Drazzim will notice the others ready to engage something in the water. His eyes narrow as he grips his glaive's haft firmly. He advances into the shallows readies to strike at the first nasty beastie that turns up within 10 feet of him.
This post has potentially manipulated dice roll results.
Utar finishes securing the spear, and himself by extension, into the ground (OOC @MoistBooks: No skill check needed, but working that spear into the ground will count as your action this turn).
Drazzim is the first to venture into the water (G19). As he breaks its surface, the water near the southern passage (K21) agitates quickly, rippling, splashing, and moving towards the dwarf. Before it can reach the warrior, Cato's stone (perception check) hits the body of water in between the waterborne threat and Drazzim (I20), catching the enemy's attention (Cato had to move closer to manage the throw, let's say F16). Now closer and illuminated by Rose's lantern, you can see what amounts to a school of ferocious fish, attacking any unwelcome visitor that enters the underground pond.
Darrius loosens his grip, hitting a couple of the fish with a sole arrow but doing little to stop the swarm (cumulative damage to Swarm of Quippers: 5). Graxx has less of an opportunity, unable to reach the animals at this distance.
Drazzim pokes at the school of fish but misjudges their ability to swim around the blade. As he retracts his glaive he finds no fish sticking from the pointy end.
ENEMY'S TURN:
Temporarily fooled by Cato's stone-throw, the quippers now quickly swim towards the other source of ripples in the water, finding Drazzim's boots to nibble on:
Swarm of Quippers bite attack vs. Drazzim: Attack: 9 Damage: 14.
Either due to shock or the quippers' voraciousness, the dwarf goes down immediately, bleeding profusely from his feet. (They hit hard! Drazzim is now unconscious).
(Easily done. Graxx is now at G17 and Drazzim is back at G18. I'll count this as Graxx's free interaction with the environment this turn, plus 20 feet of his movement. You can still move a bit more and take an action if you'd like).
Graxx will say, "A good time for that healing potion!" He then use the rest of his movement to get as close to the Kuo-Toa dead body as possible. If he can reach the body he will use remaining movement to start dragging it to Rose.
Utar will take a step back from the water's edge (H17). After seeing the previously still surface of the water look as though it was boiling through the movement of the fish as they attacked Drazzim, "Torm's sake..."
Darrius is going to pull his rope out of his bag and throw it in the water, wait a couple seconds (until the fish seem to be paying attention to it) then pull it out of the water to see if he can drag any of the fish out and away from the water.
*** Let me know what kind of checks I need to make and if it will take multiple turns to do this. Or if I can even do it!
(@Jusblazm: Sure, let’s have some fun with it. Since you are trying to lure the fish and somewhat deceive them into thinking that’s food, why don’t you roll a performance check to see if you are doing it convincingly. They act on pure instinct, so I’ll set the DC at a measly 5. Sounds good?)
Graxx rushes towards the recently killed Kuo-Toa, passing by the wet burlap sack now void of coin on his way. He picks up a dead foe and begins to find his way back to the water's edge. While back in the alcove, the barbarian notices a couple of shields and spears still leaning on the wall (E15 is as far as Graxx can go back towards the water this turn, which puts him next to Cato at F16).
Seeing his opportunity while Graxx approaches with a dead Kuo-Toa in hands, Cato snags the net attached to the Kuo-Toa's waist (investigation check), and moves closer to the water (G17) in order to attack with his new weapon. (@alierond: please roll a DEX-based ranged weapon attack with your net. You'll be attacking the swarm from 10 feet away, so roll with disadvantage. In fact, all net attacks are made with disadvantage).
Using his rope, Darrius attempts to improvise a fishing line just north of the quippers' current position (performance check). Some seem to be fooled by the wiggling motion, and detach from the school to bite at the rope. The archer times his withdrawal and manages to pull a few quippers out of the water, decreasing the size of the swarm (damage: 4; cumulative damage to the Swarm of Quippers: 9).
Utar takes a step back (H17) and casts a spell on the fish: Swarm of Quippers DEX saving throw: 7; (cumulative damage to the Swarm of Quippers: 12).
Finally spotting the threat, Rose moves in closer into the space just recently vacated by Utar (H18), poking her rapier at the fish. Unfortunately, this first thrust misses the quippers.
(Drazzim, please roll a DEATH saving throw for Initiative Round 2. I'll move on to the enemy's turn to keep things going, so just pop in whenever you have a chance).
