You break free from the grasp of the water wierd, flailing just hard enough to get out of its grasp. You still have your full movement, though using it would provoke an opportunity attack. Let me know what you decide to do
In addition, at initiative 20, as long as you are still in the water and not restrained, make a Strength saving throw as the water rushes around you
In the meantime, @Elandra, you are up! You're on the wall holding onto the rope, still about 20 feet away from the top. With the rope, you can ascend the cliff face with your normal movement speed rather than it being difficult terrain. I'll post a map update after Liri decides wether or not to use their movement!
Elandra pulls herself up the rope, covering the remaining distance up to shore, dry land and relative safety. Her hair is a bedraggled mess and clings to her head dripping water down her face as she looks around for her beloved hat safely removed before she dove in. Spying it near to the anchoring rock she lets out a small sigh of relief.
She finally takes chance to take in the wider scene and what her companions have been dealing with whilst she was struggling against the water weird under the surface. Seeing the myrmidon, she immediately assumes it to be the biggest threat and tries to distract it enough that the party can help Liri's crocodile form escape from the water weird that is harassing her. She calls out to the myrmidon in common, "Close your eyes, relax, follow the water and just go with the flow." She suggests to the hulking form, hoping it will go for a swim rather than engage them.
(Elandra, just so you know the myrmidon cannot move for a minute - so not sure how this works? It is frightened, so all attacks at disadvantage if Jade is in view and can't move.)
OOC: The way I'm going to rule this is that should the wierd fail the wis save, it will try to follow the suggested course of action, but will be unable to move due to the effect Jade has running on it, causing it to be unable to do do anything. This would last for at least one round, but beyond that point I may get a bit creative with how exactly things are applied and the effects may not work together exactly as intended
Wisdom Saving Throw: 10
The myrmidon closes its eyes, falling into a state of near meditation as it focuses on the water next to it. From here, Koric is up!
This post has potentially manipulated dice roll results.
Koric watches the myrmidon warily for a moment and, seeing that is seems subdued, turns his attention back to the Weird. The fire seems to be having a reduced affect, so this time he advances cautiously to the water's edge and summons three bolts of force which streak toward the Weird. Having done what he can, he retreats once more away from the waters edge.
Almost immediately after getting out of the water weird's grasp, the raging river rushes over you. Because you failed the saving throw by 10 or more, it pushes you 20 feet backwards towards the waterfall @Koric
Your missile strike the weird, causing it to reel a bit. It looks injured, but still clearly standing
@Soloth
You attempt to fire two arrows at the only visible weird, but the arrows fly over its head, unable to find purchase
@All
Lux fires a bolt of flame at the weird: Dex Save: 13 Damage: 15 The weird is seared within an inch of its life by Lux, just barely holding on at this point
The myrmidon attempts to move in accordance with Elandra's suggestion, but is held in place by Jade's abduration. Following Elandra's advice, it closes its eyes and attempts to relax, trying to relax as much as it can, it's primative mind filled with thoughts of floating in the water Wisdom saving throw (rolled on the wierd stat block instead of the myrmidon one by accident, modifier is the same): 4 Ultimately though, it is unable to resist the effect of Jade's magic, remaining paralyzed by fear even as it attempts to relax
The weird, incredibly wounded, seeths with anger and rushes back over to Liri, attempting to get her back in its grasp Attack: 16 Damage: 9 Liri, you are once again restrained and grappled
From the water, two more strands of water shoot out at Jade and Elandra At Jade: Attack: 15 Damage: 6 The beam of water misses Jade, unable to grab her and pull her towards the raging river At Elandra: Attack: 19 Attack: 1 Elandra, just as you breath a sigh of releif of being out of the water, a strand of water whips around your waist and pulls you right back over the edge of the cliff face, sending you tumbling back down into the river below. Make a DC 15 Athletics or acrobatics check, taking 10 damage and falling prone if you fail and taking half and not falling prone if you succeed
This post has potentially manipulated dice roll results.
Jade turns and watches in despair as Liri is once again restrained and Elandra falls back into the water. Drawing her longbow, she notches an arrow and lets it fly towards the one around Liri, closely followed up with another one.
You clumily flail back as you are pulled back over the edge of the cliff, and as you hit the water, are unable to find any real footing. While prone, you will auto-fail the strength saving throw for the water pushing you, though you still get to make the strength check to determine your speed at the start of your turn (Due to people in the water constantly being restrained and Liri being in a form with a swim speed, no one has actually hade to make this yet, but info about it is in the opening post of the combat)
@Jade
Your first arrow strikes the water wierd, and even the breeze from the arrow whizzing towards it is enough to destroy it entirely. When the arrow hits, its form immediately begins to dissolve away, dropping Liri into the water below. Going to assume since you cannot see any other targets but the myrmidon that you will not be firing that second arrow
Gratitude floods through Liri as Jade's arrows strike true and the wierd is dissolved. Realising just how close she is to the waterfall, she swims back upstream towards Elandra, well aware that they both need to escape the water as soon as they can, but not wishing to leave while Elandra may be in trouble.
