Zubien - Stepping quickly across the stones, you move within striking range of the crab. The last rock must be a favored perch for birds though as it is covered in droppings. Your foot slides a bit as you make your attack, throwing off your aim. The crab seems more interested in Grymar, and you gain an attack of opportunity as it moves to intercept him. Steadying yourself with a quick deep breath, you swing your greatclub again, this time striking the crustacean with a mighty smack.
Reaction: Attack of Opportunity
To Hit: 21
Damage: 4
If you'd rather save your reaction for something else, that's fine too, just let me know.
Giant Crab D will scurry over to Grymar and seize his upper arm in its large claw! Grymar takes 4 points of damage and is grappled! The escape DC is 11 (STR Athletics or DEX Acrobatics)
Grymar gathers his strength and pulls away from the crab, using the strength in his back to turn over, curl into a ball and then hurl himself forward to the south, swimming away from the crab. Grymar is successful in breaking the grapple.
1st Athletics check : 22 (to break the grapple)
He then swims to the southwest two squares, attempting to brace against the rock where Zubien stands, reaching for his war hammer.
2nd athletics check to swim : (Nat 1 + 4) = 5
Instead, as he’s trying to swim southwest, he chokes underwater after his push away from the crab and he floats further downstream….
Lehmani, seeing her companion being washed downstream, races as far as her movement will take her along the shoreline while casting Sanctuary on Grymar (with her bonus action). When she gets as far as she can go, she tosses out her grappling hook & rope (with her action) in an attempt to rescue him.
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)
Lehmani - You briefly lose sight of Grymar as you run along the shore, a large boulder and a few bushes passing between you too, but you catch sight of him again just as your sanctuary is ready to cast. A glowing symbol appears in the air above the waterlogged dwarf, a cog with four spokes. Your grappling hook soars across the surface of the water and lands with a splash on the other side of Grymar. You haul the rope in hand over hand until you feel it catch on something on the riverbed, anchoring it and creating a taut lifeline right in Grymar's path.
Giant Crab A moves up stream toward Grymar, stepping around the grappling hook and rope. The crab opens one large claw and prepares to strike when the cog symbol above Grymar suddenly flashes, startling it and causing it to withdraw its attack.
Giant Crab B floats further downstream and out of sight.
Giant Crab C also approaches Grymar and raises a claw to attack. The symbol of Gond flashes again and Giant Crab C also withdraws its attack.
ROUND 2
Zubien is up, followed by Giant Crab D, then Lore.
Zubien - The arrow hits the crab, but fails to pierce its hard outer shell!
(Rolled 6 + 6 = 12)
Giant Crab D turns its attention to Zubien and moves over to him with claws raised. It strikes his leg, pinching hard and holding on. Zubien takes 4 points of damage and is grappled. DC 11 STR Athletics or DEX Acrobatics to escape.
Zubien - The arrow hits the crab, but fails to pierce its hard outer shell!
(Rolled 6 + 6 = 12)
Giant Crab D turns its attention to Zubien and moves over to him with claws raised. It strikes his leg, pinching hard and holding on. Zubien takes 4 points of damage and is grappled. DC 11 STR Athletics or DEX Acrobatics to escape.
Grymar sees the rope coming up fast as he is swept downstream, he lunges for it, trying to grab hold. “Gotchee! Get me outta here!”
Athletics check : 11
If successful, he will try to haul himself to the south, pulling hand over hand, trying to ignore the crabs, trying to keep his head above water. (Athletics check with adv due to the rope?)
Zubien - Taking advantage of a brief moment of reduced pressure by the crushing claw, you're able to remove your leg and keep your footing on the slippery stone.
Lore - The fire bolt sizzles through the air toward the Giant Crab but snuffs out as the Crab dips below the surface of the water just before it hits.
Grymar - You're carried directly into Lehmani's lifeline by the rushing river, knocking the grappling hook loose from the riverbed. You grasp it tightly as the current carries you away from the Giant Crabs' clacking claws. With the help of the rope, you're able to haul yourself 10ft closer to shore. The current is less intense here, and you're able to move in any direction at half speed (downstream is still double movement). Also, you no longer need to make an Ability Check prior to taking your turn as the water is just below your waist at this point.
Seeing that Zubien has successfully freed himself from the grip of Crab D, Lehmani turns her attention to the next closest threat, Crab C. She lifts her eyes in devotion to Gond and calls down a Sacred Flame to pour down radiance upon Crab C (Requiring a DC 12 DEX Save).
If hit, the crab will take2damage.
