Seeking to escape from the whirling water, Bubbles clenches his jaw and retreats back the way he came, pushing to get to AK23 with his base movement.
If he doesn't escape the maelstrom with his movement he will dash and head east to approx AK27
If he can escape from it with his ACTION still available he grabs at his potion skin and drains it, feeling the additional healing spread through give back some of his vitality 29 HP recovered
Either way, Bubbles calls out to the others "The bastard just disappeared....where'd he go?"
Bubbles powers through the Maelstrom and swims to a spot just outside its reach {AK-23}. This takes all of the barbarian's concentration for now, so he seeks a moment of respite. He searches his pack for the Potion of Superior Healing he had been saving until now and recharges his stamina. (Bubbles recovers 29 HP.)
LEGENDARY ACTION
Gar swims in a burst of water. Once again, only Shanty and Undertow see this:
This post has potentially manipulated dice roll results.
(@Blue: Since you didn't specify an action, I assume Gulp uses a dash to move around the maelstrom.)
Gulp is still regaining full control of his limbs after being restrained for so long. He loses the immediate contest against the Maelstrom and feels a new ache affect his muscles. (Gulp takes 25 bludgeoning damage.)
Being a bit disoriented after being dragged toward the center, Gulp seeks the shortest path out of the watery trap. He manages to swim up and around towards a spot beyond the Maelstrom and away from where he last saw his enemies (it is a dead-end otherwise, or he'd be forced to re-enter the maelstrom). Fighting through the pain in his muscles, Gulp continues swimming around the water-based trap and the nearby coral-based barrier {Z-35}.
"He's over here! Attacking Shanty!" Undertow is sure yell as loud as possible over the churning water. But regardless of whether the others heard or not, the Ranger would mentally call the Clownfish closer to his side as much as possible, and by extent, Sandlot as well. All while intending to exercise his long awaited vengeance upon the mockery of a sea elf, if unintentionally so.
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 STR saving throw vs. Arms of Hadar {DC 15}: 12
-> Amble's STR saving throw vs. Arms of Hadar {DC 15}: 19
In a bout of irritation, Shanty produces another burst of black tendrils, which indiscriminately reach for every creature within 10 feet of the warlock. The tendrils eat up some of the skin on Shanty's enemies' arms and torsos. (Undead Sailor #10 takes 6 necrotic damage; Gar Shatterkeel takes 6 necrotic damage. Neither can take reactions until their next turn.)
Unfortunately, the tendril of obscure, ancient magic also reach from Undertow and Amble. The tortle, at least, manages to partially overpower the sudden spell. (Amble takes 3 necrotic damage; Undertow takes 6 necrotic damage and loses his reaction for now.)
Shanty then begins to move away from his precarious spot, making sure to summon a Tentacle form the Deeps. The spectral appendage seems to rise from beneath the sandy floor {AT-32}, taking a momentary hold of Gar. (Gar takes 2 cold damage and has his speed reduce by 10 feet.)
Undertow reveals Gar's location to all other locathah in the form of a yell {AS-32}. Then, taking advantage of Amble's faintest green light, the ranger moves around the undead sailor with the intention of attacking Gar directly. As he moves, Undertow refreshes his spectral goldfish, this time commanding it to care for Shanty {AL-23}.
A second later, Shoreseeker sinks into Gar's clawed arm. An attempt to repeat the attack bounces off the claw instead. (Gar takes 10 magical piercing damage.)
Gar does not like the fact that he has just been hit thrice in the span of a few seconds. Hitting Wave against his claw such that the trident momentarily vibrates like a tuning fork, Gar then makes an attempt to touch Undertow with Wave:
Undertow avoids the vibrating trident, whatever its purpose was.
(Sandlot and Barnacle are up next and both are till in the Maelstrom's area. 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: 20.)
Edit:Gar lost concentration on Maelstrom. Sandlot and Barnacle may act normally.
Sandlot whips around to the call. But regardless of whether he can properly see the would be conquerer in the murk, he swims off further to the right before... He freezes up for a moment. But, realizing his strength was too taxed for grandier miracles, he forced the words of an incantation out of his mouth, summon a pillar of divine flames to purge the wickedness that was Gar's very being from the plane. Or, if unable to quite make out more than a direction, he doffs the shield and pulls out the crossbow in preparedness of what was to come next.
Movement: To AK-35(or as close as possible).
If able to see Gar(presumably in Amble's natural glow?):
Action: Cast Sacred Flame on Gar, inflicting 11 Radiant Damage on a failed Dex Save(DC 15).
If NOT able to 'see' Gar due to darkened area:
Action: Doff Shield.
Free Action: Draw Light Crossbow.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM's Screen:
18
Using Amber's faint light in the distance as a point of reference, Sandlot approaches the sound of combat and aims a gout of Sacred Flame at the non-fish, non-turtle silhouette he can make out.
It is only after the flame disappears that the cleric realizes that his depth perception has not yet adjusted properly after he was disoriented by the maelstrom. The flame was aimed at a spot nowhere near Gar.
This post has potentially manipulated dice roll results.
DM's Screen:
14
After hearing Undertow's indication of where Gar is, Barnacleswims as fast as he can toward his companion's voice {AN-28}.
From a spot in the dark, Shaolar engages in some nefarious magic. All that the party can hear are the sounds of the water genasi struggling with some sort of heavy object coming from somewhere in the southeast portion of the map. This noises are mixed with some incantations in Aquan, but they are hushed enough that it is hard to head distinct words.
Being someone who avoids direct confrontation, Amble takes advantage of the fact the enemies are otherwise occupied and opens magical hidden paths only they can see. The tortle then teleports to the only other source of light they can spot at the moment, Bubbles' Candle of the Deep, reappearing at {AL-24}. Unfortunately, this takes away the only light source the party had that was enabling them to pinpoint Gar's location, as well as that of the last undead sailor. Undertow can tell where they are because he is so close to them (and also his Goggles of Night.) Shanty can see the enemies with his darkvision.
Amble touches the barbarian and tells him: "Go forth and find your quarry," casting Darkvision on Bubbles.
Amble then yells to the water around them: "Barnacle, find me next and I'll also open your eyes."
Gar feels it is time to call for more reinforcements. He thrusts his trident downward again and screams: "Rise!"
Five new undead sailors rise from their slumber and move towards Gar. They surround Undertow as they move {AS-31}, {AQ-31}, {AQ-32}, {AQ-33} and {AR-33}.
(Bubbles, Gulp, Shanty, and Undertow go next. Undertow and Shanty can see all of the undead sailors, Gar, and Shaolar as displayed in the map. Bubbles can see them too, with the exception of Shaolar who is beyond the range of his Darkvision. Gulp is far away and can't see anyone else as he doesn't have direct line of sight with other light sources apart from his own Driftglobe.)
Having felt his rage subside during the last round where he was escaping (no damage taken, no damage done), Bubbles takes a second to refocus on his targets and summon his deep primal instinct for battle once more (Rage), and using this to sprint forward (normal movement - will use instinctive pounce if distance an issue) to drive forward to get within range of to attack Shaolar (move to AQ29, seeking not to provoke an opportunity attack but close within Reach range), using the momentum to strike hard (GWM, Reckless Attack, Rage, Bless) trying to take out the principle opponents before they disappear again
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)
This post has potentially manipulated dice roll results.
Despite the temporary loss of focus, the undead swarming his position, and even the concern noise from he last spied Shaolar, the Ranger kept his eyes firmly glued upon the madman before him. And short of man-thing swimming out of reach of his blade, Undertow struck with a vengeance, and without an once of mercy. Though if out of his reach, in his fury, he'd turn upon the undead he'd lashed out to save Shanty before, and try to finish it off instead.
Bubbles - STR Save (DC18): 20
Seeking to escape from the whirling water, Bubbles clenches his jaw and retreats back the way he came, pushing to get to AK23 with his base movement.
If he doesn't escape the maelstrom with his movement he will dash and head east to approx AK27
If he can escape from it with his ACTION still available he grabs at his potion skin and drains it, feeling the additional healing spread through give back some of his vitality 29 HP recovered
Either way, Bubbles calls out to the others "The bastard just disappeared....where'd he go?"
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
DM's Screen:
1
Bubbles powers through the Maelstrom and swims to a spot just outside its reach {AK-23}. This takes all of the barbarian's concentration for now, so he seeks a moment of respite. He searches his pack for the Potion of Superior Healing he had been saving until now and recharges his stamina. (Bubbles recovers 29 HP.)
LEGENDARY ACTION
Gar swims in a burst of water. Once again, only Shanty and Undertow see this:
Gar is now at {AS-32}.
(@Blue: Since you didn't specify an action, I assume Gulp uses a dash to move around the maelstrom.)
Gulp is still regaining full control of his limbs after being restrained for so long. He loses the immediate contest against the Maelstrom and feels a new ache affect his muscles. (Gulp takes 25 bludgeoning damage.)
Being a bit disoriented after being dragged toward the center, Gulp seeks the shortest path out of the watery trap. He manages to swim up and around towards a spot beyond the Maelstrom and away from where he last saw his enemies (it is a dead-end otherwise, or he'd be forced to re-enter the maelstrom). Fighting through the pain in his muscles, Gulp continues swimming around the water-based trap and the nearby coral-based barrier {Z-35}.
