OOC: So far... Successes - 2 of the crabs, KTW-1, KTW-2, Kriv & Sindar. Failures - M1, M2, 2 of the crabs, Zhu, Bern, Arus
Apologies. I misread something and erred. Extra strength checks (DC 14) are needed. Davroar and the 4 other crabs have to make the same strength check please. I added all the checks for your enemies.
OOC: I only needed Davroar's strength check for himself and 4 more crabs. Zhu and Arus already failed. Let me know why you think you needed a second one. This roll was for a bit later. I asked for them in advance.
Meanwhile, while we wait... DM The two kuo-tao that are in the clutches of a break out of the crab clutches. Each will now try to defend themselves with their pincer staff.
Then more kuo-tao emerge from the water! They engage many of the heroes and both Kriv and Arus are stabbed with spears. Slippery The kuo-toa has advantage on ability checks and saving throws made to escape a grapple strength saving throw KTW-1 Strength save: 8/14 KTW-2 Strength save: 17/10
KT3 Attack Arus (AC 20) with spear Neptune rolled 1d20+3,1d6+1 and got 20, 3 Hit KT1 Attack Zhu (AC 17) with spear Neptune rolled 1d20+3,1d6+1 and got 15, 6 Miss KT5 Attack Sindar (AC 14) with spear Neptune rolled 1d20+3,1d6+1 and got 10, 4 Miss KT6 Attack Kriv (AC 17) with spear Neptune rolled 1d20+3,1d6+1 and got 17, 6 Hit KT2 Attack Davroar (AC 13) with spear Neptune rolled 1d20+3,1d6+1 and got 4, 6 Miss KT4 Attack Davroar (AC 13) with spear Neptune rolled 1d20+3,1d6+1 and got 12, 5 Miss
A quick HP status (current/max) Arus 44/52 Sindar 43/43 Zhu 47/50 Bern 58/58 Kriv 16/42 Davroar 40/43 Jaliera 26/33 It's Zhu's turn.
[[ Based on their tokens on Roll20 in the screencap above, seems they're standing on the walkway next to our adventurers. (Two surrounding Davroar on the right; one next to Arus on the left; and three surrounding the group in the middle.) And at the current inflow rate, probably only ankle-deep.
Taking out her potion of Water Breathing she quickly drinks it down. Then, speaking a short word, she vanishes from the spot she is standing in, reappearing a few feet away. As she does, she says to KTM and KT6 in Undercommon, "Would you be so kind as to close those wheels and stop the water entering?" She adds for her companions, "Don't attack those two if they listen to me."
Fey Step - Bonus Action You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect:
Autumn - Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
(OOC - I will move her to the spot she teleports to on the map. KTM and KT6 get Wisdom saves versus the Charm effect.)
A fly, drawn to the smell of sewage, like flies are drawn to... uh, anyway. It lands on the wall, simply watching as things get interesting!
Originally Posted by Zeim
Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you...
[[ I'm not the DM here, so this is Nep's call. But the way I read this, the "within 10 feet" is at your new location. Compare to thunder step which explicitly mentions "the space you left". ]]
Originally Posted by Zeim
(OOC - OK, if water is only ankle deep then there should be time to drink potion next round)
[[ For clarity, this is 4 moves into initiative order of 13 with water rising at 5 feet per round. So current depth is probably about 1.5 feet (Kuo-toa have big ankles.). By your next turn depth will be 6.5 feet. ]]
Also, Kriv cannot use reactions until the end of this Kuo-tao's next turn.
And note that it applied to KTM's damage because reactions come after the attack.
Zeim, Aqua is correct about both the water and the Fey step. I was being lenient with the water giving everyone a full round to consume. The module infers that the flood is immediate. I will give you a "last" chance to revise your actions.
(OOC:It looks like you didn’t factor in Kriv using shield in reaction to being attacked last round in terms of hit points.)
And note that it applied to KTM's damage because reactions come after the attack.
Just checking, since the reaction potentially modifies the attack, if that triggers on the attack or on the damage from the attack. Does the ability shut down reactions if it misses?
OOC: There is no distinction between hit and damage. They are simultaneous and all before reactions. I read the spell and I read the attack and it's one that I might have to throw at Jeremy Crawford. As with many rules, they contradict each other. I am ruling that since the first hit would not have been nullified, it prevents the shield from going up. Note that you still have shield on for a future attack when you are able to take reactions.
As for the saves.. KT6 Wisdom save Neptune rolled 1d20 and got 4 - Fails KTM Wisdom save Neptune rolled 1d20+2 and got 15 - Saves
Last edited by Neptune; Wed 02/02/2217:37 UTC. Reason: Added saves
Sindar glances down as the murky water begins to rise, knowing that there are likely enough foes here that he's going to be unable to hold his breath if combat drags out. He would like to follow Zhu back in the direction she went, but since that would involve turning his back on the Kuo-Toa next to him, he decides to stay where he is, hoping he doesn't catch disease from the rising water.
Constitution Check Sindar 22 [1d20=20 + 1 (jack of all trades) + 1 (con)]
He pulls out the potion of water breathing Jaliera distributed to him in the room above, quaffing its contents.
Well it was clear that it was time to give up the ranged attacks and bet 'up close and personal'. He pulled his rapier and his dagger and attacked the two nearest him ... one attack for each ...
OOC: We're moving on. Zeim, that adjustment will be reflect in this post.... DM Bern attacked Zhu and one of the kuo-tao suddenly. His rapier dug into Zhu's abdomen twice and he stabbed the kuo-tao. The lightning flurry of attacks drew much blood from Zhu and the Kuo-tao.
That was the first bad thing to happen. The next bad thing was probably worse. Suddenly the waters in the pools surged and rose like a massive tidal wave. The fetid water rose high into the room and splashed hard down onto everyone in the chamber. The wave grabs at everyone and those not strong enough to resist the grasping tide are pulled deep into the water. All of the ones pulled into the water find themselves fumbling to get oriented in the turbulent, foul waters.
It is at that moment that the true foe in this encounter reveals itself, rising to the surface of the water is a large aberration, an eel-like creature with a long tubular body as well as a long tail at one end and two fins near the head and another along the back. It's mouth was filled with sharp, serrated teeth. It's top side was a sea-green and the underbelly of the creature was a sickly orange-pink. A little bit back from the head were four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. It's head is roughly triangular-shaped, with a spherical, somewhat beak-like nose. Above the nose were three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangled from the bottom of the head. Four blue-black slime-secreting orifices lined the bottom of their bodies.
As the characters flail about, the water continues to churn under the weight of this horror.
Bern xtra attack MikeD rolled d20+6,d8+3 and got 18, 4 Along with the prior attack: 23, 11, 14, 6 That's 3 hits, two on Zhu for a total of 15 points and one on the kuo-tao for 3 points. I took off 2 points because I mistakenly thought Bern had the two-weapon fighting style. He doesn't. So his bonus attack does not add the +2 dex bonus to damage.
For those in the water - all those in the water are knocked prone (see the OOC for that explanation). A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on Attack rolls. An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. "Standing up" means orienting yourself and will cost half your movement. You also move 1/2 speed in water. without getting into it, you move 1 square (5 feet). If you don't "stand up" you move 1 until you do stand up.
I also need Con saves (DC 14) from all of you. Making that save means you didn't swallow water. If you did swallow water, you will be vomiting shortly. We'll call this a "disease" so Arus is immune.
Remember that many (most of you) haven't consumed your potions yet. That's a full action. Yes, I'll let you do that as an action under water.
Next up is Davroar. See the tactical map attached. Folks in blue are completely submerged. Let's say 10 feet down. Those with a little icon on the top right corner of their token with the guy on his knees are "prone".
†Restricted forums can only be accessed by DreamLyrics members of the age of 18 years or older. Access which is granted by the Behind Closed Doors Procedure. ™DreamLyrics Play-by-Post. DreamLyrics Play-by-Post does not own copyright on DreamLyrics texts or graphics, except trademarked DreamLyrics logos and logotypes. The works contained in DreamLyrics are copyrighted (automatically, under the Berne Convention) by the original authors and may be available under the terms of the Creative Commons Attribution Licence. (See Copyrights for details.) Privacy Policy