The monster hadn't been the only one encouraged by the blood in the water. Though he could feel his strength wane by the second, he instinctively dug deep, nearly dropping pip in his rush to hook it back on his person, before taking his blade and lashing out twice in retaliation for the creatures jaw. The grin of triumph that came with defiance, fleeting though it may be in the grand scheme of things, only after turned to a grimace following a reassessing glance for the others.
Yet knowing it to be too late to retreat, Boozey forces out a brief verse in sylvan, calling upon Tater's spirit to hover nearby in the water, so that he may promptly join it and revitalize at least some of his fighting spirit. Meanwhile, Biscuit did his best to both doggy paddle back and stay on alert for any more seaborn surprises.
Seeing that Doozey is the only one contending with the creature, she jumps back in the water and starts moving towards the fight, shooting arrows as she swims.
Neya sees Graxx emerge from below and realizes that Doozey is not following him. Fearing the worst, she jumps into the water and shoots two more arrows. As expected, the projectiles move much smaller underwater. Only one of them manages to swim true. (Spiky Frogman takes 4 piercing damage.)
-> Neya ends her turn at {EP-28}, 15 feet below the surface.
Boozey feels like he is in too deep (literally and figuratively) to quit now. He begins his next move by calling on a spectral Taters to appear nearby and swimming to it while making sure not to open himself to a surprise attack. (Boozey recovers 2 HP.)
The stoutling then turns and pokes the aquatic beast twice. (Spiky Frogman takes 18 magical piercing damage.)
Up above, Biscuit begins to slowly make his way to the raft. Like the mastiff, Graxx also changes strategies and swims back into the thick of the fight.
-> Graxx ends his turn at {EP-25}, 20 feet below the surface.
In a sudden mess of blood and bubbles, Boozeylooses consciousness. His body goes limp and begins to float horizontally. The badger fur and claws begin to recede as the ranger retakes his halfling form.
-> Not all air has left Doozey's lung. As per the drowning/suffocating rules, Doozey has 2 rounds worth of air in there (his CON modifier.)
Looking up at the approaching humans, the beast's grin becomes even more evil, even intelligently so. Reveling on its deed, it slashes the stoutling's neck:
This post has potentially manipulated dice roll results.
Utar watches as Graxx and Neya start pulling themselves through the water towards Doozey's now non-moving body. Knowing he needs to get there, Utar lets his spiritual weapon dissipate into motes of light suspended for a second in the water before blinking out into nothing.
Turning away from his position and knowing that he's leaving Biscuit to continue to tread water, Utar starts to run. The raft is unsteady underfoot, but he accelerates anyway, reaching the end of the boards and jumping, diving into the water.
In a flash, Utar opens his eyes underwater and starts to power himself towards Doozey and the shit-eating grin on the face of that creature. Calling out for the stoutling, he casts healing word.
(OOC - Revising this post based on the group chat suggestion. Continuing to use the second level spell slot on healing word so hopefully that's 10 for Doozey.)
Utar follows suit, running and jumping into the water in such a way that he begins swimming down as soon as he splashes. Once he is within spell reach of Doozey, he begins to utter some magical words. The first few dispel his spiritual weapon. The ones that follow, even if underwater, send a healing energy toward the halfling. (Doozey recovers 8 HP.)
Doozey opens his eyes and immediately notices something must have happened. His swimming angle is all wrong and there is a lot of blood about him. (OOC: I'll say Doozey kept contact with his blade, so Crimson Rite is still up.)
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: The Crimson Rite was actually on the crossbow, which he put away alas. Though, I do appreciate you allowing him to keep a death grip on the blade. While I had accepted its loss, I was not entirely looking forward to losing it. ^_^;)
The halfling's first instinct is to take breath upon coming too. But fortunately the pain hits first, sharpening his focus and spurring him towards righting himself in the water for a good look around. The moment he locks eyes upon the frog creature, the already death grip on Apostle somehow tightens just that little bit more. Yet without the feral drive to act in haste, he circled the creature with eyes narrowed in determination, before finding finally lunging again for the creature with somewhat sluggish but far more efficient and precise strokes for its throat. 'Bite. That!' He thought.
Somewhere in a distance, one lone mystical pupper continues his long trek back to boatsville...
Movement(Doozey): Right Self in Water, and move to EL-22(same elevation).
Neya closes the distance to the frogman (full movement and 1 ki point for step of the wind) As she does, she elects to take out a weapon that would be more easily controlled underwater, namely her silvered shortsword.
(@Drache: Yep, you'd need a dash action to reach the enemy this round. I take it you prefer to use the Ki point so you can then attack, right?)
