Gash places his flame sphere behind the group as two water weirds pop out of the water and then he runs to 33.
The water weirds both attempt to dodge the sphere: DEX(13) check for #3 - 15 and for #4 - 17
The water weirds chase/attack Tock (miss), Gash (damaged and grabbed. STR(13) check: 10 to break free), Bulwark (missed), and Stones (damaged and grabbed. STR(13) check: 10 to break free).
Everyone else is surprised, so they do not get to go this round.
Round 2 summary so far:
Gash moves the sphere at #3 and it attempts to dodge: DEX(13) check - 16 and then hits it with magic missiles.
Gash is grappled, so cannot move the final 5 feet to get out of the water. The water weird pulls him down into the shallow flooded room in an attempt to drown him.
WW3 tries to constrict Bulwark again.
Constrict Attack: 22 Damage: 15 (miss)
WW4, having lost Stones, tries to get him again.
Constrict Attack: 12 Damage: 17 (miss)
WW1 chooses to try and constrict (1) Dog this time.
Stones yells “I prefer baths, not showers!” and swings the scimitar of one hand, and the other one as a bonus action. If my attack hits he uses his Defensive Flourish.
Attack:22
Damage:10
Bonus:12
Damage:4
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Stones slashes at the water creature, its blade passing through the water with only a little resistance. It screeches in pain, but it may not be quite as damaged as it should have been.
Dog's magical hammer fares better than Stones' scimitar, smashing the water weird into fine mist with each blow. It doesn't fall, but his attacks do noticeable damage to a malleable foe.
(You cannot use nimble escape AND move the Flaming Sphere with the same bonus action, so the WW will get an AoO when you back up. Is that what you want?)
Gash breaks away and steps out of the water while his flaming sphere smashes against WW3 again.
WW3 DEX(13) check: 14. The water weird dodges but takes a little bit of damage.
As he steps away from WW2, it stretches out to wrap around and constrict him again.
WW2 AoO Constrict Attack: 13 Damage: 10. The elemental succeeds and attempts to pull Gash back into the water WW2 STR: 18 vs, Gash STR: 5. Gash is pulled 20 feet back into the water (to 16.)
WW3 attempts to constrict Bulwark again.
Constrict Attack: 24 Damage: 17.
WW4 attempts to constrict Stones again.
Constrict Attack: 19 Damage: 13.
WW1 attempts to constrict Dog, although it is looking a bit fuzzy and dripping at its bends.
Constrict Attack: 9 Damage: 11.
(Dog, Stones, Bulwark, and Tock may go in any order.)
The water splashes against Gash's shield as he steps out of the water. Instead of dragging him into the water (for his Round 3 action), it tries to worm its way past the shield and constrict him again.
Constrict Attack: 17 Damage: 15. As before, though, it cannot get past Gash's shield!
This post has potentially manipulated dice roll results.
Seeing the futility of slashing water, Stones moves to 35 while telling WW4 "why don't you go evaporate yourself you tepid, stagnant, puddle!" as he casts Vicious Mockery
Damage: 3
He also uses his bonus action to INSPIRE Bulwark (1d8) "now's you time to make a great splash!"
Can Dog use his movement in between those attacks to make the second one land on Water Weird The Second? He'd like to make sure Gash isn't all by his lonesome and wouldn't have attacked again wastefully if he saw the elemental go down.
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(Too soon for Dog to go.)
Round 1 summary:
Gash places his flame sphere behind the group as two water weirds pop out of the water and then he runs to 33.
The water weirds both attempt to dodge the sphere: DEX(13) check for #3 - 15 and for #4 - 17
The water weirds chase/attack Tock (miss), Gash (damaged and grabbed. STR(13) check: 10 to break free), Bulwark (missed), and Stones (damaged and grabbed. STR(13) check: 10 to break free).
Everyone else is surprised, so they do not get to go this round.
Round 2 summary so far:
Gash moves the sphere at #3 and it attempts to dodge: DEX(13) check - 16 and then hits it with magic missiles.
Gash is grappled, so cannot move the final 5 feet to get out of the water. The water weird pulls him down into the shallow flooded room in an attempt to drown him.
WW3 tries to constrict Bulwark again.
