This post has potentially manipulated dice roll results.
((Gonna go ahead and post my turn so I don't keep people waiting while I'm asleep lol. If anything needs to be changed after you've resolved my readied action post, please let me know))
Charles will send his ball bearings toward anything hostile. Will roll below:
(@Superbad: I'll use the first five attacks from this post for the triggered opportunity attacks. The other five attacks would go to waste as they are never triggered.)
Four of the ball bearings manage to react quick enough to drive themselves through the Water Elemental before it swims away. Graxximus also manages to poke at it. The elemental does not seem too bothered by normal weapons (Water Elemental#3 - CMD: 17).
At this point, Nox has held on to her spell for long enough for her concentration on Bless to waver. Even with less of a magical burden on her mind, her prepared Toll the Dead fizzles undelivered to a suitable target.
This post has potentially manipulated dice roll results.
Nox then moves to the edge of the pool and readies her Shillelagh-enabled staff for an eventual wack-a-water-elemental game.
Graxximus floats to the small patch of solid ground on the other side of the pool. Having already noticed a sparkle before, he has no trouble finding a pair of six-sided die made out of crystal on the ground. He also notices that the walls on that corner of the room display:
A relief wall-sculpture depicting a group of eight adventurers traversing these very same labyrinthine tunnels. They appear to be discussing which way to go next.
Someone's handwritten message in blood: "The walls listen."
(@Hydra: I'll be interpreting your attack rolls without Bless, as per @Palfatreos message in our OOC chat. Also, a longsword is not one of the exception weapons listed in the rules for underwater combat, so your attacks must be rolled at disadvantage. I'm rolling two extra attacks here for you. Attack#1 (26 or 22); Attack#2 (28 or 28. Both still hit.)
Sigil dives after the WaterElemental and manages to slash it twice before it complete becomes one with the non-magical water surrounding it. (Water Elemental#3 - CMD: 33). Sigil is now 25 feet underwater.
From afar, Charles sends his floating minions to attack. The ball bearing plunge underwater after the Water Elemental as Sigil did just a moment ago.
-> Here are your ten attack rolls summarized and accounting for underwater disadvantage:
18 or 14 for 6 non-magical bludgeoning damage;
12 or 21 for 7 non-magical bludgeoning damage;
12 or 12 for 8 non-magical bludgeoning damage;
13 or 20 for 5 non-magical bludgeoning damage;
26 or 27 for 5 non-magical bludgeoning damage;
20 or 11 for 5 non-magical bludgeoning damage;
16 or 9 for 5 non-magical bludgeoning damage;
28 or 13 for 5 non-magical bludgeoning damage;
16 or 11 for 6 non-magical bludgeoning damage;
12 or 18 for 5 non-magical bludgeoning damage;
The Water Elemental takes a few more pelts (Water Elemental#3 - CMD: 41). The ball bearings are all at 25 feet underwater as well.
Le'gal then decides to enter the room.
As the animated objects enter the water, a waiting (i.e. ready) water jet is shot in their general direction. Luckily, Sigil is 5 feet too far from thee jet.
-> DEX saving throw for the ball bearings {DC 16} below. On a failure they take 18 bludgeoning damage each. Half on a success:
24 (13/20 HP);
13 (13/20 HP);
6 (5/20 HP);
22 (5/20 HP);
10 (13/20 HP);
13 (13/20 HP);
22 (5/20 HP);
14 (13/20 HP);
12 (13/20 HP);
13 (5/20 HP);
Four ball bearings are also pushed 20 feet upward. They are now only 5 feet underwater. The Marid reveals his location with that attack, 40 feet underwater.
This post has potentially manipulated dice roll results.
A whirlpool begins to form as the Marid casts Control Water. Its swirl speed picks up quickly, and it takes up the entire surface of the pool. The swirling water meets at the whirlpool's vortex, 25 feet underwater, almost as if the Marid was using Sigil as a reference point. The blood hunter tries to swim away from the whirlpool's immediate vicinity. Told to simply attack (and sporting an INT score of only 3), the ball bearings do not attempt to swim away.
-> Sigil's athletics check {DC 16} to avoid the pull of the whirlpool. Even on a success, nowhere in the water is really a safe at this point: 24.
Sigil and the six closest ball bearings all enter the vortex of the whirlpool.
