Xanrym successfully stabs the beast with his swords, but in his fear of its long, toothy mouth, he forgets about its tail. As Xanrym leans down to stab the creature in the flank, the crocodile whips to the side and slams its tail into Xanrym's head. Off-balance and disoriented, Xanrym falls to the ground...
(OOC: @drumdigby - How is the crocodile looking at this point? And did you say that the crocodile is between Xanrym, Liarin, and Theldrin and the door to the harpy's den?)
(OOC: I was still deciding. I was checking whether we had the option to slip into the harpy's room and try to put a closed door between us and the crocodile. Sounds like that's not an option, but at least it means that Avery will be emerging on the other side of the crocodile, so he'll have a clear shot at it.)
This post has potentially manipulated dice roll results.
Xanrym: Round 3
(OOC: I believe Liarin was knocked out of her Wild Shape by that last attack.)
Xanrym drops one of his swords as he falls. As looks up, he sees the crocodile bite down on Liarin-bear again and Liarin revert back to her normal form. He calls out to the crocodile, sure that it will feel the force of his words even if it doesn't understand them: "You won't be the one who kills the heroes defeated the harpy, Araphise!"
Xanrym scrambles to his feet and, hoping to put some space between him and the crocodile, casts a spell in an attempt to drive the crocodile away from him. If the crocodile moves away from him, Xanrym makes a final strike with his shortsword as it goes. Finally, he drops his sword and grabs his crossbow.
Movement: 15' of movement to stand. Then, only if the crocodile moves away from him, Xanrym uses his remaining movement to back as far from the crocodile as he can while still maintaining line-of-sight. If the crocodile does not move away, then he maintains his position. Bonus Action: Use Unsettling Words: the crocodile must subtract 2 from the next saving throw it makes before the start of Xanrym's next turn. Action: Cast spell (LVL 2 slot) Dissonant Whispers, WIS 13 save (that save DC is 15 after Unsettling Words) or take 6 psychic damage and immediately use its reaction to safely move as far as its speed allows away from Xanrym. On a successful save: 3 psychic damage and no forced movement. Free Action: Drop shortsword. Item interaction: equip crossbow.
Bonus Action: Use Unsettling Words: the crocodile must subtract 1 from the next saving throw it makes before the start of Xanrym's next turn. Action: Cast spell (LVL 2 slot) Dissonant Whispers, WIS 13 save (that save DC is 14 after Unsettling Words) or take 9 psychic damage and immediately use its reaction to safely move as far as its speed allows away from Xanrym. On a successful save: 4.5 psychic damage and no forced movement.
This post has potentially manipulated dice roll results.
As Liarin reverts to human form and summons the snake, the crocodile succumbs to Xanrym's spell, running back up the hall toward's it's underground lake. Opening up the entrance to Araphise's lair.
Xanrym Shortsword against Crocodile Attack: 18 Damage: 6
The Shortsword attack misses. At this point the Croc is pretty close to it's lair and feeling pretty beat and broken, it makes one last hiss at you all and then takes the Dash action to scamper back to it's underground lake.
Avery and Toska arrive just in time to see a giant crocodile running away to the west. Unless you want to chase the Croc, the combat is over.
As Liarin reverts to human form and summons the snake, the crocodile succumbs to Xanrym's spell, running back up the hall toward's it's underground lake. Opening up the entrance to Araphise's lair.
(OOC: Just to be clear, the crocodile let go of Liarin before it fled, right? I know that Dissonant Whispers drives the crocodile away from Xanrym, but I wasn't sure whether it would just end up dragging Liarin away when it fled!)
Ah good point, I think I just assumed once Liarin dropped out of bear form that she'd also fall out of the Crocodile's mouth. The Crocodile is returning to it's den without Liarin.
Although that would have been an interesting development.
The Crocodile is returning to it's den without Liarin.
Although that would have been an interesting development.
(OOC: Got it. Thanks! At least the low rolls for Dissonant Whispers damage and Unsettling Words also continued into the crocodile's saving throw. Xanrym managed to drive the crocodile away so that it wasn't a total waste of a level 2 spell slot!)
As Liarin reverts to human form and summons the snake, the crocodile succumbs to Xanrym's spell, running back up the hall toward's it's underground lake. Opening up the entrance to Araphise's lair.
Xanrym Shortsword against Crocodile Attack: 11 Damage: 7
(OOC: Oops. Thanks! I meant to roll that opportunity attack in my post.
I guess Liarin and the constrictor snake should also have the option of making an opportunity attack as the crocodile ran away. I think that they were both in melee with the crocodile before it fled, and they still had their reactions available.)
So you have Heckle, and you're even more drained of resources than you were before. Is a Long Rest still on the table? If so I'll want a breakdown of how you're doing it, watches and stuff. Keep in mind no matter how you do it i'm going to get you to roll for a random encounter every 4 hours or so.
Xanrym thanks Avery and Toska for hurrying to their aid. He points toward the watery room at the end of the hall and says that there was a great big crocodile, and he called out when it clamped its jaws on Liarin. They weren't able to kill it, but they eventually drove it away.
So you have Heckle, and you're even more drained of resources than you were before. Is a Long Rest still on the table? If so I'll want a breakdown of how you're doing it, watches and stuff. Keep in mind no matter how you do it i'm going to get you to roll for a random encounter every 4 hours or so.
I think that we agreed to sleep in room 20b. The troglodyte warren (20c) is presumably too smelly to use. We'll presumably lay out our bed rolls at the northwest end of 20b so that we're not to close to the stairs or the door that exits into 20a.
Before the long rest, Xanrym rigs a string and his small bell over the door that leads to 20a. He doesn't expect anything to come from that direction, but if anyone dares enter through the harpy's lair, he wants a warning before they make it around the narrow hallway and into 20b. ("Forewarned is forearmed.")
Xanrym also spreads his caltrops at the top of the stairs. That way, if anything tries to sneak up the stairs, they'll hopefully get stuck just as they get to the top of the stairs while they're in range of Theldrin's fire bolt or Xanrym's crossbow.
During the night, when Toska's and Theldrin's Light is out, he leaves his lantern burning in 20c. That way, it will illuminate most of the hallway that leads to the stairs, but the curve of that warren's wall will keep their sleeping area in the northern end of 20b in darkness. If the troglodtyes had benches or stools or anything, Xanrym will also bring those near the northeast corner of the room, tipped on their side to use as cover, if needed. ("Might as well be prepared for the worst!")
Each party member can take a watch shift of 1.5 hours. They should finish a Long Rest in 8 hours (with some extra time before sleeping for the party to talk quietly about their plans for the next day). Theldrin took the first watch, so the shifts could be
Theldrin
Toska
Xanrym
Avery or Liarin
Liarin or Avery
During his watch, Xanrym will sit with his crossbow in his lap at the northeast corner of the room, keeping an eye on the top of the stairs.
Random Encounter: 2
(OOC: Since Xanrym's watch bridges the first and second half of the rest, I thought that I'd go ahead and roll a 1d6 for Random Encounters for the second half of the Long Rest.)
The sleep passes uneventfully. At one point Xanrym thinks he hears the clicking of crocodile claws but they fade fairly quickly. Perhaps the croc thought better of trying you all again and went off looking for easier prey. You can all mark off a Long Rest.
Additionally, seeing as how you’ve all been through an incredibly combat heavy few hours, you wake up with a renewed energy and skill set. You all level up to level 4
Liarin awakes early, feeling in touch with nature despite being underground, perhaps due to the presence of all these reptiles. She gets ready to start the day, and will summon the staff-snake to guard while they explore.
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
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The Firebolt glances off the Crocodile, while Xanrym is able to keep on his feet.
Xanrym and Liarin still up, I believe Liarin is Restrained from the Crocodile's bite.
Xanrym: Round 2 results
Xanrym successfully stabs the beast with his swords, but in his fear of its long, toothy mouth, he forgets about its tail. As Xanrym leans down to stab the creature in the flank, the crocodile whips to the side and slams its tail into Xanrym's head. Off-balance and disoriented, Xanrym falls to the ground...
(OOC: @drumdigby - How is the crocodile looking at this point? And did you say that the crocodile is between Xanrym, Liarin, and Theldrin and the door to the harpy's den?)
I’d say you still can’t get around it yes. Sorry did you actually make attack rolls for this round already or are you still deciding what to do?
(OOC: I was still deciding. I was checking whether we had the option to slip into the harpy's room and try to put a closed door between us and the crocodile. Sounds like that's not an option, but at least it means that Avery will be emerging on the other side of the crocodile, so he'll have a clear shot at it.)
Xanrym: Round 3
(OOC: I believe Liarin was knocked out of her Wild Shape by that last attack.)
Xanrym drops one of his swords as he falls. As looks up, he sees the crocodile bite down on Liarin-bear again and Liarin revert back to her normal form. He calls out to the crocodile, sure that it will feel the force of his words even if it doesn't understand them: "You won't be the one who kills the heroes defeated the harpy, Araphise!"
Xanrym scrambles to his feet and, hoping to put some space between him and the crocodile, casts a spell in an attempt to drive the crocodile away from him. If the crocodile moves away from him, Xanrym makes a final strike with his shortsword as it goes. Finally, he drops his sword and grabs his crossbow.
Movement: 15' of movement to stand. Then, only if the crocodile moves away from him, Xanrym uses his remaining movement to back as far from the crocodile as he can while still maintaining line-of-sight. If the crocodile does not move away, then he maintains his position.
Bonus Action: Use Unsettling Words: the crocodile must subtract 2 from the next saving throw it makes before the start of Xanrym's next turn.
