Undertow continues to negotiate with the coral and, perhaps surprisingly, perhaps not, makes further progress in convincing it to let him go. The ranger wastes no time in moving closer to the exit and asking his octopus to keep a watch for incoming danger.
Riptide moves as indicated and hones its senses. After a second or two, the mystical beast picks up some sound vibrations in the water, coming from the other side of the coral-shipwreck wall directly east of the octopus.
Sadly, Sandlot is unable to break his bonds this time around. He finds himself being the last in the line of locathah attempting to get our of this cursed chamber.
(@Blue: I'm having to reinterpret Gulp's attacks a bit, but in the end it should all work out.)
Shanty tries to create a wedge between himself and the coral restraining him but wastes too much time in the effort. Quitting that idea, he decides to help a nearby companion. The warlock's tentacle whips at the coral holding Gulp fast. It freezes immediately making it quite easy for the monk to free himself.
Gulp moves forward {BR-29} and, with a combination of his new dagger and his old legs, delivers several blows to the surrounding coral. The first dagger thrust slides away from the coral, harming it little if at all. The second thrust does much more, hitting a portion of coral at the base of the door-barricade that forces a considerable portion of it to crumble to the floor. A follow-up kick destroys the small portion of the bloackage that persisted the adamantine attack. (Coral Obstruction takes 16 magical bludgeoning and adamantine piercing damage and is DEFEATED.)
Gulp also finds some time to pay Shanty back for the earlier favor. The monk aims a second quick at the coral holding on to the bard and forces it loose. Shanty escapes and immediately makes his way out of the chamber.
A few seconds pass and the group notices that the coral is no longer trying to get a hold of them. Not only that, but the exit is completely unobstructed. The party is free to go, but much time was wasted in Gar's trap.
END OF INITIATIVE ROUND 7
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"Good, but... not good..."Sandlot murmured after drifting over to take in everyone's condition. "Mn... Move we must still. No time for rest, yet..."He said, this time speaking aloud, before then swimming over to the Ranger. "Not much, this may feel. But, enough, this will need to be."With a worn hand pressed onto a shoulder, the more aged Locathah channeled another blessing of Eldath, and spoke but a single, ancient word to magically rejuvenate at least some of Undertow's injuries.
In the process, he hadn't missed Riptide's attempts at getting the ranger's attention(presumably), and directing him more or on eastern course. ".... and a heading, we may have now..." He'd say, motioning almost offhandedly to the sea critter.
---> Cast (2nd level)Healing Word on Undertow, restoring 8 HP.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Gulp would spit in frustration - to his knowledge humans used that strange gesture for some spiritual relieve - but underwater it was pointless anyway. He watched Sandot patching up Undertow and needlessly commented: "Kid's got beaten pretty badly. Thought he knew how to heal, though. Or was it someone else?" He gulped and looked at the ranger absentmindedly tagging his own barbel. "Oh, well, moving it is. Where to? That talkative bastard did not advertise his destination. East, you say? Well, lets go east." Gl'Ulp had no preferences and followed Sandot's instructions.
Shanty curses to himself, then moves to shore up Undertow as well. His song is slower but more potent than Sandlot's, an oddly comforting song about the beauty of the depths of the sea.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Barnacle twirls his javelin, attempting to hide his inability to effectivity offer any aid in escaping that room... Satisfied that none of the other locathah have noticed, he puts his javelin away and arms himself with his trusty trident and shield. Striking the head of the trident against the edge of his shield, he attempts to her up the others.
"Let's line up and head out! Gar can't be far away and none of us want to be trapped by coral again!"
(OOC If it helps, Barnacle hums the final fantasy end of battle theme while he twirls his javelin.)
With the action allowed to die down for a few moments, Sandlot, Gulp, and Shanty all think foremost of the health of their recently almost-mauled companion. They each offer some words to Undertow, but the cleric and the bard also lace theirs with some restorative power. (Undertow recovers 22 HP.)
While being treated, Undertow shares with the group the insight he has been able to gather from RIptide, his trusty companion. Getting a sense that time is of the essence, the party concludes they should head east from their current location. The most obvious obstacle, however, is that there is no passage leading straight east.
Barnacle adjusts himself and his gear and invites the group to head out. Seeing no other way out other than the one that led them here in the first place, the fighter leads the party down the slope they had climbed some time ago.
