08. Spiky Frogman - unseen, concentrating on Darkness (red circle in the map);
08. Utar (80/84) - 45ft below surface;
MAP:
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 takes out another seeker dart blubs out "sbleeshk," sending the magical projectile on its way as she swims upward out of the magical darkness, reasoning that going deeper at this point will only give the advantage to the creature.
(Dex DC 16, 3 piercing and 5 lightning damage on fail).
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
IF Graxx can detect the Frog he will use his 20 feet of swimming to get as close as possible to it.
This post has potentially manipulated dice roll results.
Doozey Death Save: 15.
As Doozey slowly bleeds out in the water, his last memory quite potentially to be of the final bite and unfulfilled wishes, Biscuit eventually climbs his way onto the boat and dries himself off a bit before rushing to the opposite side for a look into the gloomy waters below. In the absence of seeing anyone except Utar at best, he barks and pads nervously along the edge, hopeful of yet gathering some attention.
This post has potentially manipulated dice roll results.
DM's Screen:
1026 -> rolls got messes up again. Originals were 13 and 8.
Neya knows what to do. Another seeker dart is set loose and, within a second or two, it elicits another grunbt of pain from the creature. Neya deduces that it is still inside the darkness sphere. (Spiky Frogman takes 5 magical piercing and lightning damage.)
Another second passes and the monk's suspicions are confirmed as the darkness is dispelled. The creature is near Graxx {EN-22}, 75ft deep.
The dispersion of the inky darkness cloud also reveals Doozey's condition. Although it does not look like he is gasping for air just yet, CRAP imagines it wouldn't be long until that starts.
-> Doozey's DEATH saving throws: 1/0
Up above, Biscuit finally manages to hop onto the upturned raft and move to its other end. He keeps his wits about him.
(@Grx: I'll give you a chance to revise Graxx's turn since he now sees the enemy clearly just 15ft away and also Doozey.)
Catching a glimpse of two heavily wounded humanoids, Graxx opts to help the more friendly between the two. Trusting his newfound closeness to Tempus to be channeled through his hands, Graxx touches Doozey's chest and brings him back into the fight. (Doozey recovers 1 HP.)
This post has potentially manipulated dice roll results.
Knowing that moving towards the enemy is the wrong move, Utar doubles his efforts in moving towards his friends. Every stroke through the water brings them closer to harm, either from this spiky frogbeast or through the water itself. Likely their foe can survive here without air, but Utar didn't much like their chances.
Plus the further they swim away from the raft, the further they need to swim back...
Once in range, Utar will cast sacred flame at the frogman, pointing with his hand rather than Lightbringer as he would normal do. Or, if out range, he will hold the action incase the frogman comes into range.
(OOC Frogman needs to best a DC16 Dex check or take 14 radiant damage.)
This post has potentially manipulated dice roll results.
DM's Screen:
24
Utar finally reaches his friends at about 60 ft deep {EM-22}. (Unlike the others, Doozey is at 55ft deep.)
This move also puts the enemy just within range of the Tormite's next spell. Unfortunately for the cleric, the flames don't seem to sprout quite at the same spot as the frogman.
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.
Doozey comes to more slowly than before, but awaken he would looking confused up until the first jolt of apparent pain shoot through him. Nearly gasping as a result, Doozey forces down the compulsion and rights himself in the water, thanking Graxx in a quick nod, before then searching for the creature. As soon as Doozey sees it again, he starts to reach for Pip. Yet realizing as well that Apostle would need to be discarded to make the shot then and there, he scowled as he sheathed Apostle and signals to the others an intent to head to the surface. From there, he is off!
Biscuit meanwhile continues his solemn duty of guarding the ship, and making sure no other strange frog men manage to destroy their transport.
Movement(Doozey): Half Spent to remove prone, and remaining half to ascend to EN-24.
(OOC: I know the underwater combat rules don't single out bows, but I can't stop thinking of how hard it would be to shoot arrows underwater and still have them "fly" 80ft with enough force packed in. I'm no expert, though...)
Still holding her bow in the no-dart-throwing hand, Neya prepares two fresh arrows and lets they swim. She sends some of her own Ki with the second arrow, ensuring that it hits its target like the first one did. Down below, the monster gets two more arrows wounds to nurse. (Spiky Frogman takes 7 piercing damage.)
While maintaining her distance from the surface, Neya moves a bit closer to the enemy.
Doozey senses that his air supply will soon be expiring and begins to swim upward as quickly as he can after adjusting his initial awkward position. By the time the ranger is no more than 10ft away from the surface, he feels the last bubble of air leave his throat...
The frogman continues its descent. It adds another 40 feet of distance between itself and CRAP before completely disappearing out of sight, as it had done at least once before. It is difficult, and perhaps impossible, to tell whether the creature has become invisible or simply found its way into the darkness of deeper waters.
With the frogman out of sight for now and Doozey just seeming to hang in the water again, Utar attempts to get Graxx and Neya's attention, pointing towards the surface. Following his on advice, he begins to pull himself towards the surface, following Doozey's route.
If needed, and it most likely will be, Utar will dash to try and catch up with Doozey. If he catches him, he will grab onto Doozey's arm to pull him to the surface next turn.
Utar makes the choice to follow his struggling companion upward, but the heavy armor makes it hard for him to move with any speed. Try as he might, the half-orc only manages to shorten his distance to Doozey by 30 feet, meaning he has at least another 20ft to go before reaching the ranger and then another 10ft to the surface.
(Neya, Doozey, and Graxx go next.)
Neya takes out another seeker dart blubs out "sbleeshk," sending the magical projectile on its way as she swims upward out of the magical darkness, reasoning that going deeper at this point will only give the advantage to the creature.
(Dex DC 16, 3 piercing and 5 lightning damage on fail).
Extended Signature
Graxx is shocked at first by the darkness.
"Worth a shot..." Graxx thinks to himself.
(Action) Graxx will use Divine Sense.
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
IF Graxx can detect the Frog he will use his 20 feet of swimming to get as close as possible to it.
IF NOT Graxx will swim to EM,27.
Doozey Death Save: 15.
As Doozey slowly bleeds out in the water, his last memory quite potentially to be of the final bite and unfulfilled wishes, Biscuit eventually climbs his way onto the boat and dries himself off a bit before rushing to the opposite side for a look into the gloomy waters below. In the absence of seeing anyone except Utar at best, he barks and pads nervously along the edge, hopeful of yet gathering some attention.
Movement(Biscuit): To ET-32.
Action(Biscuit): Defensive Training.
When you realize you're doing too much: Signature.
DM's Screen:
10 26 -> rolls got messes up again. Originals were 13 and 8.
Neya knows what to do. Another seeker dart is set loose and, within a second or two, it elicits another grunbt of pain from the creature. Neya deduces that it is still inside the darkness sphere. (Spiky Frogman takes 5 magical piercing and lightning damage.)
Another second passes and the monk's suspicions are confirmed as the darkness is dispelled. The creature is near Graxx {EN-22}, 75ft deep.
The dispersion of the inky darkness cloud also reveals Doozey's condition. Although it does not look like he is gasping for air just yet, CRAP imagines it wouldn't be long until that starts.
-> Doozey's DEATH saving throws: 1/0
Up above, Biscuit finally manages to hop onto the upturned raft and move to its other end. He keeps his wits about him.
(@Grx: I'll give you a chance to revise Graxx's turn since he now sees the enemy clearly just 15ft away and also Doozey.)
(OOC: Thank you for the opportunity!)
Graxx see's Doozey bleeding in the water and immediately swims to him in a panic.
Graxx calms as he is thankful for his new found powers.
Graxx will use Lay On Hands healing Doozey for 1 Health Point.
Catching a glimpse of two heavily wounded humanoids, Graxx opts to help the more friendly between the two. Trusting his newfound closeness to Tempus to be channeled through his hands, Graxx touches Doozey's chest and brings him back into the fight. (Doozey recovers 1 HP.)
-> Doozey remains prone.
Annoyed by Neya and her infallible darts, the frogman sends some psychic waves toward the monk as it swims away into the depths.
-> Unavoidable damage: 21
-> Neya's INT saving throw {DC 16}: 21
Neya feels a sharp pain sprouting in her brain but squints hard enough to close her mind to any further assault. (Neya takes 21 psychic damage.)
The enemy swims almost straight down. It is now 115ft below the surface, and it is getting harder to spot it.
(Utar is up next. The enemy is 70ft away from him.)
