The abandoned grippli village is set near the sea in a brackish marsh. Rising from the muck are circular, domed mud-brick buildings that the grippli use for homes and storage facilities. The carapaces and claws of giant crabs feature heavily in the architecture. Right now it's very foggy - hard to see beyond 50 feet. The ground throughout this area is damp and soft at best. Staying dry is difficult to impossible. Right now, from this distance, everything looks quiet. You can't see anything, or any movement through the fog at this distance.
The crab maze is a collection of low-to-the-water walkways, ranging in height from just above the water to being submerged by up to 2 feet. Each main walkway is wide enough for two Medium creatures to walk side by side, while the smaller branching ones are wide enough for only a single person. Interspersed through this web of rickety wood and netting are processing platforms built around the stone columns, each large enough to hold four creatures.
Take a look at the map.
As you begin to traverse the crab maze, the water is only 4 or 5 feet deep throughout the area, but you also notice that wading to shore is impossible since there are giant crabs everywhere. Your goal is to get to the breakwater that separates the maze from the village while avoiding the crabs as much as you can. As you all move towards the breakwater, along the narrow pier, you must make a successful DC 20 Dexterity (Stealth) group check every 100 feet to avoid attracting giant crabs. From what I can see at a glance, it's about 7 checks.
If any group check fails, a number of giant crabs will detect you and claw their way out of their cages and attack you.
"Someone is going to get a bad case of crabs"she whispers to Eralynn... she looks at the others "Well, unless someone has a better idea, we best get going across"
Rollback Post to RevisionRollBack
D&D 5E BEYOND: Ada- Sorceress /Isa- Sorceress / Naris - Oathbreaker Paladin CYBERPUNK RED DISCORD: Isa - Solo 5 / Angel- Solo 5 / Faun- Tech 5 / Raja - Nomad 5 PATHFINDER 2e DISCORD: Crystal - Sorceress
Eralynn laughed quietly, yet a little nervously at Crystal's joke. She could see the crabs under the water and they looked pretty big. She prepared to fail many stealth rolls.
"Well, let's get this over with. I gotta feeling we're goin' ta tangle with them crabs at some point." Garmus huffs, making sure he has a good grip on his axe and shield.
Ecko smirks as he looks towards Garmus and promptly begins to laugh before (presumably) someone shuts him up. Ecko never was the wisest, especially when Garmus put a busy kitchen to shame.
33 giant crabs emerge from various places in the crab maze, wondering of someone was moving a full china cabinet full of dishes. Oh. No. It was just us.
Crystal sighs as they start getting out into the crab maze and she sees the creatures starting to make their way towards the group. "I guess it was inevitable... we might as well make the most of this" she says as she tries to protect herself from getting crabs
Crystaltive: 7
Rollback Post to RevisionRollBack
D&D 5E BEYOND: Ada- Sorceress /Isa- Sorceress / Naris - Oathbreaker Paladin CYBERPUNK RED DISCORD: Isa - Solo 5 / Angel- Solo 5 / Faun- Tech 5 / Raja - Nomad 5 PATHFINDER 2e DISCORD: Crystal - Sorceress
Ecko’s laugh turns into a wretch at the sound of nearly three dozen crabs rapidly approaching the party. He starts to fire up his home-built flamethrower - tested only once, mind you - and turns the dial to the appropriate setting to perfectly cook the creatures.
Ecko casts a concerned look at the rest of the party before shrugging, pinching his nose, and wading forth into the veritable sea of crabs, thinking something along the lines of should’ve brought some more protection.
He removes the steel-polished, flamethrower-like invention and aims at the mass before pulling the trigger! He happily watches (as a pyromaniac would) as an acidic mass washes directly over the writhing crabs!
Action - second level Tasha’s Caustic Brew. The crabs must make a DC 15 Dex saving throw or take 9 acid damage, half as much on success.
If it fails, it takes 12 damage at the start of its turns for one minute unless it spends an action to wipe the stuff off.
With the wave of crab creatures approaching, Ysa pulled out her Scythe - it’s edge gleaming in delight - and smashed it against the ground. As a loud magical sound reverberated across the area, a spectral form managed to detach itself from her weapon to reveal a large, menacing and ghostly version of the Scythe held by a pair of robed arms that quickly faded into nothingness. Flying forward with a mind of its own, it began chopping up the crab creatures into much more manageable portions.
Action: Cast Toll the Dead- DC15 WIS Save or take 14 Necrotic Damage
Bonus Action: Cast Spiritual Weapon- Hit- 22/ Damage- 9 Force
"Looks like we already found trouble." Garmus huffs, eyeing the rickety walkways with distrust and a bit of trepidation.
The abandoned grippli village is set near the sea in a brackish marsh. Rising from the muck are circular, domed mud-brick buildings that the grippli use for homes and storage facilities. The carapaces and claws of giant crabs feature heavily in the architecture. Right now it's very foggy - hard to see beyond 50 feet. The ground throughout this area is damp and soft at best. Staying dry is difficult to impossible. Right now, from this distance, everything looks quiet. You can't see anything, or any movement through the fog at this distance.
The crab maze is a collection of low-to-the-water walkways, ranging in height from just above the water to being submerged by up to 2 feet. Each main walkway is wide enough for two Medium creatures to walk side by side, while the smaller branching ones are wide enough for only a single person. Interspersed through this web of rickety wood and netting are processing platforms built around the stone columns, each large enough to hold four creatures.
