Yuta saw the water and how they could go left, right, or straight as he was thinking. Then he heard Quinn, watching him step forward only to see two appendages come out of the water. Damn it, of course this would happen!
Wisdom Save: 12
Advantage if this is a Spell thanks to Magic Resistance: 13
Initiative: 20
If the Save was successful, Yuta will then cast Bane at the appendages.
(1st Level Bane: DC 16 CHA save - if fail; for a minute when making an attack roll or saving throw they must roll a d4 and subtract it from the attack roll or saving throw)
(Of course, I failed the save but got a 20 on the initiative. My characters just love to roll high on the initiative, even though it'll be a waste with whatever happens to Yuta due to the likely failed save.)
This post has potentially manipulated dice roll results.
Your wisdom saving throws were successful!
Charisma saves:
Kelpie 1: 8
Kelpie 2: 17
Initiative order: you all kelpies
Combat: More appendages appear from the water and smash into four of you. The first one is against SST: Attack: 23 Damage: 11
The next three are randomly against: Yuta: 6 Damage: 15 Ape number 1: 12 Damage: 16 SST: 9 Damage: 22
Those who got hit are grappled and the kelpies submerge back into water, dragging them behind by these 10ft appendages.
Hitpoints for ape 1: 25. Hitpoints for ape 2: 17
So SST and ape number 1 are grappled and dragged under water and they see that it's larger under water than it was above water and about 15ft deep.
For others the waters look calm once again and SST and the ape have been dragged away. (edit: ah, the Bane.. the first attack against SST is reduced by 1, so still hits)
This post has potentially manipulated dice roll results.
As the ape starts to be dragged, along with SST, Padder jumps up. The ape starts to attack wildly at the thing dragging it, and Padder shouts. Rude Vegetable Man! I’ve got you!
Padder and his one ape charge at one of the tentacles and proceed to attack it with their might combined.
my shield attacks: Attack: 20 Damage: 7 and Attack: 8 Damage: 7
Ape: Attack: 25 Damage: 12 and Attack: 25 Damage: 12
Yeah, the apes are friendly to you (and share your initiative).
So the protection fighting style takes effect and the second attack roll is: 8.
This doesn't hit, so the appendage that was flying to grab the ape is blocked by a shield that randomly appeared and the ape is still with you above water.
This post has potentially manipulated dice roll results.
(Damn, lucky me then.)
Yuta was able to avoid the one appendage, seeing as SST was grappled and dragged underwater. Great, an underwater enemy, this is not good at all. He'll hold his action so that whenever one of the appendages get within range of it, he'll attack it with his rapier.
Action: Hold Rapier Attack once an appendage gets within 5 feet of him
Attack Roll: 7
Damage: 6
If attack hits, Yuta will use one Bardic Inspiration to deal psychic damage with Psychic Blades.
Necey scurries halfway up the south wall on the right side of the group's entry. She calls her duplicate over next to her. "Wonder twin powers activate!" The two halflings' fists meet each other and the real one begins casting a spell - necrotic energy beginning to come from her index finger. "Come on out, you nasty plant, and bring my Thuddy back please!"
This post has potentially manipulated dice roll results.
(right, got it, one ape)
SST thrashes about and manages to kick free of the suffocating mess of writhing plant matter. As he starts to swim back up, the creatures lash out once more (attack of opportunity).
Attack: 12 Damage: 25
Attack: 23 Damage: 16
But SST manages to slip by and climb back up to the rest of the group.
As there was a lot of flailing about then the readied attacks take effect as well. One of the appendages appears near Necey and the necrotic energy envelops it.. and then an arrow sinks into this mess as well and seems like all the tension in there is released.
One kelpie down, the other is still about... and on its turn it's going to raise up out of water somewhat and focus its psychic energy on the ape. Wisdom save for the ape: 10. And the kelpie disappears under water in the far southwest corner of the room.
Now it's a turn for all of you again.
Regardless of anything else, the ape just walks into the deep part of the water and goes under, seemingly trying to get to where the kelpie is.
Good to see you again rude bird! Ape! No! Bad!Padder races towards the ape. Bad Ape! Come back, and help killing this thing. Padder readies to attack the kelpie, and if the ape can, it will ready to attack too after going back to Padder.
(I know that, so I was just commanding the ape to come back after moving to where it was last seen, and readying (along with the ape, if it can) to attack it.)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The dagger at Necey's hip begins to vibrate. "Ooo... Fun times ahead it seems."
12
(So... my action: Padder throws out a 2 ape!)
Initiative:18
Ape initative:14
What is that, my team? Seems like it’s trying to draw us to it! Stay together!
SST shouts at the water, "NO VEGETABLES!!!". Initiative: 6
(Looks like low rolls are the order of the day)
Yuta saw the water and how they could go left, right, or straight as he was thinking. Then he heard Quinn, watching him step forward only to see two appendages come out of the water. Damn it, of course this would happen!
