NOTES: Please ignore the sail on the image used for the raft. There is no sail. The horizontal line across row {EU} is the guiding rope. Note that the raft is currently turned over.
(Neya, Doozey, and Graxx go next. Biscuit can see Doozey now.)
This post has potentially manipulated dice roll results.
Turn Start: Death Save for:
18.
Doozey's last thought is a curse before everything goes dark...
Both sensing and seeing the halfing in distress, all restraint is left to the wayside as the beast dives into the water and doggy paddles with a purpose for Doozey. The moment he so much as he gets his fangs or even horns hooked under the ranger, its back to the surface with his prize, and making a panicked beeline for the boat!
Movement(Biscuit): To EQ-28, 10ft underwater along the way.
Action(Biscuit-Remaining Movement): (If able to grab Doozey) to ER-28, bringing Doozey to the surface.
(@Lerus: If able to save some movement, presuming Doozey doesn't immediately sink further than 10ft underwater than what he started the round at, assume Biscuit spends any remaining movement to not only get Doozey to the surface, but as close to the raft as possible.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya gauges she has lingered in the deep long enough and begins to make her way up. Compared to Utar, the lack of heavy armor grants the monk some additional speed. She swims past the half-orc, but ends up being still some 20 or so feet away from the surface.
Graxxfollows suit, just about catching up to Utar at 30ft from the surface.
(@Ori: Biscuit's movement as you specified works.)
Doozey manages to hang on to a sliver of air left in his lungs but can't avoid going unconscious for a third time since he went for a dive. (Doozey's HP falls to zero and he is now dying, as per suffocating/choking rules; DEATH saves: 1/0).
Biscuit jumps into the water and dives as deep as needed to reach his master. Doozey is brought to the surface but remains some 20ft away from the edge of the overturned raft. The hunter is still unconscious.
NOTES: Please ignore the sail on the image used for the raft. There is no sail. The horizontal line across row {EU} is the guiding rope. Note that the raft is currently turned over.
(Neya, Doozey, and Graxx go next. We'll stay in initiative for now, at least until the DEATH saves are resolved.)
Neya will swim closer to the raft and even [Tooltip Not Found]. Reflecting on what how it attacked her, she has a feeling that the frogman may have a long memory.
This post has potentially manipulated dice roll results.
Turn Start: Death Save #2 for: 10.
Short of some miracle magic or potion kept on hand by Neya, Doozey continues to drift in an out of the world of the living; no longer drowning, but not quite out of danger yet! A determined Biscuit continues to doggy paddle for all that he's worth, eventually dragging and depositing his 'brother' onto the ship. From there, either ever effort is put to get him away from the edge, least the sea monster return for its meal, or.... or if he had yet the room to maneuver, the beast appears to fuss around with a barrel at his collar, seemingly trying to both tug on some latch and keep the spout over Doozey's mouth.
Movement(Biscuit): To ET-33(if not possible, see OR section for subsequent action), dropping Doozey off at ET-32.
Movement/Action(Biscuit): Move and rush to EU-34, before letting go of Doozey.
Action(Biscuit-Remaining Movement): (If able to grab Doozey) to ER-28, bringing Doozey to the surface.
(@Lerus: If able to save some movement, presuming Doozey doesn't immediately sink further than 10ft underwater than what he started the round at, assume Biscuit spends any remaining movement to not only get Doozey to the surface, but as close to the raft as possible.)
(@Ori: With 40ft of movement on difficult terrain, Biscuit can reach {ET-32}, so Doozey won't quite make it onto the raft this round.)
Neya continues to swim to the surface and toward the raft. She even hops back onto it.
Under Biscuit's care, Doozey is kept from sinking back down and is brought closer to the raft. (DEATH saves: 2/0).
The mastiff is able to partially pull his master onto the raft such that his shoulders, neck, and head are supported by wood. Good enough for the beast, who then begins to paw at his barrel-like collar contraption. A dose of its liquid contents just barely finds its way into the ranger's open mouth, magically bringing him back to the world of the living. (Doozey recovers 7 HP.)
