blade in a wide sweep, hoping to pin down that elemental serpent, but it's too fast for him—and that one is not lit by faerie fire. Tangat keeps with him, but cannot reach the water weird—plus the gunwale stands between them. • Kal's attack misses the water weird. • Tangat takes the Ready action. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Round 3
24 - Belarin 21 - Streko 19 - Melethos 18 - NPC allies 15 - Shorak 14 - water weirds 11 - Thul 6 - Adamant 4 - Kal & Tangat
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Ken
Belarin Malizia
Belarin
Posts: 5,691
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Post by Ken on Nov 29, 2019 13:39:17 GMT -4
Belarin moves back toward the railing and stands next to Kalarian. He points his dagger at the water weird and says mockingly, "Too slow to hold me in your grasp! Now answer this: Can water gasp?" Two red-and-silver blasts of eldritch flame strike at the creature. _____________________________ Belarin moves to the square south of Kal and makes two attacks with eldritch blast. Attacks: 1d20(1) + 8 = 9, 1d20(6) + 8 = 14. That's terrible! In the unlikely event that the second blast hit, here's the damage: 1d10(9) + 4 = 13.
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Joe
Streko Tavven (halfling)
Streko
Posts: 3,518
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Post by Joe on Nov 29, 2019 20:25:03 GMT -4
Streko races to Thul's side. "Where do you need me, Captain?" Without looking at the weathered Karnathi (and he is looking much more weathered these days, he had to admit), Streko focused on the water weird harassing Belarin and Kal, calling out to Olladra and watching as a column of holy flame came flowing down toward it. "They're damnable quick, aren't they?" he says out loud. _______________________________________________
Streko moves 15' north to the spot at Thul's side. He then casts Sacred Flame once again at the water weird he can actually see and do something about.
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Brian
Melethos (tiefling)
Melethos
Posts: 5,085
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Post by Brian on Nov 30, 2019 15:19:02 GMT -4
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Jeff
Administrator
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Post by Jeff on Dec 1, 2019 12:15:20 GMT -4
Belarin blasts away the nearest weird, and its body starts to look leaner. Streko follows it with a bolt of radiant energy, but the agile beast avoids the worst of it. Melethos shears away a massive portion of the water weird constricting him; it doesn't dissipate yet, but he feels like he's grippled off the ground by a "thread" of water only now. Kurra thunders her way up the bank of stairs, and the glowing rod in her hand seems to repulse that massive column of water that's grabbed the ship. It releases the Dragonfly entirely now, which shudders and sways. As the elemental water is is drawn back, the water weird coiled around Melethos is pushed back and his now hangs just over the back railing of the ship. The starboard side water weird is likewise yanked back, well out of reach of Kal's sharash...but in its relocation it rears, hiss-spraying at Kurra, clearly ready to attack her directly now. Thul and Streko watch as Sem climbs over the edge of the ship, heading down the rope ladder. "I see Starg!" he calls then vanishes. To make things clearer, I think what I'll try to do going forward is only confirm damage done to monsters (on attack rolls) when it's not the maximum you rolled (i.e. if it has resistance or vulnerability). Otherwise you can assume the damage was taken as listed, and I'll always try to include some mention of it being hurt in the text above.
→ Water weird's Dexterity saving throw vs. Streko's spell: 9 (failure) / water weird takes 4 radiant damage • Tangat takes the Ready action. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Round 3 continues
15 - Shorak 14 - water weirds 11 - Thul 6 - Adamant 4 - Kal & Tangat
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Post by Dave B. on Dec 2, 2019 22:25:07 GMT -4
Shorak turns towards Sem's voice as he disappears over the side of the ship. "Someone help Melethos and protect Kurra, I'll help Sem with Starg." Shorak runs over to where he saw Sem climb down the side of the ship and looks down the rope ladder. "Sem, I'm here to help." He calls as he also climbs down the rope ladder, after sheathing his boomerang.
Shorak moves to the rope ladder Sem used and climbs down to help with Starg. He will use Cunning Action for movement. Hopefully, that will leave him his action to help pull Starg from the water.
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Jeff
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Post by Jeff on Dec 3, 2019 8:34:42 GMT -4
Shorak throws himself over the side, clinging to the rope ladder and descending quickly. He sees Sem at the bottom looking way out of his element, trying to pull Starg close enough to reach the ladder. The minotaur, for his part, looks stoic about it. Miserable and battered, but not complaining. When Sem sees Shorak, he looks deeply relieved. Shorak is able to take hold of Starg's outstretched and very large hand. The water weird on the starboard side snaps downward and encircles Kurra, closing its coils about her and lifting her in the air. "Shit," she curse then groans as the water monster constricts her. She swoons; still injured from previous battles, you don't think she can handle much more. The weird constricting Melethos tightens its coils and he feels circulation starting to get caught off in a few places beneath the pressure. The creature surges toward the center of the great watery column from which it stems, and Melethos instinctively takes a breath as he is suddenly surrounded by fast-flowing water alone. He's not sure whether the creature intends to hold onto him and squeeze him to death or simply release him into this terrifying elemental stream. Refresh the map.
• Water weird's attack vs. Kurra: 15 (hit) / 19 bludgeoning damage and Kurra is grappled, restrained, and pulled 5 feet • Water weird grappling Melethos moves 5 feet into the column of water and continues to move—this can provoke an opportunity attack to Adamant if he wants it. Does Adamant wish to use his reaction?
Two things: • Water weirds are nearly invisible in water, so this negates the faerie fire; therefore no advantage or disadvantage is applied when attacking it. • The creature looks thin and "injured," such that a single hit might destroy it, but that will also mean Melethos might drop 20+ feet to the water below as his body is out and beyond the gunwale now.
Also: with Kurra no longer able to ward off the column of water, it's unclear if it can or will grab hold of the ship again.
11 - Thul 6 - Adamant 4 - Kal & Tangat
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