“No problem!” Celeste offers to help Vesta up onto the raft her and Dana put together. She was fine with wading through some water, stinky or not. She’s rolled in worse. The druid was even a little tempted to shift and play in it, but then she was much too distracted by Mulligan walking on the walls. She could do that too! And was also tempted to join him, but she didn’t. She’d paddle the raft if no one else wanted the splash back, her sniffer in the air the whole time to sift through scents.
(PP: 15) (Init: 15) (Apologies for my delay! Rough week and company over this weekend.)
Init: Hollis:24 <> Celeste:15 <> Creature:15 <> Mulligan:14 <> Zyllyne:9 <> Dara:4 <> Vesta:? (Hollis and Celeste may post your actions (in any order,) since you sense something swirling in the water and coming right at your raft! Then I'll post for the monster, and the party can post their actions (in any order - I'll sort them in my summary post.))
This post has potentially manipulated dice roll results.
“We got ourselves a new friend lurking below the surface up ahead!” Celeste chimes in warning to her companions, slipping off the raft to impose herself between it and the incoming threat. In theory it’d have to go through her before ramming the raft if it wanted to send her friends overboard. “Someone wanna stick it with the pointy end?” She asks, laying her spear on the raft for someone to access should they like a more effective weapon for the water.
Green hues scanning the water, Celeste hums a soft lullaby to herself. Her skin begins to shimmer like the night sky and her body becomes luminous; her joints glimmer like stars, and glowing lines connect them as on a star chart. A spectral bow manifests in her hand.
“Freeze, pea brain!” Celeste points to the threat the moment she can make it out.
(Movement: If Hollis doesn’t take the front, she will in effort to save the possibility of ramming/breaking/flipping the raft to send people into the water) (Free Action: ‘Drop’ Spear onto raft in case someone may like to use it for the fight) (Bonus Action: Wildshape - Starry Form Archer) (Action:Frostbite Con Save DC13 or take 4 cold damage and disadvantage on next attack roll)
Vesta is too preoccupied with trying to stay in the middle of the raft to notice anything about the water. In fact, she is doing her best to try to avoid looking at the water as much as possible.
Celeste: The druid slips off the raft and into the greenish water ahead of the raft, cool but slimy water coming to above her waist. She calls upon the natural magic flowing through her and shoots a chilling frost at the creature.
Creature: Con save: 3 The thing is practically invisible as it moves through the water, making it hard for you to determine where it is (Attacks against it while underwater are at disadvantage for all but Celeste and Hollis.) In an explosion of water the Weird erupts from the surface and targets 6 (1=Vesta; 2=Dara; 3-5=Celeste; 6-8=Hollis). (Attack after seeing if it made the save vs frostbite...)
This post has potentially manipulated dice roll results.
Creature (-2): Con save: 3 The thing is practically invisible as it moves through the water, making it hard for you to determine where it is (Attacks against it while underwater are at disadvantage for all but Celeste and Hollis.) In an explosion of water the Weird erupts from the surface and targets 6 (1=Vesta; 2=Dara; 3-5=Celeste; 6-8=Hollis). (Attack: 10 Damage: 13)
For the moment, Vesta's fear of the water is overshadowed by whatever monster is trying to attack them from it. She purses her lips with frustration as she can't get a good bead on it when it's in the water. She tries her best and unleashes an icy spell at the creature.
Mulligan moves to the shadows and crouches, eyes narrowing as he tries to make out the target. As he pauses to use his Steady Aim he thanks his boots for keeping him well away from the trouble. Once he makes out the shape of what he thinks is the opponent he flicks out his arm and throws a psychic blade!
Bonus Action: Steady Aim for advantage, which negates the disadvantage, to make for a straight attack roll.
Action: Psychic Blade Attack: 14+6 for 20to his and 5psychic damage plus 7 sneak attack damage IF any of his allies are within 5' of the weird...
This post has potentially manipulated dice roll results.
Round 1:
Hollis: ??
Celeste: The druid slips off the raft and into the greenish water ahead of the raft, cool but slimy water coming to above her waist. She calls upon the natural magic flowing through her and shoots a chilling frost at the creature.
