This post has potentially manipulated dice roll results.
Lehmani nods to Lore, considering. "That, indeed, seems prudent. Question is, how best to deal with them..."
Lehmani sets her right hand on her left shoulder, granting herself the benefit of a Guidance cantrip as she attempts her Perception check to get a head-count and good view of the beasties in the water.
Perception: 21
Plus Guidance: 3
Rollback Post to RevisionRollBack
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae(L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk -Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
You spy three Giant Crabs lurking downstream, their lateral movement through the water reminding you of an impressive, canyon-spanning gondola system you rode once while visiting a Gnomish mountain village. As you watch, what you thought was a large rock suddenly moves and you realize there are four crabs, not three.
Lehmani wants to cover Zubien's trek across the rocks.
She readies a Sacred Flame spell to come down on the first crab who attempts to cross past the rock outcropping where D is. She keeps a sharp eye on the crabs though, not wanting to strike unless it seems like they're going after Zubien.
Rollback Post to RevisionRollBack
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae(L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk -Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Grymar moves just to the left of the large bush, staying at the edge of it where he can watch the dark shapes under the water. At the first sign of threatening movement or attack with Zubien’s crossing, he will let loose an arrow at the attacker with his longbow.
Readied action :
Longbow : 15 to hit, for 4 points of piercing damage.
Zubien moves to the closest stout tree, pulls the rope tight before wrapping it a couple of times before securing it to the tree. He tests the strength of the rope to make sure it will support the party. "All secure here," he calls across to the party, before moving to the bank to observe the crabs, as well as look for any of the ingredients he might need for the giant knock out draught. (Nature: 5; perception 7)
Zubien - You cross the slick stones with ease and make it to the opposite bank. Unfortunately, the 50' of rope is not quite long enough to reach the nearest tree. The rope just barely reaches the opposite bank with just enough left to hold onto. You'll have to make three DC 12 STR Athletics checks to successfully hold the rope for your companions. Successfully holding the rope means that they get ADVANTAGE on the checks they make to cross (Either STR Athletics or DEX Acrobatics, both DC 10)
All - You watch Zubien deftly cross the river but see the rope go taught as he makes it to the other side, leaving him no slack to tie off. You may attempt to cross in any order. A successful DC 10 Athletics or Acrobatics check will see you across. Zubien will need to make three STR Athletics checks to attempt to give you all ADV on your checks.
Lehmani speaks up. "Bother. If I hadn't been so focused on those crabs I might've noticed sooner."She indicates toward the rope and grappling hook attached to her backpack. "I have my own coil of rope and a grappling hook to match."
She calls out to Zubien, "Zubien, would it be helpful to have some extra slack? If not, it might be wise for me to go last as a backup in case there's any trouble with the rope we have."
Rollback Post to RevisionRollBack
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae(L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk -Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Zubien - You cross the slick stones with ease and make it to the opposite bank. Unfortunately, the 50' of rope is not quite long enough to reach the nearest tree. The rope just barely reaches the opposite bank with just enough left to hold onto. You'll have to make three DC 12 STR Athletics checks to successfully hold the rope for your companions. Successfully holding the rope means that they get ADVANTAGE on the checks they make to cross (Either STR Athletics or DEX Acrobatics, both DC 10)
All - You watch Zubien deftly cross the river but see the rope go taught as he makes it to the other side, leaving him no slack to tie off. You may attempt to cross in any order. A successful DC 10 Athletics or Acrobatics check will see you across. Zubien will need to make three STR Athletics checks to attempt to give you all ADV on your checks.
Check Number 1: Zubien plants his feet, focuses and then holding the rope tight, watches his first companion (11)
“Good one Zubern! That looks nicentidy!” He looks over to Lehmani and Lore, saying “I’ll keep my eye on ‘em, lasses you head on across to yonder, heee!” Grymar makes a chewing sound moving his jaw, like he’s chewing on his cheek, his beard shooting in many directions.
Zubien will remain in place until everyone is across, holding fast. Once everyone is across, he loosens the tension on the rope. "As we may be traveling back this way, should we leave the rope?"
All - Zubien stands resolute on the sandy shore of the river, holding the rope taut as Lore and Lehmani cross without issue. The Giant Crabs skitter back and forth downstream but so far have made no threatening movements.
