Utar takes up the rope once again and heaves, attempting to move the raft closer to Graxx, Doozey and Biscuit such that they don't have as far to swim back.
The raft is turned over, so the rope linking it to the guiding rope is connect to what is now the underside of the raft. This makes Utar's effort to pull the raft forward trickier and slower than before. The vehicle moves forward no more than 10 feet in this go.
PErhaps, that is a good thing, as Biscuit is right there in the raft's path:
The beast does not duck into the water in time, receiving a "faceful" of wet logs. The mastiff is pushed to the side. (Biscuit takes 5 bludgeoning 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.
Unable to see where the frog thing is Neya takes out a seeker dart and says "Seek," as she throws it in the general direction she last saw it, hoping that the dart would be able to track it.
(DC 16: Failure causes 2 piercing and 8 lightning damage)
This post has potentially manipulated dice roll results.
Utar here's a pained yelp just as Biscuit is given the knock of the century. But though a bit dazed and feeling betrayed, Biscuit looks back to his halfling and human compatriots, still looking fearful. Yet with no signs of the creature visible, the beast tries to shake off the fear.
As for Doozey, he grumbles while swimming closer to the raft, figuring that to be the creature's next target. But knowing or believing that to not be enough, ever senses are strained trying to detect even the faintest disturbance of the creature's underwater movements. All to better aid in narrowing down the search. Though if Neya's magic dart proved more than helpful enough, then it is with a vigor and speed unmatched by the others that the halfling charged pointedly after the creature. All with every intent to cut it to ribbons!
Movement(Doozey): To EM-25(5ft underwater).
Action(Doozey): Search for Spikey Toad: 18 (if able to rely on Heightened Senses, adv. 15)
Movement(Remaining-If Toad found by above): As close to Spikey Toad as possible(taking the straightest route).
OR(if revealed by Seeker Dart in someway)
Action/Movement(Doozey): Dash on straightest course towards Creature.
OR(if revealed by Neya's attack(whether still invisible or not) and still in swimming(30ft))
Deciding this is the exact problem one of her enchanted darts was meant to solve, Neya releases one of them for the first time. The monk watches as the dart is transmitted her mental image of the enemy and speeds into a dive. It seems to be aiming for a spot exactly beneath Graxx and Doozey, some 40 or 45 feet into the water.
Neya can see the lightning discharge being released. (Spiky Frogman takes 8 magical piercing and lightning damage.)
(Doozey and Graxx are still up. You can see the enemy now, who is 60 feet deep from the surface and 45 feet below you.)
(@Ori: Thanks for the conditional details in your post.)
Doozey was intent on searching the enemy but gets a lucky break when Neya's dart locates his target for him. Unfortunately, the frogman is still a ways away from Doozey, so the stoutling resigns to simply swimming quickly toward the baddy. He reaches the enemy but can't quite bring himself to an immediate attack. Doozey is now 55ft underwater.
A bit dazed from the knock, Biscuit gets a little break from his sense of fear. Unfortunately, he soon remembers he needs to get out of there. He paddles around the raft {EW-37}.
(@Ori: With the enemy's depth obscuring him and the raft blocking Biscuit's line of sight, Biscuit can try another save at the end of his next turn.)
This post has potentially manipulated dice roll results.
Graxx tells everyone to spread out and notices that Doozey has already done so by chasing the enemy into the depths. Not wanting to be too close to Doozey, the barbarian takes a different approach. He waits for the enemy to come to him.
Down below, the enemy attacks Doozey as soon as the halfling reaches his melee range:
This post has potentially manipulated dice roll results.
Now that the spiky frogman is exposed, Utar's spectral warhammer descends 20ft closer, looking to land another blow if the opportunity arises.
While his first thought is to pluck Biscuit from the water to a position of relative safety on the raft, the half-orc settles his hand around Lightbringer pointing the head of the mace into the water and casts guiding bolt.
Attack: 22 Damage: 12
(OOC Doubt that Utar can ready an attack with the spiritual weapon, especially if he can't sacrifice his action for it, so that bit about being ready to strike is more for flavour than anything else. I think the guiding bolt has the range to hit the spiky frogman. Remember, if Utar's spell hits there's advantage on the next attack roll against the target.)
This post has potentially manipulated dice roll results.
DM's Screen:
24
(@MB: I believe you are right about not being able to ready an attack with the spiritual weapon spell since you can't really ready bonus actions in general.)
A second after seeing Neya's magical dart find its mark, Utar points Lightbringer at the frogman and releases a Guiding Bolt. Another hit means yet another way to identify the enemy's position, and the radiant light from the spell lingers for a while. (Spiky Frogman takes 17 radiant damage.)
Meanwhile, the spectral hammer descends, though it remains a good 25 feet away from its foe.
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. Assuming Neya will attack, she then benefits from Utar's Guiding Bolt.)
This post has potentially manipulated dice roll results.
Blooded and furious, Doozey finally relaxes the restraint, and shifts into his werebadger form, before seeking to return the favor. No more would he bother with fanciful feints, but rather eagerly sought to outmaneuver monster using raw agility and instinctive lunges with the blade wherever it seemed vulnerability by the moment.
As for Biscuit, the fey touched Mastiff either continued to flee or climbed aboard the raft, taking a moment afterwards to shake the water from his form till satisfied enough to turn his attention back to the waters. If that happened to mean a nearby Utar caught plenty of the spray in the face, well... accidents happened. >.> Either way, without the creature in immediate sight, Biscuit growled and trembled, trying to suppress tremors of fear.
(@Ori: The creature is indeed visible. Regarding Biscuit, note that Fear specifies that a broken line of sight earns him another chance to save. It does not prevent him from having to keep moving away from the source.)
Neya shoots two more arrows which are destined to never be recovered. As with one of her previous attempts, only one missile finds its mark. (Spiky Frogman takes 5 piercing damage.)
Doozey releases his inner badger and sticks his magical shortsword up the enemy's gut twice, re-marking it in the process. (Spiky Frogman takes 21 magical piercing damage; already applied corrected damage roll as specified in the OOC chat.)
Biscuit continues to swim away farther and farther {EW-45}. Just before reaching his new spot, the mastiff realizes he is no longer frightened.
Graxxmoves back to the surface and closer to the raft.
This post has potentially manipulated dice roll results.
The water about the badger and the toad is getting more opaque due to all the spilled blood. This only encourages the strange creature to continue trading blows with Boozey:
The fangs and claws cut just as deep as before despite the hunter's hide becoming more resilient after the transformation. This is how Boozey realizes that the creature's sharp appendages have some foul innate magical power of their own. His vitality draining quickly, the stoutling notices he is alone with the enemy 60ft below the surface. (Boozey takes 22 magical piercing and slashing damage.)
Utar's spectral warhammer descends again, but still not deep enough to attack the frogman.
Feeling like he needs to make amends for striking Biscuit with the raft earlier, he moves to the edge of the raft nearest to offer help should it be needed to get Biscuit into the raft.
While the spectral hammer continues the chase, Utar decides to move to the back of the raft and set up the pole they used to aid in initially pushing the raft of the jetty as an additional source of leverage for when Biscuit reaches it.
(@MB: The hammer is 55ft below surface now, that is, 5ft away from the enemy. It can actually attack. Go ahead and add that roll when you can.)
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. Utar can roll an attack with his Spiritual Weapon.)
Utar takes up the rope once again and heaves, attempting to move the raft closer to Graxx, Doozey and Biscuit such that they don't have as far to swim back.
Athletics - 13
His spectral warhammer remains in place, ready for the reappearance of their adversary.
The raft is turned over, so the rope linking it to the guiding rope is connect to what is now the underside of the raft. This makes Utar's effort to pull the raft forward trickier and slower than before. The vehicle moves forward no more than 10 feet in this go.
PErhaps, that is a good thing, as Biscuit is right there in the raft's path:
-> Biscuit's DEX saving throw {DC 13}: 10 Damage: 5
The beast does not duck into the water in time, receiving a "faceful" of wet logs. The mastiff is pushed to the side. (Biscuit takes 5 bludgeoning damage.)
END OF INITIATIVE ROUND 3
(Neya, Doozey, and Graxx go next.)
Unable to see where the frog thing is Neya takes out a seeker dart and says "Seek," as she throws it in the general direction she last saw it, hoping that the dart would be able to track it.
(DC 16: Failure causes 2 piercing and 8 lightning damage)
Extended Signature
Utar here's a pained yelp just as Biscuit is given the knock of the century. But though a bit dazed and feeling betrayed, Biscuit looks back to his halfling and human compatriots, still looking fearful. Yet with no signs of the creature visible, the beast tries to shake off the fear.
As for Doozey, he grumbles while swimming closer to the raft, figuring that to be the creature's next target. But knowing or believing that to not be enough, ever senses are strained trying to detect even the faintest disturbance of the creature's underwater movements. All to better aid in narrowing down the search. Though if Neya's magic dart proved more than helpful enough, then it is with a vigor and speed unmatched by the others that the halfling charged pointedly after the creature. All with every intent to cut it to ribbons!
Movement(Doozey): To EM-25(5ft underwater).
Action(Doozey): Search for Spikey Toad: 18 (if able to rely on Heightened Senses, adv. 15)
Movement(Remaining-If Toad found by above): As close to Spikey Toad as possible(taking the straightest route).
OR(if revealed by Seeker Dart in someway)
Action/Movement(Doozey): Dash on straightest course towards Creature.
OR(if revealed by Neya's attack(whether still invisible or not) and still in swimming(30ft))
Action: Bloodless Stinger at Spiky Toad.
(Lethal)Shortsword Strike #1 - Attack: 20 Damage: 7 magical piercing.
(Lethal)Shortsword Strike #2 - Attack: 13 Damage: 9 magical piercing.
(If at disadvantage: #1: 17, #2 16)
Favored Foe Damage: 3 (if 1st hit is a crit: 2)
(Using another Charge if above conc. failed)
End Turn(Biscuit): If Fear still active by then: 16.
When you realize you're doing too much: Signature.
DM's Screen:
18 27
Deciding this is the exact problem one of her enchanted darts was meant to solve, Neya releases one of them for the first time. The monk watches as the dart is transmitted her mental image of the enemy and speeds into a dive. It seems to be aiming for a spot exactly beneath Graxx and Doozey, some 40 or 45 feet into the water.
Neya can see the lightning discharge being released. (Spiky Frogman takes 8 magical piercing and lightning damage.)
(Doozey and Graxx are still up. You can see the enemy now, who is 60 feet deep from the surface and 45 feet below you.)
"Spread out!" shouts Graxx.
Graxx will swim to EM,27.
Graxx will ready an attack with his Pike if the Frog comes within range of him.
Attack: 26 Damage: 5
(@Ori: Thanks for the conditional details in your post.)
Doozey was intent on searching the enemy but gets a lucky break when Neya's dart locates his target for him. Unfortunately, the frogman is still a ways away from Doozey, so the stoutling resigns to simply swimming quickly toward the baddy. He reaches the enemy but can't quite bring himself to an immediate attack. Doozey is now 55ft underwater.
A bit dazed from the knock, Biscuit gets a little break from his sense of fear. Unfortunately, he soon remembers he needs to get out of there. He paddles around the raft {EW-37}.
(@Ori: With the enemy's depth obscuring him and the raft blocking Biscuit's line of sight, Biscuit can try another save at the end of his next turn.)
Graxx tells everyone to spread out and notices that Doozey has already done so by chasing the enemy into the depths. Not wanting to be too close to Doozey, the barbarian takes a different approach. He waits for the enemy to come to him.
Down below, the enemy attacks Doozey as soon as the halfling reaches his melee range:
-> Bite vs Doozey: Attack: 29 Damage: 26
-> Claw vs Doozey: Attack: 25 Damage: 11
-> Doozey's concentration checks {DC 10}: 17, 19 -> Favored Foe drops.
Doozey gets well acquainted with the creature's claws and fangs. (Doozey takes 29 piercing damage.)
(Utar is up next. The Spiritual Weapon is 45ft above the enemy.)
Now that the spiky frogman is exposed, Utar's spectral warhammer descends 20ft closer, looking to land another blow if the opportunity arises.
While his first thought is to pluck Biscuit from the water to a position of relative safety on the raft, the half-orc settles his hand around Lightbringer pointing the head of the mace into the water and casts guiding bolt.
Attack: 22 Damage: 12
(OOC Doubt that Utar can ready an attack with the spiritual weapon, especially if he can't sacrifice his action for it, so that bit about being ready to strike is more for flavour than anything else. I think the guiding bolt has the range to hit the spiky frogman. Remember, if Utar's spell hits there's advantage on the next attack roll against the target.)
DM's Screen:
24
(@MB: I believe you are right about not being able to ready an attack with the spiritual weapon spell since you can't really ready bonus actions in general.)
A second after seeing Neya's magical dart find its mark, Utar points Lightbringer at the frogman and releases a Guiding Bolt. Another hit means yet another way to identify the enemy's position, and the radiant light from the spell lingers for a while. (Spiky Frogman takes 17 radiant damage.)
Meanwhile, the spectral hammer descends, though it remains a good 25 feet away from its foe.
END OF INITIATIVE ROUND 4
(Neya, Doozey, and Graxx go next. Assuming Neya will attack, she then benefits from Utar's Guiding Bolt.)
Blooded and furious, Doozey finally relaxes the restraint, and shifts into his werebadger form, before seeking to return the favor. No more would he bother with fanciful feints, but rather eagerly sought to outmaneuver monster using raw agility and instinctive lunges with the blade wherever it seemed vulnerability by the moment.
As for Biscuit, the fey touched Mastiff either continued to flee or climbed aboard the raft, taking a moment afterwards to shake the water from his form till satisfied enough to turn his attention back to the waters. If that happened to mean a nearby Utar caught plenty of the spray in the face, well... accidents happened. >.> Either way, without the creature in immediate sight, Biscuit growled and trembled, trying to suppress tremors of fear.
Bonus Action: Enter Hybrid Form.
Action: Bloodless Stinger at Spiky Toad.
(Lethal)Shortsword Strike #1 - Attack: 19 Damage: 12 magical piercing.
(Lethal)Shortsword Strike #2 - Attack: 14 Damage: 9 magical piercing.
(Above attacks assume it attacking made the creature made it visible. If not, here's the disadv. rolls. #1: 16, #2: 17.)
(Re-apply FF)Favored Foe Damage: 4 (if 1st hit is a crit: 3)
(Using another Charge if above conc. failed)
Movement/Action(Biscuit): If able to see creature thanks to Guiding Bolt, as far eastward as swimmingly possible(taking it off the map).
OR(if not able to see the creature)
Movement: To EV-33, climbing onto raft.
Action: Take Defensive Posturing(Default).
End Turn(Biscuit): For Fear(DC 16): 10. (if possible)
When you realize you're doing too much: Signature.
Graxx sticks his head underwater but knows he cannot hold his breath long enough to tussle with a water creature.
Graxx will dash to ET,29!
Neya takes advantage of the glowing point of light underwater and aims towards it.
Longbow Attack: 12 Damage: 7
Extra Longbow Attack: 17 Damage: 8
Extended Signature
DM's Screen:
27 8 8
(@Ori: The creature is indeed visible. Regarding Biscuit, note that Fear specifies that a broken line of sight earns him another chance to save. It does not prevent him from having to keep moving away from the source.)
Neya shoots two more arrows which are destined to never be recovered. As with one of her previous attempts, only one missile finds its mark. (Spiky Frogman takes 5 piercing damage.)
Doozey releases his inner badger and sticks his magical shortsword up the enemy's gut twice, re-marking it in the process. (Spiky Frogman takes 21 magical piercing damage; already applied corrected damage roll as specified in the OOC chat.)
Biscuit continues to swim away farther and farther {EW-45}. Just before reaching his new spot, the mastiff realizes he is no longer frightened.
Graxx moves back to the surface and closer to the raft.
The water about the badger and the toad is getting more opaque due to all the spilled blood. This only encourages the strange creature to continue trading blows with Boozey:
-> Bite vs Boozey: Attack: 27 Damage: 14
-> Claw vs Boozey: Attack: 28 Damage: 17
-> Boozey's concentration checks {DC 10}: 10, 14 -> Favored Foe drops again.
The fangs and claws cut just as deep as before despite the hunter's hide becoming more resilient after the transformation. This is how Boozey realizes that the creature's sharp appendages have some foul innate magical power of their own. His vitality draining quickly, the stoutling notices he is alone with the enemy 60ft below the surface. (Boozey takes 22 magical piercing and slashing damage.)
(Utar is up next.)
Utar's spectral warhammer descends again, but still not deep enough to attack the frogman.
Feeling like he needs to make amends for striking Biscuit with the raft earlier, he moves to the edge of the raft nearest to offer help should it be needed to get Biscuit into the raft.
While the spectral hammer continues the chase, Utar decides to move to the back of the raft and set up the pole they used to aid in initially pushing the raft of the jetty as an additional source of leverage for when Biscuit reaches it.
(@MB: The hammer is 55ft below surface now, that is, 5ft away from the enemy. It can actually attack. Go ahead and add that roll when you can.)
END OF INITIATIVE ROUND 5
(Neya, Doozey, and Graxx go next. Utar can roll an attack with his Spiritual Weapon.)