(Mortimer, as you cannot see the water weird, you must roll with disadvantage. Also, because you are underwater, don't have a swim speed, and are using a warhammer, you must roll with disadvantage. Just so you know)
(Marnoa is next in order. He is welcome to keep his current action, but if he does not want to, he does not have to.)
This post has potentially manipulated dice roll results.
Marnoa still moves 30 feet around the edge of the pool to the east/south, but he does not leave the room. He says “Hey, you might want to come back in here, it’s got Morty!” He focuses his attention on the last spot that he saw movement in the water and fires off a beam of energy toward it, also directing his tentacle to thrash the water elemental.
In case of the forum being screwy, results were 17 attack after disadvantage, 11 damage, and 3 Thunder damage if the Water Weird triggers Booming Blade.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
This post has potentially manipulated dice roll results.
Unable to see his target, Fuego will ready a handful of flame to cast if the water creature should come to the surface.
(BA) He will also instruct Pyroctopus to fly to Morty and teleport him out of the elemental's clutches, 15 feet southward to dryer land. (DC 13 DEX save else 9firedamage to water creature)
(I've been thinking and, even though it isn't mentioned in the RAW, I think a staff can attack without disadvantage in water (assuming you are poking at things, like you would with a spear) You'd lose force (and therefore some damage) but I think this makes sense. So, you can use a staff to attack without disadvantage in water, but damage is 1d4 for that attack. It doesn't apply in this case (Andre hit in the normal way) but for future knowledge).
Marnoadashes around the pool, firing a bolt of magical energy into the water near Mortimer. It doesn't appear to strike anything and the elemental grappling Mortimer cannot be seen.
Mortimer himself swings with his warhammer, attempting to crush his opponent, but cannot seem to find it. He is not yet straining to breath.
Andre climbs back into the pool and, while doggy-paddling, speaks words of eldritch power. He then takes his staff and swings it toward Mortimer, but instead of hitting the diminutive cleric, his blows slams into the elemental itself. Andre feels the transfer of power to the creature itself.
(Fuego, do you want Pyroctopus to take Andre out of the water as well?)
The fiery octopus once more disappears in a cloud of smoke, and reforms between Mortimer and Andre. Summoning elemental fire, it disappears again, this time along with the two companions. They appear in a cloud of woodsmoke back on the shore.
Jacks plans to leave now that Morty is out of the water. "Let's go before it drags us down again." And he will keep walking down the hallway away from the water elemental pond.
The water elemental reaches out to grab someone again, but the effect of the Andre's spell seems to have completely disoriented it. It flails from side to side, attacking without any seeming notion of where anyone is. After a moment, it sinks back into the water and the pool calms.
Marnoa disengages and moves quickly south and then east to get out of the room, following Jacks. Once he’s away, he shows the others the little wombat idol and examines it himself. “This was at the bottom of that pool…”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
<deleted and making second attempt>
(might want to try that again)
Mortimer wastes no time and attacks with his Warhammer. He'll channel divinity (Touch of Death) if he hits.
Attack: 18 damage 11
Plus 11
necrotic if it hits
(where are we initiative-wise?)
(Mortimer, as you cannot see the water weird, you must roll with disadvantage. Also, because you are underwater, don't have a swim speed, and are using a warhammer, you must roll with disadvantage. Just so you know)
(Marnoa is next in order. He is welcome to keep his current action, but if he does not want to, he does not have to.)
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
Ah right, thought the grappling might override that.
Disadvantage 16
Marnoa still moves 30 feet around the edge of the pool to the east/south, but he does not leave the room. He says “Hey, you might want to come back in here, it’s got Morty!” He focuses his attention on the last spot that he saw movement in the water and fires off a beam of energy toward it, also directing his tentacle to thrash the water elemental.
Eldritch blast : Attack: 12 Damage: 10
Tentacle of the Deep : Attack: 6 Damage: 9
A wizard is never late, nor is he early, he arrives precisely when he means to.
((Thanks DM, rolling in the log from here on.))
Marnoa tries to hit the water elemental with his bolt of force energy, 11 to hit for 9 damage.
He also directs the tentacle to hit him, but it has more difficulty. 7 to hit for 9 cold damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Andre... isn't quite sure what to do. But seeing Morty getting dragged into the water, he realizes that there's no time to loose!
Andre jumps back into the water and tries to smack the beast with his staff, even though he can't see it, casting Booming Blade as he does so.
Staff: Attack: 17 Damage: 11
Booming Blade damage (if the Water Weird moves after being hit by Andre's attack): 3
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In case of the forum being screwy, results were 17 attack after disadvantage, 11 damage, and 3 Thunder damage if the Water Weird triggers Booming Blade.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Unable to see his target, Fuego will ready a handful of flame to cast if the water creature should come to the surface.
(BA) He will also instruct Pyroctopus to fly to Morty and teleport him out of the elemental's clutches, 15 feet southward to dryer land. (DC 13 DEX save else 9 fire damage to water creature)
(I've been thinking and, even though it isn't mentioned in the RAW, I think a staff can attack without disadvantage in water (assuming you are poking at things, like you would with a spear) You'd lose force (and therefore some damage) but I think this makes sense. So, you can use a staff to attack without disadvantage in water, but damage is 1d4 for that attack. It doesn't apply in this case (Andre hit in the normal way) but for future knowledge).
Marnoa dashes around the pool, firing a bolt of magical energy into the water near Mortimer. It doesn't appear to strike anything and the elemental grappling Mortimer cannot be seen.
Mortimer himself swings with his warhammer, attempting to crush his opponent, but cannot seem to find it. He is not yet straining to breath.
Andre climbs back into the pool and, while doggy-paddling, speaks words of eldritch power. He then takes his staff and swings it toward Mortimer, but instead of hitting the diminutive cleric, his blows slams into the elemental itself. Andre feels the transfer of power to the creature itself.
(Fuego, do you want Pyroctopus to take Andre out of the water as well?)
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
(Sure, if he can get them both!)
The fiery octopus once more disappears in a cloud of smoke, and reforms between Mortimer and Andre. Summoning elemental fire, it disappears again, this time along with the two companions. They appear in a cloud of woodsmoke back on the shore.
(Jacks, you are up)
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
Jacks plans to leave now that Morty is out of the water. "Let's go before it drags us down again." And he will keep walking down the hallway away from the water elemental pond.
(Which way does Jacks go (east or west)?)
The water elemental reaches out to grab someone again, but the effect of the Andre's spell seems to have completely disoriented it. It flails from side to side, attacking without any seeming notion of where anyone is. After a moment, it sinks back into the water and the pool calms.
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
Jacks will start going east. He also keeps an eye out for traps, but most importantly he wants to get away from the pond.
Perception: 21
Marnoa disengages and moves quickly south and then east to get out of the room, following Jacks. Once he’s away, he shows the others the little wombat idol and examines it himself. “This was at the bottom of that pool…”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Morty slogs along in his wet vestments "That was a lot... I'm pretty spent for magics, might need to rest before too long"
Fuego follows the others eastward. "My fire spirit will be around for another hour, we can rest and recover while it stands guard, if you like."