"East, east, east..." Gulp was moving slowly along the dark wall of corpses looking for the openings. "That one looks the "eastiest" of the all (he pointed at the path 4), others are too "northy" or "southy", though, who knows, of course. But I would go this way." He swam to the entrance to number 4 and raised the Globe to see better - who knows, may be some traces of that Gar passing this way (disturbed corpses, broken branches of corals, etc.) could seen?
Sandlot half-smiled at Gulp's interpretation, and wouldn't argue against it for sure. Thought that being said, while everyone presumably kept pace after the monk, the cleric keeps Riptide in the peripheral, just in case. As it was still very possible by for the Octopus to have meant a more south eastern course from before. Plus... if it didn't mean he'd have to look too closely at the field of corpses along the way, all the better.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Bubbles, leaving the thinking to others much more suited to the task, waits for the decision to be made and then takes up position at the rear of the group to guard against any attack from behind, knowing that he can rush forward to join the fray quickly if needed.
Perception 23
Rollback Post to RevisionRollBack
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
The group of locathah backtracks their steps until they are upon the rows of dead sailors once more. Some seem to think the path east should take a northward bend, others a southward one, and yet others refuse to opine at all. One thing is clear though, the message from the octopus was less clear than what Undertow had hoped.
Gulp seems to be the most confident about his hunch and, as such, the group follows him down a more northeast path. The monk himself keeps his eye peeled for any sort of telltale signs that Gar may have come this way recently, although he spots none. Following from behind, Bubbles tries to spot any other signs of danger. He also spots nothing for now. Sandlot keeps an eye on Riptide, but the octopus now seems content to simply follow once more.
As the group advances, they pass by the hull of another shipwreck. A quick look inside as they pass is enough to determine that this is an older wreck, long looted of anything of value. As such, the party advances. Those who can see farther soon report that the chosen path has led them into another very large chamber, similar in dimensions to the one where all the dead are laid into neat rows. The coral here glows with a light of its own. Red, orange, yellow, green, blue, indigo, and violet are all present in great swathes across the walls and ceiling here. The chamber spans fifty feet across from the southwest (the far end) to the northeast (just ahead of you, since you are approaching from the southeast end of this new chamber). To the northeast, you can see the wreckage of a massive ship that was split in two when it was pulled beneath the waves.
At this point, it becomes clear that whatever sound vibration Riptide picked up could not have come from this direction after all. This chamber is simply too far away from where the party was at the time. In fact, the chamber is twice as long in the opposite direction, and the walls of both sides are split by holes that lead into adjoining chambers in the northwest and southeast.
Still keeping an eye out, Bubbles notices some sources of tiny movements hidden deep within the coral walls, floors, and protrusions. Undertow, Sandlot, Gulp, and Barnacle (passive perception) also notice these movements within the coral all about them.
Distracted by the array of coloured lights on the ceiling, Barnacle notices movement within. Remembering the grabby nature of the coral in the other room, he keeps his distance but attempts to take a closer look.
This post has potentially manipulated dice roll results.
"Do they really glow or did I have too much by now?"Gulp could not have "too much" no matter how hard he tried, but he could pretend and settled for "second best. "And... Is there something moving in that coral?" Gar was not here and they could simply go back, but curiosity forced the monk to disregard the obvious call for safety and he came closer to the wall to look inside.
Sandlot let out a low, rumbling "hmm" while staring at the coral himself, but kept his distance from the mass. "Not too close, this one thinks... Another trap... another.. distraction, perhaps this is." Sandlot said, yet sounded not wholly convinced of his own words. "Come... Come... A more northern course(Route 5), we should see to next. Least we find ourselves stalled again, this one is... certain." He suggested, motioning people back as he began to drift at least few feet back towards the center chamber.
However, if the group appears insistent upon lingering for further investigations, then Sandlot could only go as far back as the entryway, before guilt and concern demanded he at least kept watch over the group from afar.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Sandlot warns himself and the group not to get too close. The cleric goes as far as starting to walk back the way he came, but some of his colleagues stay behind. Barnacle seems entranced by the apparently natural colored lights being produced by the coral in this area. Gulp seems more curious and intrigued. Both fighter and monk look about, trying to understand their surrounding a bit better. Gulp, in particular, gets quite close to the wall. The good news is that he pinpoints the source of the tiny movements within the colorful coral. The bad news is that the several tiny sahuagin hatchlings also notice the monk.