(Liri will swim up next to Elandra to try to assist her in getting to the rope. She will also spend her bonus action to expend another 1st level spell slot to heal 1d8: 7)
You swim up towards Elandra, but are only able to make it as far as where the end of the rope is violently flying around in the water (you were 55 feet behind), so I'll say you get there and ready the help action to help her grab on
@All
Afterwards, the water rushes again, pushing Liri and Elandra back
Elandra is prone and automatically fails the check to the maxium extent, getting pushed back 20 feet, right to where the rope is dangling in the water. Liri, make a DC 15 strength saving throw to resist the flow of the water.
Elandra is up! At the start of your turn, make an athletics check to determine your speed. Results are as follows: 15+: You move as normal this turn. 14-6: The water is difficult terrain for you this turn (I beleive this does effect getting up from prone). 5 or less: Your movement speed is 0 for this turn
You are currently prone , but as long as you have enough speed to get up (half your base speed), you can use your action if you wish to try to grap the rope, DC 15 Acrobatics check. If Liri isn't pushed back, you have advantage on the roll.
Hitting the water hard Elandra curses at these frustrating creatures that seem intent on keeping her wet, and at risk of getting swept away with the current. With a dancer's grace, she manages to twist her body into the oncoming current so that the flow of the water runs around her as she attempts to grasp the rope before it gets dragged away from her.
She falls back to where Liri waits but is able to grasp the rope in time with some help from the crocodile. Elandra gives a nod of thanks, then hauls herself up the rope again.
You are able to regain your footing in the raging current and use your lightning fast reflexes to grap onto the rope before you are rushed away from it. With as much strenghth as you can muster, you climb 15 feet up the rope, making it back to the base of the rock face.
Liri thrashes around, attempting to shake off the weird.
1d20+5 = 15 (rolled in game log)
@Liri
You break free from the grasp of the water wierd, flailing just hard enough to get out of its grasp. You still have your full movement, though using it would provoke an opportunity attack. Let me know what you decide to do
In addition, at initiative 20, as long as you are still in the water and not restrained, make a Strength saving throw as the water rushes around you
In the meantime, @Elandra, you are up! You're on the wall holding onto the rope, still about 20 feet away from the top. With the rope, you can ascend the cliff face with your normal movement speed rather than it being difficult terrain. I'll post a map update after Liri decides wether or not to use their movement!
Liri will stay where she is, but will use her bonus action to expend a 1st level spell slot to recover HP: 1d8 = 8
Strength saving throw for the water: 1d20 + 2 = 3+2 = 5 (Pretty sure that's not passing!)
Elandra pulls herself up the rope, covering the remaining distance up to shore, dry land and relative safety. Her hair is a bedraggled mess and clings to her head dripping water down her face as she looks around for her beloved hat safely removed before she dove in. Spying it near to the anchoring rock she lets out a small sigh of relief.
She finally takes chance to take in the wider scene and what her companions have been dealing with whilst she was struggling against the water weird under the surface. Seeing the myrmidon, she immediately assumes it to be the biggest threat and tries to distract it enough that the party can help Liri's crocodile form escape from the water weird that is harassing her. She calls out to the myrmidon in common, "Close your eyes, relax, follow the water and just go with the flow." She suggests to the hulking form, hoping it will go for a swim rather than engage them.
Bring out your inner chatacter class...
(Elandra, just so you know the myrmidon cannot move for a minute - so not sure how this works? It is frightened, so all attacks at disadvantage if Jade is in view and can't move.)
OOC: The way I'm going to rule this is that should the wierd fail the wis save, it will try to follow the suggested course of action, but will be unable to move due to the effect Jade has running on it, causing it to be unable to do do anything. This would last for at least one round, but beyond that point I may get a bit creative with how exactly things are applied and the effects may not work together exactly as intended
Wisdom Saving Throw: 10
The myrmidon closes its eyes, falling into a state of near meditation as it focuses on the water next to it. From here, Koric is up!
Koric watches the myrmidon warily for a moment and, seeing that is seems subdued, turns his attention back to the Weird. The fire seems to be having a reduced affect, so this time he advances cautiously to the water's edge and summons three bolts of force which streak toward the Weird. Having done what he can, he retreats once more away from the waters edge.
Magic Missile; damage 8
@Liri
Almost immediately after getting out of the water weird's grasp, the raging river rushes over you. Because you failed the saving throw by 10 or more, it pushes you 20 feet backwards towards the waterfall
@Koric
Your missile strike the weird, causing it to reel a bit. It looks injured, but still clearly standing
@Soloth
You attempt to fire two arrows at the only visible weird, but the arrows fly over its head, unable to find purchase
@All
Lux fires a bolt of flame at the weird: Dex Save: 13
Damage: 15
The weird is seared within an inch of its life by Lux, just barely holding on at this point
The myrmidon attempts to move in accordance with Elandra's suggestion, but is held in place by Jade's abduration. Following Elandra's advice, it closes its eyes and attempts to relax, trying to relax as much as it can, it's primative mind filled with thoughts of floating in the water
Wisdom saving throw (rolled on the wierd stat block instead of the myrmidon one by accident, modifier is the same): 4
Ultimately though, it is unable to resist the effect of Jade's magic, remaining paralyzed by fear even as it attempts to relax
The weird, incredibly wounded, seeths with anger and rushes back over to Liri, attempting to get her back in its grasp
Attack: 16
Damage: 9
Liri, you are once again restrained and grappled
From the water, two more strands of water shoot out at Jade and Elandra
At Jade:
Attack: 15
Damage: 6
The beam of water misses Jade, unable to grab her and pull her towards the raging river
At Elandra:
Attack: 19
Attack: 1
Elandra, just as you breath a sigh of releif of being out of the water, a strand of water whips around your waist and pulls you right back over the edge of the cliff face, sending you tumbling back down into the river below. Make a DC 15 Athletics or acrobatics check, taking 10 damage and falling prone if you fail and taking half and not falling prone if you succeed
Here's a map update:
With that, Jade is up!
Failed Acrobatics (8). Succeed Concentration (11).
Bring out your inner chatacter class...
Jade turns and watches in despair as Liri is once again restrained and Elandra falls back into the water. Drawing her longbow, she notches an arrow and lets it fly towards the one around Liri, closely followed up with another one.
Attack: 18 Damage: 9
Attack: 11 Damage: 4
@Elandra
You clumily flail back as you are pulled back over the edge of the cliff, and as you hit the water, are unable to find any real footing. While prone, you will auto-fail the strength saving throw for the water pushing you, though you still get to make the strength check to determine your speed at the start of your turn (Due to people in the water constantly being restrained and Liri being in a form with a swim speed, no one has actually hade to make this yet, but info about it is in the opening post of the combat)
@Jade
Your first arrow strikes the water wierd, and even the breeze from the arrow whizzing towards it is enough to destroy it entirely. When the arrow hits, its form immediately begins to dissolve away, dropping Liri into the water below. Going to assume since you cannot see any other targets but the myrmidon that you will not be firing that second arrow
Liri is up!
Gratitude floods through Liri as Jade's arrows strike true and the wierd is dissolved. Realising just how close she is to the waterfall, she swims back upstream towards Elandra, well aware that they both need to escape the water as soon as they can, but not wishing to leave while Elandra may be in trouble.
(Liri will swim up next to Elandra to try to assist her in getting to the rope. She will also spend her bonus action to expend another 1st level spell slot to heal 1d8: 7)
@Liri
You swim up towards Elandra, but are only able to make it as far as where the end of the rope is violently flying around in the water (you were 55 feet behind), so I'll say you get there and ready the help action to help her grab on
@All
Afterwards, the water rushes again, pushing Liri and Elandra back
Elandra is prone and automatically fails the check to the maxium extent, getting pushed back 20 feet, right to where the rope is dangling in the water. Liri, make a DC 15 strength saving throw to resist the flow of the water.
Elandra is up! At the start of your turn, make an athletics check to determine your speed. Results are as follows:
15+: You move as normal this turn. 14-6: The water is difficult terrain for you this turn (I beleive this does effect getting up from prone). 5 or less: Your movement speed is 0 for this turn
You are currently prone , but as long as you have enough speed to get up (half your base speed), you can use your action if you wish to try to grap the rope, DC 15 Acrobatics check. If Liri isn't pushed back, you have advantage on the roll.
Strength saving throw: 1d20+2 = 18+2: 20
@Liri
You remain solid against the flow of the current, resisting it as it attempts to shove you backwards. Still in place to help Elandra!
Athletics: 20
Acrobatics: 24
Hitting the water hard Elandra curses at these frustrating creatures that seem intent on keeping her wet, and at risk of getting swept away with the current. With a dancer's grace, she manages to twist her body into the oncoming current so that the flow of the water runs around her as she attempts to grasp the rope before it gets dragged away from her.
She falls back to where Liri waits but is able to grasp the rope in time with some help from the crocodile. Elandra gives a nod of thanks, then hauls herself up the rope again.
Bring out your inner chatacter class...
@Elandra
You are able to regain your footing in the raging current and use your lightning fast reflexes to grap onto the rope before you are rushed away from it. With as much strenghth as you can muster, you climb 15 feet up the rope, making it back to the base of the rock face.
With that, Koric is up!
Koric looks around nervously and steps a little nervously to glance in the water before moving back.
Fire plays over his fingers, contained for the moment, as he points to the statue and asks, "Is that the only one left?"
((@DM Can he see anything else? ))
If nothing else visible, read spell firebolt in case statue makes offensive moves