Knowing that moving towards the enemy is the wrong move, Utar doubles his efforts in moving towards his friends. Every stroke through the water brings them closer to harm, either from this spiky frogbeast or through the water itself. Likely their foe can survive here without air, but Utar didn't much like their chances.
Plus the further they swim away from the raft, the further they need to swim back...
Once in range, Utar will cast sacred flame at the frogman, pointing with his hand rather than Lightbringer as he would normal do. Or, if out range, he will hold the action incase the frogman comes into range.
(OOC Frogman needs to best a DC16 Dex check or take 14 radiant damage.)
DM's Screen:
24
Utar finally reaches his friends at about 60 ft deep {EM-22}. (Unlike the others, Doozey is at 55ft deep.)
This move also puts the enemy just within range of the Tormite's next spell. Unfortunately for the cleric, the flames don't seem to sprout quite at the same spot as the frogman.
END OF INITIATIVE ROUND 8
(Neya, Doozey, and Graxx go next.)
Doozey comes to more slowly than before, but awaken he would looking confused up until the first jolt of apparent pain shoot through him. Nearly gasping as a result, Doozey forces down the compulsion and rights himself in the water, thanking Graxx in a quick nod, before then searching for the creature. As soon as Doozey sees it again, he starts to reach for Pip. Yet realizing as well that Apostle would need to be discarded to make the shot then and there, he scowled as he sheathed Apostle and signals to the others an intent to head to the surface. From there, he is off!
Biscuit meanwhile continues his solemn duty of guarding the ship, and making sure no other strange frog men manage to destroy their transport.
Movement(Doozey): Half Spent to remove prone, and remaining half to ascend to EN-24.
Action(Doozey): Dash to EO-25.
Action(Biscuit): Defensive Training.
(Roughly should be only 10ft from the surface)
When you realize you're doing too much: Signature.
Neya shakes off the headache from the mental attack and fires a couple more arrows from her bow.
Longbow Attack: 27 Damage: 8
Extra Longbow Attack: 14 Damage: 6
(1 ki point to use focused aim on second shot, making attack roll 16)
She doesn't dive any deeper to pursue the monster, but she tries to keep it within her sight (Move to EP-21).
Extended Signature
Graxx nods and watches Doozey begin to ascend.
Graxx does not move or attack as he does not want to chase the monster deeper.
Graxx will ready an attack with his Pike in case the creature comes back within range.
Attack: 9 Damage: 7
(OOC: I know the underwater combat rules don't single out bows, but I can't stop thinking of how hard it would be to shoot arrows underwater and still have them "fly" 80ft with enough force packed in. I'm no expert, though...)
Still holding her bow in the no-dart-throwing hand, Neya prepares two fresh arrows and lets they swim. She sends some of her own Ki with the second arrow, ensuring that it hits its target like the first one did. Down below, the monster gets two more arrows wounds to nurse. (Spiky Frogman takes 7 piercing damage.)
While maintaining her distance from the surface, Neya moves a bit closer to the enemy.
Doozey senses that his air supply will soon be expiring and begins to swim upward as quickly as he can after adjusting his initial awkward position. By the time the ranger is no more than 10ft away from the surface, he feels the last bubble of air leave his throat...
Biscuit guards the raft.
Graxx holds back for now, securing his friend's retreat.
The frogman continues its descent. It adds another 40 feet of distance between itself and CRAP before completely disappearing out of sight, as it had done at least once before. It is difficult, and perhaps impossible, to tell whether the creature has become invisible or simply found its way into the darkness of deeper waters.
(Utar is up next.)
With the frogman out of sight for now and Doozey just seeming to hang in the water again, Utar attempts to get Graxx and Neya's attention, pointing towards the surface. Following his on advice, he begins to pull himself towards the surface, following Doozey's route.
If needed, and it most likely will be, Utar will dash to try and catch up with Doozey. If he catches him, he will grab onto Doozey's arm to pull him to the surface next turn.
Utar makes the choice to follow his struggling companion upward, but the heavy armor makes it hard for him to move with any speed. Try as he might, the half-orc only manages to shorten his distance to Doozey by 30 feet, meaning he has at least another 20ft to go before reaching the ranger and then another 10ft to the surface.
END OF INITIATIVE ROUND 9