You can't see anything else directly, but you do know that there's at least 1 other weird still in the water somewhere (the one that attacked Elandra at the very start and then ducked under the water), and the strands of water attacking your companions would suggest to you that there might be more.
I'll go with ready firebolt for now, but lmk if you want to try and detect stuff in the water somehow (would require some sort of magic) or take a shot in the dark at some point on the water
Hearing the immediate answer to his question, Koric looses a bolt of flame into the water hoping to hit the unseen foe.
Attack: 13, Damage 9 (rolled with disadvantage because of 'unseen' in the character log)
(( @DM: If you'd prefer I stick with the held action, that's also fine -- I was just looking for a reason for Koric to shoot at the weirds which I know exist, but he may not ))
You fire blindly into the water, aiming for around where you have seen one of the water weirds before, but your bolt of flame fissles harmlessly into the raging water below
@Soloth (OOC: From now on I'm going to go with that everyone can attack an unseen creature with disadvantage as long as they have some general idea of its location, but since you got that Nat 20 perception that will cancel out on your rolls for this turn and I'll just go with what you rolled. Actually, since your hunter's mark I beleive has not moved off of the weird you all were attacking at the start of combat before it went under the water invisible, you would have advantage on that perception check, though it doesn't matter here )
Your arrows fly into the water near where Elandra is, following where your hunter's mark leads you. As they hit the water, they strike into the weird you all nearly destroyed at the beginning of this fight. After the first hit, it rears its head of of the water to try to retaliate, only for it to be obliterated by your second arrow. WIth that, you move your hunter's mark over the the myrmidon, prepared to strike.
@All
Lux runs over to closer to the edge, casting a second level Healing Word on Elandra as she hangs onto the rope in the flow of the water: 2d4 + 4 = 7 hit points restored
After he casts the spell, you all focus back in on the chaos of the battle, but after a short moment, a blinding flash of light where Lux was standing catching your eyes. When it is gone, Lux is gone with it, and all that remains is a faint glow where he was standing. Anyone who wants to and is within 30 feet on the of the light on the rock ledge can use their action on their turn to make a Religion or Investigation check to examine it
In addition, immediately afterwards, you all begin to hear light clamor in your head, as if you are hearing only the faintest whispers of a conversation. You can't make out what is being said, but everyone can make out that their god is one of the voices. Everyone, make either an Religion or Insight check (yeilds the same results). I'll resolve the results of that roll once I have everyone's roll
The myrmidon remains in place for a moment, releaxing as it has been commanded to do so: Wis save: 6. Even still, the terror it feels towards Jade is too much, leaving it still frozen in place
Before you all can spend too much time thinking about the noises in your heads or Lux's sudden dissapearence, your attention is ripped away as another water weird rears it head out of the water and lunges at Liri Attack: 6 (Nat 1) The water weird smacks down into the water next to Liri, having wildly missed
(OOC: Not sure what happened with your roll eitehr, but I'll just go with the 23 you said you originally had)
@Jade
Your arrows both strike, but they have trouble finding purchase in the weird's form, and though it clearly felt the blow, the weird looks larely unharmed
Just as she is about to latch onto the rope and drop form, Liri spots the other weird rise out of the water to attack. Snarling in frustration, she keeps her crocodile form for now and lunges back at the weird, snapping at it with her jaws.
You try to bite at the water weird, but your jaws gnash harmlessly into the water next to it, no more able to connect than the weird’s attack was able to on you
@Liri and Elandra
As we are back at the top of the initiative order, each of you need to make a DC15 strength save to resist the flow of the water. Elandra, if you fail, make a Dex save to hold onto the rope
The water overwhelms you and pushes you downstream, and you are unable to react fast enogh to grip the rope tighter before you are ripped off of it and thrown 10 feet downstream
Note: This also means since you are no longer on the rope you'll have to make an Athletics check at the start of your turn to determine your speed. As before, 15+ is full speed, 6-14 is half, and 5 or less is 0 speed
Caught up in the current, Elandra slips and loses her grip, trying to grab for the rope as she is drawn away from it. "That is not good!" She calls out into the water, to herself more than anyone, or thing, else. She hopes that these water weirds are occupied elsewhere as she puts all her effort into getting back to the rope, and trying to tie it around her waist once more...
(@DM - Use all movement to get back to the rope, free / bonus / full action to tie it, with a 23 Sleight of Hand check. If that did not require a full action, then dash to move up along the rope as far as possible)
You are able to force your way over to the rope through the violent current, grabbing onto it and successfully taking a moment to tie it around your waist once again (full action to do that). Once you've secured yourself, you move just enough to get to the edge of the cliff face once again, though this time you are tied in rather than simply holding on for dear life
This post has potentially manipulated dice roll results.
Koric sees the continued attacks from the water, but his ever-curious scholars mind draws his attention to the light on the rock ledge. He edges closer, trying to understand it.
Investigation: 11 (passive 23)
(( He also rolled 16 for the voices in his head earlier ))
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@Koric
You can't see anything else directly, but you do know that there's at least 1 other weird still in the water somewhere (the one that attacked Elandra at the very start and then ducked under the water), and the strands of water attacking your companions would suggest to you that there might be more.
I'll go with ready firebolt for now, but lmk if you want to try and detect stuff in the water somehow (would require some sort of magic) or take a shot in the dark at some point on the water
With that, Soloth is up!
Hearing the immediate answer to his question, Koric looses a bolt of flame into the water hoping to hit the unseen foe.