Cato throws the net, forgetting to compensate for his approaching speed. The net lands beyond the fish, harmlessly. (OOC: that Nat20 would have been amazing!)
ENEMY'S TURN:
Unable to reach any real prey, yet still tracking Drazzim's blood just out of their reach, the Swarm of Quippers begins swimming more chaotically and rapidly towards land. The animals are however, unable to actually reach the dwarf, but their increased flapping and jumping makes them harder to hit, even with weapons that would normally be effective in such situation (they take the dodge action).
TOP OF INITIATIVE ORDER
INITIATIVE ROUND 3
18. Darrius (F18) 17. Rose (H18) 13. Drazzim (G18) - unconscious; still needs to roll that DEATH saving throw for Initiative Round 2. 9. Utar (H17) 8. Cato (G17) 5. Graxx (E15) - carrying a net-less dead Kuo-Toa. 4. Swarm of Quippers (G19) - took the dodge action.
(Everyone is welcome to post their Initiative Round 3 turns)
Graxx will move towards I18 (use dash if necessary) and once he gets there he will say "Come and get it!" and drop the body where he stands so that half of it will land in the water.
This post has potentially manipulated dice roll results.
Darrius loosens another arrow, hitting a few more quippers. The water starts being tinged with the faint red of the quippers’ blood. There are visibly less of them swimming around now (cumulative damage to the Swarm of Quippers: 16).
Quippers’ DEX saving throw vs Cato’s faerie fire: 23. The quippers seem to be moving too fast for the spell to stick to them... (Drazzim however, is shinning bright in orange, and Darrius needs to also roll or be affected by the spell).
Graxx arrives at his intended location (I18) and drops the Kuo-Toa on the shallow water (I19). The fish seem enticed by the new bloody food source and move on to feed (also at I19). (This triggers an attack of opportunity by Darrius if he chooses to draw a melee weapon to do so, still with disadvantage).
Utar will stab the spear into the ground by the water's edge and will draw his warhammer, striking the top to drive it further into the ground.
OOC Happy to make any checks at the DM's discretion.
Drazzim will notice the others ready to engage something in the water. His eyes narrow as he grips his glaive's haft firmly. He advances into the shallows readies to strike at the first nasty beastie that turns up within 10 feet of him.
Glaive: 7 vs. AC. Hit: 14 slashing damage.
(For disadvantage: 12)
Cato will search for a rock to toss into the water.
Investigation: 4
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Utar finishes securing the spear, and himself by extension, into the ground (OOC @MoistBooks: No skill check needed, but working that spear into the ground will count as your action this turn).
Drazzim is the first to venture into the water (G19). As he breaks its surface, the water near the southern passage (K21) agitates quickly, rippling, splashing, and moving towards the dwarf. Before it can reach the warrior, Cato's stone (perception check) hits the body of water in between the waterborne threat and Drazzim (I20), catching the enemy's attention (Cato had to move closer to manage the throw, let's say F16). Now closer and illuminated by Rose's lantern, you can see what amounts to a school of ferocious fish, attacking any unwelcome visitor that enters the underground pond.
Darrius loosens his grip, hitting a couple of the fish with a sole arrow but doing little to stop the swarm (cumulative damage to Swarm of Quippers: 5). Graxx has less of an opportunity, unable to reach the animals at this distance.
Drazzim pokes at the school of fish but misjudges their ability to swim around the blade. As he retracts his glaive he finds no fish sticking from the pointy end.
ENEMY'S TURN:
Temporarily fooled by Cato's stone-throw, the quippers now quickly swim towards the other source of ripples in the water, finding Drazzim's boots to nibble on:
Swarm of Quippers bite attack vs. Drazzim: Attack: 9 Damage: 14.
Either due to shock or the quippers' voraciousness, the dwarf goes down immediately, bleeding profusely from his feet. (They hit hard! Drazzim is now unconscious).
Everyone is free to post their round 2 turns.
Graxx would like to move to G18 and pull Drazzim out of the water onto dry land.
(Easily done. Graxx is now at G17 and Drazzim is back at G18. I'll count this as Graxx's free interaction with the environment this turn, plus 20 feet of his movement. You can still move a bit more and take an action if you'd like).
Graxx will say, "A good time for that healing potion!" He then use the rest of his movement to get as close to the Kuo-Toa dead body as possible. If he can reach the body he will use remaining movement to start dragging it to Rose.
Graxx will use Dash accomplish this.
Utar will take a step back from the water's edge (H17). After seeing the previously still surface of the water look as though it was boiling through the movement of the fish as they attacked Drazzim, "Torm's sake..."
