“Shame we don’t have that wombat handy that you were wrestling with Andre. After they hurt you I imagine you would’ve been ready to sacrifice one of them…” Marnoa regards the writing and the door, looking for any spot where the deed had been done before.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
"You know I would have," Andre says, scowling at the thought of the blasted critters. "I'd have been more than happy to put a dozen of them out of our misery."
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
As Morty's blood drips into the basin, it begins to disappear and the door, within the demonic face, slides open. On the other side, you see a hallway, or rather an intersection of three hallways, one going straight, one going to the left, and another to the right. Again, the hallway is filled with dim light, whose origin is unknown. Looking ahead, the passage in front of you appears to open up after 10 feet or so into an oval shaped chamber. We can tell that there is something in the middle of the chamber, a pool perhaps, but that is all.
Map! (If you don't like where I've placed you, let me know. It's not too late to move)
Andre will follow a few steps behind Fuego. He picks up a rock and, if Fuego doesn't see anything too crazy, try tossing the stone into the water to see what happens.
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Marnoa walks behind Fuego, peering at the water. He takes a different approach, casting shape water to magically move the water as much as he can, area at a time, to see if anything is visible underneath. He keeps his distance from the edge, about 15-20 feet away.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
As Fuegoapproaches the water, he sees something glinting at the bottom of the pool, which looks to be about 20 feet down. He leans down to get a better look. When he does so, two tentacles of water leap from the pool to attack him.
The first tentacle (or is it a snake? Fuegothinks he sees a mouth) attempts to wrap itself around his right ankle and he is able to dance out of its grasp. Laughing at his skill, he doesn't listen to the shouts of his compatriots and doesn't notice the second undulating water snake wrapping itself around his left leg. He is pulled out into the middle of the pool and under the water, taking 7 bludgeoning damage and he is grappled.
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
PHB, Chapter 9
I'm going to say that the fully immersed also have acid resistance, but in most cases they also have vulnerability to lightning effects. That said, water elementals wouldn't have vulnerability as they are the conducting material, not the grounding material)
Action: summon his Wildfire Spirit to the space just east of him. It currently has the appearance of a red, flaming octopus.
Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take (2d6) 6firedamage. (game log)
Bonus Action: command the Spirit to "Teleport me the hell out of here!"
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours.
Fiery Teleportation.The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw (DC 13) or take (1d6+3) 9fire damage (game log).
The spirit will then teleport both of them 3 spaces south.
((Are there two water elementals according to the map?))
Not wanting to get dragged underwater and get his clothes wet, Jacks draws his shortbow and fires towards the water elemental that he can see. Using steady aim to give himself advanatge.
Attack: 11 Damage: 8
Sneak Attack: 7
Rollback Post to RevisionRollBack
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Before Andre is done with his explanation, Morty has cut his hand and is squeezing it into the basin.
(Willing do drop up to 10hp)
“Shame we don’t have that wombat handy that you were wrestling with Andre. After they hurt you I imagine you would’ve been ready to sacrifice one of them…” Marnoa regards the writing and the door, looking for any spot where the deed had been done before.
A wizard is never late, nor is he early, he arrives precisely when he means to.
"You know I would have," Andre says, scowling at the thought of the blasted critters. "I'd have been more than happy to put a dozen of them out of our misery."
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
As Morty's blood drips into the basin, it begins to disappear and the door, within the demonic face, slides open. On the other side, you see a hallway, or rather an intersection of three hallways, one going straight, one going to the left, and another to the right. Again, the hallway is filled with dim light, whose origin is unknown. Looking ahead, the passage in front of you appears to open up after 10 feet or so into an oval shaped chamber. We can tell that there is something in the middle of the chamber, a pool perhaps, but that is all.
Map! (If you don't like where I've placed you, let me know. It's not too late to move)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Fuego will stride forward to the edge of the pool and peer into its depths.
That works for me.
Andre will follow a few steps behind Fuego. He picks up a rock and, if Fuego doesn't see anything too crazy, try tossing the stone into the water to see what happens.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Marnoa walks behind Fuego, peering at the water. He takes a different approach, casting shape water to magically move the water as much as he can, area at a time, to see if anything is visible underneath. He keeps his distance from the edge, about 15-20 feet away.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Mort just wraps his hand in the doorway "Anything?"
As Fuego approaches the water, he sees something glinting at the bottom of the pool, which looks to be about 20 feet down. He leans down to get a better look. When he does so, two tentacles of water leap from the pool to attack him.
The first tentacle (or is it a snake? Fuego thinks he sees a mouth) attempts to wrap itself around his right ankle and he is able to dance out of its grasp. Laughing at his skill, he doesn't listen to the shouts of his compatriots and doesn't notice the second undulating water snake wrapping itself around his left leg. He is pulled out into the middle of the pool and under the water, taking 7 bludgeoning damage and he is grappled.
Please roll for initiative.
Map!
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Fuego now somewhat regrets not having paid more attention in water genasi school.
Initiative 15
Marnoa initiative : 15
A wizard is never late, nor is he early, he arrives precisely when he means to.
Jacks initiative: 6
Andre's Initiative: 14
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
(DM- what would be your thoughts on fire or acid spells cast underwater? impossible? disadvantage? half damage?)
(Rolled in game log, got a 3)
(Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
PHB, Chapter 9
I'm going to say that the fully immersed also have acid resistance, but in most cases they also have vulnerability to lightning effects. That said, water elementals wouldn't have vulnerability as they are the conducting material, not the grounding material)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
(Also the elemental is invisible in the water, so you can't actually see what is holding Fuego underwater)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
(Hm, but if a character is being grappled by an invisible enemy, wouldn't he be able to feel where that enemy was?)
Round 1
Fuego will:
Action: summon his Wildfire Spirit to the space just east of him. It currently has the appearance of a red, flaming octopus.
Each creature within 10 ft. of the spirit (other than you) when it appears must succeed on a DEX saving throw (DC:13) or take (2d6) 6 fire damage. (game log)
Bonus Action: command the Spirit to "Teleport me the hell out of here!"
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw (DC 13) or take (1d6+3) 9 fire damage (game log).
The spirit will then teleport both of them 3 spaces south.
((Are there two water elementals according to the map?))
Not wanting to get dragged underwater and get his clothes wet, Jacks draws his shortbow and fires towards the water elemental that he can see. Using steady aim to give himself advanatge.
Attack: 11 Damage: 8
Sneak Attack: 7