Graxxcatches up to the group in terms of breaking the water surface. He is still a bit far from the raft, but perhaps that was his intention so he could be the first line of defense should the enemy make a comeback.
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Graxx sticks his head under the water one more time. If not attacked he will swim towards the raft.
”I want out of this water!” says Graxx to all.
Graxx approaches the raft and looks at the situation and ItRs words.
”I can help flip the raft back over once we’ve caught our breath.”
Graxx looks at Doozey.
”I don’t think we’re in any shape to keep going towards the island. No telling what’s waiting at the other end of this rope.”
”That island ain’t going no where. I say we go back to the cave. Heck maybe secure a sturdier ship in case our spiky frog man comes back for us. We’re like sitting ducks out here for water monsters.”
This post has potentially manipulated dice roll results.
Doozey spent a few moments awake again coughing and trying to fend off an excited Biscuit from licking his face. Once he eventually had peace, if only for a moment, his immediate instincts were to yet ready for further battle. Yet just as he's fishing around to break out Apostle, Utar gives him pause long enough to look around.
"Well of course to the-..." He starts, only to stop abruptly at Graxx' shouting and Biscuit's baying in agreement. "Ugh! Quiet ya pup. I don't need a headache on top of everything." Doozey complained in between a small bouts of coughing fits. Graxx' full return and subsequent suggestion earns the man a hard stare from the stoutling from the still recovering stoutling. But after a few moments he squeezes his eyes shut, lets out a throat growl, and and slams a small fist into the ship.
"If... if that creature has anything to do with those bastards... if we leave things as it is any longer..." He opens his eyes once more to glare at the island, before again looking to the others; his expression softening and shoulders sagging just a little as read their faces. With a final shake of his head, he clicks his tongue bidding Biscuit to hop off the ship, and then did the same. "Get it flipped over... we're going back. I'll keep an eye for the creature while you do." He adds, but pointedly avoids looking anyone in the face from that point on.
Biscuit paddles around until able to get his horns in place to help roll over the raft.
This post has potentially manipulated dice roll results.
"Hard to tell whether that thing was called by the hags or not. But, yes, discretion is the better part of valor." Neya says, weighing the options. "If one fiend was able to do so much damage to one of us, whatever other creature they may have may get the better of us."
She takes of one of her greater healing potions to give it to Doozey, "Just in case that frog creature was only one of many these waters."
Neya then wonders what kind of creature that was.
General intelligence check: 19 (If religion applies +5)
CRAP congregates around the raft after Graxx peeks into the water and confirms there are no immediate dangers nearby. Utar brings up the possibility of postponing their visit to the islet a bit. The proposal earns the approval of the entire group, albeit somewhat reluctantly from Doozey. The stoutling sets up a sort of watch while the rest of the team, includingBiscuit, plans on how to turn the raft over.
@Doozey: You are absolutely sure the toadman is nowhere near the raft as you begin your watch.
@Neya: A fiend... definitely a fiend. Probably one well acquainted with the River Styx, given its familiarity with water. That's as much as you can tell.
(OOC: Let's get some athletics checks going for turning the raft over. I'd say the lack of solid ground beneath your feet would be enough to grant you disadvantage, but it looks like Biscuit's help is cancelling that.)
(Neya, Doozey, and Graxx go next. Biscuit can see Doozey now.)
Graxx will follow Utar's que and will dash straight up toward the surface.
Neya, wary of how much of a reprieve they had lent themselves, moves to return to the surface and the raft (using full move and dash.)
Extended Signature
Turn Start: Death Save for:
18.
Doozey's last thought is a curse before everything goes dark...
Both sensing and seeing the halfing in distress, all restraint is left to the wayside as the beast dives into the water and doggy paddles with a purpose for Doozey. The moment he so much as he gets his fangs or even horns hooked under the ranger, its back to the surface with his prize, and making a panicked beeline for the boat!
Movement(Biscuit): To EQ-28, 10ft underwater along the way.
Action(Biscuit): Dash to EP-26.
Free Action(?): Grab Doozey.
Action(Biscuit-Remaining Movement): (If able to grab Doozey) to ER-28, bringing Doozey to the surface.
(@Lerus: If able to save some movement, presuming Doozey doesn't immediately sink further than 10ft underwater than what he started the round at, assume Biscuit spends any remaining movement to not only get Doozey to the surface, but as close to the raft as possible.)
When you realize you're doing too much: Signature.
Neya gauges she has lingered in the deep long enough and begins to make her way up. Compared to Utar, the lack of heavy armor grants the monk some additional speed. She swims past the half-orc, but ends up being still some 20 or so feet away from the surface.
Graxx follows suit, just about catching up to Utar at 30ft from the surface.
(@Ori: Biscuit's movement as you specified works.)
Doozey manages to hang on to a sliver of air left in his lungs but can't avoid going unconscious for a third time since he went for a dive. (Doozey's HP falls to zero and he is now dying, as per suffocating/choking rules; DEATH saves: 1/0).
Biscuit jumps into the water and dives as deep as needed to reach his master. Doozey is brought to the surface but remains some 20ft away from the edge of the overturned raft. The hunter is still unconscious.
The group is not privy to whatever the spiky frogman might be doing or where it may be at this moment.
(Utar is up next.)
Utar continues to dash towards the surface, aiming for Doozey's body and Biscuit. The frogman can do whatever he likes down in the depths.
Utar catches up to Doozey and Biscuit, also breaking the water surface.
(@Ori: I'll say that by now, Crimson Rite has faded.)
END OF INITIATIVE ROUND 10
(Neya, Doozey, and Graxx go next. We'll stay in initiative for now, at least until the DEATH saves are resolved.)
Neya will swim closer to the raft and even [Tooltip Not Found]. Reflecting on what how it attacked her, she has a feeling that the frogman may have a long memory.
Extended Signature
Turn Start: Death Save #2 for: 10.
Short of some miracle magic or potion kept on hand by Neya, Doozey continues to drift in an out of the world of the living; no longer drowning, but not quite out of danger yet! A determined Biscuit continues to doggy paddle for all that he's worth, eventually dragging and depositing his 'brother' onto the ship. From there, either ever effort is put to get him away from the edge, least the sea monster return for its meal, or.... or if he had yet the room to maneuver, the beast appears to fuss around with a barrel at his collar, seemingly trying to both tug on some latch and keep the spout over Doozey's mouth.
Movement(Biscuit): To ET-33(if not possible, see OR section for subsequent action), dropping Doozey off at ET-32.
Action(Biscuit): Attempt feed Doozey from Biscuit's Keg of the Good Stuff(DC 10): 7.
(if above successful, restoring 7 HP to Doozey.
(OR )
Movement/Action(Biscuit): Move and rush to EU-34, before letting go of Doozey.
Action(Biscuit-Remaining Movement): (If able to grab Doozey) to ER-28, bringing Doozey to the surface.
(@Lerus: If able to save some movement, presuming Doozey doesn't immediately sink further than 10ft underwater than what he started the round at, assume Biscuit spends any remaining movement to not only get Doozey to the surface, but as close to the raft as possible.)
When you realize you're doing too much: Signature.
Graxx continues to swim for the surface.
Graxx will dash 30 ft to break the surface.
Graxx will then take a huge gasp of air and be thankful for being above the water.
Graxx will use the rest of his movement to swim to EO,26.
(@Drache: I assume that was meant to be a dash?)
(@Ori: With 40ft of movement on difficult terrain, Biscuit can reach {ET-32}, so Doozey won't quite make it onto the raft this round.)
Neya continues to swim to the surface and toward the raft. She even hops back onto it.
Under Biscuit's care, Doozey is kept from sinking back down and is brought closer to the raft. (DEATH saves: 2/0).