This post has potentially manipulated dice roll results.
The swarms of baby sahuagins are clearly very hungry. Each group of them overtakes the space of the nearest locathah and begins to feed. Those of you who are wounded notice that they seem to go instinctively for any open wounds you may have on your body, as it provides easier access to raw flesh.
Despite being the first to be attacked, Gulp reacts swiftly and moves just enough in place to avoid the first several tiny bites. Undertow doesn't even have to move; he simply allows the initial attacks against him to fail to pierce his fishy scales.
Still mesmerized by the colors surrounding him, Barnacle does not notice the attacking hatchlings until it is too late. A cut on his shoulder begins to grow. Shanty is caught by surprise as well. The bard tries to quickly throw the hatchlings off a bit by snarling at them, but the creatures do not seem to react and the attack goes through (Cutting Words reaction used, but failed -- reference.) At the very last minute, Barnacle uses the divinely created bond between himself and Shanty to suddenly teleport right next to the bard and within the cloud of hatchlings. (Protective Bond reaction used -- reference.) Barnacle takes all thedamage originally intended for Shanty. (Barnacle takes 28 piercing damage.)
(OOC: The swarms are occupying the same spaces as their foes, but they are also Large creatures, so they each occupy four squares.)
As the others fail to act, Bubbles steps forward to attack the swarm that is feeding on Undertow, stabbing at the multitude of small creature hoping to kill as many as possible attacking recklessly to do as much damage as possible.
(("The swarms of baby" sounds terrifying on so many levels!))
The attack was so sudden, that Gulp did not need to imitate uneven jerks of a drank. He avoided a few bites and instinctively begun to swing the dagger while kicking and punching little bastards too.
Attack with the dagger: Attack: 14 Damage: 10
Second attack: Attack: 25 Damage: 11
BA: Flurry of Blows: Attack: 15 Damage: Unable to parse dice roll. Attack: 24 Damage: 10
Drunken Technique to break free and move away.
Reaction: if Gulp is 5ft away from others attacked - Tipsy Sway forwarding the attack and another swarm. (When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.)
(@All: As a reminder for those affected by Embolden Bond, you can use a reaction to teleport 30ft closer to someone about to be damaged, and take the damage in their stead.)
Undertow's Turn:
Undertow strikes back with a vengeance, almost relishing the chance to cut down apparent Sahaugin. If he felt any remorse for striking down young, knowing what they inevitably became at least dulled any instinctive need to hold back. And when eventually Shoreseeker proves possibly not enough, a gesture and burbling summons Riptide to his side to crush as many as its tentacles could get a hold of in the heat of the battle.
Action: Attack same swarm that attacked Undertow last. Shoreseeker #1 - Attack: 29 Damage: 10 magical piercing. Shoreseeker #2 - Attack: 20 Damage: Unable to parse dice roll. magical piercing.
Bonus Action: Command Riptide to move to (AJ-46?) and attack Undertow's Swarm. Binding Strike - Attack: 26 Damage: 12 bludgeoning damage. (No Grappling, since its a swam)
============ Sandlot's Turn:
Sandlot sighs and shakes his head. But rather than complain or admonished, the aged Locathah took a deep gulp of water to steady his nerves, swam back a ways, then pref steadied his nerves, before presenting the symbol of his faith, blessing at least a few of his fellows with helpful currents to help keep the tide in their favor.
Movement: To AO-42.
Action: Cast (1st level)Bless on Gulp, Bubbles, and Barnacle.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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Undertow continues to negotiate with the coral and, perhaps surprisingly, perhaps not, makes further progress in convincing it to let him go. The ranger wastes no time in moving closer to the exit and asking his octopus to keep a watch for incoming danger.
-> Undertow is no longer restrained.
Riptide moves as indicated and hones its senses. After a second or two, the mystical beast picks up some sound vibrations in the water, coming from the other side of the coral-shipwreck wall directly east of the octopus.
Sadly, Sandlot is unable to break his bonds this time around. He finds himself being the last in the line of locathah attempting to get our of this cursed chamber.
(@Blue: I'm having to reinterpret Gulp's attacks a bit, but in the end it should all work out.)
Shanty tries to create a wedge between himself and the coral restraining him but wastes too much time in the effort. Quitting that idea, he decides to help a nearby companion. The warlock's tentacle whips at the coral holding Gulp fast. It freezes immediately making it quite easy for the monk to free himself.
Gulp moves forward {BR-29} and, with a combination of his new dagger and his old legs, delivers several blows to the surrounding coral. The first dagger thrust slides away from the coral, harming it little if at all. The second thrust does much more, hitting a portion of coral at the base of the door-barricade that forces a considerable portion of it to crumble to the floor. A follow-up kick destroys the small portion of the bloackage that persisted the adamantine attack. (Coral Obstruction takes 16 magical bludgeoning and adamantine piercing damage and is DEFEATED.)
Gulp also finds some time to pay Shanty back for the earlier favor. The monk aims a second quick at the coral holding on to the bard and forces it loose. Shanty escapes and immediately makes his way out of the chamber.
-> Shanty is no longer restrained.
A few seconds pass and the group notices that the coral is no longer trying to get a hold of them. Not only that, but the exit is completely unobstructed. The party is free to go, but much time was wasted in Gar's trap.
END OF INITIATIVE ROUND 7
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"Good, but... not good..." Sandlot murmured after drifting over to take in everyone's condition. "Mn... Move we must still. No time for rest, yet..." He said, this time speaking aloud, before then swimming over to the Ranger. "Not much, this may feel. But, enough, this will need to be." With a worn hand pressed onto a shoulder, the more aged Locathah channeled another blessing of Eldath, and spoke but a single, ancient word to magically rejuvenate at least some of Undertow's injuries.
In the process, he hadn't missed Riptide's attempts at getting the ranger's attention(presumably), and directing him more or on eastern course. ".... and a heading, we may have now..." He'd say, motioning almost offhandedly to the sea critter.
---> Cast (2nd level)Healing Word on Undertow, restoring 8 HP.
When you realize you're doing too much: Signature.
Gulp would spit in frustration - to his knowledge humans used that strange gesture for some spiritual relieve - but underwater it was pointless anyway. He watched Sandot patching up Undertow and needlessly commented: "Kid's got beaten pretty badly. Thought he knew how to heal, though. Or was it someone else?" He gulped and looked at the ranger absentmindedly tagging his own barbel. "Oh, well, moving it is. Where to? That talkative bastard did not advertise his destination. East, you say? Well, lets go east." Gl'Ulp had no preferences and followed Sandot's instructions.
Meili Liang Lvl 5 Monk
Dice
Shanty curses to himself, then moves to shore up Undertow as well. His song is slower but more potent than Sandlot's, an oddly comforting song about the beauty of the depths of the sea.
Cure wounds (at 2nd level): 14
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Barnacle twirls his javelin, attempting to hide his inability to effectivity offer any aid in escaping that room... Satisfied that none of the other locathah have noticed, he puts his javelin away and arms himself with his trusty trident and shield. Striking the head of the trident against the edge of his shield, he attempts to her up the others.
"Let's line up and head out! Gar can't be far away and none of us want to be trapped by coral again!"
(OOC If it helps, Barnacle hums the final fantasy end of battle theme while he twirls his javelin.)
(@MB: Victory Fanfare!)
With the action allowed to die down for a few moments, Sandlot, Gulp, and Shanty all think foremost of the health of their recently almost-mauled companion. They each offer some words to Undertow, but the cleric and the bard also lace theirs with some restorative power. (Undertow recovers 22 HP.)
While being treated, Undertow shares with the group the insight he has been able to gather from RIptide, his trusty companion. Getting a sense that time is of the essence, the party concludes they should head east from their current location. The most obvious obstacle, however, is that there is no passage leading straight east.
Barnacle adjusts himself and his gear and invites the group to head out. Seeing no other way out other than the one that led them here in the first place, the fighter leads the party down the slope they had climbed some time ago.
MAP UPDATE:
RED ARROWS mark the paths you are aware of:
"East, east, east..." Gulp was moving slowly along the dark wall of corpses looking for the openings. "That one looks the "eastiest" of the all (he pointed at the path 4), others are too "northy" or "southy", though, who knows, of course. But I would go this way." He swam to the entrance to number 4 and raised the Globe to see better - who knows, may be some traces of that Gar passing this way (disturbed corpses, broken branches of corals, etc.) could seen?