Lehmani turns to Zubien, "Leaving the rope seems wise. If there's nothing close enough to secure it, you can use one of my iron spikes and hammer it into the ground. That should ensure that it doesn't wash away."
Rollback Post to RevisionRollBack
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae(L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk -Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Grymar packs away his bow, and grabs hold of the rope. He tests the strength of the rope, makes sure that it is secure. He starts his way across and a bee flies overhead, he gets distracted trying to look at what kind it is, momentarily losing his concentration. He feels himself wobble on the rope. “Whatinthesamhill. Whoa, whoa, whoa!”
Grymar packs away his bow, and grabs hold of the rope. He tests the strength of the rope, makes sure that it is secure. He starts his way across and a bee flies overhead, he gets distracted trying to look at what kind it is, momentarily losing his concentration. He feels himself wobble on the rope. “Whatinthesamhill. Whoa, whoa, whoa!”
Athletics check with adv : 4 + 4 = 8
Zubien pulls tight on the rope, making it more secure, "Hold on!"
All - You watch as Grymar makes his attempt to cross. All seems to be going well until he gets about halfway then appears to become distracted. You see him lean out over the edge of the rock, craning his neck as if he's trying to get a better look at something. Suddenly, Grymar's muddy boots slip on the slick stone, and he falls into the fast-moving river! Immediately you see the Giant Crabs react and make their way toward the thrashing dwarf!
Grymar - You gasp as you're immersed in the cold river. Tumbling head over end for a few seconds, you manage to right yourself and draw a breath before your head slips back below the surface of the water. If you could stand, your chin would be just above the water, but the river is flowing fast, and the bed is full of algae covered stones that make it hard to find footing. Worse than that, you see large dark shapes scuttling towards you underwater! On your turn, you will need to make a DC 13 STR Athletics check or lose your turn fighting for breath, while you're swept further downstream. If you're successful, you can take your turn as normal, but your movement is limited by the current of the river. You can only move 5ft East, 10ft North or South, but your movement speed is doubled if you move West.
I have rolled initiative for everyone:
Zubien
Giant Crab D
Lore
Grymar
Lehmani
Giant Crab A
Giant Crab B
Giant Crab C
Zubien is up! Followed by Giant Crab D, then Lore.
Lehmani nods to Lore, considering. "That, indeed, seems prudent. Question is, how best to deal with them..."
Lehmani sets her right hand on her left shoulder, granting herself the benefit of a Guidance cantrip as she attempts her Perception check to get a head-count and good view of the beasties in the water.
Perception: 21
Plus Guidance: 3
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae (L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk - Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Lehmani -
You spy three Giant Crabs lurking downstream, their lateral movement through the water reminding you of an impressive, canyon-spanning gondola system you rode once while visiting a Gnomish mountain village. As you watch, what you thought was a large rock suddenly moves and you realize there are four crabs, not three.
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
All -
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Zubien agrees to take the rope across. Using his great club to balance, he carefully places his footing on the rocks (22)
Lehmani wants to cover Zubien's trek across the rocks.
She readies a Sacred Flame spell to come down on the first crab who attempts to cross past the rock outcropping where D is. She keeps a sharp eye on the crabs though, not wanting to strike unless it seems like they're going after Zubien.
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae (L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk - Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Grymar moves just to the left of the large bush, staying at the edge of it where he can watch the dark shapes under the water. At the first sign of threatening movement or attack with Zubien’s crossing, he will let loose an arrow at the attacker with his longbow.
Readied action :
Longbow : 15 to hit, for 4 points of piercing damage.
Zubien moves to the closest stout tree, pulls the rope tight before wrapping it a couple of times before securing it to the tree. He tests the strength of the rope to make sure it will support the party. "All secure here," he calls across to the party, before moving to the bank to observe the crabs, as well as look for any of the ingredients he might need for the giant knock out draught. (Nature: 5; perception 7)
Zubien - You cross the slick stones with ease and make it to the opposite bank. Unfortunately, the 50' of rope is not quite long enough to reach the nearest tree. The rope just barely reaches the opposite bank with just enough left to hold onto. You'll have to make three DC 12 STR Athletics checks to successfully hold the rope for your companions. Successfully holding the rope means that they get ADVANTAGE on the checks they make to cross (Either STR Athletics or DEX Acrobatics, both DC 10)
All - You watch Zubien deftly cross the river but see the rope go taught as he makes it to the other side, leaving him no slack to tie off. You may attempt to cross in any order. A successful DC 10 Athletics or Acrobatics check will see you across. Zubien will need to make three STR Athletics checks to attempt to give you all ADV on your checks.
