Despite the somewhat surprising rush from the Aboleth, Charles finds a small opening to attack with his rapier. Unfortunately for him, the sword does not thrust as fast underwater as it does above it, and the attack misses.
The gunslinger then brings himself to float upright, quickly removing his pistol from the pool to diminish any potential water damage, also taking this opportunity to reload. Charles then moves a bit closer to the island, but swims with some difficulty (you are only able to move from AS8 to AQ6, as swimming is also difficult terrain). Charles is still in the water, but takes a pause to breath deeply and regain his poise.
(@Superbad: please notice the disease counter I have added to the latest initiative tracker post).
(OOC: Got it, 10 feet of unhindered movement if you have blinked at the end of your previous turn. Since you didn't specify it, this turn we'll assume Drago blinked back at the same spot as he disappeared last turn).
As Dragoblinks back to the material plane, he notices a large commotion to his southwest. It must have been the creature. It must have attacked something. That's the way to go! The sorcerer begins swimming in that direction (from AN9 to AQ7), and corfirms his suspicions. The Aboleth must be a bit further this way, but a trail of blood coming from above reveals that one of Drago's companions has been attacked. They must be fine though, as they have broken surface (Drago is effectively next to Charles now, just 35 feet below him). Before he can decide whether to follow the trail of blood or keep swimming for the enemy, Drago shifts back to the Ethereal Plane.
(OOC: I'm not taking your bonus action into account because you don't quite see the Aboleth yet).
This post has potentially manipulated dice roll results.
Unhindered by either water or sand (Oil of Slipperiness FTW!) Grixx gains on the Pale Elf, who now looks surprised at how quickly the mere human managed to reach him. The barbarian is right at the Elf's face. Grixx is the only one in the party, in addition to Verdict, who is now out of the water.
LAIR ACTION
The Aboleth, noticing it has let its next target escape the water again, will let out a furious psychic wave out. (Drago is not affected since he is not in this plane, but Jury and Charles will be making {DC 14} WIS saving throws).
Charles: 20; Jury: 10; -> Charles feels a type of pain he has never felt before, taking 5 psychic damage. Jury is able to block the attack, half expecting it.
This post has potentially manipulated dice roll results.
With no air in which to release a sigh, Jury settled for having Verdict do that for him. After, it's back to waiting on the Elf to try and flee through the door, only to get a nasty in the form of face hugging!
In the meantime, Jury once again put pedal to the metal (ha HAH... Pun), and swam his way after the Aboleth's last known direction. Again, he invites only a one-sided conversation upon seeing the creature. As he traces a glowing triangle into the water as he says, "Rule Nine: Let the lightning, herGuiding Bolt, direct thy hands upon the one, true path."And much the passage, the triangle explodes into a beam of radiant energy that both burns and lingers inside the creature: lighting up its open wounds, and hidden weak points. If it should hit.
Action: Jury CastsGuiding Bolt(2nd Level) Attack: 10 For : 14 of Radiant Damage. In addition, the next creature to hit the target with an attack spell will be able to do so at advantage.
Hasted Action:Dash as necessary to get to the Aboleth.
Potential Future Reaction:
If it does not move out of Jury's "reach", but attacks instead with an attack that meets an AC 24(due to haste) to 28, he will cast Shield as a reaction. with his last 1st level Spell Slot.
If it does move out of Jury's reach, he will try to poke at least a tendril with his finger while more expediently saying, "Rule Four!", casting Inflict Wounds (3rd level): Hitting an AC Attack: 21 For: 24 Necrotic Damage. If Guiding Bolt did not hit, or someone else manage to attack it, here's the disadvantage roll: 9.
(S/N: In the case of having both advantage and disadvantage, they are canceled out regardless of the number of sources of one or the other.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Jury: feel free to edit your post above accordingly, as not all of your original post will come to pass).
Verdict waits in place to potentially surprise the Pale Elf.
Jury swims northwest and up from his current point (using all of his normal movement). Instead of the Aboleth, the necromancer finds a trail of water leading upwards. Looking up, this is about the area where Charles was until a moment ago, but he must have moved. From the Ethereal Plane, Drago sees Jury swimming by.
(@All: Horizontally speaking, you guys are all next to each other at the moment, except Grixx. Vertically speaking, Charles is at the surface, Drago is 35 feet below water, and Jury is back to just 15 feet deep).
At this point, Jury realizes that the Aboleth must have changed directions after attacking Charles. Which way did it go though?
(@Jury: If re-editing you post, note that Jury has only really used his regular movement so far. Please let me know what you decide, as I'll hold off on taking the enemies' turn until you finish yours. If trying to find your foe, you'll need to perform a search action).
With no air in which to release a sigh, Jury settled for having Verdict do that for him. After, it's back to waiting on the Elf to try and flee through the door, only to get a nasty in the form of face hugging!
In the meantime, Jury once again put pedal to the metal (ha HAH... Pun), and swam his way after the Aboleth's last known direction. Again, he invites only a one-sided conversation upon seeing the creature. As he traces a glowing triangle into the water as he says, "Rule Nine: Let the lightning, herGuiding Bolt, direct thy hands upon the one, true path."And much the passage, the triangle explodes into a beam of radiant energy that both burns and lingers inside the creature: lighting up its open wounds, and hidden weak points. If it should hit.
Action: Jury CastsGuiding Bolt(2nd Level) Attack: 12 For : 23 of Radiant Damage. In addition, the next creature to hit the target with an attack spell will be able to do so at advantage.
Hasted Action:Dash as necessary to get to the Aboleth.
Potential Future Reaction:
If it does not move out of Jury's "reach", but attacks instead with an attack that meets an AC 24(due to haste) to 28, he will cast Shield as a reaction. with his last 1st level Spell Slot.
If it does move out of Jury's reach, he will try to poke at least a tendril with his finger while more expediently saying, "Rule Four!", casting Inflict Wounds (3rd level): Hitting an AC Attack: 17 For: 18 Necrotic Damage. If Guiding Bolt did not hit, or someone else manage to attack it, here's the disadvantage roll: 19.
(S/N: In the case of having both advantage and disadvantage, they are canceled out regardless of the number of sources of one or the other.)
(@Lerus Since I rolled after anyways, I figured just do it this way to keep it clean-ish. Instead of trying to Edit and winding up with potential errors.)
Finding no sight of the Aboleth at the end of his natural movement, Jury changes plans. 'Execute Order: Six-Two-Six'.Verdict grins, and scrambles beneath the door, squeezing his way to other side. As soon as he is through, he takes to the air, and while the Elf is 'occupied' with the thought of immediate doom by barbarian, Verdict gently pokes his head. From within the water, Jury at that moment says, "Rule Four...". Almost instantly, if Verdict successfully touches the elf, his flesh begins to rapidly rot away as if Jury himself had cast Inflict Wounds upon him.
Action: Jury Casts Inflict Wounds (level 3) with Verdict expending his reaction to deliver the spell to the Elf. Attack: 25 Damage: 34 of Necrotic.
If Slain by the spell:
Grim HarvestPHB118
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. (In this Case: 9Hp)
Whether Verdict succeeds or not, with his remaining movement, he flies up and back away above the sand while still remaining on the opposite side of the Elf from Grixx, risking an opportunity attack to get as far away from the water as possible. As for Jury, he allows himself to grow still, and even dims the apparent lights from his eyes, aiming to hide in plain sight. "Warning. Warning. Cascade Failure. System M-ma-mal-functiooonnnn--krik!" Is his "final" words.
Verdict goes through the door and moves to surprise-poke the Pale Elf's head.
-> Verdict's stealth: 8 vs. Pale Elf's passive perception at disadvantage: (13 - 5 = 8).
The familiar sees the opportunity to approach the Pale Elf, but he dodges at the last minute. Unable to touch its intended target, Verdict returns to the safety of the door, while the Pale Elf returns his attention to the barbarian next to him. Jury is not able to cast the "surprise" spell.
(OOC: Tied contested checks are supposed to end with a relatively unchanged situation. Verdict lost the element of surprise, but is back where he started without suffering an attack of opportunity. The Pale Elf is not attacked, but doesn't get a chance to use a reaction either. Jury loses his action for the turn on this attempt, but not his spell slot).
Jury then tries to hide in plain sight, but knows that his attempt may be futile against such an intelligent opponent (I'm taking the stealth roll here).
This post has potentially manipulated dice roll results.
DM screen:
Recharge: 5.
The Pale Elf performs a few quick hand gestures and a large Fog Cloud surrounds him, Grixx, and Verdict. He then teleports away and runs even farther, stepping on the water as if it were solid ground. Charles, the only one with his head above water and not within fog, would see the Elf running southward.
(OOC: Please note that neither Verdict or Grixx realize that the Elf has teleported away while in the cover of the fog. Neither the barbarian of the familiar would know where the edges of the cloud are in relation to their position either).
LEGENDARY ACTION (end of the Pale Elf's turn)
The Aboleth will get an update on his surroundings.
Jury and Charles see the Aboleth's large mass pass in between them, bound northeast (not close enough for attacks of opportunity). From the Ethereal Plane, Drago also sees it move. It seems to be swimming fast.
26. Charles - diseased (counter: 9); 22. Drago - under the effects of Potion of Water Breathing (counter: 597) and Blink (counter: 19); 20. Grixx - under the effects of Oil of Slipperiness (i.e. Freedom of Movement); 19. Lair 16. Jury - concentrating on and affected by Haste (counter: 6). 15. Pale Elf - concentrating on Fog Cloud 12. Aboleth
This post has potentially manipulated dice roll results.
Drago continues to try and make himself useful and sees Jury swim by and something happening to the southeast. Just as he is trying to make up his mind on which way to go he sees the monster, WOW! That really is a beast. He reappears as close to the direction of the beast as he can and then moves in that direction.
If he is able to triangulate the monster correctly he casts Toll the Dead (DC 16 wisdom save or take 9 damage) and spiritual weapon (level 4, sorcery point for 2 minutes, Attack: 10 Damage: 11), otherwise he will dash at the monster and hope to get at least the spiritual weapon on it.
(Blink: 19) and for the third straight time Drago dissappears! And that beautiful sword with the golden gem inlaid hilt takes a wonderful swing at the monster, even in the water!
This post has potentially manipulated dice roll results.
Grixx believe he is so close to finally attacking he is salivating at the thought. Grixx moves straight forward with this blade held high searching for the Pale Elf until he would reach Z,-2 where he would see Verdict.
"Argh! Wizard! You cannot hide!"
**Spoiler Roll to determine which way Grixx goes as he cannot see where he is going.**
Put your spoiler here.
1=East , 2= West , 3= South, 4=North
1
Grixx would continue North in the fog until he reached the Green Square and stop realizing he has left the combat area.
"ARGH! Stop with your games, Elf!"
Grixx in frustration will dash straight south as far he can go to try to find the elf or the exit fog from whence he came.
Charles pull himself up onto the soggy beach and cleans his pistol a bit. His first shot aimed at the Pale Elf is a dud, with smoke and evaporated water going in every direction (second attack). Despite the weird sound it made, the gunslinger judges that the produced heat was enough for the gun to get cleared of any remaining water in there, or so he hopes. The second shot is aimed more carefully (first attack). It hits the elf as intended (Pale Elf - CMD: 87).
Meanwhile, Grixx stumble within the Fog Cloud and bumps into Verdict. He goes a bit further until he comes out of the fog and finds himself in the grassy room. The Elf is not there. Assured that this must mean that the Pale Elf went in the other direction, the barbarian does an 180-degrees turn and rushes southward. (I'm afraid this means that Grixx is right back where he started, even with the dash, not quite in the water yet).
(Almost forgot: Grixx must roll a WIS saving throw {DC 13} at the beginning of his turn or be charmed by the Pale Elf. Here it is: 19. Grixx is immune to this effect for the next 24 hours. I forgot to mention it earlier, but both Charles and Drago are also immune to this effect for the next 24 hours).
This post has potentially manipulated dice roll results.
Drago strategically comes back into the Material Plane a bit closer to the creature he saw swimming northeast. He is close now, and swims upward for 15 feet (30 feet worth of movement) to finally be close enough to the Aboleth. The clreric calls forth his Spiritual Weapon and commands it to attack in unison with his own incoming Toll the Dead. The sword slashes and the spectral bell tolls. The image of the creature twinkles a bit and then begins to fade. In a split second, it is no longer there. Drago tries to make sense of what just happened, but before he can come to a conclusion, the Ethereal Plane comes calling again.
LAIR ACTION
Bubbling water jots out and tries to grab those who are above water (STR saving throw {DC 14})
This post has potentially manipulated dice roll results.
The lights in Jury's eyes flare back to full power as he slowly rights himself. Sensing Verdict get bumped into by the warrior not just once, but nearly twice, Jury bids for him to fly to south using its bond with Jury as a homing beacon. The edict passed, Jury considers swimming after the creature last known location. But twice now he had underestimated it. There would not be a third.
While holding still, Jury strained his sensors to the waters around, seeking ultimately to read the currents for any sign of movement from a large body creature nearby. If Verdict is able to look over the water, it would feed him what data it could from observing topside to help narrow down possibilities. Though if all else failed, Jury could take out his staff, and begin a grid search for the creature starting west.
Now that he had some time to think, Jury was not so sure of his foe's true location. Being fooled before, he thinks back on the last time he saw the creature. It swam northeast from his position, but the water didn't shift with it. It also passed fairly close to the warforged, close enough to be seen, where in previous instances, it tried to hide its movement. Something was up.
Verdict flies southeast from its position within the fog using its mental connection to Jury to fly true, at about 5 feet above the water line. It sees no disturbance on the water surface, and informs Jury of this fact. The wizard now knows the creature has not broken the surface of the pool. Trying to pinpoint his foe's location, Jury moves 15 feet westward, focusing on any disturbance on the water since he can barely rely on his eyes in his current situation.
Jury continues to move west and search, forcing his body to keep going a little further (dash). It would seem the creature has swam fast and far. West was the most logical direction, but perhaps it went a bit north as well. No way of completely knowing it for now, except for to continue the search or to bump into it.
Noticing that his fog trick was successful in confusing the barbarian at least momentarily, and seeing a small creature fly out of that same cloud undeterred, the Pale Elf remembers for a moment how the tiny construct attempted to sneak by him. The curious creature could be more trouble than it looks. He nocks an arrow.
-> Longbow (ranged weapon attack) vs Verdict: Attack: 11Damage: Unable to parse dice roll. piercing. The arrow flies by, more than a few feet off its mark.
LEGENDARY ACTION (end of Pale Elf's turn)
The Aboleth will check its surroundings with a detect (perception: 17).
26. Charles - diseased (counter: 8); 22. Drago - under the effects of Potion of Water Breathing (counter: 596) and Blink (counter: 18); 20. Grixx - under the effects of Oil of Slipperiness (i.e. Freedom of Movement); 19. Lair 16. Jury - concentrating on and affected by Haste (counter: 5); 15. Pale Elf - concentrating on Fog Cloud (counter: 599); 12. Aboleth
Despite the somewhat surprising rush from the Aboleth, Charles finds a small opening to attack with his rapier. Unfortunately for him, the sword does not thrust as fast underwater as it does above it, and the attack misses.
The gunslinger then brings himself to float upright, quickly removing his pistol from the pool to diminish any potential water damage, also taking this opportunity to reload. Charles then moves a bit closer to the island, but swims with some difficulty (you are only able to move from AS8 to AQ6, as swimming is also difficult terrain). Charles is still in the water, but takes a pause to breath deeply and regain his poise.
(@Superbad: please notice the disease counter I have added to the latest initiative tracker post).
(OOC: Got it, 10 feet of unhindered movement if you have blinked at the end of your previous turn. Since you didn't specify it, this turn we'll assume Drago blinked back at the same spot as he disappeared last turn).
As Drago blinks back to the material plane, he notices a large commotion to his southwest. It must have been the creature. It must have attacked something. That's the way to go! The sorcerer begins swimming in that direction (from AN9 to AQ7), and corfirms his suspicions. The Aboleth must be a bit further this way, but a trail of blood coming from above reveals that one of Drago's companions has been attacked. They must be fine though, as they have broken surface (Drago is effectively next to Charles now, just 35 feet below him). Before he can decide whether to follow the trail of blood or keep swimming for the enemy, Drago shifts back to the Ethereal Plane.
(OOC: I'm not taking your bonus action into account because you don't quite see the Aboleth yet).
