Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Sensing a weakening of the bond, Undertow turned only to see Riptide far too still for comfort. An unsettling rage then began to bubble to the surface. Rather than be overtaken by it, he the feeling is channeled into a mocking and obnoxious laugh at Gar. "Tactics! Hah! What a farce! You nothing more than scarred Guppy! Let me know when your ready to grow a pair, and stop hiding behind your friend!" He vents, then turns about and propels himself in almost one single burst, intending on committing violence upon the one assaulting Shanty.
Bonus Action: Move Healing Spirit to AB-21(or wherever Gulp is), if not already there.
(@MuggsHill: The default damage roll interprets a max roll in any die within the attack roll as a crit. In other words, the damage roll is automatically but erroneously adding a second damage die to the damage calculation when you roll a 4 on the Bless die. Here's a little trick to tell the code that only the first die in the attack roll sequence should be interpreted as a potential crit. Just add the portion in pink to the default code: "(if([roll:-1:1:critical], =0, 1d10, 2{1d10}.expand()))+7+3+10".)
Before moving, Bubbles delivers two strong blows to the last undead sailor near him. The sailor survives the first blow, but not the second. (Undead Sailor #7 takes 66 magical piercing and radiant damage and is DEFEATED.)
Bubbles then looks for some nearby cover, but decides to move closer to Gar more directly in the end {AG-21}.
(@Blue: You are free. If you want, as part of this turn, we can say that Gulp uses his remaining 15 feet of movement to move to {Y-23} to retrieve the two daggers that he threw. Let me know.)
Gulp has had enough of being forced to lay down. After indulging in a little more of the clow fish's healing aura, the monk slips out of his localized coral prison and stands back up. (Gulp recovers 10 HP.)
Not wanting to become a practice dummy for the undead sailor right in front of him, Shanty foregoes melody and invokes a plethora of shadowy arms to occupy his assailant. Tendrils of dark energy whip wildly in all directions, catching the only other creature within 10 feet of the bardlock. (Undead Sailor #10 takes 9 necrotic damage and loses its reaction.)
(@Ori: I am not moving Healing Spirit because it is already in the same square as Gulp. If @Blue decides to move to retrieve the daggers, then we can say that the spell moves to {Y-23} with him as Undertow's bonus action.)
Undertow instinctively looks up from the recently concluded bout against the undead sailors close to him. His eyes catch a glimpse of the last bits of life essence leaving Riptide's body in the distance. His anger swells up, but the measured ranger knows how to funnel it properly. (Riptide accumulates 3 DEATH save fails and is DEAD.)
His words only earn a knowing smile from Gar. Undertow channels his rage onto the sailor who slipped away to attack the group's bard, approaching from behind and stabbing it twice with Shoreseeker. (Undead Sailor #10 takes 22 magical piercing damage.)
(Gar goes next but I want to get a response from @Blue before going into his turn.)
OK, based on the response in the OOC Chat, Gulp is now at {Y-23} retrieving his daggers.
Then, in Undertow's turn, Healing Spirit is moved to the same square as a bonus action. In my interpretation of the spell, this triggers another charge of healing.
Whirling his massive trident around, Gar begins to create a powerful Maelstrom in the general area just ahead of him. The area of effect just misses him and Shaolar, but captures all others who are nearby (Gulp, Bubbles, Barnacle, Sandlot, and the trapped body of Riptide.) It also catches some of the already defeated undead sailors, but that seems inconsequential now.
The entire affected area becomes difficult terrain immediately. Although there is no other immediate effect, anyone starting their turn within the Maelstrom must first roll a STR saving throw {DC 18} or be dragged 10 feet towards its center, which is located between {AD-24} and {AE-25}. Failing also means taking some damage.
(Sandlot and Barnacle are up next. Sandlot is unaffected by difficult terrain but may still be pulled toward the center and take damage. Hence, both Sandlot and Barnacle should start their turns with a STR save with Bless and Emboldened Bond if they so choose. Here's the damage roll that is relevant to them, should they fail the save: 16.)
Deciding against pushing blindly through the swirling vortex of water that erupted in front of him, Barnacle opts to skirt around it all the while trying to put himself in trident range of Gar or his new friend.
Still, just because he's outside of trident range doesn't mean he's out of range... (Unless he isn't).
Barnacle takes his silvered javelin and lines up a throw against Gar's new friend. (If he's out of range, Barnacle will ready an attack instead.)
Sandlot can hardly spare the moment to even voice a thanks before being violently pulled closer to a vortex of water. Fortunately, he's able to keep hits focus on bless, and with the blessing passed on by Amble, decide to take a page out of Gar's book by swimming away in anticipation of another teleportation away.
After which, he again called upon the strength of his goddess for the strongest blessing he could muster. The stress of which would visibly show in a trembling outstretched hand to a point, yet through force of will and faith, a mote of light appears at the point, pulsating great waves of rejuvenating light before ultimately fading back into nothing.
"Amble... The maelstrom! Can you calm it?"He called out afterwards.
Movement: To AH-30.
Action: Cast Mass Cure Wounds at [AD/AE-22/23], restoring 16 HP to Barnacle, Gulp, Bubbles. (Or any point that would get all three in the radius of the spell.)
(Damage rolls in case Sacred Flame comes into play as described in Group PM: 16.)
Sandlot cannot help being pulled towards the center of the Maelstrom and can feel his muscles being strained (Sandlot takes 16 bludgeoning damage.)
Fearing for his allies, the cleric calls forth a powerful healing blessing and supports those in the aquatic trap's chances of enduring it. (Barnacle, Gulp, Bubbles, and Sandlot each recover 16 HP.)
Taking advantage of Amble's favor, Sandlot then moves toward the edge of the maelstrom and asks the tortle to dispel it if possible.
Barnacle is able to overpower the Maelstrom for now, though only by moving fairly slowly.
He moves toward the northern edge of the maelstrom and gets within range of a javelin throw {AB-23}. The fighter takes his chances but the sharp piece of driftwood is simply swallowed by the maelstrom.
Being able to and called into participating in this fight once more, Shaolar produces an orb that resembles a fist-sized pearl and discharges a powerful magical effect.
-> WIS saving throw {DC 15} against Hold Person (4th level) with advantage due to Leviathan's Will:
Bubbles: 22
Barnacle: 23
Gulp: 15
All nearby locathah resist the effect of the spell, which results in a frown from the genasi spellcaster.
Amble looks back at Sandlot while swimming south and replies calmly: "In a moment..."
The tortle makes it past the nearby undead sailor (no opportunity attack due to Arms of Hadar) and touches Shanty's shoulder. "Go on and move freely..." they tell the bard as they cast Freedom of Movement on him too.
The first swing hits a piece of coral from which Shanty had just escaped. The second catches the bardlock by surprise due to its awkward angle. It slashes him right in the gut. (Shanty takes 7 slashing damage.)
The turned undead continues moving as fast as it can toward the northeast. It disappears into darkness.
As before, and as Sandlot had guessed, another sheet of coral embraces both Gar and Shaolar and the two beings simply vanish from sight. It is safe to assume that both of them have almost immediately reappeared somewhere else, but what characters now vary:
Gulp, Barnacle, Bubbles, and Sandlot cannot see where the enemy duo has reappeared. All they know is that they are not within the ranges of Gulp's Driftglobe or Bubbles' Candle of the Deep, which are assumed to be in the same square as their owners. They can also tell that the enemy duo is not within 10 feet of each of their own locations.
Amble shines in a faint green light but its power/reach has diminished considerably since the tortle awoke from their magical hibernation. If anything, Amble is grouped with the four locathah above in term of what he can see.
Undertow and Shanty have long-reaching darkvision. The spoiler below is just for them:
Gar has reappeared at {AT-38} and Shaolar at {AT-39}. If sharing this info with your allies, please keep in mind the initiative order. In other words, Bubbles and Gulp would have to act before you have a chance to inform them in you own turns.
(Because of the details above, I'll ask for only Bubbles and Gulp to post their turns next and for Shanty and Undertow to wait a bit before posting their turn. Both Bubbles and Gulp should start their turns with a STR saving throw to see if they are dragged toward the center of the Maelstrom. Here's the damage roll that is relevant to them, should they fail the save: 25.)
The clown-fish (Gulp made a mental note to get one for himself, should he survive) practically nurtured him to full health - right until that wretched sea-urchin's water-storm sucked the big potion of the healing up. And gulp too, pushing him into the middle of it.
The monk fought his way to the calmer water but realized he was now completely disoriented and could not see the monsters anywhere. Nor could he see anyone else, to that matter.
Full available movement - up and around the storm.
Shanty chants something much less melodic than his usual fare, and a plethora of shadowy arms batter at the undead in front of him.
(Arms of Hadar, DC 15 Str save for 9 necrotic, halved on success or no reactions on fail.)
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Undertow's Turn:
Riptide's Death Save(DC 10): 9.
Sensing a weakening of the bond, Undertow turned only to see Riptide far too still for comfort. An unsettling rage then began to bubble to the surface. Rather than be overtaken by it, he the feeling is channeled into a mocking and obnoxious laugh at Gar. "Tactics! Hah! What a farce! You nothing more than scarred Guppy! Let me know when your ready to grow a pair, and stop hiding behind your friend!" He vents, then turns about and propels himself in almost one single burst, intending on committing violence upon the one assaulting Shanty.
Bonus Action: Move Healing Spirit to AB-21(or wherever Gulp is), if not already there.
Movement: To AQ-31.
Action: Shore Seeker Flurry(to Shanty's Attacker).
#1 Strike - Attack: 27 Damage: 9 magical piercing.
#2 Strike - Attack: 11 Damage: 13 magical piercing.
When you realize you're doing too much: Signature.
(@MuggsHill: The default damage roll interprets a max roll in any die within the attack roll as a crit. In other words, the damage roll is automatically but erroneously adding a second damage die to the damage calculation when you roll a 4 on the Bless die. Here's a little trick to tell the code that only the first die in the attack roll sequence should be interpreted as a potential crit. Just add the portion in pink to the default code: "(if([roll:-1:1:critical], =0, 1d10, 2{1d10}.expand()))+7+3+10".)
Before moving, Bubbles delivers two strong blows to the last undead sailor near him. The sailor survives the first blow, but not the second. (Undead Sailor #7 takes 66 magical piercing and radiant damage and is DEFEATED.)
Bubbles then looks for some nearby cover, but decides to move closer to Gar more directly in the end {AG-21}.
(@Blue: You are free. If you want, as part of this turn, we can say that Gulp uses his remaining 15 feet of movement to move to {Y-23} to retrieve the two daggers that he threw. Let me know.)
-> Healing Spirit roll: 10
Gulp has had enough of being forced to lay down. After indulging in a little more of the clow fish's healing aura, the monk slips out of his localized coral prison and stands back up. (Gulp recovers 10 HP.)
DM's Screen:
14
Not wanting to become a practice dummy for the undead sailor right in front of him, Shanty foregoes melody and invokes a plethora of shadowy arms to occupy his assailant. Tendrils of dark energy whip wildly in all directions, catching the only other creature within 10 feet of the bardlock. (Undead Sailor #10 takes 9 necrotic damage and loses its reaction.)
(@Ori: I am not moving Healing Spirit because it is already in the same square as Gulp. If @Blue decides to move to retrieve the daggers, then we can say that the spell moves to {Y-23} with him as Undertow's bonus action.)
Undertow instinctively looks up from the recently concluded bout against the undead sailors close to him. His eyes catch a glimpse of the last bits of life essence leaving Riptide's body in the distance. His anger swells up, but the measured ranger knows how to funnel it properly. (Riptide accumulates 3 DEATH save fails and is DEAD.)
His words only earn a knowing smile from Gar. Undertow channels his rage onto the sailor who slipped away to attack the group's bard, approaching from behind and stabbing it twice with Shoreseeker. (Undead Sailor #10 takes 22 magical piercing damage.)
(Gar goes next but I want to get a response from @Blue before going into his turn.)
(Retrieving daggers means moving to Gar, right? Yes, if this is possible Gulp moves there to pick up the weapon taking Spirit with him)
Meili Liang Lvl 5 Monk
Dice
SOME PENDING DETAILS
OK, based on the response in the OOC Chat, Gulp is now at {Y-23} retrieving his daggers.
Then, in Undertow's turn, Healing Spirit is moved to the same square as a bonus action. In my interpretation of the spell, this triggers another charge of healing.
-> Healing Spirit roll: 8
Even more of Gulp's wounds are healed by the time Gar's turn comes up. (Gulp recovers 8 HP.)
Gar opens his mouth in delight: "Fools!"
Whirling his massive trident around, Gar begins to create a powerful Maelstrom in the general area just ahead of him. The area of effect just misses him and Shaolar, but captures all others who are nearby (Gulp, Bubbles, Barnacle, Sandlot, and the trapped body of Riptide.) It also catches some of the already defeated undead sailors, but that seems inconsequential now.
The entire affected area becomes difficult terrain immediately. Although there is no other immediate effect, anyone starting their turn within the Maelstrom must first roll a STR saving throw {DC 18} or be dragged 10 feet towards its center, which is located between {AD-24} and {AE-25}. Failing also means taking some damage.
(Sandlot and Barnacle are up next. Sandlot is unaffected by difficult terrain but may still be pulled toward the center and take damage. Hence, both Sandlot and Barnacle should start their turns with a STR save with Bless and Emboldened Bond if they so choose. Here's the damage roll that is relevant to them, should they fail the save: 16.)
Barnacle's Strength save: 27 plus 1 from bless
Deciding against pushing blindly through the swirling vortex of water that erupted in front of him, Barnacle opts to skirt around it all the while trying to put himself in trident range of Gar or his new friend.
Still, just because he's outside of trident range doesn't mean he's out of range... (Unless he isn't).
Barnacle takes his silvered javelin and lines up a throw against Gar's new friend. (If he's out of range, Barnacle will ready an attack instead.)
Attack: 10 Damage: 9
Strength Save(DC 18): 13.
Conc. Save for Bless(DC 10): 21.
Sandlot can hardly spare the moment to even voice a thanks before being violently pulled closer to a vortex of water. Fortunately, he's able to keep hits focus on bless, and with the blessing passed on by Amble, decide to take a page out of Gar's book by swimming away in anticipation of another teleportation away.
After which, he again called upon the strength of his goddess for the strongest blessing he could muster. The stress of which would visibly show in a trembling outstretched hand to a point, yet through force of will and faith, a mote of light appears at the point, pulsating great waves of rejuvenating light before ultimately fading back into nothing.
"Amble... The maelstrom! Can you calm it?" He called out afterwards.
Movement: To AH-30.
Action: Cast Mass Cure Wounds at [AD/AE-22/23], restoring 16 HP to Barnacle, Gulp, Bubbles.
(Or any point that would get all three in the radius of the spell.)
(Damage rolls in case Sacred Flame comes into play as described in Group PM: 16.)
When you realize you're doing too much: Signature.
Sandlot cannot help being pulled towards the center of the Maelstrom and can feel his muscles being strained (Sandlot takes 16 bludgeoning damage.)
Fearing for his allies, the cleric calls forth a powerful healing blessing and supports those in the aquatic trap's chances of enduring it. (Barnacle, Gulp, Bubbles, and Sandlot each recover 16 HP.)
Taking advantage of Amble's favor, Sandlot then moves toward the edge of the maelstrom and asks the tortle to dispel it if possible.
Barnacle is able to overpower the Maelstrom for now, though only by moving fairly slowly.
He moves toward the northern edge of the maelstrom and gets within range of a javelin throw {AB-23}. The fighter takes his chances but the sharp piece of driftwood is simply swallowed by the maelstrom.
Being able to and called into participating in this fight once more, Shaolar produces an orb that resembles a fist-sized pearl and discharges a powerful magical effect.
All nearby locathah resist the effect of the spell, which results in a frown from the genasi spellcaster.
Amble looks back at Sandlot while swimming south and replies calmly: "In a moment..."
The tortle makes it past the nearby undead sailor (no opportunity attack due to Arms of Hadar) and touches Shanty's shoulder. "Go on and move freely..." they tell the bard as they cast Freedom of Movement on him too.
-> Shanty is no longer restrained.
The undead sailor just in front of Shanty seems to care little about his quarry no longer being stuck:
-> Rusted Longsword vs. Shanty: Attack: 6
Damage: 5-> Rusted Longsword vs. Shanty: Attack: 25 Damage: 7
The first swing hits a piece of coral from which Shanty had just escaped. The second catches the bardlock by surprise due to its awkward angle. It slashes him right in the gut. (Shanty takes 7 slashing damage.)
The turned undead continues moving as fast as it can toward the northeast. It disappears into darkness.
END OF INITIATIVE ROUND 5
(LAIR goes next.)
LAIR ACTION
As before, and as Sandlot had guessed, another sheet of coral embraces both Gar and Shaolar and the two beings simply vanish from sight. It is safe to assume that both of them have almost immediately reappeared somewhere else, but what characters now vary:
Gulp, Barnacle, Bubbles, and Sandlot cannot see where the enemy duo has reappeared. All they know is that they are not within the ranges of Gulp's Driftglobe or Bubbles' Candle of the Deep, which are assumed to be in the same square as their owners. They can also tell that the enemy duo is not within 10 feet of each of their own locations.
Amble shines in a faint green light but its power/reach has diminished considerably since the tortle awoke from their magical hibernation. If anything, Amble is grouped with the four locathah above in term of what he can see.
Undertow and Shanty have long-reaching darkvision. The spoiler below is just for them:
Gar has reappeared at {AT-38} and Shaolar at {AT-39}. If sharing this info with your allies, please keep in mind the initiative order. In other words, Bubbles and Gulp would have to act before you have a chance to inform them in you own turns.
(Because of the details above, I'll ask for only Bubbles and Gulp to post their turns next and for Shanty and Undertow to wait a bit before posting their turn. Both Bubbles and Gulp should start their turns with a STR saving throw to see if they are dragged toward the center of the Maelstrom. Here's the damage roll that is relevant to them, should they fail the save: 25.)
Gulp STR saving: 9
The clown-fish (Gulp made a mental note to get one for himself, should he survive) practically nurtured him to full health - right until that wretched sea-urchin's water-storm sucked the big potion of the healing up. And gulp too, pushing him into the middle of it.
The monk fought his way to the calmer water but realized he was now completely disoriented and could not see the monsters anywhere. Nor could he see anyone else, to that matter.
Full available movement - up and around the storm.
Meili Liang Lvl 5 Monk
Dice