-> STR saving throws to see if you are now trapped in the vortex {DC 16}:
Sigil: 21
Ball bearing: -1
Ball bearing: 14
Ball bearing: 14
Ball bearing: 17
Ball bearing: 10
Ball bearing: 11
Five of the six ball bearings take 11 bludgeoning damage (each has 4/20 HP left). Sigil and the other ball bearing take only 4 bludgeoning damage (this one has 9/20 HP left). The remaining four ball bearings (at 5/20 HP each) are pulled closer to the vortex, but are still 10 feet away from it at the moment.
The Marid also takes 4 bludgeoning damage because of the curse Sigil placed on it (Marid - CMD: 56).
(@Superbad: On your next turn, if you want to move these five ball bearing that are trapped in the vortex, each of them will need to succeed on a {DC 16} athletics check before doing so. Their modifier for that check is -3, and they must roll that check with disadvantage.)
(@Hydra & @Superbad: Any creature in the water that is not yet trapped in the vortex is pulled 10 feet towards it. At the beginning of your next turn, Sigil and all ball bearings will have to repeat the process above. I'm ruling that water-based creatures of the elemental type are immune to whirlpool damage.)
The pyramid charges up, not yet ready to blast again. Underwater, Sigil now notices that the rumble seem to be coming from the bottom of the pool, somewhere right beneath the Marid.
This post has potentially manipulated dice roll results.
Talon inches forward and prepares a spell.
The water surrounding Sigil suddenly forms a conscious protrusion, as the Water Elemental's arm wacks at him twice:
-> Slam (melee weapon attack) vs. Sigil: Attack: 7Damage: 17 bludgeoning. (I forgot to remove the Bane die. This attack roll was a 19.)
-> Slam (melee weapon attack) vs. Sigil: Attack: 17 Damage: 12 bludgeoning. (I forgot to remove the Bane die. This attack roll was a Nat 20, with a 27 total.)
One of the attacks hits Sigil by surprise.
(Nox, Graxximus, Sigil, Charles, and Le'gal are up next.)
This post has potentially manipulated dice roll results.
Charles will just go ahead and drop Animate Objects. ((If that's a bonus action to do then he will use his action to drink a quick Potion of Healing, healing 7 HP))
This post has potentially manipulated dice roll results.
Graxximus is going to ROLL THE TWO CRYSTAL DIE BABY!
Graxximus picks up the two crystal die in the sand. He will then blow into his hand and roll them on the ground. After rolling, he will watch to see what happens including the sculpture.
This post has potentially manipulated dice roll results.
Realizing what is coming, Sigil takes three slashes again and then phases into an incorporeal celestial state, bringing himself back up to the sphere of Silence.
Nox uses his tortle knowledge and experience to measure the depth of the pool from outside. She looks into it, accounting for water refraction and discounting the rapid swirl of the whirlpool. She estimates the pool is about 40 feet deep.
Sensing his ball bearings in despair, Charles puts them out of their misery by voluntarily dropping concentration on Animate Objects. He also uses the spare seconds he finds to down a potion of healing.
Le'gal simply assumes a defensive position.
Over at the corner, Graxximus rolls the two crystal dice he found. The piece of relief-art on the wall begins to move. The eight adventures in it make a couple of choices on paths to take until they enter a room occupied by a swarm of goblins. The little creatures rush the adventures. Before the fight starts, the "video" stops.
This post has potentially manipulated dice roll results.
IN THE POOL
The whirlpool continues to pull Sigil towards its center. The blood hunter attempts to avoid being sucked in:
-> Sigil's athletics check {DC 16} to avoid the pull of the whirlpool: 22.
Sigil avoids the watery trap, slashes the Water Elemental three times, and swims all the way up to the surface, within the Silence bubble. He is still in the water, however, and continues to face the threat of the whirlpool (Water Elemental#3 - CMD: 66).
-> The Water Elemental gets an opportunity attack on Sigil. I'll say that underwater does count as dim lighting for the purposes of Dark Velocity.
-> Slam (melee weapon attack) vs. Sigil: Attack: 13Damage: 8 bludgeoning. (extra roll for the disadvantage: 10)
Sigil escapes unscathed from both the trap and the attempted sucker punch.
Meanwhile, the Marid slightly re-positions himself underwater and shoots another water jet at an angle. Graxximus is the target for this attack:
REACTION:
Graxximus will attack the Water Elemental:
Attack: 14 Damage: 9
TURN:
Graxximus shouts, "Going to investigate something shiny!"
Graxximus will take the Dash to DN, -8 and will land there.