LEGENDARY ACTION (end of Drago's turn).
The Aboleth senses someone approaching.
-> Detect (perception: 16).
Unhindered by either water or sand (Oil of Slipperiness FTW!) Grixx gains on the Pale Elf, who now looks surprised at how quickly the mere human managed to reach him. The barbarian is right at the Elf's face. Grixx is the only one in the party, in addition to Verdict, who is now out of the water.
LAIR ACTION
The Aboleth, noticing it has let its next target escape the water again, will let out a furious psychic wave out. (Drago is not affected since he is not in this plane, but Jury and Charles will be making {DC 14} WIS saving throws).
(Jury is up next).
With no air in which to release a sigh, Jury settled for having Verdict do that for him. After, it's back to waiting on the Elf to try and flee through the door, only to get a nasty in the form of face hugging!
In the meantime, Jury once again put pedal to the metal (ha HAH... Pun), and swam his way after the Aboleth's last known direction. Again, he invites only a one-sided conversation upon seeing the creature. As he traces a glowing triangle into the water as he says, "Rule Nine: Let the lightning, her Guiding Bolt, direct thy hands upon the one, true path." And much the passage, the triangle explodes into a beam of radiant energy that both burns and lingers inside the creature: lighting up its open wounds, and hidden weak points. If it should hit.
Action: Jury Casts Guiding Bolt(2nd Level) Attack: 10 For : 14 of Radiant Damage. In addition, the next creature to hit the target with an attack spell will be able to do so at advantage.
Hasted Action: Dash as necessary to get to the Aboleth.
Potential Future Reaction:
If it does not move out of Jury's "reach", but attacks instead with an attack that meets an AC 24(due to haste) to 28, he will cast Shield as a reaction. with his last 1st level Spell Slot.
If it does move out of Jury's reach, he will try to poke at least a tendril with his finger while more expediently saying, "Rule Four!", casting Inflict Wounds (3rd level):
Hitting an AC Attack: 21 For: 24 Necrotic Damage. If Guiding Bolt did not hit, or someone else manage to attack it, here's the disadvantage roll: 9.
(S/N: In the case of having both advantage and disadvantage, they are canceled out regardless of the number of sources of one or the other.)
When you realize you're doing too much: Signature.
(@Jury: feel free to edit your post above accordingly, as not all of your original post will come to pass).
Verdict waits in place to potentially surprise the Pale Elf.
Jury swims northwest and up from his current point (using all of his normal movement). Instead of the Aboleth, the necromancer finds a trail of water leading upwards. Looking up, this is about the area where Charles was until a moment ago, but he must have moved. From the Ethereal Plane, Drago sees Jury swimming by.
(@All: Horizontally speaking, you guys are all next to each other at the moment, except Grixx. Vertically speaking, Charles is at the surface, Drago is 35 feet below water, and Jury is back to just 15 feet deep).
At this point, Jury realizes that the Aboleth must have changed directions after attacking Charles. Which way did it go though?
(@Jury: If re-editing you post, note that Jury has only really used his regular movement so far. Please let me know what you decide, as I'll hold off on taking the enemies' turn until you finish yours. If trying to find your foe, you'll need to perform a search action).
(@Lerus Since I rolled after anyways, I figured just do it this way to keep it clean-ish. Instead of trying to Edit and winding up with potential errors.)
Finding no sight of the Aboleth at the end of his natural movement, Jury changes plans. 'Execute Order: Six-Two-Six'. Verdict grins, and scrambles beneath the door, squeezing his way to other side. As soon as he is through, he takes to the air, and while the Elf is 'occupied' with the thought of immediate doom by barbarian, Verdict gently pokes his head. From within the water, Jury at that moment says, "Rule Four...". Almost instantly, if Verdict successfully touches the elf, his flesh begins to rapidly rot away as if Jury himself had cast Inflict Wounds upon him.
Action: Jury Casts Inflict Wounds (level 3) with Verdict expending his reaction to deliver the spell to the Elf. Attack: 25 Damage: 34 of Necrotic.
If Slain by the spell:
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. (In this Case: 9 Hp)
Whether Verdict succeeds or not, with his remaining movement, he flies up and back away above the sand while still remaining on the opposite side of the Elf from Grixx, risking an opportunity attack to get as far away from the water as possible. As for Jury, he allows himself to grow still, and even dims the apparent lights from his eyes, aiming to hide in plain sight. "Warning. Warning. Cascade Failure. System M-ma-mal-functiooonnnn--krik!" Is his "final" words.
Hasted Action: Hide -> Stealth: 10 or Performance: 20 (if more applicable).
When you realize you're doing too much: Signature.
(I see what you did there)
Verdict goes through the door and moves to surprise-poke the Pale Elf's head.
-> Verdict's stealth: 8 vs. Pale Elf's passive perception at disadvantage: (13 - 5 = 8).
The familiar sees the opportunity to approach the Pale Elf, but he dodges at the last minute. Unable to touch its intended target, Verdict returns to the safety of the door, while the Pale Elf returns his attention to the barbarian next to him. Jury is not able to cast the "surprise" spell.
(OOC: Tied contested checks are supposed to end with a relatively unchanged situation. Verdict lost the element of surprise, but is back where he started without suffering an attack of opportunity. The Pale Elf is not attacked, but doesn't get a chance to use a reaction either. Jury loses his action for the turn on this attempt, but not his spell slot).
Jury then tries to hide in plain sight, but knows that his attempt may be futile against such an intelligent opponent (I'm taking the stealth roll here).
(Enemies go next)
DM screen:
Recharge: 5.
The Pale Elf performs a few quick hand gestures and a large Fog Cloud surrounds him, Grixx, and Verdict. He then teleports away and runs even farther, stepping on the water as if it were solid ground. Charles, the only one with his head above water and not within fog, would see the Elf running southward.
(OOC: Please note that neither Verdict or Grixx realize that the Elf has teleported away while in the cover of the fog. Neither the barbarian of the familiar would know where the edges of the cloud are in relation to their position either).
LEGENDARY ACTION (end of the Pale Elf's turn)
The Aboleth will get an update on his surroundings.
-> Detect (perception skill: 29).
Jury and Charles see the Aboleth's large mass pass in between them, bound northeast (not close enough for attacks of opportunity). From the Ethereal Plane, Drago also sees it move. It seems to be swimming fast.
END OF INITIATIVE ROUND 6
UPDATED MAP:
(Charles, Drago, and Grixx are up next)
Charles will get out of the water (AP6) and take two shots at the Pale Elf.
First one he will burn another grit point for Deadeye Shot, giving me advantage which cancels out the disadvantage from being dark.
Attack: 14 Damage: 7
Second one will be Sharpshooter, cause... why not?
Attack: 11 Damage: 21
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Drago continues to try and make himself useful and sees Jury swim by and something happening to the southeast. Just as he is trying to make up his mind on which way to go he sees the monster, WOW! That really is a beast. He reappears as close to the direction of the beast as he can and then moves in that direction.
If he is able to triangulate the monster correctly he casts Toll the Dead (DC 16 wisdom save or take 9 damage) and spiritual weapon (level 4, sorcery point for 2 minutes, Attack: 10 Damage: 11), otherwise he will dash at the monster and hope to get at least the spiritual weapon on it.
(Blink: 19) and for the third straight time Drago dissappears! And that beautiful sword with the golden gem inlaid hilt takes a wonderful swing at the monster, even in the water!
Lot's of stuff ...
Grixx believe he is so close to finally attacking he is salivating at the thought. Grixx moves straight forward with this blade held high searching for the Pale Elf until he would reach Z,-2 where he would see Verdict.
"Argh! Wizard! You cannot hide!"
**Spoiler Roll to determine which way Grixx goes as he cannot see where he is going.**
Put your spoiler here.
1=East , 2= West , 3= South, 4=North
1
Grixx would continue North in the fog until he reached the Green Square and stop realizing he has left the combat area.
"ARGH! Stop with your games, Elf!"
Grixx in frustration will dash straight south as far he can go to try to find the elf or the exit fog from whence he came.
Charles pull himself up onto the soggy beach and cleans his pistol a bit. His first shot aimed at the Pale Elf is a dud, with smoke and evaporated water going in every direction (second attack). Despite the weird sound it made, the gunslinger judges that the produced heat was enough for the gun to get cleared of any remaining water in there, or so he hopes. The second shot is aimed more carefully (first attack). It hits the elf as intended (Pale Elf - CMD: 87).