LEGENDARY ACTION
@Shanty and @Undertow only:
Gar attacks furiously with his powerful trident:
-> Wave vs. Shanty: Attack: 20 Damage: 7
Shanty feels a powerful sting on his side. (Shanty takes 11 magical piercing damage.)
Edit: At the beginning of Gulp's turn, he benefits from the last healing charge from Healing Spirit:
-> Healing Spirit roll: 7 (Gulp recovers 6 HP.)
(Shanty and Undertow are up next.)
Undertow's Turn:
"He's over here! Attacking Shanty!" Undertow is sure yell as loud as possible over the churning water. But regardless of whether the others heard or not, the Ranger would mentally call the Clownfish closer to his side as much as possible, and by extent, Sandlot as well. All while intending to exercise his long awaited vengeance upon the mockery of a sea elf, if unintentionally so.
Bonus Action: Cast (2nd level)Cleansing Clownfish in Shanty's space.
Movement: To AR-32.
Action: Shore Seeker Flurry at Gar.
#1 Strike - Attack: 27 Damage: 10 magical piercing.
#2 Strike - Attack: 16 Damage: 10 magical piercing.
When you realize you're doing too much: Signature.
Shanty growls in irritation, then summons the arms once more.
Arms of Hadar: 6
He'll also summon his watery tentacle to try to slow Gar down . . .
Attack: 25 Damage: 2 and movement speed slowed by 10
If Gar fails his save and loses his reaction, Shanty will try to move as far away as possible.
Check out my Extended signature here
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)
DM's Screen:
12 9
-> Undertow's STR saving throw vs. Arms of Hadar {DC 15}: 12
-> Amble's STR saving throw vs. Arms of Hadar {DC 15}: 19
In a bout of irritation, Shanty produces another burst of black tendrils, which indiscriminately reach for every creature within 10 feet of the warlock. The tendrils eat up some of the skin on Shanty's enemies' arms and torsos. (Undead Sailor #10 takes 6 necrotic damage; Gar Shatterkeel takes 6 necrotic damage. Neither can take reactions until their next turn.)
Unfortunately, the tendril of obscure, ancient magic also reach from Undertow and Amble. The tortle, at least, manages to partially overpower the sudden spell. (Amble takes 3 necrotic damage; Undertow takes 6 necrotic damage and loses his reaction for now.)
Shanty then begins to move away from his precarious spot, making sure to summon a Tentacle form the Deeps. The spectral appendage seems to rise from beneath the sandy floor {AT-32}, taking a momentary hold of Gar. (Gar takes 2 cold damage and has his speed reduce by 10 feet.)
Shanty escapes to {AL-23}.
DM's Screen:
Edit: Gar's concentration checks {DC 10}: 19 9
Undertow reveals Gar's location to all other locathah in the form of a yell {AS-32}. Then, taking advantage of Amble's faintest green light, the ranger moves around the undead sailor with the intention of attacking Gar directly. As he moves, Undertow refreshes his spectral goldfish, this time commanding it to care for Shanty {AL-23}.
-> Healing Spirit roll: 3 (Shanty heals for 3 HP.)
A second later, Shoreseeker sinks into Gar's clawed arm. An attempt to repeat the attack bounces off the claw instead. (Gar takes 10 magical piercing damage.)
DM's Screen:
6
Gar does not like the fact that he has just been hit thrice in the span of a few seconds. Hitting Wave against his claw such that the trident momentarily vibrates like a tuning fork, Gar then makes an attempt to touch Undertow with Wave:
-> Touch of the vibrating trident vs. Undertow: Attack: 14
Undertow avoids the vibrating trident, whatever its purpose was.
(Sandlot and Barnacle are up next
and both are till in the Maelstrom's area. 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: 20.)Edit: Gar lost concentration on Maelstrom. Sandlot and Barnacle may act normally.
Strength check: 28 plus 3 from bless.
Barnacle utters a particularly vile curse before turning fin and dashing around the maelstrom back towards Gar.
Sandlot whips around to the call. But regardless of whether he can properly see the would be conquerer in the murk, he swims off further to the right before... He freezes up for a moment. But, realizing his strength was too taxed for grandier miracles, he forced the words of an incantation out of his mouth, summon a pillar of divine flames to purge the wickedness that was Gar's very being from the plane. Or, if unable to quite make out more than a direction, he doffs the shield and pulls out the crossbow in preparedness of what was to come next.
Movement: To AK-35(or as close as possible).
If able to see Gar(presumably in Amble's natural glow?):
Action: Cast Sacred Flame on Gar, inflicting 11 Radiant Damage on a failed Dex Save(DC 15).
If NOT able to 'see' Gar due to darkened area:
Action: Doff Shield.