Perception 11
Meili Liang Lvl 5 Monk
Dice
Sandlot half-smiled at Gulp's interpretation, and wouldn't argue against it for sure. Thought that being said, while everyone presumably kept pace after the monk, the cleric keeps Riptide in the peripheral, just in case. As it was still very possible by for the Octopus to have meant a more south eastern course from before. Plus... if it didn't mean he'd have to look too closely at the field of corpses along the way, all the better.
When you realize you're doing too much: Signature.
Bubbles, leaving the thinking to others much more suited to the task, waits for the decision to be made and then takes up position at the rear of the group to guard against any attack from behind, knowing that he can rush forward to join the fray quickly if needed.
Perception 23
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
The group of locathah backtracks their steps until they are upon the rows of dead sailors once more. Some seem to think the path east should take a northward bend, others a southward one, and yet others refuse to opine at all. One thing is clear though, the message from the octopus was less clear than what Undertow had hoped.
Gulp seems to be the most confident about his hunch and, as such, the group follows him down a more northeast path. The monk himself keeps his eye peeled for any sort of telltale signs that Gar may have come this way recently, although he spots none. Following from behind, Bubbles tries to spot any other signs of danger. He also spots nothing for now. Sandlot keeps an eye on Riptide, but the octopus now seems content to simply follow once more.
As the group advances, they pass by the hull of another shipwreck. A quick look inside as they pass is enough to determine that this is an older wreck, long looted of anything of value. As such, the party advances. Those who can see farther soon report that the chosen path has led them into another very large chamber, similar in dimensions to the one where all the dead are laid into neat rows. The coral here glows with a light of its own. Red, orange, yellow, green, blue, indigo, and violet are all present in great swathes across the walls and ceiling here. The chamber spans fifty feet across from the southwest (the far end) to the northeast (just ahead of you, since you are approaching from the southeast end of this new chamber). To the northeast, you can see the wreckage of a massive ship that was split in two when it was pulled beneath the waves.
At this point, it becomes clear that whatever sound vibration Riptide picked up could not have come from this direction after all. This chamber is simply too far away from where the party was at the time. In fact, the chamber is twice as long in the opposite direction, and the walls of both sides are split by holes that lead into adjoining chambers in the northwest and southeast.
Still keeping an eye out, Bubbles notices some sources of tiny movements hidden deep within the coral walls, floors, and protrusions. Undertow, Sandlot, Gulp, and Barnacle (passive perception) also notice these movements within the coral all about them.
Distracted by the array of coloured lights on the ceiling, Barnacle notices movement within. Remembering the grabby nature of the coral in the other room, he keeps his distance but attempts to take a closer look.
Perception 7
(OOC Nope! Pretty lights make Barnacle feel good!)
"Do they really glow or did I have too much by now?" Gulp could not have "too much" no matter how hard he tried, but he could pretend and settled for "second best. "And... Is there something moving in that coral?" Gar was not here and they could simply go back, but curiosity forced the monk to disregard the obvious call for safety and he came closer to the wall to look inside.
Perception: 24
Meili Liang Lvl 5 Monk
Dice
Sandlot let out a low, rumbling "hmm" while staring at the coral himself, but kept his distance from the mass. "Not too close, this one thinks... Another trap... another.. distraction, perhaps this is." Sandlot said, yet sounded not wholly convinced of his own words. "Come... Come... A more northern course(Route 5), we should see to next. Least we find ourselves stalled again, this one is... certain." He suggested, motioning people back as he began to drift at least few feet back towards the center chamber.
However, if the group appears insistent upon lingering for further investigations, then Sandlot could only go as far back as the entryway, before guilt and concern demanded he at least kept watch over the group from afar.
When you realize you're doing too much: Signature.
Sandlot warns himself and the group not to get too close. The cleric goes as far as starting to walk back the way he came, but some of his colleagues stay behind. Barnacle seems entranced by the apparently natural colored lights being produced by the coral in this area. Gulp seems more curious and intrigued. Both fighter and monk look about, trying to understand their surrounding a bit better. Gulp, in particular, gets quite close to the wall. The good news is that he pinpoints the source of the tiny movements within the colorful coral. The bad news is that the several tiny sahuagin hatchlings also notice the monk.