Meanwhile, Grixx stumble within the Fog Cloud and bumps into Verdict. He goes a bit further until he comes out of the fog and finds himself in the grassy room. The Elf is not there. Assured that this must mean that the Pale Elf went in the other direction, the barbarian does an 180-degrees turn and rushes southward. (I'm afraid this means that Grixx is right back where he started, even with the dash, not quite in the water yet).
(Almost forgot: Grixx must roll a WIS saving throw {DC 13} at the beginning of his turn or be charmed by the Pale Elf. Here it is: 19. Grixx is immune to this effect for the next 24 hours. I forgot to mention it earlier, but both Charles and Drago are also immune to this effect for the next 24 hours).
Drago strategically comes back into the Material Plane a bit closer to the creature he saw swimming northeast. He is close now, and swims upward for 15 feet (30 feet worth of movement) to finally be close enough to the Aboleth. The clreric calls forth his Spiritual Weapon and commands it to attack in unison with his own incoming Toll the Dead. The sword slashes and the spectral bell tolls. The image of the creature twinkles a bit and then begins to fade. In a split second, it is no longer there. Drago tries to make sense of what just happened, but before he can come to a conclusion, the Ethereal Plane comes calling again.
LAIR ACTION
Bubbling water jots out and tries to grab those who are above water (STR saving throw {DC 14})
Both warriors evade it easily.
(Jury is up next).
The lights in Jury's eyes flare back to full power as he slowly rights himself. Sensing Verdict get bumped into by the warrior not just once, but nearly twice, Jury bids for him to fly to south using its bond with Jury as a homing beacon. The edict passed, Jury considers swimming after the creature last known location. But twice now he had underestimated it. There would not be a third.
While holding still, Jury strained his sensors to the waters around, seeking ultimately to read the currents for any sign of movement from a large body creature nearby. If Verdict is able to look over the water, it would feed him what data it could from observing topside to help narrow down possibilities. Though if all else failed, Jury could take out his staff, and begin a grid search for the creature starting west.
Action: [action]Search[/action] -> Perception: 14.
Hasted Action: Dash to either follow-up on a lead, or expand the size of his grid by grid search.
Future Reaction: If Jury finds and gets in melee with the creature, but it moves away, he will cast Guiding Bolt at Second Level.
When you realize you're doing too much: Signature.
Now that he had some time to think, Jury was not so sure of his foe's true location. Being fooled before, he thinks back on the last time he saw the creature. It swam northeast from his position, but the water didn't shift with it. It also passed fairly close to the warforged, close enough to be seen, where in previous instances, it tried to hide its movement. Something was up.
Verdict flies southeast from its position within the fog using its mental connection to Jury to fly true, at about 5 feet above the water line. It sees no disturbance on the water surface, and informs Jury of this fact. The wizard now knows the creature has not broken the surface of the pool. Trying to pinpoint his foe's location, Jury moves 15 feet westward, focusing on any disturbance on the water since he can barely rely on his eyes in his current situation.
Jury continues to move west and search, forcing his body to keep going a little further (dash). It would seem the creature has swam fast and far. West was the most logical direction, but perhaps it went a bit north as well. No way of completely knowing it for now, except for to continue the search or to bump into it.
Noticing that his fog trick was successful in confusing the barbarian at least momentarily, and seeing a small creature fly out of that same cloud undeterred, the Pale Elf remembers for a moment how the tiny construct attempted to sneak by him. The curious creature could be more trouble than it looks. He nocks an arrow.
-> Longbow (ranged weapon attack) vs Verdict: Attack: 11
Damage: Unable to parse dice roll. piercing. The arrow flies by, more than a few feet off its mark.LEGENDARY ACTION (end of Pale Elf's turn)
The Aboleth will check its surroundings with a detect (perception: 17).
DM's Screen:
Recharge: 5.
The Aboleth takes its turn, but none of you would know what it is doing, so I'll post notes in the spoiler box below.
DM's Screen:
The Aboleth moves and readies an action.
END OF INITIATIVE ROUND 7
UPDATED MAP:
(Charles, Drago, and Grixx are up next).