Neya continues to swim quickly switching weapon on loops so she can wield a blade underwater. Once she reaches the depth of 60ft {EL-24}, she is close enough to the frogman to attack. She notices the enemy has already broken or removed the arrows she had peppered it with. Now, she adds one more wound to its skin after the enemy dodges the monk's first blow. Unfortunately, the silver on the blade does not react with the wound. (Spiky Frogman takes 3 piercing damage.)
Jolted back into consciousness, Doozey adjusts his swimming stance and position relative to the enemy. Once satisfied, the halfling attacks with his magical blade, hearing a grueling crunch after the second stab. The creature's eyes bug out a bit, and the grin fades. (Spiky Frogman takes 29 magical piercing damage.)
Biscuit swims closer to the raft {EW-37} while still being careful with the approach.
Graxx follows Neya into the fray of combat. He has to swim with all his might, but eventually reaches the 60ft depth mark {EM-23}.
Now that the creature is surrounded, it changes tactics. It opens its large, toothy maw (😁) and lets some ink-like ichor spew forth. Soon enough, all three nearby warriors are surrounded in darkness. As they try to understand what is happening, something sharp wounds Doozey once more.
Neya has a sense of her immediate surroundings due to her blindsight, but the darkness extends beyond the monk's range. She knows where Doozey and Graxx are, but can't necessarily tell that the stoutling has lost consciousness and gone limp again. (Doozey takes 9 magical piercing damage and is also prone.)
Neya can also tell that the creature is slipping even deeper and to the side of where it was a moment ago. She can perform an opportunity attack if she chooses. Graxx can't see the creature, so no reaction attack for him. Eventually, the enemy moves outside Neya's range.
(Utar is up next. He has lost sight of all others except Biscuit. He has no way of knowing that Doozey is down again. All he sees down there is a sphere of darkness.)
This post has potentially manipulated dice roll results.
Inwardly cursing the beast, Utar kicks his legs and struggles against the water, trying to get a vantage point around the darkness below him. Last time someone tried that, they were attempting an escape. And it was a trick that only worked once.
Should Utar get clear of the darkness and get line of sight to the frogman, he'll light it up with a little sacred flame. If he can't see the creature, he'll hold the spell as his action. If he can't get to a point where he can see the other side of the darkness, he'll dash.
(OOC If the spell goes off, spiky frogman needs to best a DC16 Dex save or take 10 radiant damage.)
(Yeah, I should have been more clear about using the dash portion of Step of the Wind.)
Reaction
Even in complete, inky darkness, Neya can detect the creature trying to escape into the depths. She strikes at it with her shortsword in a manner to try to momentarily stun it (using stunning strike 1 ki point used and Con save DC 14 on successful hit).
This post has potentially manipulated dice roll results.
RESOLVING REACTION
DM's Screen:
12
26
Not needing sight for this particular stab, Neya attacks the space she knows the enemy to be occupying. She hears a grunt of pain, confirming the hit. (Spiky Frogman takes 4 piercing damage.)
To the monk's dismay, the creature continues to move outside of her blindsight range, and the sphere of darkness persists.
Utar continues to swim toward the location where he last saw his companions and soon realizes he'll need to double his efforts to even reach a spot the is level with the apex of the darkness sphere. He cannot see the other side of the sphere from his new spot.
-> Utar is now at {EO-23}, 45ft below de surface. The darkness sphere has a 30ft-diameter, extending from 45ft deep to 75ft deep.
The Tormite does not see anyone else. Even Biscuit's silhouette up above is getting hard to distinguish now.
Bloodlust Wis Save(DC 8): 17.
The monster hadn't been the only one encouraged by the blood in the water. Though he could feel his strength wane by the second, he instinctively dug deep, nearly dropping pip in his rush to hook it back on his person, before taking his blade and lashing out twice in retaliation for the creatures jaw. The grin of triumph that came with defiance, fleeting though it may be in the grand scheme of things, only after turned to a grimace following a reassessing glance for the others.
Yet knowing it to be too late to retreat, Boozey forces out a brief verse in sylvan, calling upon Tater's spirit to hover nearby in the water, so that he may promptly join it and revitalize at least some of his fighting spirit. Meanwhile, Biscuit did his best to both doggy paddle back and stay on alert for any more seaborn surprises.
Action: Bloodless Stinger at Spiky Toad.
(Lethal)Shortsword Strike #1 - Attack: 28 Damage: 7 magical piercing.
(Lethal)Shortsword Strike #2 - Attack: 25 Damage: 9 magical piercing.
Free Action: Stow Crossbow.
Bonus Action: Cast (2nd level)Healing Spirit at EM-23, 5ft up.
Movement: To EM-23 and into spirit's place, regaining 1 Hp. (So 55ft away from surface, but still within 5ft of creature)
(4 of 5 charges remaining)
Movement(Biscuit): 20ft closer to the raft(difficult terrain already accounted for).
