Stool - "Ok Ms. Morgana! I'll try!" the fungus replies, then takes action to release the telepathic spores. Trying to reach into Gremryl and Elmo's mind, Stool calls for them to wake. (Gremryl and Elmo will have an advantage on constitution checks to wake after they lose 1 turn).
Water Weird (1) attacks Gremryl with advantage and lands a nasty blow to the stomach dealing 14 damage! This wakes Gremryl up with a shocking realization that he's now being grappled and restrained by the enemy. It's all he can do to keep his head above water as the Water Weird is trying to drown him in the depths below. Gremryl is grappled and restrained.
Water Weird (2) attacks Elmo with advantage and deals a painful 10 damage! This wakes Elmo up who is also now struggling to understand why he's being dragged overboard into the Darklake by this water elemental! Elmo is grappled and restrained.
Hemeth - "I was saving this for when it was necessary and I think it's time!" he says. Then you all witness the Duerger Dwarf grows to double his size! (Hemeth is now "Large") Attempting to grab Elmo and pull him away from the Water Weird (2) grappling him, even with advantage to this attempt, he's unsuccessful against a very strong enemy! "Blast!"
Glabbagool - "Morgana, I can't stretch that far. I am comfortable attacking in the water, however!" it says, then slides into the water to attempt engulfing the Water Weird grappling Elmo. Unfortunately for the Halfling, this particular Water Weird has successfully avoided being engulfed and is still a terrible threat!
Ok, I'm gonna use my movement to get as high up as I can and just hover above the raft. Then I'll enable quickened casting to get two spells off. I'll then run a quick free action to growl menacingly at the weirds and say, "You can still save yourselves by releasing my friends. Further aggression doesn't need to be the last thing you do in this world. Choose or die."
Gremryl is mumbling to himself... in a half stupor.. “ ...No pwent!! The flank is falling!!! You thoragar, charge up the middle...” ... as he’s getting smashed by these monsters..
This post has potentially manipulated dice roll results.
"Ok, so they don't speak common. So much for mind tricks. Guess it's on to plan B which stands for 'Blast those butt plugs!!'" And I'll cast ray of frost at the weird that has Grem wrapped up because Grem seems to be in the most peril at the moment. I'm hoping to freeze the little weird ***** in place.
Morgana's Ray of Frost at the Water Weird that's grappled Gremryl and while the water doesn't completely freeze, the freezing effect does slow the creature's movement speed considerable. Water Weird takes 1 damage!
Morgana sees the effect that Ray of Frost has and tries again. Unfortunately, this time the Water Weird was ready to move out of the way successfully and pulls Gremryl with it.
gremryl hears stools spores telling him to wake up.. "oh..ah..bloody hell!! "
17
if successful he wakes up getting his ass handed to him.. "by moradins will, I.Hate.the.UNDERDARK!!! ENOUGH..BY THE WILL OF MORADIN STOP!"
He'll then use Channel Divinity: To cast 'Abjure Enemy' n- Abjure Enemy - As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (13). On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
I assume it gets hella scared and freezes in place holding me still?
Gremryl is able to shake off the poison with a deep Dwarven grunt! Angry at the Water Weird, Gremryl casts Abjure Enemy and frightens the enemy, which causes it to release it's grip enough for Gremryl to break free. Gremryl is no longer grappled and restrained!
Elmo conjures up a plan to act as a defensive squid-mimic and shart his pants with a force unseen (or heard) of before in the history scrolls of Halflings to free himself of the Water Weird's grasp. Trying as hard as he might to squeeze toxic diarrhea into the water, all he can produce is a mild shart that does, for just a moment, cause the Water Weird a very brief moment of confusion. It's not enough though to allow Elmo his freedom...it's just barely enough to cause a stink and mild embarrassment.
The Water Weird that lost its hold on Gremryl is angry and attempts to regain its hold over the Dwarf. Attacking again, the force of the blow is deflected by Gremryl's armor and he suffers no damage, nor is he captured again. Infuriated with the loss, it dives into the water and is now invisible.
The Water Weird that still has Elmo in its forceful grips attempts to choke out the restrained Elmo and has an advantage to this attack. Elmo suffers 18 points of damage! Its just enough to squeeze the consciousness out of him and put him in serious danger of death!
Hemeth, still enlarged, takes his mighty Duerger paws and successfully rips Elmo free from the clutches of the enemy! Bringing him safely back onto the Raft, Hemeth calls out for immediate aid to stabilize his companion. "MEDIC!!!!" he screams out in a panic!
Glabbagool attempts to engulf the Water Weird once more but is having a terrible time at it...these enemies are very strong, he notes to himself.
It's now on Morgana's shoulders to take action next!
Ok. With Elmo successfully disentangled I can now unleash some of the heavier guns. I'll try an ice knife at second level on the weird that I can see and try to freeze him solid after enabling quickened casting once again.
Morgana - You're up!
Ok, I'm gonna use my movement to get as high up as I can and just hover above the raft. Then I'll enable quickened casting to get two spells off. I'll then run a quick free action to growl menacingly at the weirds and say, "You can still save yourselves by releasing my friends. Further aggression doesn't need to be the last thing you do in this world. Choose or die."
Gremryl is mumbling to himself... in a half stupor.. “ ...No pwent!! The flank is falling!!! You thoragar, charge up the middle...” ... as he’s getting smashed by these monsters..
"Ok, so they don't speak common. So much for mind tricks. Guess it's on to plan B which stands for 'Blast those butt plugs!!'" And I'll cast ray of frost at the weird that has Grem wrapped up because Grem seems to be in the most peril at the moment. I'm hoping to freeze the little weird ***** in place.
Attack= 25
Damage= 3
I'll try that again to try to freeze the ****er solid this time.
Attack=12
damage= 4
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He'll then use Channel Divinity: To cast 'Abjure Enemy' n- Abjure Enemy - As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (13). On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
I assume it gets hella scared and freezes in place holding me still?
Upon waking up and seeing that water is trying to kill him, "Aye! The water is getting me back for cleaning me britches in it!"
seeing Elmo also in a bit of a dwarven pickle he casts shield of faith
"elmo free yourself, you have moradins armor upon you!"
Gremryl will attempt to get back on the boat as a movement action and using his graceful swimming skills learned in Adbar High..
Con check for poison: 6
Str check to free self: 7
Elmo screams while frantically flailing his limbs and trying to free himself.
con check 6
Ok. With Elmo successfully disentangled I can now unleash some of the heavier guns. I'll try an ice knife at second level on the weird that I can see and try to freeze him solid after enabling quickened casting once again.
Attack=26
Initial piercing damage= 4
Subsequent cold damage= 13
I'm gonna roll my attack damage again since I scored a critical hit. Just add it to the damage already calculated above.
Initial piercing damage=3
Subsequent cold damage=12
Well since it worked so well the first time...another ice knife to the target that I can see.
Attack= 13
Intitial piercing damage=1
Subsequent piercing damage= 15
I'll then hover over to make sure that I am centered over the raft and end my turn