"The safety line is a great idea, Avery," Khessa smiles at the experienced warrior "but I think it might need improvement. If we tried to cross the bridge while we are tied to each other and a fight broke out, our maneuverability would be irreparably compromised! No one would be free to move independently of the others."
"Let's just be content to hold the safety line firmly in our hands, each of us" the blonde arcane warrior proposes. "That way we can still, in case some falls, catch them... but in case of a sudden battle, we can instead momentarily drop the rope and fight freely."
Will someone risk a familiar (or Syllen's dog "Sentry") to scout ahead? Or should Xanrym scout ahead of The Company?
(OOC: If Xanrym is acting as the scout, Syllen would probably need to cast Darkvision on him so that he's not at a disadvantage to spot anything hidden in the Dim Light of the grotto.)
"Let me lead, my gifts will let me get through this as easy as pie." Coriana says, taking the first steps onto the bridge.
(OOC: Oops! Looks like I was cross-posting...)
Xanrym graciously concedes to Coriana. "By all means! I have no desire to test these waters." Xanrym is currently not wearing (nor attuned to) his crocodile mask, so he would again be a poor swimmer. He says, "The Sullen Sea may be more placid than the storm-tossed waters of Nyr Dyv, but its still, dark waters have an evil look. I don't doubt that it may run deep, and there are probably dangerous and twisted monsters in its depths. Be careful!"
The Sahuagin were formidable fighters, and Xanrym views the kraken like a force of nature -- deadly, certainly, but more like a hurricane or a tornado. The titan would be unstoppable without legendary magic, but it does not care for the affairs of people. Xanrym wouldn't want to be crushed or drowned by a kraken, but there are worse things than death!
The Gibbering Mouther reminded Xanrym of rumors that he's heard for many years of strange cults that worship dark, alien Powers. Worse even than evil gods, like Nerull the Reaper, who revels in death and wants to kill all that live upon Oerth. "Elder evils," older than the gods themselves. Strange entities with incomprehensible goals and strange, maddening abilities that can warp reality itself. Now that he has access to the Great Library of Greyhawk, Xanrym has been reading old scrolls with purportedly first-hand accounts (and lurid details!) of such cults and the eldritch entities they worship.
Xanrym shudders and tries to put such thoughts out of his head. If there's a price to pay for an active imagination, it's at times like this. As he looks out over the Sullen Sea near a ruined city of the drow deep underground, his mind starts to imagine the horrible, slimy things that could lurk beneath the surface.
(OOC: Since the Oceanbridge accommodates Bruthwol's wagon and lizards, I assume that it's at least 10-feet wide and permits us to walk 2-abreast. If that's true, it sounds like the marching order is something like this?
Nav 90-foot gap
Coriana (in the lead)
Khessa & Syllen
Theldrin & Avery
Xanrym (rear guard)
If we reach a part of the Oceanbridge where there's only water on one side of us, then I guess Khessa and Avery would be on the north side of the group. I'm assuming, of course, that the biggest threat would come from the water and not from a Roper hidden in an alcove on the south side of the bridge.
It sounds like we're moving forward in the dim light without any extra Light for the humans.)
Syllen is good with Xanrym's suggested order but would have Sentry walk with Xanrym. Sentry would keep an eye on the group rear. Nav would keep a few small rocks in its claws.
This post has potentially manipulated dice roll results.
OK. Nav flies ahead in the Dim Light, but The Company uses Light for ourselves.
Xanrym is happy for Sentry's company at the back of the line. He picks up the rope (safety line) in one hand and prepares to follow the others. He'll focus on watching and listening for any threats that may creep up from the rear of the group, either along the road, from the waters, or even from above.
Xanrym - The bridge does only rise 2 feet out of the water, it is fairly reliable as their is no swell here in the Underdark. It is 15 ft across and open to the sea on both sides, the map is correct that it is only open to the sea for a little while. The bridge runs along the southern edge of the sea with a wall to the right hand side. You notice nothing approaching you from behind as you cross the bridge.
You all head along the bridge with the rope held in hand. I'll say that with Nav's help Coriana can roll her Perception check with advantage to spot any hazards along the journey: 23
Spans of massive stone blocks mingle with the sculpted southern side of the Great Grotto, forming a bridge over the ominous waters of the Sea. After a little while you notice ahead a few of the massive stone blocks of the Oceanbridge are cracked and sit askew. A navigable path yet exists where the corners of the crooked stones come close together, but unlike the minor erosion endured by the majority of the bridge, this section seems to have sustained damage.
Coriana doesn't see anything in the dark waters, but a feeling inside her starts to awaken. The same feeling she felt when she first encountered her patron, and like that when she encountered the Kraken; this feeling always belies some kind of danger from the depths.