Creature: Con save: 3 The thing is practically invisible as it moves through the water, making it hard for you to determine where it is (Attacks against it while underwater are at disadvantage for all but Celeste and Hollis.) In an explosion of water the Weird erupts from the surface and targets 6 (1=Vesta; 2=Dara; 3-5=Celeste; 6-8=Hollis). (Attack: 10 Damage: 13)
Mulligan makes out the shape of what he thinks is the opponent he flicks out his arm and throws a psychic blade, hitting the water weird after it tried to take Hollis down! The large elemental has a 10' reach, so none of Mulligan's allies are near enough to distract it for a sneak attack...
Vesta: Luckily, the large elemental has a reach of 10', so when Vesta's magical dagger of ice hits it and then explodes (doing an additional 11 cold damage), nobody else is affected!
Zyllyne: holds her attack until the creature shows itself again...
This post has potentially manipulated dice roll results.
Hollis avoids the watery creatures attack, and as he dodges he draws from beneath his heavy leather coat a pair of mis-matched blades -- a broad curved scimitar and a short-bladed sword. With one weapon in each hand, he lunges as far over the edge of their makeshift skiff as he dares to avoid losing his balance and falling in. One blade swings, the other stabs at the weird in rapid succession.
Dara should've known it wasn't a giant fish. The creature bursts from the water, shattering the calm surface to strike at their raft. His hand instinctively grabs the amulet hanging around his neck, whispering a quick prayer to Eldath. A soft golden light envelops his companions for a second before it dissipates.
Hollis: Knowing an attack was coming, Hollis reacts instinctively when the water weird lashes out at him from the murky water. He takes a quick swipe and stab at the thing as it misses him with a long appendage of water, although the blades just slide right through the liquid with hardly any effect. (Resistant to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks)
Celeste: The druid slips off the raft and into the greenish water ahead of the raft, cool but slimy water coming to above her waist. She calls upon the natural magic flowing through her and shoots a chilling frost at the creature.
Creature: Con save: 3 The thing is practically invisible as it moves through the water, making it hard for you to determine where it is (Attacks against it while underwater are at disadvantage for all but Celeste and Hollis.) In an explosion of water the Weird erupts from the surface and targets 6 (1=Vesta; 2=Dara; 3-5=Celeste; 6-8=Hollis). (Attack: 10 Damage: 13)
Mulligan makes out the shape of what he thinks is the opponent he flicks out his arm and throws a psychic blade, hitting the water weird after it tried to take Hollis down! The large elemental has a 10' reach, so none of Mulligan's allies are near enough to distract it for a sneak attack...
Vesta: Luckily, the large elemental has a reach of 10', so when Vesta's magical dagger of ice hits it and then explodes (doing an additional 4 cold damage), nobody else is affected!
Zyllyne: holds her attack until the creature shows itself again...
Dara: Whispers a quick prayer to Eldath, blessing Celeste, Zyl and Hollis.
“Row, row, row, our boat, gently down the stream…” Celeste continues to hum to herself as if she were having a bit of fun, like the water was playing with them. Feeling bolstered by Dara’s whispered prayer, she pulls back the string to her celestial bow, manifesting an incredibly vibrant bolt. She stares down her sights to the water. “Time to shed some light on the subject.” Pew pew. She fires not once, but twice, in rapid fire. Like a pair of shooting stars, the first one brighter than the other, two streaks of radiant light rip through the air to the water.
Celeste's fireworks display is enough to destroy the magical energies holding the water weird together! The water sloshes on the walls from the action, but it soon returns to the quiet of the underground area - just an intermittent drip - drip drip sound. (Combat over!)
With the threat eliminated, the group can continue along the waterway another 25-30 feet to a set of steps leading up and southwest. At the top of the steps is a 35'x35' octagonal chamber. Glossy urns and cinerary boxes line the walls of this vaulted rotunda. Drifting in the center of the room above a drain is a ghostly, transparent, humanoid figure. The figure is clad in plate armor, and where a head should be, there is instead a featureless, luminescent orb.
As you enter, the figure turns towards you and says in a sad-sounding voice, "Who am I? Do you know?" The ghost has no memory of its name or existence in life—a fact which pains it greatly... "Please...tell me who I am!" it beseeches you. (updated map!)
"Vinnie! Vinnie Bag'O Donuts!" Mulligan calls out with joy. "It's you, isn't it? Man, I haven't see you in ages...." Because he is pretty damn sure nobody is going to actually know this ghost but if the ghost doesn't know himself then how can he argue?
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“No problem!” Celeste offers to help Vesta up onto the raft her and Dana put together. She was fine with wading through some water, stinky or not. She’s rolled in worse. The druid was even a little tempted to shift and play in it, but then she was much too distracted by Mulligan walking on the walls. She could do that too! And was also tempted to join him, but she didn’t. She’d paddle the raft if no one else wanted the splash back, her sniffer in the air the whole time to sift through scents.
(PP: 15)
(Init: 15)
(Apologies for my delay! Rough week and company over this weekend.)
just an unstable unicorn.
Hollis does his best not to rock the makeshift boat as they traverse the murky waters. He keeps a keen watch for any threats along the way.
Passive Perception = 18
Initiative = 9
Init: Hollis:24 <> Celeste:15 <> Creature:15 <> Mulligan:14 <> Zyllyne:9 <> Dara:4 <> Vesta:?
(Hollis and Celeste may post your actions (in any order,) since you sense something swirling in the water and coming right at your raft! Then I'll post for the monster, and the party can post their actions (in any order - I'll sort them in my summary post.))
Love God. Love Others. Any Questions?
“We got ourselves a new friend lurking below the surface up ahead!” Celeste chimes in warning to her companions, slipping off the raft to impose herself between it and the incoming threat. In theory it’d have to go through her before ramming the raft if it wanted to send her friends overboard. “Someone wanna stick it with the pointy end?” She asks, laying her spear on the raft for someone to access should they like a more effective weapon for the water.
Green hues scanning the water, Celeste hums a soft lullaby to herself. Her skin begins to shimmer like the night sky and her body becomes luminous; her joints glimmer like stars, and glowing lines connect them as on a star chart. A spectral bow manifests in her hand.
“Freeze, pea brain!” Celeste points to the threat the moment she can make it out.
(Movement: If Hollis doesn’t take the front, she will in effort to save the possibility of ramming/breaking/flipping the raft to send people into the water)
(Free Action: ‘Drop’ Spear onto raft in case someone may like to use it for the fight)
(Bonus Action: Wildshape - Starry Form Archer)
(Action: Frostbite Con Save DC13 or take 4 cold damage and disadvantage on next attack roll)
just an unstable unicorn.
Initiative at disadvantage - 10
Vesta is too preoccupied with trying to stay in the middle of the raft to notice anything about the water. In fact, she is doing her best to try to avoid looking at the water as much as possible.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Love God. Love Others. Any Questions?
Love God. Love Others. Any Questions?
Zyl flutters around making a face at the nasty water and something moving about in it. "What is that thing!? What a stinky place to live!"
(I'm confused as to whether the weird is in or out of the water now so I'll post 2 things and just whichever is appropriate)
If still underwater:
Action: Hold attack against the weird if it surfaces: 13 to hit, 7 slashing damage
Bonus Action: none
If she can move to flank with someone she will. If the weird isn't underwater then she'll take her assigned post in initiative order and try to flank.
(The weird stays underwater except to attack someone above the water...it has reach so part of it is always in the water.)
Love God. Love Others. Any Questions?
For the moment, Vesta's fear of the water is overshadowed by whatever monster is trying to attack them from it. She purses her lips with frustration as she can't get a good bead on it when it's in the water. She tries her best and unleashes an icy spell at the creature.
Action: Ice Knife Attack: 20 Damage: 7
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Mulligan moves to the shadows and crouches, eyes narrowing as he tries to make out the target. As he pauses to use his Steady Aim he thanks his boots for keeping him well away from the trouble. Once he makes out the shape of what he thinks is the opponent he flicks out his arm and throws a psychic blade!
