(OOC: I'm still here, and things are less busy for me this weekend. But Xanrym made his suggestion to Coriana, so I think that I need to to wait for her next back-and-forth with the Kuo-Toa before Xanrym can do anything else.)
While Xanrym waits for Coriana to continue the conversation so that he can translate responses, he considers these fish-people. They're clearly very different from the Sahuagin "sea devils." Before The Company went to find the Emperor of the Waves, Xanrym had spent some time studying aquatic monsters, and perhaps he read something useful about these creatures. Their pincer-polearms certainly seem distinctive!
History / Nature / Religion: 18 (Same result no matter which INT skill is required, unless it's Arcana, which would be a 16.)
Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims and stab them with their pincer spears. They usually strive to take their enemies alive and drag captives to their hidden lairs.
Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. It takes a charismatic leader to manage entire kuo-toan communities.
Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims and stab them with their pincer spears. They usually strive to take their enemies alive and drag captives to their hidden lairs.
Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. It takes a charismatic leader to manage entire kuo-toan communities.
(OOC: OK. I'm trying not to get too far ahead of things since we're in the middle of the Coriana's negotiation with the Kuo-Toa.)
Xanrymis fascinated to see the legendary Kuo-Toa "in the flesh." It'll be a great addition to the epic that he has started working on back at Grey Gardens: The Chronicles of The Company of the Grey Chain. He tries to study them so that he can jot down some notes later. It's always good to include specific details that add "color" to the descriptions of such creatures: the way the Light reflects off of their slimy, wet scales, the odd gurgle of their voices, and the flaring of their gills as they breathe.
Since he has to listen and translate for Coriana, Xanrym cannot share what he remembers unless there's a lull in the conversation. He figures that it can wait until later, when they're in the city. But, if it looks like things are devolving toward a fight, Xanrym will quickly warn his companions about their opponent's sticky shields and nets.
(OOC: @drumdigby - When you described polearms with pincers on the end, I thought that you were talking about man catchers. But then I saw some pictures of the Kuo-Toa. Did you mean that their polearms actually have crab pincers, like this?)
Coriana dismisses her blade and displays her empty hands to the kuo-toa. She says, "Peace. We just want to enter the city. Don't want fight. Met Bruthwol by water. Looking for Es Sarch."
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
The head Kuo-Toa looks at Coriana with confusion as she speaks, but as soon as the words Es Sarch come out of Coriana's mouth, the priest yells in a garbling war cry. "Es Sarch is bringing more agents into the city!? Kill them! The Blueknight will free Pedestal from all other control: Drow, Guild, and Es Sarch!" The Kuo-Toa attack.
Group 1 is up. At the Kuo-Toa Priest's command, eight Kuo-Toa pour out into the gatehouse from the alcoves therein. Two beefier Kuo-Toa stand at the back, with the head priest commanding from behind them.
[[ OOC: Hmmm... They outnumber us. Either whoever has the initiative blocks them at the doorway, so they don't swarm us, or, if we don't want to do that, then perhaps we should position ourselves to the side, out of sight of the Kuo-Toa further back, so they can't bombard us with projectiles and spells. ]]
as the words Es Sarch come out of Coriana's mouth, the priest yells in a garbling war cry. "Es Sarch is bringing more agents into the city!? Kill them!
Round 1: Xanrym
Xanrym exclaims, "Misfortune of The Unlooked For god! The 'Inheritors' must oppose Es Sarch's faction in Pedestal!" He calls forward a warning to Avery, Khessa, and Coriana: "Beware their shields and nets! They're coated with a sticky slime that binds!" He also tries to inspire Khessa, "Stand firm, Khessa. You're at home in battle: they are the fish out of water!"
Knowing that the party is already tired from their previous fights and outnumbered here, he decides to try to "even the odds" and maybe even giving The Company the opportunity to flee by mesmerizing some of their attackers. Xanrym taps a brief, repeated pattern on his drum as he weaves an arcane pattern with his other hand.
Movement: Xanrym falls back by about 10-ft. He wants to be well out-of-range of the Kou-Toa. Bonus Action: Grant bardic inspiration to Khessa. Action: Cast spell (LVL 3 slot) Hypnotic Pattern centered with the gatehouse "tunnel" and starting with the square of the Kuo-Toa that's 2nd farthest south. Each creature in a 30-foot cube 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
Bardic Inspiration: both Khessa and Coriana now have bardic inspiration (1d8) from Xanrym Once within the next 1 hour when they fail a D20 Test, they can roll the bardic inspiration die and add the number rolled to the d20, possibly turning failure into a success.
(OOC: The 30-ft cube of the AoE of his spell should cover all of the "regular" Kou-Toa except the one farthest to the south. Interestingly, Xanrym needs to see the point of origin of the AoE, but I think that it affects everything in a 30-ft cube. That is, if there are any hidden opponents under that dark black square, then I think that they'd also be affected since they'd be within the AoE.)
Xanrym figured that if he could hypnotize most of the Kuo-Toa guards, that would help with either option. Before he falls back, Xanrym points out the 3 leaders at the rear of the group to Theldrin and Syllen, worried about what they can do.)
(OOC: Actually... targeting one of the beefy Kuo-Toas is he can get a good shot it, and then moving off at an angle to try to get out the priest's view would be better if okay to update move)
This post has potentially manipulated dice roll results.
Avery will move off to the right side to not be in front of the opening in case someone uses an AoE spell, and will engage the closest Kuo-Toa: Attack: 12 Damage: 14; Attack: 14 Damage: 14
Kuo-Toa 2 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 3 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 4 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 5 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 6 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 7 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 8 DC 16 WIS Save: Dice rolls not yet available for this section.
Theldin's Firebolt hits one of the beefy Kuo-Toa at the back, while Avery's second sword strike lops into the first Kuo-Toa, it is still standing though. It has been more than 10 minutes definitely, and Syllen's crossbow bolt misses the Kuo-Toa engaged by Avery.
Two Kuo-Toa make their saves and push forward with the attack stepping out of the range of the Hypnotic Pattern and both throwing nets at Khessa and Coriana, while the lead one attacks Avery:
Kuo-Toa Pincer Spear against Avery Attack: 5 Damage: 3 Piercing
Khessa makes a DC 10 DEX Save or is Restrained by the net: 15
Coriana makes a DC 10 DEX Save or is Restrained by the net: 18
Rollback Post to RevisionRollBack
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(OOC: I'm still here, and things are less busy for me this weekend. But Xanrym made his suggestion to Coriana, so I think that I need to to wait for her next back-and-forth with the Kuo-Toa before Xanrym can do anything else.)
While Xanrym waits for Coriana to continue the conversation so that he can translate responses, he considers these fish-people. They're clearly very different from the Sahuagin "sea devils." Before The Company went to find the Emperor of the Waves, Xanrym had spent some time studying aquatic monsters, and perhaps he read something useful about these creatures. Their pincer-polearms certainly seem distinctive!
History / Nature / Religion: 18
(Same result no matter which INT skill is required, unless it's Arcana, which would be a 16.)
Xanrym recalls some lore of these fish-people:
Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims and stab them with their pincer spears. They usually strive to take their enemies alive and drag captives to their hidden lairs.
Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. It takes a charismatic leader to manage entire kuo-toan communities.
Avery will try to recall anything about them from his days as a Mercenary: History: 16; nature 13
(OOC: OK. I'm trying not to get too far ahead of things since we're in the middle of the Coriana's negotiation with the Kuo-Toa.)
Xanrym is fascinated to see the legendary Kuo-Toa "in the flesh." It'll be a great addition to the epic that he has started working on back at Grey Gardens: The Chronicles of The Company of the Grey Chain. He tries to study them so that he can jot down some notes later. It's always good to include specific details that add "color" to the descriptions of such creatures: the way the Light reflects off of their slimy, wet scales, the odd gurgle of their voices, and the flaring of their gills as they breathe.
Since he has to listen and translate for Coriana, Xanrym cannot share what he remembers unless there's a lull in the conversation. He figures that it can wait until later, when they're in the city. But, if it looks like things are devolving toward a fight, Xanrym will quickly warn his companions about their opponent's sticky shields and nets.
(OOC: @drumdigby - When you described polearms with pincers on the end, I thought that you were talking about man catchers. But then I saw some pictures of the Kuo-Toa. Did you mean that their polearms actually have crab pincers, like this?)
I reckon I’ll give Coriana one more day to respond, otherwise she’ll just do as Xanrym suggested. And yes; the image above is accurate
Coriana dismisses her blade and displays her empty hands to the kuo-toa. She says, "Peace. We just want to enter the city. Don't want fight. Met Bruthwol by water. Looking for Es Sarch."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The head Kuo-Toa looks at Coriana with confusion as she speaks, but as soon as the words Es Sarch come out of Coriana's mouth, the priest yells in a garbling war cry. "Es Sarch is bringing more agents into the city!? Kill them! The Blueknight will free Pedestal from all other control: Drow, Guild, and Es Sarch!" The Kuo-Toa attack.
