With the screaming coming from beyond the darkness in front of him, and hearing the voice in his head makes him take a deep breath to steady his nerves before conjuring 8 giant crabs. Four of them he immediately tells them to attack the Kuo-tao that Bern is shooting at, and then to attack any other creatures in sight after the Kuo-tao is dead. The other four giant crabs he commands them to move to the other side as fast as they can to attack any monsters they see there.
DM Arus watches as Davroar directs his summoned crabs who climb out of the water to attack BOTH the spellcasting kuo-tao. Most of the crabs hit it and each of the spellcasters finds itself in the grasp of a claw. Their angry screams join the screams coming from behind the closed door at the far end of the chamber. He sees the merrows have begun turning the handwheels. OOC: Nice rolls. 3 hits on each of them and both are "grappled". While we could say that each are grappled by 3 crabs, only one "escape" will be needed.
It's Arus's turn. He sees what he sees on the Roll20 map. The merrows had simultaneous initiative with Arus.
DM The encounter was going well, so far. Things might be changing. The merrow turned the large wheels and more dark, fetid water starts pouring into the chamber and it starts to fill the chamber rapidly. The water is rising at a pace that will submerge all the heroes quickly. The noise from the water splashing is loud and Jaliera hears the sound echo up the shaft.
OOC: Translate quickly to being 5' per round. By the time we get around to this initiative order next round everyone will be submerged. When your turn comes up, please, everyone make a constitution save. This one is against disease. Arus and Jaliera need not. Arus is immune to disease and Jaliera isn't here. You may want to use your actions to quaff potions on your turn if you have them...or not. The choice is yours.
By the way, it's Jaliera's turn. What is she doing?
She is fighting with her conscience. She wants to be down there with her friends doing what she can but the sound of all that water makes her think that maybe she made the right decision after all. The others all have water breathing potions, Arus has the ability naturally. The best she can do is grab the rope in case someone needs help to escape quickly. Mentally she wishes them all well.
DM Jaliera resists the urge to enter a situation that would be deadly for her and Whisper and instead, holds tight to the rope in case it is needed for escape.
Meanwhile a large kuo-tao emerges from the water and engages Kriv, this nasty aquatic creatures first tries to bite the dragonborn and then swings both it's web paws at him. It then completes it's move by moving quickly behind Sindar and next to Bern.
KTM Bite, claw, claw Neptune rolled 1d20+4,1d4+2,1d20+6,1d6+2,1d20+6,1d6+2 and got 22, 5, 20, 8, 12, 7 The bite and the first claw hit. Take 13 points damage (5 piercing, 8 bludgeoning). Also, Kriv cannot use reactions until the end of this Kuo-tao's next turn.
For clarity I've included a tactical showing this Kuo-tao's movement. Also attached are rules for underwater combat and drowning. Between now and the Merrow's next turn your movement is just restricted which it was already (unless other things happen).
Kriv is currently holding the Glasstaff. In reaction to the first hit, Shield via the staff. Kriv Con saving throw AJ rolled 1d20+4 and got 23
Steeling himself against the onslaught, Kriv dropped the staff and trusted to the light of the coin as he advanced into contact, keeping his footing careful as he moved up on the surrounded enemy. He pulled his maul into his hands as he went and laid into his assailant.
Free action drop the glasstaff. Item interaction make sure the coin light is showing Bonus action Weapon bond maul recall Move at half speed Kriv Attacking the Kuo-Toa with maul, GWM -5 AJ rolled 1d20+2 and got 20 Kriv Damage AJ rolled 1d6,1d6 and got 4, 6 +4 Str, +10 GWM, 24 damage Kriv Extra attack Kuo-Toa with maul, GWM -5 AJ rolled 1d20+2 and got 3
OOC: Awaiting Kriv and the crabs. This is a very challenging encounter to survive but also to run as a DM. Many more moving parts coming your way. The round is far from over.
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