Free Action: Draw Light Crossbow.
When you realize you're doing too much: Signature.
DM's Screen:
18
Using Amber's faint light in the distance as a point of reference, Sandlot approaches the sound of combat and aims a gout of Sacred Flame at the non-fish, non-turtle silhouette he can make out.
It is only after the flame disappears that the cleric realizes that his depth perception has not yet adjusted properly after he was disoriented by the maelstrom. The flame was aimed at a spot nowhere near Gar.
LEGENDARY ACTION
Gar attacks Undertow:
-> Wave vs. Undertow: Attack: 17 Damage: 10
-> Undertow's concentration check {DC 10}: 3
Undertow feels three simultaneous pokes. (Undertow takes 9 magical piercing damage. and loses concentration on Healing Spirit.)
DM's Screen:
14
After hearing Undertow's indication of where Gar is, Barnacle swims as fast as he can toward his companion's voice {AN-28}.
From a spot in the dark, Shaolar engages in some nefarious magic. All that the party can hear are the sounds of the water genasi struggling with some sort of heavy object coming from somewhere in the southeast portion of the map. This noises are mixed with some incantations in Aquan, but they are hushed enough that it is hard to head distinct words.
Being someone who avoids direct confrontation, Amble takes advantage of the fact the enemies are otherwise occupied and opens magical hidden paths only they can see. The tortle then teleports to the only other source of light they can spot at the moment, Bubbles' Candle of the Deep, reappearing at {AL-24}. Unfortunately, this takes away the only light source the party had that was enabling them to pinpoint Gar's location, as well as that of the last undead sailor. Undertow can tell where they are because he is so close to them (and also his Goggles of Night.) Shanty can see the enemies with his darkvision.
Amble touches the barbarian and tells him: "Go forth and find your quarry," casting Darkvision on Bubbles.
Amble then yells to the water around them: "Barnacle, find me next and I'll also open your eyes."
The only (effectively) remaining undead sailor continues to attack indiscriminately.
-> Rusted Longsword vs. Undertow: Attack: 22
Damage: 7-> Rusted Longsword vs. Undertow: Attack: 17
Damage: 11Undertow's enchanted shield is put to good use as it deflects both attempted slashes.
END OF INITIATIVE ROUND 6
(LAIR goes next.)
LAIR ACTION
Gar feels it is time to call for more reinforcements. He thrusts his trident downward again and screams: "Rise!"
Five new undead sailors rise from their slumber and move towards Gar. They surround Undertow as they move {AS-31}, {AQ-31}, {AQ-32}, {AQ-33} and {AR-33}.
(Bubbles, Gulp, Shanty, and Undertow go next. Undertow and Shanty can see all of the undead sailors, Gar, and Shaolar as displayed in the map. Bubbles can see them too, with the exception of Shaolar who is beyond the range of his Darkvision. Gulp is far away and can't see anyone else as he doesn't have direct line of sight with other light sources apart from his own Driftglobe.)
Gulp continues to go south led to the sounds of battle and voices.
Full available movement - Dash - toward Sandlot.
Meili Liang Lvl 5 Monk
Dice
Having felt his rage subside during the last round where he was escaping (no damage taken, no damage done), Bubbles takes a second to refocus on his targets and summon his deep primal instinct for battle once more (Rage), and using this to sprint forward (normal movement - will use instinctive pounce if distance an issue) to drive forward to get within range of to attack Shaolar (move to AQ29, seeking not to provoke an opportunity attack but close within Reach range), using the momentum to strike hard (GWM, Reckless Attack, Rage, Bless) trying to take out the principle opponents before they disappear again
Last Rites Attack: 16 Damage: 22
Last Rites Attack: 12 Damage: 25
Divine Fury 7 (apply to the first hit)
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Shanty will move closer to Gulp and polymorph him into a sperm whale, as discussed.
Check out my Extended signature here
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)
Despite the temporary loss of focus, the undead swarming his position, and even the concern noise from he last spied Shaolar, the Ranger kept his eyes firmly glued upon the madman before him. And short of man-thing swimming out of reach of his blade, Undertow struck with a vengeance, and without an once of mercy. Though if out of his reach, in his fury, he'd turn upon the undead he'd lashed out to save Shanty before, and try to finish it off instead.
Action: Shore Seeker Flurry at Gar.
#1 Strike - Attack: 15 Damage: 11 magical piercing.
#2 Strike - Attack: 23 Damage: 10 magical piercing.
(If restrained by anything, here are the disadvantage rolls: 1st: 23, 2nd: 10.)
Reaction(OA): For if that comes up, reserved for Gar.
Shoreseeker Strike - Attack: 10 Damage: 12 magical piercing.
When you realize you're doing too much: Signature.