Clutching his amulet, he casts sacred flame!
Quippers take 3 damage on a failed dex save (DC 12).
Darrius is going to pull his rope out of his bag and throw it in the water, wait a couple seconds (until the fish seem to be paying attention to it) then pull it out of the water to see if he can drag any of the fish out and away from the water.
*** Let me know what kind of checks I need to make and if it will take multiple turns to do this. Or if I can even do it!
Performance -> 10
*** Darrius is from the south, surely he's a master fisher! ;)
(@Jusblazm: Sure, let’s have some fun with it. Since you are trying to lure the fish and somewhat deceive them into thinking that’s food, why don’t you roll a performance check to see if you are doing it convincingly. They act on pure instinct, so I’ll set the DC at a measly 5. Sounds good?)
Rose will attempt to rapier a fish-on-a-skewer: Attack: 12 Damage: 9
Cato has noticed that Kuo-Toa carry nets. He will make a quick check on the bodies of the dead ones for a net.
Investigation: 14
If he finds one, and if there is time in his turn, he will throw it into the water, attempt to catch some fish.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Graxx rushes towards the recently killed Kuo-Toa, passing by the wet burlap sack now void of coin on his way. He picks up a dead foe and begins to find his way back to the water's edge. While back in the alcove, the barbarian notices a couple of shields and spears still leaning on the wall (E15 is as far as Graxx can go back towards the water this turn, which puts him next to Cato at F16).
Seeing his opportunity while Graxx approaches with a dead Kuo-Toa in hands, Cato snags the net attached to the Kuo-Toa's waist (investigation check), and moves closer to the water (G17) in order to attack with his new weapon. (@alierond: please roll a DEX-based ranged weapon attack with your net. You'll be attacking the swarm from 10 feet away, so roll with disadvantage. In fact, all net attacks are made with disadvantage).
Using his rope, Darrius attempts to improvise a fishing line just north of the quippers' current position (performance check). Some seem to be fooled by the wiggling motion, and detach from the school to bite at the rope. The archer times his withdrawal and manages to pull a few quippers out of the water, decreasing the size of the swarm (damage: 4; cumulative damage to the Swarm of Quippers: 9).
Utar takes a step back (H17) and casts a spell on the fish: Swarm of Quippers DEX saving throw: 7; (cumulative damage to the Swarm of Quippers: 12).
Finally spotting the threat, Rose moves in closer into the space just recently vacated by Utar (H18), poking her rapier at the fish. Unfortunately, this first thrust misses the quippers.
(Drazzim, please roll a DEATH saving throw for Initiative Round 2. I'll move on to the enemy's turn to keep things going, so just pop in whenever you have a chance).
Cato net attack roll: 12
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Cato throws the net, forgetting to compensate for his approaching speed. The net lands beyond the fish, harmlessly. (OOC: that Nat20 would have been amazing!)
ENEMY'S TURN:
Unable to reach any real prey, yet still tracking Drazzim's blood just out of their reach, the Swarm of Quippers begins swimming more chaotically and rapidly towards land. The animals are however, unable to actually reach the dwarf, but their increased flapping and jumping makes them harder to hit, even with weapons that would normally be effective in such situation (they take the dodge action).
TOP OF INITIATIVE ORDER
(Everyone is welcome to post their Initiative Round 3 turns)
Graxx will move towards I18 (use dash if necessary) and once he gets there he will say "Come and get it!" and drop the body where he stands so that half of it will land in the water.
Cato will cast faerie fire on the swarm. They need to make a DC 14 DEX save, or be outlined in yellow-orange light.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Darrius is going to attempt shooting another arrow at the swarm.
To hit -> 8
Damage -> 8
Darrius loosens another arrow, hitting a few more quippers. The water starts being tinged with the faint red of the quippers’ blood. There are visibly less of them swimming around now (cumulative damage to the Swarm of Quippers: 16).
Quippers’ DEX saving throw vs Cato’s faerie fire: 23. The quippers seem to be moving too fast for the spell to stick to them... (Drazzim however, is shinning bright in orange, and Darrius needs to also roll or be affected by the spell).
Graxx arrives at his intended location (I18) and drops the Kuo-Toa on the shallow water (I19). The fish seem enticed by the new bloody food source and move on to feed (also at I19). (This triggers an attack of opportunity by Darrius if he chooses to draw a melee weapon to do so, still with disadvantage).
(Rose and Utar are still up)