Wisdom Save: 12
Advantage if this is a Spell thanks to Magic Resistance: 13
Initiative: 20
If the Save was successful, Yuta will then cast Bane at the appendages.
(1st Level Bane: DC 16 CHA save - if fail; for a minute when making an attack roll or saving throw they must roll a d4 and subtract it from the attack roll or saving throw)
(Of course, I failed the save but got a 20 on the initiative. My characters just love to roll high on the initiative, even though it'll be a waste with whatever happens to Yuta due to the likely failed save.)
Your wisdom saving throws were successful!
Charisma saves:
Kelpie 1: 8
Kelpie 2: 17
Initiative order:
you all
kelpies
Combat:
More appendages appear from the water and smash into four of you. The first one is against SST: Attack: 23 Damage: 11
The next three are randomly against:
Yuta: 6 Damage: 15
Ape number 1: 12 Damage: 16
SST: 9 Damage: 22
Those who got hit are grappled and the kelpies submerge back into water, dragging them behind by these 10ft appendages.
Hitpoints for ape 1: 25. Hitpoints for ape 2: 17
So SST and ape number 1 are grappled and dragged under water and they see that it's larger under water than it was above water and about 15ft deep.
For others the waters look calm once again and SST and the ape have been dragged away.
(edit: ah, the Bane.. the first attack against SST is reduced by 1, so still hits)
It's now all of your turn.
As the ape starts to be dragged, along with SST, Padder jumps up. The ape starts to attack wildly at the thing dragging it, and Padder shouts. Rude Vegetable Man! I’ve got you!
Padder and his one ape charge at one of the tentacles and proceed to attack it with their might combined.
my shield attacks: Attack: 20 Damage: 7 and Attack: 8 Damage: 7
Ape: Attack: 25 Damage: 12 and Attack: 25 Damage: 12
(Ooooh. Let’s go Ape! Smack that tentacle!)
Let! Go! Of! My! Teammate!
There is only one ape. When did I send out 2?
that 2 is a roll. I had to roll for my animal.
Yeah, the apes are friendly to you (and share your initiative).
So the protection fighting style takes effect and the second attack roll is: 8.
This doesn't hit, so the appendage that was flying to grab the ape is blocked by a shield that randomly appeared and the ape is still with you above water.
(Damn, lucky me then.)
Yuta was able to avoid the one appendage, seeing as SST was grappled and dragged underwater. Great, an underwater enemy, this is not good at all. He'll hold his action so that whenever one of the appendages get within range of it, he'll attack it with his rapier.
Action: Hold Rapier Attack once an appendage gets within 5 feet of him
Attack Roll: 7
Damage: 6
If attack hits, Yuta will use one Bardic Inspiration to deal psychic damage with Psychic Blades.
Psychic Damage: 18
Quinn will back away from the pool and ready an attack with their longbow for when a hostile creature appears.
Attack: 30 for 9 piercing damage. (Magical if that matters)
Current Characters: Tailine, Tiefling Rogue 2 - Zanoliv
SST shouts out before being dragged under, "I don't like being hug-" and for his action will attempt to escape the grapple Acrobatics: 16
Necey scurries halfway up the south wall on the right side of the group's entry. She calls her duplicate over next to her. "Wonder twin powers activate!" The two halflings' fists meet each other and the real one begins casting a spell - necrotic energy beginning to come from her index finger. "Come on out, you nasty plant, and bring my Thuddy back please!"
Ready spell, Inflict Wounds L2, Attack (with adv with duplicate) 28, Damage 51
(That's... a lot of damage)
(It hasn't happened yet... I have to be 'lucky' enough for it to attack me first. Lol)
(Crit spells are truly something magical)
(right, got it, one ape)
SST thrashes about and manages to kick free of the suffocating mess of writhing plant matter. As he starts to swim back up, the creatures lash out once more (attack of opportunity).
Attack: 12 Damage: 25
Attack: 23 Damage: 16
But SST manages to slip by and climb back up to the rest of the group.
As there was a lot of flailing about then the readied attacks take effect as well. One of the appendages appears near Necey and the necrotic energy envelops it.. and then an arrow sinks into this mess as well and seems like all the tension in there is released.
One kelpie down, the other is still about... and on its turn it's going to raise up out of water somewhat and focus its psychic energy on the ape. Wisdom save for the ape: 10. And the kelpie disappears under water in the far southwest corner of the room.
Now it's a turn for all of you again.
Regardless of anything else, the ape just walks into the deep part of the water and goes under, seemingly trying to get to where the kelpie is.
Good to see you again rude bird! Ape! No! Bad! Padder races towards the ape. Bad Ape! Come back, and help killing this thing. Padder readies to attack the kelpie, and if the ape can, it will ready to attack too after going back to Padder.
The kelpie is under water and not visible to any of you currently.
(I know that, so I was just commanding the ape to come back after moving to where it was last seen, and readying (along with the ape, if it can) to attack it.)