Reginald seeing the priest come closer smiles and moves his pistol aim from the berserker to the priest.
Pistol: Attack: 12 Damage: 7
Pistol: Attack: 23 Damage: 11
Then will use his Action Surge to continue firing.
Pistol: Attack: 16 Damage: 12
Pistol: Attack: 18 Damage: 13
[OOC: I should have made straight rolls vs the berserkers as they are in my "Long Range" range, forgot about that, so the to hits were 12 and 27 with damage of 10 and 9 respectively.]
With feline agility, Last Tree Standing moves 60 feet toward the priest, placing the target in prime longbow range.
Attack: 14 Damage: 14
Attack: 13 Damage: 11
(If she hits an already wounded target, add 1 Colossus Slayer damage.)
Rollback Post to RevisionRollBack
Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Seruk casts their spell, and the priest stops, paralized. As the ranged attacks strike home, they do so to devistating results. Even before Reginald can unload into the priest they slump in Seruk's hold, dead.
Last Tree Standing goes to find the kids and see if they are all right, and asks them if they know what's been going on around here.
Rollback Post to RevisionRollBack
Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Reginald goes over and makes sure the berserker's are dead and will make sure no other enemies are around. He will then go and look over whatever platform the priest started out at, to see if they were preparing for some sort of ritual.
Last Tree moves to the children, who are crying and pointing out to the water. "Others on island..." One manages to sob out.
Reginald, moving to where the priest had finished their ritual. (They finished that during the first couple rounds of combat.) Finds the water surging strangely. Out, 60 feet from the land he stands on, he sees marsh islands.
The watery marshland bubbles and roils. Lightning flashes in the sky, revealing several humanoid forms lying on muddy marsh islands 60 feet from the shore. The waist-high water between the shore and the islands suddenly erupts as large watery forms emerge.
One shape is a... The other two are...
Roll initiative.
Elemental: 12 Weird: 7
If you roll higher than the enemies then post action as well.
This post has potentially manipulated dice roll results.
Last Tree Standing initiative: 18
"It's alwayz something," says Last Tree Standing cheerfully as she lets loose with some more arrows at whatever's in range. Probably the weirds. (Will move if necessary.)
Attack: 13 Damage: 7
Attack: 19 Damage: 8
(If she hits an already wounded target, add 7 Colossus Slayer damage.)
Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
This post has potentially manipulated dice roll results.
Reginald Shoots the water elemental twice for damage.
Aria Moves and casts haste on Reginald.
patrice Sends a blast of fire at the water elemental... Hitting for damage.
Seruk Moves forward then takes a defensive stance.
Last Tree Standing Sends 2 arrows at a weird. both hit.
Water Elemental Moves and enters Aria and Reginald's space... Whelm (Recharge 5). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 15 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 7 bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
weird1 Attempts to grab one of the unconscious people on the island near it, and pull them into the water with it... Constrict. Melee Weapon Attack: 18 to hit, reach 10 ft., one creature. Hit: 14 bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
weird2 Attempts to grab one of the unconscious people on the island near it, and pull them into the water with it... Constrict. Melee Weapon Attack: 13 to hit, reach 10 ft., one creature. Hit: 14 bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Back to the group's initiative now... I cannot really move the water elemental to be in the same spot as Reginald and Aria, as it just makes the map a mess when I do that. I am going to move them near the two, but know the water elemental is actually sharing their space.
With the elementals attacks almost drowning him Reginald gets pushed back and he once more brings up his pistol to start firing. Then he notices the other water creatures are grabbing the unconscious people and dragging them away and will focus on the closest one.
[OOC: My bad totally missed this.]
Reginald will focus on the remaining Berserker and them move up 30' to get closer to the priest.
Pistol: Attack: 27 Damage: 8
Pistol: Attack: 30 Damage: 11
[OOC: How far away is the priest from us now?]
Reginald take sout hte last of the berserkers.
The priest starts their turn 200 feet from Reginald, 110 feet from Aria, 190 feet from Last Tree, and 130 feet from Seruk.
They take the dash action this round, so subtract 60 feet from the above numbers.
Everyone is up, including Reginald.
Reginald seeing the priest come closer smiles and moves his pistol aim from the berserker to the priest.
Pistol: Attack: 12 Damage: 7
Pistol: Attack: 23 Damage: 11
Then will use his Action Surge to continue firing.
Pistol: Attack: 16 Damage: 12
Pistol: Attack: 18 Damage: 13
[OOC: I should have made straight rolls vs the berserkers as they are in my "Long Range" range, forgot about that, so the to hits were 12 and 27 with damage of 10 and 9 respectively.]