The mastiff is able to partially pull his master onto the raft such that his shoulders, neck, and head are supported by wood. Good enough for the beast, who then begins to paw at his barrel-like collar contraption. A dose of its liquid contents just barely finds its way into the ranger's open mouth, magically bringing him back to the world of the living. (Doozey recovers 7 HP.)
Graxx catches up to the group in terms of breaking the water surface. He is still a bit far from the raft, but perhaps that was his intention so he could be the first line of defense should the enemy make a comeback.
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
(OOC: Recall that the raft is still overturned.)
Sucking some much needed air into his burning lungs, Utar begins a slow paddle towards the raft.
Eventually arriving, he will give the rest of CRAP the bad news.
"You all realise the raft is upside down? We'll need to right it before we set off."
He then follows up with a question:
"When we do right it, which direction do we pull in? Towards the island or towards the cave?"
Graxx sticks his head under the water one more time. If not attacked he will swim towards the raft.
”I want out of this water!” says Graxx to all.
Graxx approaches the raft and looks at the situation and ItRs words.
”I can help flip the raft back over once we’ve caught our breath.”
Graxx looks at Doozey.
”I don’t think we’re in any shape to keep going towards the island. No telling what’s waiting at the other end of this rope.”
”That island ain’t going no where. I say we go back to the cave. Heck maybe secure a sturdier ship in case our spiky frog man comes back for us. We’re like sitting ducks out here for water monsters.”
Doozey spent a few moments awake again coughing and trying to fend off an excited Biscuit from licking his face. Once he eventually had peace, if only for a moment, his immediate instincts were to yet ready for further battle. Yet just as he's fishing around to break out Apostle, Utar gives him pause long enough to look around.
"Well of course to the-..." He starts, only to stop abruptly at Graxx' shouting and Biscuit's baying in agreement. "Ugh! Quiet ya pup. I don't need a headache on top of everything." Doozey complained in between a small bouts of coughing fits. Graxx' full return and subsequent suggestion earns the man a hard stare from the stoutling from the still recovering stoutling. But after a few moments he squeezes his eyes shut, lets out a throat growl, and and slams a small fist into the ship.
"If... if that creature has anything to do with those bastards... if we leave things as it is any longer..." He opens his eyes once more to glare at the island, before again looking to the others; his expression softening and shoulders sagging just a little as read their faces. With a final shake of his head, he clicks his tongue bidding Biscuit to hop off the ship, and then did the same. "Get it flipped over... we're going back. I'll keep an eye for the creature while you do." He adds, but pointedly avoids looking anyone in the face from that point on.
Biscuit paddles around until able to get his horns in place to help roll over the raft.
---> Perception: 26. (if needed)
When you realize you're doing too much: Signature.
"Hard to tell whether that thing was called by the hags or not. But, yes, discretion is the better part of valor." Neya says, weighing the options. "If one fiend was able to do so much damage to one of us, whatever other creature they may have may get the better of us."
She takes of one of her greater healing potions to give it to Doozey, "Just in case that frog creature was only one of many these waters."
Neya then wonders what kind of creature that was.
General intelligence check: 19 (If religion applies +5)
Extended Signature
CRAP congregates around the raft after Graxx peeks into the water and confirms there are no immediate dangers nearby. Utar brings up the possibility of postponing their visit to the islet a bit. The proposal earns the approval of the entire group, albeit somewhat reluctantly from Doozey. The stoutling sets up a sort of watch while the rest of the team, including Biscuit, plans on how to turn the raft over.
@Doozey: You are absolutely sure the toadman is nowhere near the raft as you begin your watch.
@Neya: A fiend... definitely a fiend. Probably one well acquainted with the River Styx, given its familiarity with water. That's as much as you can tell.
(OOC: Let's get some athletics checks going for turning the raft over. I'd say the lack of solid ground beneath your feet would be enough to grant you disadvantage, but it looks like Biscuit's help is cancelling that.)
Utar's athletics - 28