Opportunity Attack:
Attack: 18 Damage: 7
Attack: 14 Damage: 6
Attack: 16 Damage: 6
Attack: 18 Damage: 7
Attack: 21 Damage: 5
((I'll post my turn whenever I return from work in 9 or so hours.))
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Nox move to DD-10 and ready her staff to smack the enemy.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
((Gonna go ahead and post my turn so I don't keep people waiting while I'm asleep lol. If anything needs to be changed after you've resolved my readied action post, please let me know))
Charles will send his ball bearings toward anything hostile. Will roll below:
Attack: 18 Damage: 6
Attack: 9 Damage: 8
Attack: 24 Damage: 5
Attack: 10 Damage: 8
Attack: 14 Damage: 8
Attack: 22 Damage: 7
Attack: 27 Damage: 6
Attack: 11 Damage: 5
Attack: 20 Damage: 5
Attack: 12 Damage: 8
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
RESOLVING REACTIONS
(@Superbad: I'll use the first five attacks from this post for the triggered opportunity attacks. The other five attacks would go to waste as they are never triggered.)
Four of the ball bearings manage to react quick enough to drive themselves through the Water Elemental before it swims away. Graxximus also manages to poke at it. The elemental does not seem too bothered by normal weapons (Water Elemental#3 - CMD: 17).
At this point, Nox has held on to her spell for long enough for her concentration on Bless to waver. Even with less of a magical burden on her mind, her prepared Toll the Dead fizzles undelivered to a suitable target.
Nox then moves to the edge of the pool and readies her Shillelagh-enabled staff for an eventual wack-a-water-elemental game.
Graxximus floats to the small patch of solid ground on the other side of the pool. Having already noticed a sparkle before, he has no trouble finding a pair of six-sided die made out of crystal on the ground. He also notices that the walls on that corner of the room display:
(@Hydra: I'll be interpreting your attack rolls without Bless, as per @Palfatreos message in our OOC chat.
Also, a longsword is not one of the exception weapons listed in the rules for underwater combat, so your attacks must be rolled at disadvantage. I'm rolling two extra attacks here for you. Attack#1 (26 or 22); Attack#2 (28 or 28. Both still hit.)Sigil dives after the Water Elemental and manages to slash it twice before it complete becomes one with the non-magical water surrounding it. (Water Elemental#3 - CMD: 33). Sigil is now 25 feet underwater.
From afar, Charles sends his floating minions to attack. The ball bearing plunge underwater after the Water Elemental as Sigil did just a moment ago.
-> Here are your ten attack rolls summarized and accounting for underwater disadvantage:
The Water Elemental takes a few more pelts (Water Elemental#3 - CMD: 41). The ball bearings are all at 25 feet underwater as well.
Le'gal then decides to enter the room.
As the animated objects enter the water, a waiting (i.e. ready) water jet is shot in their general direction. Luckily, Sigil is 5 feet too far from thee jet.
-> DEX saving throw for the ball bearings {DC 16} below. On a failure they take 18 bludgeoning damage each. Half on a success:
Four ball bearings are also pushed 20 feet upward. They are now only 5 feet underwater. The Marid reveals his location with that attack, 40 feet underwater.
(Marid will go next).
A whirlpool begins to form as the Marid casts Control Water. Its swirl speed picks up quickly, and it takes up the entire surface of the pool. The swirling water meets at the whirlpool's vortex, 25 feet underwater, almost as if the Marid was using Sigil as a reference point. The blood hunter tries to swim away from the whirlpool's immediate vicinity. Told to simply attack (and sporting an INT score of only 3), the ball bearings do not attempt to swim away.
-> Sigil's athletics check {DC 16} to avoid the pull of the whirlpool. Even on a success, nowhere in the water is really a safe at this point: 24.
Sigil and the six closest ball bearings all enter the vortex of the whirlpool.
-> STR saving throws to see if you are now trapped in the vortex {DC 16}:
Five of the six ball bearings take 11 bludgeoning damage (each has 4/20 HP left). Sigil and the other ball bearing take only 4 bludgeoning damage (this one has 9/20 HP left). The remaining four ball bearings (at 5/20 HP each) are pulled closer to the vortex, but are still 10 feet away from it at the moment.
The Marid also takes 4 bludgeoning damage because of the curse Sigil placed on it (Marid - CMD: 56).
(@Superbad: On your next turn, if you want to move these five ball bearing that are trapped in the vortex, each of them will need to succeed on a {DC 16} athletics check before doing so. Their modifier for that check is -3, and they must roll that check with disadvantage.)