Aria takes a shot at the priest with her crossbow.
Attack: 13
Damage: 11
Seruk races 30 feet forward and raises a hand to point at the priest then clenching his fist.
Dropping Storm sphere to cast hold person, dc 16 wis save.
With feline agility, Last Tree Standing moves 60 feet toward the priest, placing the target in prime longbow range.
Attack: 14 Damage: 14
Attack: 13 Damage: 11
(If she hits an already wounded target, add 1 Colossus Slayer damage.)
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
priest wis save: 4
Seruk casts their spell, and the priest stops, paralized. As the ranged attacks strike home, they do so to devistating results. Even before Reginald can unload into the priest they slump in Seruk's hold, dead.
Combat is over...
Seruk advances on the fallen priest slowly to search the body for some clue as to who these invaders are, glancing around to ensure there aren't more.
Investigation: 6
Last Tree Standing goes to find the kids and see if they are all right, and asks them if they know what's been going on around here.
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Reginald goes over and makes sure the berserker's are dead and will make sure no other enemies are around. He will then go and look over whatever platform the priest started out at, to see if they were preparing for some sort of ritual.
Perception: 8
Seruk finds a spellscroll of mass cure wounds on the priest.
The other two are...
Last Tree moves to the children, who are crying and pointing out to the water. "Others on island..." One manages to sob out.
Reginald, moving to where the priest had finished their ritual. (They finished that during the first couple rounds of combat.) Finds the water surging strangely. Out, 60 feet from the land he stands on, he sees marsh islands.
The watery marshland bubbles and roils. Lightning flashes in the sky, revealing several humanoid forms lying on muddy marsh islands 60 feet from the shore. The waist-high water between the shore and the islands suddenly erupts as large watery forms emerge.
One shape is a...
Roll initiative.
Elemental: 12
Weird: 7
If you roll higher than the enemies then post action as well.
Map
Reginald Initiative: Attack: [25
Reginald yells out an alarm moving about 15' closer to the creatures and starts firing at the elemental.
Pistol: Attack: 22 Damage: 13
Pistol: Attack: 23 Damage: 9
Aria initiative: 16
Aria moves up to Reginald and places a hand on his shoulder, casting Haste.
Seruk initiative: 11
Seruk begins moving forward another 30 feet, standing ready to dodge.
(Not sure what happened, initiative was a 15 before the edit for action then want down to 11, take whichever you'd like, action will be the same.)
Waiting on Last Tree. I'll roll for Patrice once we are set.
Last Tree Standing initiative: 18
"It's alwayz something," says Last Tree Standing cheerfully as she lets loose with some more arrows at whatever's in range. Probably the weirds. (Will move if necessary.)
Attack: 13 Damage: 7
Attack: 19 Damage: 8
(If she hits an already wounded target, add 7 Colossus Slayer damage.)
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Reginald
Shoots the water elemental twice for damage.
Aria
Moves and casts haste on Reginald.
patrice
Sends a blast of fire at the water elemental... Hitting for damage.
Seruk
Moves forward then takes a defensive stance.
Last Tree Standing
Sends 2 arrows at a weird. both hit.
Water Elemental
Moves and enters Aria and Reginald's space...
Whelm (Recharge 5). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 15 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 7 bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
weird1
Attempts to grab one of the unconscious people on the island near it, and pull them into the water with it...
Constrict. Melee Weapon Attack: 18 to hit, reach 10 ft., one creature. Hit: 14 bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
weird2 Attempts to grab one of the unconscious people on the island near it, and pull them into the water with it...
Constrict. Melee Weapon Attack: 13 to hit, reach 10 ft., one creature. Hit: 14 bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Back to the group's initiative now... I cannot really move the water elemental to be in the same spot as Reginald and Aria, as it just makes the map a mess when I do that. I am going to move them near the two, but know the water elemental is actually sharing their space.
Updated Map
Reginald STR Save: 27
With the elementals attacks almost drowning him Reginald gets pushed back and he once more brings up his pistol to start firing. Then he notices the other water creatures are grabbing the unconscious people and dragging them away and will focus on the closest one.
Pistol: Attack: 22 Damage: 7
Pistol: Attack: 30 Damage: 16
(Reginald remember you have haste so you can make another attack and have extra ac.)
Strength save: 9
Concentration check: 12
(Of course I roll a 2. On my turn I immediatly lose concentration, next turn Reginald has the negative affects of haste ending. Sorry I tried.)
Rolling to break the grapple: 9
"Sorry about that Reginald! Wasnt expecting this thing to be so grabby! The effects will pass!"
Bardic inspiration to Reginald as a bonus action.