Take a look at the map.
As you begin to traverse the crab maze, the water is only 4 or 5 feet deep throughout the area, but you also notice that wading to shore is impossible since there are giant crabs everywhere. Your goal is to get to the breakwater that separates the maze from the village while avoiding the crabs as much as you can. As you all move towards the breakwater, along the narrow pier, you must make a successful DC 20 Dexterity (Stealth) group check every 100 feet to avoid attracting giant crabs. From what I can see at a glance, it's about 7 checks.
If any group check fails, a number of giant crabs will detect you and claw their way out of their cages and attack you.
"Someone is going to get a bad case of crabs" she whispers to Eralynn... she looks at the others "Well, unless someone has a better idea, we best get going across"
D&D 5E BEYOND: Ada - Sorceress / Isa - Sorceress / Naris - Oathbreaker Paladin
CYBERPUNK RED DISCORD: Isa - Solo 5 / Angel - Solo 5 / Faun - Tech 5 / Raja - Nomad 5
PATHFINDER 2e DISCORD: Crystal - Sorceress
Eralynn laughed quietly, yet a little nervously at Crystal's joke. She could see the crabs under the water and they looked pretty big. She prepared to fail many stealth rolls.
"Well, let's get this over with. I gotta feeling we're goin' ta tangle with them crabs at some point." Garmus huffs, making sure he has a good grip on his axe and shield.
Sir Clanky Pants : 16 18 10 10 1 15 4
“Ok, let’s do this…” she says as she steps out behind Garmus.
Crabs r us: 22 6 12 24 18 16 15
D&D 5E BEYOND: Ada - Sorceress / Isa - Sorceress / Naris - Oathbreaker Paladin
CYBERPUNK RED DISCORD: Isa - Solo 5 / Angel - Solo 5 / Faun - Tech 5 / Raja - Nomad 5
PATHFINDER 2e DISCORD: Crystal - Sorceress
Ecko smirks as he looks towards Garmus and promptly begins to laugh before (presumably) someone shuts him up. Ecko never was the wisest, especially when Garmus put a busy kitchen to shame.
Stealth! 12, 10, 10, 11, 14, 11, 13
Pots and ******* pans: 18, 22, 20, 8, 7, 22, 14
(mobile)
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
33
33 giant crabs emerge from various places in the crab maze, wondering of someone was moving a full china cabinet full of dishes. Oh. No. It was just us.
Roll for initiative.
Crystal sighs as they start getting out into the crab maze and she sees the creatures starting to make their way towards the group. "I guess it was inevitable... we might as well make the most of this" she says as she tries to protect herself from getting crabs
Crystaltive: 7
D&D 5E BEYOND: Ada - Sorceress / Isa - Sorceress / Naris - Oathbreaker Paladin
CYBERPUNK RED DISCORD: Isa - Solo 5 / Angel - Solo 5 / Faun - Tech 5 / Raja - Nomad 5
PATHFINDER 2e DISCORD: Crystal - Sorceress
(Mobile)
Initiative: 19
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Garmus sets his feet, axe at the ready. "Come on ya clapper-clawed barnacles! Show me watcha got!" He shouts.
We've got crab legs: 17
(Mobile)
Ecko’s laugh turns into a wretch at the sound of nearly three dozen crabs rapidly approaching the party. He starts to fire up his home-built flamethrower - tested only once, mind you - and turns the dial to the appropriate setting to perfectly cook the creatures.
Initiative; 21
Eralynn groaned as the Red Lobster buffet clattered closer to us. Crabs. Great.
Initiative: 5
Crab mass: 11
Ecko21, Ysa19, Garmus17, CrabMass11(AC15/HP429), Crystal7, Eralynn5
(Mobile)
Ecko casts a concerned look at the rest of the party before shrugging, pinching his nose, and wading forth into the veritable sea of crabs, thinking something along the lines of should’ve brought some more protection.
He removes the steel-polished, flamethrower-like invention and aims at the mass before pulling the trigger! He happily watches (as a pyromaniac would) as an acidic mass washes directly over the writhing crabs!
Action - second level Tasha’s Caustic Brew. The crabs must make a DC 15 Dex saving throw or take 9 acid damage, half as much on success.
If it fails, it takes 12 damage at the start of its turns for one minute unless it spends an action to wipe the stuff off.
Garmus pulls back his arm for a mighty swing of his axe through the mass of crabs. He hits once but the upswing sailed by without hitting.
Attack: 15 Damage: 10
Attack: 10 Damage: 11
Ecko21, Ysa19, Garmus17, CrabMass11(AC15/HP429), Crystal7, Eralynn5
DC15 save: 13, 3, 14, 20, 18
Ecko21, Ysa19, Garmus17, CrabMass11(AC15/HP386), Crystal7, Eralynn5
(Mobile)
With the wave of crab creatures approaching, Ysa pulled out her Scythe - it’s edge gleaming in delight - and smashed it against the ground. As a loud magical sound reverberated across the area, a spectral form managed to detach itself from her weapon to reveal a large, menacing and ghostly version of the Scythe held by a pair of robed arms that quickly faded into nothingness. Flying forward with a mind of its own, it began chopping up the crab creatures into much more manageable portions.
Action: Cast Toll the Dead- DC15 WIS Save or take 14 Necrotic Damage
Bonus Action: Cast Spiritual Weapon- Hit- 22/ Damage- 9 Force
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM