Utar does not want to risk being caught underwater. The half-orc begins to make his way to the raft while making sure he breaks the surface. Finding it a bit hard to swim in full armor, Utar ends up having to double his effort.
While swimming, the Tormite orders his Spiritual Weapon to move closer to the enemy.
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.
This post has potentially manipulated dice roll results.
Conc. Save for FF(#1): 6.
Despite the painful tingling sensation coursing through his form, it is just the literal shock needed to further focus both hunter and primal companion. Switching to more nonverbal means, Doozey waits the precious moment needed to get Biscuit's attention, and command him to charge past Utar for the creature. For despite the disadvantage of fighting at sea, the creature would merely capsize them again without something to keep it interested. And who knew where'd they end up if such a thing happened again!
Immediately after, Doozey rushing for the creature's position, somehow managing to find a current or the wake of a wave to make good time. Surfacing only briefly along the way for a breath, he soon dived again drawing the mystical blade of Apostle. Then with one hand still holding Pip, the other worked the blade into a swift series of jabs aimed at opening up the creature's likely rubbery neck! Biscuit tries to make good time to the action in the meantime, but can only get so close.
Movement(Doozey): To EM-24. (w/ Swim Speed, breaking the water as necessary for air)
Not completely confident with her fighting abilities while in the water, Neya makes for the raft, herself. She barely makes it to the corner of the capsized craft (to ES-33, using he full movement, dash, 1 point for step of the wind and Action Surge for one more dash).
(Apparently she can swim nearly 9 miles per hour once per short rest. Olympic swimmers can barely do half that!)
(Movement) Graxx will get as close as he can to the frogman breathing air when needed. Moving to EP,26(I’m pretty sure this is max at 40ft walking speed.)
(@Drache: With one dash action, Neya can move 90ft. In difficult terrain, that is reduced to 45ft. As of the top of her turn, Neya is currently 40ft away from {ES-33}. A second dash action seems unnecessary. So, please let me know what you are doing with your bonus action instead. Or, if you prefer to use Step of the Wind to reach the raft, then let me know what you are doing with your action.)
Neya makes her way back to the raft, using all of her training to swim explosively through the water {ES-33}.
Graxx also begins swimming as fast as he can, though the tribesman aims for the enemy instead of the raft {EP-26}.
This post has potentially manipulated dice roll results.
DM's Screen:
10, 19
Like his companions, Doozey also begins to swim. Unlike his companions, the stoutling's movement are almost effortless. He reaches the enemy after making sure to breach for air and, with Apostle in hand, stings the strange toad twice. The green-hued blade cleanses the water immediately around it, sizzling the enemy's skin in a similar manner. (Spiky Frogman/Toadman takes 22 magical piercing damage.)
Biscuit approaches too, keeping pace with Graxx {EP-24}.
The creature swims up and to Doozey's side just a bit, changing its angle of attack. From there, it inflates its back and displays its fangs and claws, in an attempt to look even more fearsome. The display is accompanied by a magical effect:
His spiritual weapon pulls closer to the spiky frogman and attacks it.
Spiritual Weapon Attack: 23 Damage: 11
(Disadvantage on Attack Roll if needed: 20
(OOC - Assume Utar's swim towards the raft will need to use his action to dash to make the distance. If so, aiming to end up at EV,34 - or as close to as he can. Also what's the call on underwater combat and Utar's spiritual weapon? Traditionally it is a warhammer, which as a normal combat roll would have disadvantage on attack rolls in water. I'm happy if this is the case as I suppose Utar could change the form of the weapon to a spear or trident as part of the spell - although whether he'd do this from the off is debatable so I've added a disadvantage roll in case it applies. My final thought is that if its a magical attack, would this even matter anyway?)
After reaching the overturned raft, Neya pulls herself onto it, readjusts her bow, and lets two arrows loose in rapid succession. The first one hits something solid, the second one doesn't. Either way, the monk knows that successfully recovering these arrows will be an improbable task. (Spiky Toadman takes 3 piercing damage.)
(@MB: The spell description characterizes the [spell]spiritual weapon[/skill] as being spectral. I take that to mean that it can navigate through water with no added difficulties. JC has said that it doesn't go through walls, but I think water is fair game for a weapon made of "force". So, I say no disadvantage.)
UtarfollowsNeya to and onto the raft. Balancing himself on the wet logs, the Tormite maneuvers his spectral hammer closer to the enemy and swings it from afar. A muffled sound of pain can be heard underwater, indicating that the hammer delivered all of its intended damage to its target. (Spiky Toadman takes 11 force damage.)
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.
This post has potentially manipulated dice roll results.
(@Lerus: Not sure if this type of Fear is concentration, or if a beast master creature can even take the dash action on its own. That said, I'll presume the answer its 'yes' in regards to BM companion, and add where Biscuit goes just in case)
Conc. Save(DC 10): 20.
Doozey gritted his teeth as his began to ripple in some places from the urge to change. Yet with a barely suppressed growl, he dug deep and circled the creature, slashing it in passing, before then leveling off and lunging forth for thrust at its neck again. As he recovered after, Doozey waved to Biscuit, hoping to urge the beast into an attack pattern. But regardless of whether he succeeds or fail in conveying his wish, the fey touched mastiff would be on the move one way or another...
Neya does not let the water barrier between her and her mark dissuade her. She adjust for refraction and loosens two fresh arrows. From what she can see, she guesses they both found an arm. (Spiky Frogman takes 8 piercing damage.)
(@Ori: Your concentration on Favored Foe is maintained, as per my earlier roll.)
Engaged with the enemy, Doozey swims around and lunges at the creature's neck. He lands a single glancing blow despite attempting more. (Spiky Frogman takes 12 magical piercing damage.)
Unable to find the courage to approach the enemy at this instant, Biscuit swims briskly towards the raft {ET-32}.
This post has potentially manipulated dice roll results.
DM's Screen:
14
(@Grx: "Tepluuusssshhh!" LOL!)
Graxx finally reaches the fight! Wielding his pike underwater is a bit trickier than normal, but the barbarian thrusts it forward just as furiously as usual. He also lands a strike at the enemy (Spiky Frogman takes 10 magical piercing damage.)
Accosted by two enemies and one magical hammer, the amphibian-looking creature simply vanishes. CRAP gives an immediate look about but is unable to pinpoint the enemy's location with a cursory underwater search. The water is not particularly clear, but neither is it opaque with particles.
(@Ori: With your passive perception, you can tell the frogman is not within 30 feet of you. Recall that Graxx, the spiritual weapon, and you are about 15 feet underwater at this point in time.)
(OOC: You are all welcome to search for the frogman.)
(OOC: As per our OOC discussion...)
Utar does not want to risk being caught underwater. The half-orc begins to make his way to the raft while making sure he breaks the surface. Finding it a bit hard to swim in full armor, Utar ends up having to double his effort.
While swimming, the Tormite orders his Spiritual Weapon to move closer to the enemy.
END OF INITIATIVE ROUND 1
(Neya, Doozey, and Graxx can go next.)
Here is an illustration of Spiky Frogman:
Conc. Save for FF(#1): 6.
Despite the painful tingling sensation coursing through his form, it is just the literal shock needed to further focus both hunter and primal companion. Switching to more nonverbal means, Doozey waits the precious moment needed to get Biscuit's attention, and command him to charge past Utar for the creature. For despite the disadvantage of fighting at sea, the creature would merely capsize them again without something to keep it interested. And who knew where'd they end up if such a thing happened again!
Immediately after, Doozey rushing for the creature's position, somehow managing to find a current or the wake of a wave to make good time. Surfacing only briefly along the way for a breath, he soon dived again drawing the mystical blade of Apostle. Then with one hand still holding Pip, the other worked the blade into a swift series of jabs aimed at opening up the creature's likely rubbery neck! Biscuit tries to make good time to the action in the meantime, but can only get so close.
Movement(Doozey): To EM-24. (w/ Swim Speed, breaking the water as necessary for air)
Action: Bloodless Stinger at Spiky Toad.
(Lethal)Shortsword Strike #1 - Attack: 27 Damage: 10 magical piercing.
(Lethal)Shortsword Strike #2 - Attack: 22 Damage: 10 magical piercing.
Favored Foe Damage: 1 (if 1st hit is a crit: 5)
Bonus Action(Doozey): Command Biscuit to Dash.
Action/Movement(Biscuit): Move to ET-30.
When you realize you're doing too much: Signature.
Not completely confident with her fighting abilities while in the water, Neya makes for the raft, herself. She barely makes it to the corner of the capsized craft (to ES-33, using he full movement, dash, 1 point for step of the wind and Action Surge for one more dash).
(Apparently she can swim nearly 9 miles per hour once per short rest. Olympic swimmers can barely do half that!)
Extended Signature
Graxx gargles a bit of water as he is not happy being in the water.
”I’m after it!” Graxx shouts as head comes above water.
(Action) Graxx will dash.
(Movement) Graxx will get as close as he can to the frogman breathing air when needed. Moving to EP,26(I’m pretty sure this is max at 40ft walking speed.)
(@Drache: With one dash action, Neya can move 90ft. In difficult terrain, that is reduced to 45ft. As of the top of her turn, Neya is currently 40ft away from {ES-33}. A second dash action seems unnecessary. So, please let me know what you are doing with your bonus action instead. Or, if you prefer to use Step of the Wind to reach the raft, then let me know what you are doing with your action.)
Neya makes her way back to the raft, using all of her training to swim explosively through the water {ES-33}.
Graxx also begins swimming as fast as he can, though the tribesman aims for the enemy instead of the raft {EP-26}.
DM's Screen:
10, 19
Like his companions, Doozey also begins to swim. Unlike his companions, the stoutling's movement are almost effortless. He reaches the enemy after making sure to breach for air and, with Apostle in hand, stings the strange toad twice. The green-hued blade cleanses the water immediately around it, sizzling the enemy's skin in a similar manner. (Spiky Frogman/Toadman takes 22 magical piercing damage.)
Biscuit approaches too, keeping pace with Graxx {EP-24}.
The creature swims up and to Doozey's side just a bit, changing its angle of attack. From there, it inflates its back and displays its fangs and claws, in an attempt to look even more fearsome. The display is accompanied by a magical effect:
The fearsome show gets to Biscuit, but no one else. The frogman then retaliates against Doozey:
-> Bite vs Doozey: Attack: 28 Damage: 10
-> Doozey's concentration check {DC 10}: 12
The creatures' fangs sink into the stoutling. (Doozey takes 10 piercing damage.)
(Utar is up next. His spiritual weapon is now 15 feet away from the enemy.)
Turn adjustment
(Let's have the bonus action be the dash action.)
Now on the raft, Neya can focus on attacking the frog thing from afar with her bow (using action surge)
Longbow Attack: 16 Damage: 7
Extra Longbow: Attack: 10 Damage: 10
(Disadvantage rolls #1: 20 #2: 28)
Acrobatics check: 14
Extended Signature
Utar continues his swim towards the raft before hauling himself onto it and out of the water.
Athletics - 16
His spiritual weapon pulls closer to the spiky frogman and attacks it.
Spiritual Weapon Attack: 23 Damage: 11
(Disadvantage on Attack Roll if needed: 20
(OOC - Assume Utar's swim towards the raft will need to use his action to dash to make the distance. If so, aiming to end up at EV,34 - or as close to as he can. Also what's the call on underwater combat and Utar's spiritual weapon? Traditionally it is a warhammer, which as a normal combat roll would have disadvantage on attack rolls in water. I'm happy if this is the case as I suppose Utar could change the form of the weapon to a spear or trident as part of the spell - although whether he'd do this from the off is debatable so I've added a disadvantage roll in case it applies. My final thought is that if its a magical attack, would this even matter anyway?)
ADDENDUM TO NEYA'S TURN
DM's Screen:
10
After reaching the overturned raft, Neya pulls herself onto it, readjusts her bow, and lets two arrows loose in rapid succession. The first one hits something solid, the second one doesn't. Either way, the monk knows that successfully recovering these arrows will be an improbable task. (Spiky Toadman takes 3 piercing damage.)
DM's Screen:
20
(@MB: The spell description characterizes the [spell]spiritual weapon[/skill] as being spectral. I take that to mean that it can navigate through water with no added difficulties. JC has said that it doesn't go through walls, but I think water is fair game for a weapon made of "force". So, I say no disadvantage.)
Utar follows Neya to and onto the raft. Balancing himself on the wet logs, the Tormite maneuvers his spectral hammer closer to the enemy and swings it from afar. A muffled sound of pain can be heard underwater, indicating that the hammer delivered all of its intended damage to its target. (Spiky Toadman takes 11 force damage.)
END OF INITIATIVE ROUND 2
(Neya, Doozey, and Graxx go next.)
(@Lerus: Not sure if this type of Fear is concentration, or if a beast master creature can even take the dash action on its own. That said, I'll presume the answer its 'yes' in regards to BM companion, and add where Biscuit goes just in case)
Conc. Save(DC 10): 20.
Doozey gritted his teeth as his began to ripple in some places from the urge to change. Yet with a barely suppressed growl, he dug deep and circled the creature, slashing it in passing, before then leveling off and lunging forth for thrust at its neck again. As he recovered after, Doozey waved to Biscuit, hoping to urge the beast into an attack pattern. But regardless of whether he succeeds or fail in conveying his wish, the fey touched mastiff would be on the move one way or another...
Movement(Doozey): To EK-23.
Action: Bloodless Stinger at Spiky Toad.
(Lethal)Shortsword Strike #1 - Attack: 27 Damage: 6 magical piercing.
(Lethal)Shortsword Strike #2 - Attack: 16 Damage: 11 magical piercing.
Favored Foe Damage: 5 (if 1st hit is a crit: 1)
(Using another Charge if above conc. failed)
Movement(Biscuit): To ET-28 (or if Dash to ET-33)
(Or if Conc. is broken)
Bonus Action(Doozey): Command Biscuit to Attack.
Movement(Biscuit): To EM-23.
Action(Biscuit): Maul Da Frog!
Attack: 13 Damage: 11 non-magical slashing.
When you realize you're doing too much: Signature.
Neya keeps up her ranged assault on the monstrous frog creature.
Longbow Attack: 18 Damage: 7
Extra Longbow Attack: 22 Damage: 10
Extended Signature
Graxx swims to EN,23.
(BA) Graxx begins to RAGE.
(A) Graxx will make two RECKLESS(to cancel out disadvantage) attacks against the spiky from man with the Vicious Pike!
"Tepluuusssshhh!" Graxx screams slightly underwater.
Attack: 24 Damage: 10
Attack: 14 Damage: 15
DM's Screen:
22 27
Neya does not let the water barrier between her and her mark dissuade her. She adjust for refraction and loosens two fresh arrows. From what she can see, she guesses they both found an arm. (Spiky Frogman takes 8 piercing damage.)
DM's Screen:
23
(@Ori: Your concentration on Favored Foe is maintained, as per my earlier roll.)
Engaged with the enemy, Doozey swims around and lunges at the creature's neck. He lands a single glancing blow despite attempting more. (Spiky Frogman takes 12 magical piercing damage.)
Unable to find the courage to approach the enemy at this instant, Biscuit swims briskly towards the raft {ET-32}.
DM's Screen:
14
(@Grx: "Tepluuusssshhh!" LOL!)
Graxx finally reaches the fight! Wielding his pike underwater is a bit trickier than normal, but the barbarian thrusts it forward just as furiously as usual. He also lands a strike at the enemy (Spiky Frogman takes 10 magical piercing damage.)
Accosted by two enemies and one magical hammer, the amphibian-looking creature simply vanishes. CRAP gives an immediate look about but is unable to pinpoint the enemy's location with a cursory underwater search. The water is not particularly clear, but neither is it opaque with particles.
(@Ori: With your passive perception, you can tell the frogman is not within 30 feet of you. Recall that Graxx, the spiritual weapon, and you are about 15 feet underwater at this point in time.)
(OOC: You are all welcome to search for the frogman.)
(Utar is up next.)