Action(Biscuit): Defensive Training.
When you realize you're doing too much: Signature.
Utar's spiritual weapon attack from last round:
Attack: 19 Damage: 12
(OOC - Meh.)
Seeing that Doozey is the only one contending with the creature, she jumps back in the water and starts moving towards the fight, shooting arrows as she swims.
Longbow Attack: 9 Damage: 12
Extra Longbow Attack: 19 Damage: 9
Extended Signature
Seeing Neya and Doozey both now swimming towards the beast Graxx decides it's time to fight in the water.
Graxx will use maximum movement by dash in the most efficient route to get as close to the frog as possible.
Neya sees Graxx emerge from below and realizes that Doozey is not following him. Fearing the worst, she jumps into the water and shoots two more arrows. As expected, the projectiles move much smaller underwater. Only one of them manages to swim true. (Spiky Frogman takes 4 piercing damage.)
-> Neya ends her turn at {EP-28}, 15 feet below the surface.
-> Utar's Spiritual Weapon attack misses.
Boozey feels like he is in too deep (literally and figuratively) to quit now. He begins his next move by calling on a spectral Taters to appear nearby and swimming to it while making sure not to open himself to a surprise attack. (Boozey recovers 2 HP.)
The stoutling then turns and pokes the aquatic beast twice. (Spiky Frogman takes 18 magical piercing damage.)
Up above, Biscuit begins to slowly make his way to the raft. Like the mastiff, Graxx also changes strategies and swims back into the thick of the fight.
-> Graxx ends his turn at {EP-25}, 20 feet below the surface.
The fiendish toad grins at Boozey and chomps on his shoulder and neck area:
-> Bite vs Boozey: Attack: 28 Damage: 12
In a sudden mess of blood and bubbles, Boozey looses consciousness. His body goes limp and begins to float horizontally. The badger fur and claws begin to recede as the ranger retakes his halfling form.
-> Not all air has left Doozey's lung. As per the drowning/suffocating rules, Doozey has 2 rounds worth of air in there (his CON modifier.)
-> Concentration on Healing Spirit is dropped.
Looking up at the approaching humans, the beast's grin becomes even more evil, even intelligently so. Reveling on its deed, it slashes the stoutling's neck:
-> Claw vs Doozey: Attack: 20 Damage: 16
Even more blood fills the nearby waters (Doozey takes 2 DEATH save FAILS.)
(Utar is up next.)
Utar watches as Graxx and Neya start pulling themselves through the water towards Doozey's now non-moving body. Knowing he needs to get there, Utar lets his spiritual weapon dissipate into motes of light suspended for a second in the water before blinking out into nothing.
Turning away from his position and knowing that he's leaving Biscuit to continue to tread water, Utar starts to run. The raft is unsteady underfoot, but he accelerates anyway, reaching the end of the boards and jumping, diving into the water.
In a flash, Utar opens his eyes underwater and starts to power himself towards Doozey and the shit-eating grin on the face of that creature. Calling out for the stoutling, he casts healing word.
(OOC - Revising this post based on the group chat suggestion. Continuing to use the second level spell slot on healing word so hopefully that's 10 for Doozey.)
Utar follows suit, running and jumping into the water in such a way that he begins swimming down as soon as he splashes. Once he is within spell reach of Doozey, he begins to utter some magical words. The first few dispel his spiritual weapon. The ones that follow, even if underwater, send a healing energy toward the halfling. (Doozey recovers 8 HP.)
Doozey opens his eyes and immediately notices something must have happened. His swimming angle is all wrong and there is a lot of blood about him. (OOC: I'll say Doozey kept contact with his blade, so Crimson Rite is still up.)
END OF INITIATIVE ROUND 6
(Neya, Doozey, and Graxx go next.)
(@Lerus: The Crimson Rite was actually on the crossbow, which he put away alas. Though, I do appreciate you allowing him to keep a death grip on the blade. While I had accepted its loss, I was not entirely looking forward to losing it. ^_^;)
The halfling's first instinct is to take breath upon coming too. But fortunately the pain hits first, sharpening his focus and spurring him towards righting himself in the water for a good look around. The moment he locks eyes upon the frog creature, the already death grip on Apostle somehow tightens just that little bit more. Yet without the feral drive to act in haste, he circled the creature with eyes narrowed in determination, before finding finally lunging again for the creature with somewhat sluggish but far more efficient and precise strokes for its throat. 'Bite. That!' He thought.
Somewhere in a distance, one lone mystical pupper continues his long trek back to boatsville...
Movement(Doozey): Right Self in Water, and move to EL-22(same elevation).
Action(Doozey): Bloodless Stinger at Spiky Toad.