Bonus Action: Steady Aim for advantage, which negates the disadvantage, to make for a straight attack roll.
Action: Psychic Blade Attack: 14+6 for 20 to his and 5 psychic damage plus 7 sneak attack damage IF any of his allies are within 5' of the weird...
Round 1:
Round 2: Hollis(-0) ::Celeste(-0) :: Water Weird(-23) :: Mulligan(-0) :: Vesta(-0) :: Zyllyne(-0) :: Dara(-0)
Love God. Love Others. Any Questions?
Hollis avoids the watery creatures attack, and as he dodges he draws from beneath his heavy leather coat a pair of mis-matched blades -- a broad curved scimitar and a short-bladed sword. With one weapon in each hand, he lunges as far over the edge of their makeshift skiff as he dares to avoid losing his balance and falling in. One blade swings, the other stabs at the weird in rapid succession.
Action: MH Attack: 16 Damage: 7
Bonus Action: OH Attack: 16 Damage: 2
Dara should've known it wasn't a giant fish. The creature bursts from the water, shattering the calm surface to strike at their raft. His hand instinctively grabs the amulet hanging around his neck, whispering a quick prayer to Eldath. A soft golden light envelops his companions for a second before it dissipates.
Casting bless on Celeste, Zyl and Hollis.
Round 1:
Round 2: Hollis(-0) ::Celeste(-0) :: Water Weird(-26) :: Mulligan(-0) :: Vesta(-0) :: Zyllyne(-0) :: Dara(-0)
Love God. Love Others. Any Questions?
Zyl floats toward where the weird popped up before to swing with her axe, slashing at the water.
To hit 17 Damage: 11
"Go away you watery thing! Blech!"
Zyl's magic axe takes a bite out of (sl)ime, proving that if you see something, you should swing at something!
Round 2: Hollis(-0) ::Celeste(-0) :: Water Weird(-40) :: Mulligan(-0) :: Vesta(-0) :: Zyllyne(-0) :: Dara(-0)
Love God. Love Others. Any Questions?
“Row, row, row, our boat, gently down the stream…” Celeste continues to hum to herself as if she were having a bit of fun, like the water was playing with them. Feeling bolstered by Dara’s whispered prayer, she pulls back the string to her celestial bow, manifesting an incredibly vibrant bolt. She stares down her sights to the water. “Time to shed some light on the subject.” Pew pew. She fires not once, but twice, in rapid fire. Like a pair of shooting stars, the first one brighter than the other, two streaks of radiant light rip through the air to the water.
(Rolled in log)
Action - Starry Map Guiding Bolt Attack: 23 + Bless: 3 Radiant Damage: 17
BA - Starry Map: Archer Luminous Arrow Attack: 12 adv
12Bless: 2 Damage: 4just an unstable unicorn.
Celeste's fireworks display is enough to destroy the magical energies holding the water weird together! The water sloshes on the walls from the action, but it soon returns to the quiet of the underground area - just an intermittent drip - drip drip sound. (Combat over!)
With the threat eliminated, the group can continue along the waterway another 25-30 feet to a set of steps leading up and southwest. At the top of the steps is a 35'x35' octagonal chamber. Glossy urns and cinerary boxes line the walls of this vaulted rotunda. Drifting in the center of the room above a drain is a ghostly, transparent, humanoid figure. The figure is clad in plate armor, and where a head should be, there is instead a featureless, luminescent orb.
As you enter, the figure turns towards you and says in a sad-sounding voice, "Who am I? Do you know?" The ghost has no memory of its name or existence in life—a fact which pains it greatly... "Please...tell me who I am!" it beseeches you.
(updated map!)
Love God. Love Others. Any Questions?
"Vinnie! Vinnie Bag'O Donuts!" Mulligan calls out with joy. "It's you, isn't it? Man, I haven't see you in ages...." Because he is pretty damn sure nobody is going to actually know this ghost but if the ghost doesn't know himself then how can he argue?