(@Hydra & @Superbad: Any creature in the water that is not yet trapped in the vortex is pulled 10 feet towards it. At the beginning of your next turn, Sigil and all ball bearings will have to repeat the process above. I'm ruling that water-based creatures of the elemental type are immune to whirlpool damage.)
END OF INITIATIVE ROUND 5
POOL OF WATER MAP UPDATE:
(Pyramid goes next)
The pyramid charges up, not yet ready to blast again. Underwater, Sigil now notices that the rumble seem to be coming from the bottom of the pool, somewhere right beneath the Marid.
(Talon is up next.)
Talon will reappear at DB, -12 ready another action to fire Eldritch Blast if he sees the Marid appear in line of fire.
Blink roll: 2 Talon does NOT disappear
If needed:
#1 blast: Attack: 28 Damage: 15
#2 blast: Attack: 18 Damage: 12
#3 blast: Attack: 17 Damage: 12
Lot's of stuff ...
Talon inches forward and prepares a spell.
The water surrounding Sigil suddenly forms a conscious protrusion, as the Water Elemental's arm wacks at him twice:
-> Slam (melee weapon attack) vs. Sigil: Attack: 7
Damage: 17 bludgeoning. (I forgot to remove the Bane die. This attack roll was a 19.)-> Slam (melee weapon attack) vs. Sigil: Attack: 17 Damage: 12 bludgeoning. (I forgot to remove the Bane die. This attack roll was a Nat 20, with a 27 total.)
One of the attacks hits Sigil by surprise.
(Nox, Graxximus, Sigil, Charles, and Le'gal are up next.)
Realizing it would not be long before the wave of energy probably hits again, Le'gal just takes the Dodge.
When you realize you're doing too much: Signature.
Charles will just go ahead and drop Animate Objects. ((If that's a bonus action to do then he will use his action to drink a quick Potion of Healing, healing 7 HP))
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Graxximus is going to ROLL THE TWO CRYSTAL DIE BABY!
Graxximus picks up the two crystal die in the sand. He will then blow into his hand and roll them on the ground. After rolling, he will watch to see what happens including the sculpture.
First Die: 2
Second Die: 2
Nox tries to see the bottem of the pool perception: 18
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Realizing what is coming, Sigil takes three slashes again and then phases into an incorporeal celestial state, bringing himself back up to the sphere of Silence.
To Hit: 15
Damage: 15 Slashing + 4 Radiant
To Hit: 28
Damage: 9 Slashing + 7 Radiant
To Hit: 20
Damage: 12 Slashing + 2 Radiant
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
OUT OF THE POOL
Nox uses his tortle knowledge and experience to measure the depth of the pool from outside. She looks into it, accounting for water refraction and discounting the rapid swirl of the whirlpool. She estimates the pool is about 40 feet deep.
Sensing his ball bearings in despair, Charles puts them out of their misery by voluntarily dropping concentration on Animate Objects. He also uses the spare seconds he finds to down a potion of healing.
Le'gal simply assumes a defensive position.
Over at the corner, Graxximus rolls the two crystal dice he found. The piece of relief-art on the wall begins to move. The eight adventures in it make a couple of choices on paths to take until they enter a room occupied by a swarm of goblins. The little creatures rush the adventures. Before the fight starts, the "video" stops.
IN THE POOL
The whirlpool continues to pull Sigil towards its center. The blood hunter attempts to avoid being sucked in:
-> Sigil's athletics check {DC 16} to avoid the pull of the whirlpool: 22.
Sigil avoids the watery trap, slashes the Water Elemental three times, and swims all the way up to the surface, within the Silence bubble. He is still in the water, however, and continues to face the threat of the whirlpool (Water Elemental#3 - CMD: 66).
-> The Water Elemental gets an opportunity attack on Sigil. I'll say that underwater does count as dim lighting for the purposes of Dark Velocity.
-> Slam (melee weapon attack) vs. Sigil: Attack: 13
Damage: 8 bludgeoning. (extra roll for the disadvantage: 10)Sigil escapes unscathed from both the trap and the attempted sucker punch.
Meanwhile, the Marid slightly re-positions himself underwater and shoots another water jet at an angle. Graxximus is the target for this attack:
-> Graxximus' DEX saving throw {DC 16}: 17 (accounts for Aura of Protection + Shield Master Feat) - takes 13.5 bludgeoning damage (already halved).
-> Graxximus may use his reaction to reduce that damage to zero, if he wants (Shield Master Evasion). He does (reference).
END OF INITIATIVE ROUND 6