Constrict Attack: 22 Damage: 15 (miss)
WW4, having lost Stones, tries to get him again.
Constrict Attack: 12 Damage: 17 (miss)
WW1 chooses to try and constrict (1) Dog this time.
Constrict Attack: 13 Damage: 13 (miss)
(Everyone except Gash may go.)
Stones yells “I prefer baths, not showers!” and swings the scimitar of one hand, and the other one as a bonus action. If my attack hits he uses his Defensive Flourish.
Attack:22
Damage:10
Bonus:12
Damage:4
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Stones slashes at the water creature, its blade passing through the water with only a little resistance. It screeches in pain, but it may not be quite as damaged as it should have been.
(Dog's action from before is the same thing he'd do now - want me to reroll or should we use the old ones?)
(Old one is fine.)
Dog's magical hammer fares better than Stones' scimitar, smashing the water weird into fine mist with each blow. It doesn't fall, but his attacks do noticeable damage to a malleable foe.
If Dog can burn an action surge still, here's two more attacks on the same one (but again, no worries if not, totally fine with next turn):
Attack: 19 Damage: 13
Extra Attack: 16 Damage: 9
No one else posted, so I'll take it.
Tock disengages (bonus action) from the thing and moves out of water to 48. He will then take a shot at #1:
Attack: 19 Damage: 24
Tock's arrow lands square in the center of the squirming water weird.
Bulwark enters a rage as he swings his maul off of his back. He rocks back and hurls his weapon at the serpentine water elemental (#3).
Maul Attack: 22 Damage: 13. It is a heavy blow but the water weird absorbs a good portion of the impact, damaging it less than Bulwark would like.
(Gash is up.)
Gash slams the flaming sphere into ww3.
Dex Save DC 13, save for half of 6 - for slamming into ww3 and if they end their turn within 5ft.
(I think I’m restrained? Attempt to break: 1 athletics -1, acrobatics +3)
if i break free I’ll move back 5ft to get out of the water
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
(You cannot use nimble escape AND move the Flaming Sphere with the same bonus action, so the WW will get an AoO when you back up. Is that what you want?)
(If my action goes to breaking free then AoO away)
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Gash breaks away and steps out of the water while his flaming sphere smashes against WW3 again.
WW3 DEX(13) check: 14. The water weird dodges but takes a little bit of damage.
As he steps away from WW2, it stretches out to wrap around and constrict him again.
WW2 AoO Constrict Attack: 13 Damage: 10. The elemental succeeds and attempts to pull Gash back into the water WW2 STR: 18 vs, Gash STR: 5. Gash is pulled 20 feet back into the water (to 16.)
WW3 attempts to constrict Bulwark again.
Constrict Attack: 24 Damage: 17.
WW4 attempts to constrict Stones again.
Constrict Attack: 19 Damage: 13.
WW1 attempts to constrict Dog, although it is looking a bit fuzzy and dripping at its bends.
Constrict Attack: 9 Damage: 11.
(Dog, Stones, Bulwark, and Tock may go in any order.)
(Can I cast shield to negate the attack and grab and pull?)
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Yes, you still have a reaction!
The water splashes against Gash's shield as he steps out of the water. Instead of dragging him into the water (for his Round 3 action), it tries to worm its way past the shield and constrict him again.
Constrict Attack: 17 Damage: 15. As before, though, it cannot get past Gash's shield!
(Everyone but Gash is still up.)
Dog will cast shield as his reaction to try to miss the constricting attack (25 AC for the round).
He'll line up and swing again at Water Weird The First:
Attack: 25 Damage: 16
Extra Attack: 10 Damage: 7
The elemental shatters into mist on Dog's first strike.
Seeing the futility of slashing water, Stones moves to 35 while telling WW4 "why don't you go evaporate yourself you tepid, stagnant, puddle!" as he casts Vicious Mockery
Damage: 3
He also uses his bonus action to INSPIRE Bulwark (1d8) "now's you time to make a great splash!"
Can Dog use his movement in between those attacks to make the second one land on Water Weird The Second? He'd like to make sure Gash isn't all by his lonesome and wouldn't have attacked again wastefully if he saw the elemental go down.