Attack: 13, Damage 9 (rolled with disadvantage because of 'unseen' in the character log)
(( @DM: If you'd prefer I stick with the held action, that's also fine -- I was just looking for a reason for Koric to shoot at the weirds which I know exist, but he may not ))
@Koric
You fire blindly into the water, aiming for around where you have seen one of the water weirds before, but your bolt of flame fissles harmlessly into the raging water below
@Soloth (OOC: From now on I'm going to go with that everyone can attack an unseen creature with disadvantage as long as they have some general idea of its location, but since you got that Nat 20 perception that will cancel out on your rolls for this turn and I'll just go with what you rolled. Actually, since your hunter's mark I beleive has not moved off of the weird you all were attacking at the start of combat before it went under the water invisible, you would have advantage on that perception check, though it doesn't matter here )
Your arrows fly into the water near where Elandra is, following where your hunter's mark leads you. As they hit the water, they strike into the weird you all nearly destroyed at the beginning of this fight. After the first hit, it rears its head of of the water to try to retaliate, only for it to be obliterated by your second arrow. WIth that, you move your hunter's mark over the the myrmidon, prepared to strike.
@All
Lux runs over to closer to the edge, casting a second level Healing Word on Elandra as she hangs onto the rope in the flow of the water: 2d4 + 4 = 7 hit points restored
After he casts the spell, you all focus back in on the chaos of the battle, but after a short moment, a blinding flash of light where Lux was standing catching your eyes. When it is gone, Lux is gone with it, and all that remains is a faint glow where he was standing. Anyone who wants to and is within 30 feet on the of the light on the rock ledge can use their action on their turn to make a Religion or Investigation check to examine it
In addition, immediately afterwards, you all begin to hear light clamor in your head, as if you are hearing only the faintest whispers of a conversation. You can't make out what is being said, but everyone can make out that their god is one of the voices. Everyone, make either an Religion or Insight check (yeilds the same results). I'll resolve the results of that roll once I have everyone's roll
The myrmidon remains in place for a moment, releaxing as it has been commanded to do so: Wis save: 6. Even still, the terror it feels towards Jade is too much, leaving it still frozen in place
Before you all can spend too much time thinking about the noises in your heads or Lux's sudden dissapearence, your attention is ripped away as another water weird rears it head out of the water and lunges at Liri
Attack: 6 (Nat 1)
The water weird smacks down into the water next to Liri, having wildly missed
With that, Jade is up!
Map Update:
Jade sees the water weird try to attack Liri and casts hunter's mark on it.
Drawing back her bow again, she fires another two arrows at it.
Attack: 16 Damage: 7 + 2
Attack: 17 Damage: 10 + 6
Insight for the voices: 13 for Liri
Jade insight 22
Koric religion: 19
(OOC: Not sure what happened with your roll eitehr, but I'll just go with the 23 you said you originally had)
@Jade
Your arrows both strike, but they have trouble finding purchase in the weird's form, and though it clearly felt the blow, the weird looks larely unharmed
Liri is up!
Just as she is about to latch onto the rope and drop form, Liri spots the other weird rise out of the water to attack. Snarling in frustration, she keeps her crocodile form for now and lunges back at the weird, snapping at it with her jaws.
Attack: 1d20+4: 13
In case that hits:
Damage: 1d10+2: 6
@Liri
You try to bite at the water weird, but your jaws gnash harmlessly into the water next to it, no more able to connect than the weird’s attack was able to on you
@Liri and Elandra
As we are back at the top of the initiative order, each of you need to make a DC15 strength save to resist the flow of the water. Elandra, if you fail, make a Dex save to hold onto the rope
After that, Elandra is up!
Strength save: 1d20+2: 8
((Back down the river I go...))
@Liri
The water overwhelms you yet again, but this time you are able to reisst the flow a little bit and only get pushed back 10 feet
Oh dear... Str save was a 12, Dex save was a 10...
I'll take my turn once I now how bad those fails were.
Bring out your inner chatacter class...
@Elandra
The water overwhelms you and pushes you downstream, and you are unable to react fast enogh to grip the rope tighter before you are ripped off of it and thrown 10 feet downstream
Note: This also means since you are no longer on the rope you'll have to make an Athletics check at the start of your turn to determine your speed. As before, 15+ is full speed, 6-14 is half, and 5 or less is 0 speed
Athletics: 17
Caught up in the current, Elandra slips and loses her grip, trying to grab for the rope as she is drawn away from it. "That is not good!" She calls out into the water, to herself more than anyone, or thing, else. She hopes that these water weirds are occupied elsewhere as she puts all her effort into getting back to the rope, and trying to tie it around her waist once more...
(@DM - Use all movement to get back to the rope, free / bonus / full action to tie it, with a 23 Sleight of Hand check. If that did not require a full action, then dash to move up along the rope as far as possible)
Bring out your inner chatacter class...
@Elandra
You are able to force your way over to the rope through the violent current, grabbing onto it and successfully taking a moment to tie it around your waist once again (full action to do that). Once you've secured yourself, you move just enough to get to the edge of the cliff face once again, though this time you are tied in rather than simply holding on for dear life
Koric is now up!
Koric sees the continued attacks from the water, but his ever-curious scholars mind draws his attention to the light on the rock ledge. He edges closer, trying to understand it.
Investigation: 11 (passive 23)
(( He also rolled 16 for the voices in his head earlier ))