WE ARE GOING INTO INITIATIVE.
(Hatchlings go first.)
The swarms of baby sahuagins are clearly very hungry. Each group of them overtakes the space of the nearest locathah and begins to feed. Those of you who are wounded notice that they seem to go instinctively for any open wounds you may have on your body, as it provides easier access to raw flesh.
-> Bites vs. Gulp: Attack: 9
Damage: 13-> Bites vs. Undertow: Attack: 24
Damage: 18-> Bites vs. Barnacle: Attack: 19 Damage: 7
-> Bites vs. Shanty: Attack: 8 Damage: 27
Despite being the first to be attacked, Gulp reacts swiftly and moves just enough in place to avoid the first several tiny bites. Undertow doesn't even have to move; he simply allows the initial attacks against him to fail to pierce his fishy scales.
Still mesmerized by the colors surrounding him, Barnacle does not notice the attacking hatchlings until it is too late. A cut on his shoulder begins to grow. Shanty is caught by surprise as well. The bard tries to quickly throw the hatchlings off a bit by snarling at them, but the creatures do not seem to react and the attack goes through (Cutting Words reaction used, but failed -- reference.) At the very last minute, Barnacle uses the divinely created bond between himself and Shanty to suddenly teleport right next to the bard and within the cloud of hatchlings. (Protective Bond reaction used -- reference.) Barnacle takes all thedamage originally intended for Shanty. (Barnacle takes 28 piercing damage.)
(OOC: The swarms are occupying the same spaces as their foes, but they are also Large creatures, so they each occupy four squares.)
(Everyone may take their turns.)
As the others fail to act, Bubbles steps forward to attack the swarm that is feeding on Undertow, stabbing at the multitude of small creature hoping to kill as many as possible attacking recklessly to do as much damage as possible.
Last Rites Attack: 19 Damage: 20
Last Rites Attack: 25 Damage: 25
Divine Fury 5 - apply to the first hit
If the first two attacks kills a swarm then he spins to threst at another group as a Bonus Action
Last Rites Attack: 10 Damage: 25
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
(("The swarms of baby" sounds terrifying on so many levels!))
The attack was so sudden, that Gulp did not need to imitate uneven jerks of a drank. He avoided a few bites and instinctively begun to swing the dagger while kicking and punching little bastards too.
Attack with the dagger: Attack: 14 Damage: 10
Second attack: Attack: 25 Damage: 11
BA: Flurry of Blows: Attack: 15 Damage: Unable to parse dice roll.
Attack: 24 Damage: 10
Drunken Technique to break free and move away.
Reaction: if Gulp is 5ft away from others attacked - Tipsy Sway forwarding the attack and another swarm. (When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.)
Meili Liang Lvl 5 Monk
Dice
(@All: As a reminder for those affected by Embolden Bond, you can use a reaction to teleport 30ft closer to someone about to be damaged, and take the damage in their stead.)
Undertow's Turn:
Undertow strikes back with a vengeance, almost relishing the chance to cut down apparent Sahaugin. If he felt any remorse for striking down young, knowing what they inevitably became at least dulled any instinctive need to hold back. And when eventually Shoreseeker proves possibly not enough, a gesture and burbling summons Riptide to his side to crush as many as its tentacles could get a hold of in the heat of the battle.
Action: Attack same swarm that attacked Undertow last.
Shoreseeker #1 - Attack: 29 Damage: 10 magical piercing.
Shoreseeker #2 - Attack: 20 Damage: Unable to parse dice roll. magical piercing.
Bonus Action: Command Riptide to move to (AJ-46?) and attack Undertow's Swarm.
Binding Strike - Attack: 26 Damage: 12 bludgeoning damage. (No Grappling, since its a swam)
============
Sandlot's Turn:
Sandlot sighs and shakes his head. But rather than complain or admonished, the aged Locathah took a deep gulp of water to steady his nerves, swam back a ways, then pref steadied his nerves, before presenting the symbol of his faith, blessing at least a few of his fellows with helpful currents to help keep the tide in their favor.
Movement: To AO-42.
Action: Cast (1st level)Bless on Gulp, Bubbles, and Barnacle.
When you realize you're doing too much: Signature.