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Lehmani speaks up. "Bother. If I hadn't been so focused on those crabs I might've noticed sooner." She indicates toward the rope and grappling hook attached to her backpack. "I have my own coil of rope and a grappling hook to match."
She calls out to Zubien, "Zubien, would it be helpful to have some extra slack? If not, it might be wise for me to go last as a backup in case there's any trouble with the rope we have."
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae (L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk - Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Check Number 1: Zubien plants his feet, focuses and then holding the rope tight, watches his first companion (11)
Check number 2: 9
Check #3: 12
“Good one Zubern! That looks nicentidy!” He looks over to Lehmani and Lore, saying “I’ll keep my eye on ‘em, lasses you head on across to yonder, heee!” Grymar makes a chewing sound moving his jaw, like he’s chewing on his cheek, his beard shooting in many directions.
Lehmani nods to Grymar in appreciation then makes her attempt...
Athletics: 16
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae (L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk - Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
Zubien will remain in place until everyone is across, holding fast. Once everyone is across, he loosens the tension on the rope. "As we may be traveling back this way, should we leave the rope?"
All - Zubien stands resolute on the sandy shore of the river, holding the rope taut as Lore and Lehmani cross without issue. The Giant Crabs skitter back and forth downstream but so far have made no threatening movements.
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Lehmani turns to Zubien, "Leaving the rope seems wise. If there's nothing close enough to secure it, you can use one of my iron spikes and hammer it into the ground. That should ensure that it doesn't wash away."
DM - Origins - A Level Zero Adventure
DM - Dragons of Stormwreck Isle
The Forge of Fury - Lehmani (L3 Tiefling Cleric, Forge Domain)
Wild Beyond the Witchlight - Fa'amae (L2 Shadar-kai Druid, Circle of the Spores)
Greyhawk - Tilliman Treewick Toadswaddler the First (L1 Gnome Rogue)
(Ahh, it was going so well…)
Grymar packs away his bow, and grabs hold of the rope. He tests the strength of the rope, makes sure that it is secure. He starts his way across and a bee flies overhead, he gets distracted trying to look at what kind it is, momentarily losing his concentration. He feels himself wobble on the rope. “Whatinthesamhill. Whoa, whoa, whoa!”
Athletics check with adv : 4 + 4 = 8
Zubien pulls tight on the rope, making it more secure, "Hold on!"
All - You watch as Grymar makes his attempt to cross. All seems to be going well until he gets about halfway then appears to become distracted. You see him lean out over the edge of the rock, craning his neck as if he's trying to get a better look at something. Suddenly, Grymar's muddy boots slip on the slick stone, and he falls into the fast-moving river! Immediately you see the Giant Crabs react and make their way toward the thrashing dwarf!
Grymar - You gasp as you're immersed in the cold river. Tumbling head over end for a few seconds, you manage to right yourself and draw a breath before your head slips back below the surface of the water. If you could stand, your chin would be just above the water, but the river is flowing fast, and the bed is full of algae covered stones that make it hard to find footing. Worse than that, you see large dark shapes scuttling towards you underwater! On your turn, you will need to make a DC 13 STR Athletics check or lose your turn fighting for breath, while you're swept further downstream. If you're successful, you can take your turn as normal, but your movement is limited by the current of the river. You can only move 5ft East, 10ft North or South, but your movement speed is doubled if you move West.
I have rolled initiative for everyone:
Zubien is up! Followed by Giant Crab D, then Lore.
Map:
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Zubien is going to move quickly toward Crab D, when he gets to the end of the rock, take a swing at it with his great club: Attack: 16 Damage: 10
“FbbbbbppgppCrab!” *gurgle* “flbbbpbsWarchoutfurtha! *gurgle* “Crabbpppblbp” Deep breath. “Crabs!”