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)
Lehmani - A flame-like radiance descends upon the large crustacean, and you hear a burbling hiss as it is scorched.
Giant Crab A will join D and C in attacking Zubien. Its claw darts out of the water and grabs hold of his upper leg. Zubien takes 4 further points of damage and is grappled. Try as he might, he cannot extricate himself from the crab's grasp. (In the interest of saving time, I rolled on his character sheet and the result was 3 + 6 = 9)
Crab C, having felt the burn of Lehmani's sacred flame, decides this prey isn't worth the pain and will retreat downstream.
Zubien is up! Followed by Giant Crab D, then Lore.
Lore - This time your fire bolt strikes true, hitting the crab it its strange face. The giant claws rub frantically at its burnt parts and it too retreats into the deeper water.
All - The Giant Crabs have all retreated (or been carried down stream as they slept) and do not appear interested in attacking you anymore. Combat has ended.
Lehmani helps Grymar onto the shore and asks, "There now, friend. You're safe. How do you feel? Are you in need of healing?"
“No, no, I’ll be fine, thankee kindly. I don’t know what you did with that symbol floatin over me, but it saved my life, thank you! I lost my footing there on those slippery rocks, sorry bout tha! But we denied those big ole crabbies their dinner, didn’t we! Would like to boil one of those up, would be quite a meal, some butter, and lemon… mmmm.” Grymar is lost in thought for a moment. “Well now, rest up, or should we press on?”
Lore - The map is simple but thankfully Minto scrawled estimated distances along Weeping Rock Trail. You can see that you're about a third of the way to Jahia's cottage.
Zubien - There is heavy bruising and a few lacerations where the Giant Crabs took hold of you. A deeper ache in your bones suggests bone bruising, possibly fractures. You can clean and wrap the injuries, but without rest or magical healing they will persist.
All - The Giant Crabs appear to have scuttled away downstream, leaving you all alone on the other side of the river. There is a small clearing here before the trail again leads into the woods.
Zubien - Stepping quickly across the stones, you move within striking range of the crab. The last rock must be a favored perch for birds though as it is covered in droppings. Your foot slides a bit as you make your attack, throwing off your aim. The crab seems more interested in Grymar, and you gain an attack of opportunity as it moves to intercept him. Steadying yourself with a quick deep breath, you swing your greatclub again, this time striking the crustacean with a mighty smack.
If you'd rather save your reaction for something else, that's fine too, just let me know.
Giant Crab D will scurry over to Grymar and seize his upper arm in its large claw! Grymar takes 4 points of damage and is grappled! The escape DC is 11 (STR Athletics or DEX Acrobatics)
Lore is up! Followed by Grymar, then Lehmani.
Map:
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Grymar gathers his strength and pulls away from the crab, using the strength in his back to turn over, curl into a ball and then hurl himself forward to the south, swimming away from the crab. Grymar is successful in breaking the grapple.
1st Athletics check : 22 (to break the grapple)
He then swims to the southwest two squares, attempting to brace against the rock where Zubien stands, reaching for his war hammer.
2nd athletics check to swim : (Nat 1 + 4) = 5
Instead, as he’s trying to swim southwest, he chokes underwater after his push away from the crab and he floats further downstream….
😩
Lore - You see the crab limned with a soft glow as it stops moving and begins floating downstream.
Grymar - You manage to catch a lungful of breath before you're carried further from your companions by the current.
Lehmani is up! Followed by Giant Crab A, then Giant Crab B.
Map:
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Lehmani, seeing her companion being washed downstream, races as far as her movement will take her along the shoreline while casting Sanctuary on Grymar (with her bonus action). When she gets as far as she can go, she tosses out her grappling hook & rope (with her action) in an attempt to rescue him.
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 briefly lose sight of Grymar as you run along the shore, a large boulder and a few bushes passing between you too, but you catch sight of him again just as your sanctuary is ready to cast. A glowing symbol appears in the air above the waterlogged dwarf, a cog with four spokes. Your grappling hook soars across the surface of the water and lands with a splash on the other side of Grymar. You haul the rope in hand over hand until you feel it catch on something on the riverbed, anchoring it and creating a taut lifeline right in Grymar's path.
Giant Crab A moves up stream toward Grymar, stepping around the grappling hook and rope. The crab opens one large claw and prepares to strike when the cog symbol above Grymar suddenly flashes, startling it and causing it to withdraw its attack.
Giant Crab B floats further downstream and out of sight.
Giant Crab C also approaches Grymar and raises a claw to attack. The symbol of Gond flashes again and Giant Crab C also withdraws its attack.