Coriana swims down into the depths, and sees that indeed, the bridge is askew. Something large has pushed itself into the stone and damaged the structure. Coriana then feels that strange pulsating inside her getting quicker... closer. At that same moment she sees a large creature with sharp teeth and a weapon in hand with a long fishy tail swimming toward her. This isn't the source of her growing sense of dread, but it is certainly a threat.
The serene and gloomy surface of the Sullen Sea ripples, and the air grows foul with the stench of rotting fish. Three humanoids haul themselves from the depths, covered in slimy, bulbous flesh and vestigial fins. Their gaping maws are filled with rows of sharp teeth and they all carry harpoons, and seem intent on throwing them. You're under attack by Merrow. Initiative:
Group 1: Avery, Coriana, Syllen, Theldrin, Xanrym
Group 2: Merrow
Group 3: Khessa
Group 1 is up. Coriana is in the water facing one Merrow, while another three attack the party still on the bridge. Also, ignore the 'S' and 'I' symbols on the map, they had tactical importance in the original encounter that has been changed somewhat.
Xanrym is worried about getting dragged into the water. With the narrow bridge and the wall to the south, it's difficult for the party to avoid being attacked from the front (the one to the east) and the side (the two to their north). As soon as he seems them surface, Xanrym says, "I'll try to disable these two. Avoid any that are affected and focus on the others!" He taps a repeating rhythm on his drum that swells and recedes while he casts a spell at the two merrow to their north.
Movement: Move 5-ft south to the cavern wall to give room for Avery and Khessa to defend the edge of the bridge. Action: Cast spell (LVL 3 slot) Hypnotic Pattern so that the 30-ft cube covers the two merrow who are closest together but so that it does not affect Coriana. Each creature in the AoE who sees the hypnotic pattern must roll a DC 16 WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. (Note that affected creatures do not get to reroll the saving throw each round.) Free Action: Talking.
Avery suggests a safety line tied to each other, incase some falls, and the group can catch them.
"The safety line is a great idea, Avery," Khessa smiles at the experienced warrior "but I think it might need improvement. If we tried to cross the bridge while we are tied to each other and a fight broke out, our maneuverability would be irreparably compromised! No one would be free to move independently of the others."
"Let's just be content to hold the safety line firmly in our hands, each of us" the blonde arcane warrior proposes. "That way we can still, in case some falls, catch them... but in case of a sudden battle, we can instead momentarily drop the rope and fight freely."
(OOC: Oops! Looks like I was cross-posting...)
Xanrym graciously concedes to Coriana. "By all means! I have no desire to test these waters." Xanrym is currently not wearing (nor attuned to) his crocodile mask, so he would again be a poor swimmer. He says, "The Sullen Sea may be more placid than the storm-tossed waters of Nyr Dyv, but its still, dark waters have an evil look. I don't doubt that it may run deep, and there are probably dangerous and twisted monsters in its depths. Be careful!"
The Sahuagin were formidable fighters, and Xanrym views the kraken like a force of nature -- deadly, certainly, but more like a hurricane or a tornado. The titan would be unstoppable without legendary magic, but it does not care for the affairs of people. Xanrym wouldn't want to be crushed or drowned by a kraken, but there are worse things than death!
The Gibbering Mouther reminded Xanrym of rumors that he's heard for many years of strange cults that worship dark, alien Powers. Worse even than evil gods, like Nerull the Reaper, who revels in death and wants to kill all that live upon Oerth. "Elder evils," older than the gods themselves. Strange entities with incomprehensible goals and strange, maddening abilities that can warp reality itself. Now that he has access to the Great Library of Greyhawk, Xanrym has been reading old scrolls with purportedly first-hand accounts (and lurid details!) of such cults and the eldritch entities they worship.
Xanrym shudders and tries to put such thoughts out of his head. If there's a price to pay for an active imagination, it's at times like this. As he looks out over the Sullen Sea near a ruined city of the drow deep underground, his mind starts to imagine the horrible, slimy things that could lurk beneath the surface.
(OOC: Since the Oceanbridge accommodates Bruthwol's wagon and lizards, I assume that it's at least 10-feet wide and permits us to walk 2-abreast. If that's true, it sounds like the marching order is something like this?
90-foot gap
If we reach a part of the Oceanbridge where there's only water on one side of us, then I guess Khessa and Avery would be on the north side of the group. I'm assuming, of course, that the biggest threat would come from the water and not from a Roper hidden in an alcove on the south side of the bridge.
It sounds like we're moving forward in the dim light without any extra Light for the humans.)
Khessa Lights a small object (like maybe her belt buckle) if needed, so the party can see well during the walk.
Coriana casts light on a conical seashell around her neck. "No sense in not having a backup in case one of us goes in the drink."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Syllen is good with Xanrym's suggested order but would have Sentry walk with Xanrym. Sentry would keep an eye on the group rear. Nav would keep a few small rocks in its claws.
Theldrin has been generally keeping Light active on his staff as the party explores but is happy to let Khessa and Coriana handle it for a while.
OK. Nav flies ahead in the Dim Light, but The Company uses Light for ourselves.
Xanrym is happy for Sentry's company at the back of the line. He picks up the rope (safety line) in one hand and prepares to follow the others. He'll focus on watching and listening for any threats that may creep up from the rear of the group, either along the road, from the waters, or even from above.
Perception: 21 (or, if it's a check that relies on vision outside of the party's own Bright Light, 11 because of Disadvantage)
(OOC: Huh. Trying that roll with disadvantage again.)
Perception: 22, with Disadvantage in the Dim Light
Xanrym - The bridge does only rise 2 feet out of the water, it is fairly reliable as their is no swell here in the Underdark. It is 15 ft across and open to the sea on both sides, the map is correct that it is only open to the sea for a little while. The bridge runs along the southern edge of the sea with a wall to the right hand side. You notice nothing approaching you from behind as you cross the bridge.
You all head along the bridge with the rope held in hand. I'll say that with Nav's help Coriana can roll her Perception check with advantage to spot any hazards along the journey: 23
Spans of massive stone blocks mingle with the sculpted southern side of the Great Grotto, forming a bridge over the ominous waters of the Sea. After a little while you notice ahead a few of the massive stone blocks of the Oceanbridge are cracked and sit askew. A navigable path yet exists where the corners of the crooked stones come close together, but unlike the minor erosion endured by the majority of the bridge, this section seems to have sustained damage.
Coriana doesn't see anything in the dark waters, but a feeling inside her starts to awaken. The same feeling she felt when she first encountered her patron, and like that when she encountered the Kraken; this feeling always belies some kind of danger from the depths.
"Hold up, everybody," says Coriana, feeling suspicious. "Let me check below."
She then dives into the water, still with her light spell,and checks the stones in the area that look damaged.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: This weekend was non stop so I forgot to mention but after the short rest everyone would get 9 temp HP)
Xanrym reminds her, "Keep hold of the rope!", so that they have a way to drag her out of harm's way, if needed.
Theldrin moves to the side of the bridge, anxiously watching the spot where Coriana dove into the water.
Coriana keeps the rope in her hand.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Coriana swims down into the depths, and sees that indeed, the bridge is askew. Something large has pushed itself into the stone and damaged the structure. Coriana then feels that strange pulsating inside her getting quicker... closer. At that same moment she sees a large creature with sharp teeth and a weapon in hand with a long fishy tail swimming toward her. This isn't the source of her growing sense of dread, but it is certainly a threat.
The serene and gloomy surface of the Sullen Sea ripples, and the air grows foul with the stench of rotting fish. Three humanoids haul themselves from the depths, covered in slimy, bulbous flesh and vestigial fins. Their gaping maws are filled with rows of sharp teeth and they all carry harpoons, and seem intent on throwing them. You're under attack by Merrow. Initiative:
Group 1: Avery, Coriana, Syllen, Theldrin, Xanrym
Group 2: Merrow
Group 3: Khessa
Group 1 is up. Coriana is in the water facing one Merrow, while another three attack the party still on the bridge. Also, ignore the 'S' and 'I' symbols on the map, they had tactical importance in the original encounter that has been changed somewhat.
Round 1: Xanrym
Xanrym is worried about getting dragged into the water. With the narrow bridge and the wall to the south, it's difficult for the party to avoid being attacked from the front (the one to the east) and the side (the two to their north). As soon as he seems them surface, Xanrym says, "I'll try to disable these two. Avoid any that are affected and focus on the others!" He taps a repeating rhythm on his drum that swells and recedes while he casts a spell at the two merrow to their north.
Movement: Move 5-ft south to the cavern wall to give room for Avery and Khessa to defend the edge of the bridge.
Action: Cast spell (LVL 3 slot) Hypnotic Pattern so that the 30-ft cube covers the two merrow who are closest together but so that it does not affect Coriana.
Each creature in the AoE who sees the hypnotic pattern must roll a DC 16 WIS save.
On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. (Note that affected creatures do not get to reroll the saving throw each round.)
Free Action: Talking.
Concentration: Hypnotic Pattern round 1 of 10
(OOC: @drumdigby - the others may want to see whether the two merrow are affected by Hypnotic Pattern before they pick their target.)
Merrow 1 WIS Save: 9
Merrow 2 WIS Save: 10