(Lethal)Shortsword Strike #1 - Attack: 19 Damage: 11 magical piercing.
(Lethal)Shortsword Strike #2 - Attack: 28 Damage: 9 magical piercing.
Favored Foe(#3) Applied to 1st attack to Hit: 2 (if a crit, an added 5)
Action(Biscuit): Defensive Training.
Movement(Biscuit): Full movement closer to/onto raft.
When you realize you're doing too much: Signature.
Graxx's face hardens as he swims will all his might.
Graxx will dash to get as close as he can to the Spiky Frog person.
"Hang on Doozey!" Graxx thinks in his mind.
Neya closes the distance to the frogman (full movement and 1 ki point for step of the wind) As she does, she elects to take out a weapon that would be more easily controlled underwater, namely her silvered shortsword.
(If she makes it to the frogman)
Shortsword Attack: 11 Damage: 9
Extra Shortsword Attack: 15 Damage: 6
Extended Signature
(@Drache: Yep, you'd need a dash action to reach the enemy this round. I take it you prefer to use the Ki point so you can then attack, right?)
Neya continues to swim quickly switching weapon on loops so she can wield a blade underwater. Once she reaches the depth of 60ft {EL-24}, she is close enough to the frogman to attack. She notices the enemy has already broken or removed the arrows she had peppered it with. Now, she adds one more wound to its skin after the enemy dodges the monk's first blow. Unfortunately, the silver on the blade does not react with the wound. (Spiky Frogman takes 3 piercing damage.)
Jolted back into consciousness, Doozey adjusts his swimming stance and position relative to the enemy. Once satisfied, the halfling attacks with his magical blade, hearing a grueling crunch after the second stab. The creature's eyes bug out a bit, and the grin fades. (Spiky Frogman takes 29 magical piercing damage.)
Biscuit swims closer to the raft {EW-37} while still being careful with the approach.
Graxx follows Neya into the fray of combat. He has to swim with all his might, but eventually reaches the 60ft depth mark {EM-23}.
Now that the creature is surrounded, it changes tactics. It opens its large, toothy maw (😁) and lets some ink-like ichor spew forth. Soon enough, all three nearby warriors are surrounded in darkness. As they try to understand what is happening, something sharp wounds Doozey once more.
-> Bite vs Doozey: Attack: 26 Damage: 9
Neya has a sense of her immediate surroundings due to her blindsight, but the darkness extends beyond the monk's range. She knows where Doozey and Graxx are, but can't necessarily tell that the stoutling has lost consciousness and gone limp again. (Doozey takes 9 magical piercing damage and is also prone.)
Neya can also tell that the creature is slipping even deeper and to the side of where it was a moment ago. She can perform an opportunity attack if she chooses. Graxx can't see the creature, so no reaction attack for him. Eventually, the enemy moves outside Neya's range.
(Utar is up next. He has lost sight of all others except Biscuit. He has no way of knowing that Doozey is down again. All he sees down there is a sphere of darkness.)
Inwardly cursing the beast, Utar kicks his legs and struggles against the water, trying to get a vantage point around the darkness below him. Last time someone tried that, they were attempting an escape. And it was a trick that only worked once.
Should Utar get clear of the darkness and get line of sight to the frogman, he'll light it up with a little sacred flame. If he can't see the creature, he'll hold the spell as his action. If he can't get to a point where he can see the other side of the darkness, he'll dash.
(OOC If the spell goes off, spiky frogman needs to best a DC16 Dex save or take 10 radiant damage.)
(Yeah, I should have been more clear about using the dash portion of Step of the Wind.)
Reaction
Even in complete, inky darkness, Neya can detect the creature trying to escape into the depths. She strikes at it with her shortsword in a manner to try to momentarily stun it (using stunning strike 1 ki point used and Con save DC 14 on successful hit).
Shortsword Attack: 22 Damage: 8
Extended Signature
RESOLVING REACTION
DM's Screen:
12
26
Not needing sight for this particular stab, Neya attacks the space she knows the enemy to be occupying. She hears a grunt of pain, confirming the hit. (Spiky Frogman takes 4 piercing damage.)
To the monk's dismay, the creature continues to move outside of her blindsight range, and the sphere of darkness persists.
Utar continues to swim toward the location where he last saw his companions and soon realizes he'll need to double his efforts to even reach a spot the is level with the apex of the darkness sphere. He cannot see the other side of the sphere from his new spot.
-> Utar is now at {EO-23}, 45ft below de surface. The darkness sphere has a 30ft-diameter, extending from 45ft deep to 75ft deep.
The Tormite does not see anyone else. Even Biscuit's silhouette up above is getting hard to distinguish now.
END OF INITIATIVE ROUND 7