ROUND 2
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
Seeing the crabs are out of range, Zubien transitions to his short bow and readiness an arrow.
Zubien - The arrow hits the crab, but fails to pierce its hard outer shell!
(Rolled 6 + 6 = 12)
Giant Crab D turns its attention to Zubien and moves over to him with claws raised. It strikes his leg, pinching hard and holding on. Zubien takes 4 points of damage and is grappled. DC 11 STR Athletics or DEX Acrobatics to escape.
Lore is up! Followed by Grymar, then Lemani.
Map:
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
DEX save: 18
Grymar sees the rope coming up fast as he is swept downstream, he lunges for it, trying to grab hold. “Gotchee! Get me outta here!”
Athletics check : 11
If successful, he will try to haul himself to the south, pulling hand over hand, trying to ignore the crabs, trying to keep his head above water. (Athletics check with adv due to the rope?)
2nd athletics check : 21
With so much going on, Lehmani wants to see whether Zubien escapes the crab and Grymar pulls himself out of the water before she makes her move.
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 - Taking advantage of a brief moment of reduced pressure by the crushing claw, you're able to remove your leg and keep your footing on the slippery stone.
Lore - The fire bolt sizzles through the air toward the Giant Crab but snuffs out as the Crab dips below the surface of the water just before it hits.
Grymar - You're carried directly into Lehmani's lifeline by the rushing river, knocking the grappling hook loose from the riverbed. You grasp it tightly as the current carries you away from the Giant Crabs' clacking claws. With the help of the rope, you're able to haul yourself 10ft closer to shore. The current is less intense here, and you're able to move in any direction at half speed (downstream is still double movement). Also, you no longer need to make an Ability Check prior to taking your turn as the water is just below your waist at this point.
Lehmani is up! Followed by Crabs A and C.
Map:
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Seeing that Zubien has successfully freed himself from the grip of Crab D, Lehmani turns her attention to the next closest threat, Crab C. She lifts her eyes in devotion to Gond and calls down a Sacred Flame to pour down radiance upon Crab C (Requiring a DC 12 DEX Save).
If hit, the crab will take 2 damage.
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 - A flame-like radiance descends upon the large crustacean, and you hear a burbling hiss as it is scorched.
Giant Crab A will join D and C in attacking Zubien. Its claw darts out of the water and grabs hold of his upper leg. Zubien takes 4 further points of damage and is grappled. Try as he might, he cannot extricate himself from the crab's grasp. (In the interest of saving time, I rolled on his character sheet and the result was 3 + 6 = 9)
Crab C, having felt the burn of Lehmani's sacred flame, decides this prey isn't worth the pain and will retreat downstream.
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 open hand attack on the crab that is holding him: Attack: 19 Damage: 3
Zubien - You strike the crab with your palm, almost faster than the eye can see. The crab reels backward, hissing and releasing you from its grasp.
Giant Crab D will also retreat, moving to the middle of the river and the safety of the deeper water there.
Action: Disengage
Lore is up! Followed by Grymar, then Lehmani.
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Lore - This time your fire bolt strikes true, hitting the crab it its strange face. The giant claws rub frantically at its burnt parts and it too retreats into the deeper water.
All - The Giant Crabs have all retreated (or been carried down stream as they slept) and do not appear interested in attacking you anymore. Combat has ended.
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey
Lehmani helps Grymar onto the shore and asks, "There now, friend. You're safe. How do you feel? Are you in need of healing?"
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 look to his injuries (Medicine: 12)
“No, no, I’ll be fine, thankee kindly. I don’t know what you did with that symbol floatin over me, but it saved my life, thank you! I lost my footing there on those slippery rocks, sorry bout tha! But we denied those big ole crabbies their dinner, didn’t we! Would like to boil one of those up, would be quite a meal, some butter, and lemon… mmmm.” Grymar is lost in thought for a moment. “Well now, rest up, or should we press on?”
Lore - The map is simple but thankfully Minto scrawled estimated distances along Weeping Rock Trail. You can see that you're about a third of the way to Jahia's cottage.
Zubien - There is heavy bruising and a few lacerations where the Giant Crabs took hold of you. A deeper ache in your bones suggests bone bruising, possibly fractures. You can clean and wrap the injuries, but without rest or magical healing they will persist.
All - The Giant Crabs appear to have scuttled away downstream, leaving you all alone on the other side of the river. There is a small clearing here before the trail again leads into the woods.
DM I The Forge of Fey Fury
Palifwan "Pal" Turnipson I Level 0 Harengon I Hero's Journey