Initiative:
Group 1: Avery, Syllen, Theldrin, Xanrym
Group 2: Kuo-Toa
Group 3: Khessa, Coriana
Group 1 is up. At the Kuo-Toa Priest's command, eight Kuo-Toa pour out into the gatehouse from the alcoves therein. Two beefier Kuo-Toa stand at the back, with the head priest commanding from behind them.
[[ OOC: Hmmm... They outnumber us. Either whoever has the initiative blocks them at the doorway, so they don't swarm us, or, if we don't want to do that, then perhaps we should position ourselves to the side, out of sight of the Kuo-Toa further back, so they can't bombard us with projectiles and spells. ]]
(OOC: Maybe we even want to retreat and look for another gate?)
Round 1: Xanrym
Xanrym exclaims, "Misfortune of The Unlooked For god! The 'Inheritors' must oppose Es Sarch's faction in Pedestal!" He calls forward a warning to Avery, Khessa, and Coriana: "Beware their shields and nets! They're coated with a sticky slime that binds!" He also tries to inspire Khessa, "Stand firm, Khessa. You're at home in battle: they are the fish out of water!"
Knowing that the party is already tired from their previous fights and outnumbered here, he decides to try to "even the odds" and maybe even giving The Company the opportunity to flee by mesmerizing some of their attackers. Xanrym taps a brief, repeated pattern on his drum as he weaves an arcane pattern with his other hand.
Movement: Xanrym falls back by about 10-ft. He wants to be well out-of-range of the Kou-Toa.
Bonus Action: Grant bardic inspiration to Khessa.
Action: Cast spell (LVL 3 slot) Hypnotic Pattern centered with the gatehouse "tunnel" and starting with the square of the Kuo-Toa that's 2nd farthest south.
Each creature in a 30-foot cube 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
Bardic Inspiration: both Khessa and Coriana now have bardic inspiration (1d8) from Xanrym
Once within the next 1 hour when they fail a D20 Test, they can roll the bardic inspiration die and add the number rolled to the d20, possibly turning failure into a success.
(OOC: The 30-ft cube of the AoE of his spell should cover all of the "regular" Kou-Toa except the one farthest to the south. Interestingly, Xanrym needs to see the point of origin of the AoE, but I think that it affects everything in a 30-ft cube. That is, if there are any hidden opponents under that dark black square, then I think that they'd also be affected since they'd be within the AoE.)
Is there any cover any distance away, anyplace we can get out of sight of the gate?
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: Xanrym is definitely OK with that option! Maybe he'll even include it in our Chronicles: "When danger reared it's ugly head, He bravely turned his tail and fled." 🐔
Xanrym figured that if he could hypnotize most of the Kuo-Toa guards, that would help with either option. Before he falls back, Xanrym points out the 3 leaders at the rear of the group to Theldrin and Syllen, worried about what they can do.)
Theldrin aims a Fire Bolt at the closest Kuo-Toa, then falls back alongside Xanrym.
Attack: 22 Damage: 15
(OOC: Actually... targeting one of the beefy Kuo-Toas is he can get a good shot it, and then moving off at an angle to try to get out the priest's view would be better if okay to update move)
Avery will move off to the right side to not be in front of the opening in case someone uses an AoE spell, and will engage the closest Kuo-Toa: Attack: 12 Damage: 14; Attack: 14 Damage: 14
(OOC: Has it been more than 10 minutes since our last fight? Syllen was under the affect of Starry Form.)
Syllen will attack the closest Kuo-Toa not affected by Hypnotic Pattern.
Crossbow Hit: 12 Damage: 10 Radiant
Move: 10 feet south/east
If it has been less than 10 minutes.
Luminous Arrow Hit: 9 Damage 7
Saving throws for the 7 Kuo-Toa in the walkway:
Kuo-Toa 2 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 3 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 4 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 5 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 6 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 7 DC 16 WIS Save: Dice rolls not yet available for this section.
Kuo-Toa 8 DC 16 WIS Save: Dice rolls not yet available for this section.
Theldin's Firebolt hits one of the beefy Kuo-Toa at the back, while Avery's second sword strike lops into the first Kuo-Toa, it is still standing though. It has been more than 10 minutes definitely, and Syllen's crossbow bolt misses the Kuo-Toa engaged by Avery.
Two Kuo-Toa make their saves and push forward with the attack stepping out of the range of the Hypnotic Pattern and both throwing nets at Khessa and Coriana, while the lead one attacks Avery:
Kuo-Toa Pincer Spear against Avery Attack: 5 Damage: 3 Piercing
Khessa makes a DC 10 DEX Save or is Restrained by the net: 15
Coriana makes a DC 10 DEX Save or is Restrained by the net: 18