Action: Cast spell (LVL 2 slot) Dissonant Whispers, WIS 13 save (that save DC is 15 after Unsettling Words) or take 6 psychic damage and immediately use its reaction to safely move as far as its speed allows away from Xanrym.
On a successful save: 3 psychic damage and no forced movement.
Free Action: Drop shortsword. Item interaction: equip crossbow.
(OOC: Ugh! All the low rolls in one turn!)
Liarin reverts to human form as the reptile’s jaws close around her.
She throws the staff to the ground, hissing its command word. The snake appears and attacks the crocodile.
Constrict: Attack: 24 Damage: 17
grappled, restrained escape dc 16
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Crocodile Wis Save: 7
As Liarin reverts to human form and summons the snake, the crocodile succumbs to Xanrym's spell, running back up the hall toward's it's underground lake. Opening up the entrance to Araphise's lair.
Xanrym Shortsword against Crocodile Attack: 18 Damage: 6
The Shortsword attack misses. At this point the Croc is pretty close to it's lair and feeling pretty beat and broken, it makes one last hiss at you all and then takes the Dash action to scamper back to it's underground lake.
Avery and Toska arrive just in time to see a giant crocodile running away to the west. Unless you want to chase the Croc, the combat is over.
(OOC: Just to be clear, the crocodile let go of Liarin before it fled, right? I know that Dissonant Whispers drives the crocodile away from Xanrym, but I wasn't sure whether it would just end up dragging Liarin away when it fled!)
Ah good point, I think I just assumed once Liarin dropped out of bear form that she'd also fall out of the Crocodile's mouth. The Crocodile is returning to it's den without Liarin.
Although that would have been an interesting development.
(OOC: Got it. Thanks! At least the low rolls for Dissonant Whispers damage and Unsettling Words also continued into the crocodile's saving throw. Xanrym managed to drive the crocodile away so that it wasn't a total waste of a level 2 spell slot!)
(OOC: Oops. Thanks! I meant to roll that opportunity attack in my post.
I guess Liarin and the constrictor snake should also have the option of making an opportunity attack as the crocodile ran away. I think that they were both in melee with the crocodile before it fled, and they still had their reactions available.)
Liarin will let the croc go, and dismiss the snake. She also casts healing word on herself with her last spell slot, restoring herself to full.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
So you have Heckle, and you're even more drained of resources than you were before. Is a Long Rest still on the table? If so I'll want a breakdown of how you're doing it, watches and stuff. Keep in mind no matter how you do it i'm going to get you to roll for a random encounter every 4 hours or so.
(OOC: Pretty sure a Long Rest is the plan)
Theldrin offers to take the first watch.
Random Encounter: 4
Random Encounter: 2
I think that we agreed to sleep in room 20b. The troglodyte warren (20c) is presumably too smelly to use. We'll presumably lay out our bed rolls at the northwest end of 20b so that we're not to close to the stairs or the door that exits into 20a.
Before the long rest, Xanrym rigs a string and his small bell over the door that leads to 20a. He doesn't expect anything to come from that direction, but if anyone dares enter through the harpy's lair, he wants a warning before they make it around the narrow hallway and into 20b. ("Forewarned is forearmed.")
Xanrym also spreads his caltrops at the top of the stairs. That way, if anything tries to sneak up the stairs, they'll hopefully get stuck just as they get to the top of the stairs while they're in range of Theldrin's fire bolt or Xanrym's crossbow.
During the night, when Toska's and Theldrin's Light is out, he leaves his lantern burning in 20c. That way, it will illuminate most of the hallway that leads to the stairs, but the curve of that warren's wall will keep their sleeping area in the northern end of 20b in darkness. If the troglodtyes had benches or stools or anything, Xanrym will also bring those near the northeast corner of the room, tipped on their side to use as cover, if needed. ("Might as well be prepared for the worst!")
Each party member can take a watch shift of 1.5 hours. They should finish a Long Rest in 8 hours (with some extra time before sleeping for the party to talk quietly about their plans for the next day). Theldrin took the first watch, so the shifts could be
During his watch, Xanrym will sit with his crossbow in his lap at the northeast corner of the room, keeping an eye on the top of the stairs.
Random Encounter: 2
(OOC: Since Xanrym's watch bridges the first and second half of the rest, I thought that I'd go ahead and roll a 1d6 for Random Encounters for the second half of the Long Rest.)
The sleep passes uneventfully. At one point Xanrym thinks he hears the clicking of crocodile claws but they fade fairly quickly. Perhaps the croc thought better of trying you all again and went off looking for easier prey. You can all mark off a Long Rest.
Additionally, seeing as how you’ve all been through an incredibly combat heavy few hours, you wake up with a renewed energy and skill set. You all level up to level 4
Liarin awakes early, feeling in touch with nature despite being underground, perhaps due to the presence of all these reptiles. She gets ready to start the day, and will summon the staff-snake to guard while they explore.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep