Jarl's going to get up from prone, and back up southwest as much as his movement will allow (which shouldn't be enough to provoke an attack of opportunity). Then he's going to cast Blight again. DC 16 CON save, 42 necrotic damage, or half on a save.
"Anybody got anything to give us some advantage?" Jarl sputters. "Shale? Celric?"
Also, since I'm not sure how Brix is doing on death saves, or how the resonator works, but if Brix loses 3 death saves and 'dies,' then Jarl will use his Fungal Infestation reaction.
Brix will begin making death saves on his next turn. He hasn't taken damage since going unconscious, just been pulled into the water, so he's currently 0 and 0. However, he is currently face down in the water and can't breathe, so he can't stabilize until he can breathe again. If someone would like to they can flip him over onto his back while within 5' of him using their object interaction, allowing him to breathe again and potentially stabilize if his death saves go well.
Jarl, you are nauseous like Shale. It doesn't affect you mechanically yet.
Aboleth CON save vs. Blight: 12
The aboleth lets out a psychic wail of pain that everyone but Squiggles can hear in their minds, as Jarl's spell continues to necrotize its flesh (42 damage).
It then lashes out with its tail in retaliation at Jarl (legendary action #1).
I think you rolled a pretty high knowledge check about aboleths at the beginning of the game, right?
You have heard that those who touch aboleths, especially their tentacles, can become infected with diseases, some of which can become very difficult to cure once they fully take hold. The symptoms vary, but tend to cause the sufferer to seek out water, making it difficult for them to survive away from it.
I think so - with herbalism toolkit and nature proficiencies, any knowledge on how to cure them/keep them from taking hold? Also, do diseases move with your wildshape, if it does take hold?
Probably the most common ways to cure diseases are the lesser restoration spell or various potions (such as an elixir of health). More powerful spells like heal also cure diseases alongside their other benefits, and can also get at some diseases that resist lesser magic. Some magic items exist that will do it (like putting on a periapt of health).
I don't see any indication that diseases wouldn't carry over between forms, though if the new form were immune to the disease, or the particular disease did not affect its creature type, then the symptoms would be suppressed while in the other form.
In principle you could use your herbalism kit to craft an elixir of health, but it would take a lot of time (months, based on the rarity of the item) and money.
Celric: yeah, you could get in melee range by going to T11 and diving into the water, down 5'. You could just try to grapple it this turn; you wouldn't need to hold an action, unless you have a specific reason to delay. Just to be clear though, since this is often misunderstood: grappling someone only prevents them from moving (and allows you to drag them); it doesn't make it harder for them to attack or easier to hit (unless you have the grappler feat).
This post has potentially manipulated dice roll results.
OOC - Thanks for the roll earlier, even if it was rubbish!
Balian
The half-elf's cry of frustration is drowned out by the swirling water as he is sucked back into the pool for a second time. A seasoned veteran of this swimming pool, he knows what will follow, and manages to twist to mitigate the inevitable tentacle strike (Reaction - Uncanny Dodge, 8 damage taken from the aboleth's attack).
CON save: 5
As he surfaces and get his bearings, Balian notices the motionless body of Brix floating next to him, face down. "Too bad you can't breathe though your ass, because you can certainly talk out of it." He flips the goblin over, and does his best to swim westwards and drag Brix to the edge of the pool.
Remaining prone, flipping Brix using object interaction, swimming to R5 while dragging Brix. Disengaging as a bonus action. Dash as action to move 2 squares.
It doesn't cost you an action to drag Brix, but you can only move half your speed. On top of being prone and in difficult terrain, that means you can only move him one square; two if you dash; three if you double dash (being all roguish an' shit). You can still take an action or bonus action if you move no more than two squares, or an action and a bonus action if you move only one. (Moving at all would likely provoke an AoO if the aboleth hasn't used its reaction by your turn, so disengaging is a thing that might be relevant)
This post has potentially manipulated dice roll results.
Aboleth athletics check to contest grapple (can only succeed on a nat 20): 18
The aboleth's attempt to pull free of Celric's adrenaline-fueled grasp is futile, as it is held in place by the dragonborn cleric.
Brix death save: 3
Stuck in place, the aboleth glares up through the water at the unconscious Brix, who begins to convulse. Meanwhile, some of the aboleth's wounds begin to close (legendary action: Brix takes a failed death save and the aboleth regains 11 HP)
Shale: V only spells are fine of course. Clerics can have their holy symbol mounted on a shield, so M and V/M spells are also fine; and since somatic components that are coupled with material components can be performed with the same hand, V/S/M or S/M are fine too. The only ones you couldn't do while holding onto the rope are S and V/S spells. Letting go of the rope is a free action. Re-wrapping it to ensure you aren't affected by the tides like you did last round would be an action, but I'll say you can just grab the rope using just your object interaction to grant advantage on a potential strength save. From where you're currently standing you can just see its head, but it would have 3/4 cover in the case of any attack roll.
Round 4:
Jarl (prone)
Celric (5' up)
Brix (unconscious)
Flynt (prone)
Squiggles (concentrating on Bigby's Hand)
Balian (prone)
Shale (nauseous, round 3)
Lair
Aboleth (54 damage, 10' underwater)
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
CON save: 11
Jarl's going to get up from prone, and back up southwest as much as his movement will allow (which shouldn't be enough to provoke an attack of opportunity). Then he's going to cast Blight again. DC 16 CON save, 42 necrotic damage, or half on a save.
"Anybody got anything to give us some advantage?" Jarl sputters. "Shale? Celric?"
Also, since I'm not sure how Brix is doing on death saves, or how the resonator works, but if Brix loses 3 death saves and 'dies,' then Jarl will use his Fungal Infestation reaction.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Brix will begin making death saves on his next turn. He hasn't taken damage since going unconscious, just been pulled into the water, so he's currently 0 and 0. However, he is currently face down in the water and can't breathe, so he can't stabilize until he can breathe again. If someone would like to they can flip him over onto his back while within 5' of him using their object interaction, allowing him to breathe again and potentially stabilize if his death saves go well.
Jarl, you are nauseous like Shale. It doesn't affect you mechanically yet.
Aboleth CON save vs. Blight: 12
The aboleth lets out a psychic wail of pain that everyone but Squiggles can hear in their minds, as Jarl's spell continues to necrotize its flesh (42 damage).
It then lashes out with its tail in retaliation at Jarl (legendary action #1).
Attack: 23 Damage: 21
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Ow. Does Jarl recognize the nausea at all, from what he knows about aboleths?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I think you rolled a pretty high knowledge check about aboleths at the beginning of the game, right?
You have heard that those who touch aboleths, especially their tentacles, can become infected with diseases, some of which can become very difficult to cure once they fully take hold. The symptoms vary, but tend to cause the sufferer to seek out water, making it difficult for them to survive away from it.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
I think so - with herbalism toolkit and nature proficiencies, any knowledge on how to cure them/keep them from taking hold? Also, do diseases move with your wildshape, if it does take hold?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
(Would I be able to let go of the rope and get into melee range of the aboleth? If so I want to do that then hold my action to grapple him)
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Jarl:
Probably the most common ways to cure diseases are the lesser restoration spell or various potions (such as an elixir of health). More powerful spells like heal also cure diseases alongside their other benefits, and can also get at some diseases that resist lesser magic. Some magic items exist that will do it (like putting on a periapt of health).
I don't see any indication that diseases wouldn't carry over between forms, though if the new form were immune to the disease, or the particular disease did not affect its creature type, then the symptoms would be suppressed while in the other form.
In principle you could use your herbalism kit to craft an elixir of health, but it would take a lot of time (months, based on the rarity of the item) and money.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Celric: yeah, you could get in melee range by going to T11 and diving into the water, down 5'. You could just try to grapple it this turn; you wouldn't need to hold an action, unless you have a specific reason to delay. Just to be clear though, since this is often misunderstood: grappling someone only prevents them from moving (and allows you to drag them); it doesn't make it harder for them to attack or easier to hit (unless you have the grappler feat).
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
(Would I be able to let go of the rope and get into melee range of the aboleth? If so I want to do that then hold my action to grapple him)
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
OOC - Thanks for the roll earlier, even if it was rubbish!
Balian
The half-elf's cry of frustration is drowned out by the swirling water as he is sucked back into the pool for a second time. A seasoned veteran of this swimming pool, he knows what will follow, and manages to twist to mitigate the inevitable tentacle strike (Reaction - Uncanny Dodge, 8 damage taken from the aboleth's attack).
CON save: 5
As he surfaces and get his bearings, Balian notices the motionless body of Brix floating next to him, face down. "Too bad you can't breathe though your ass, because you can certainly talk out of it." He flips the goblin over, and does his best to swim westwards and drag Brix to the edge of the pool.
Remaining prone, flipping Brix using object interaction, swimming to R5 while dragging Brix. Disengaging as a bonus action. Dash as action to move 2 squares.
Balian:
It doesn't cost you an action to drag Brix, but you can only move half your speed. On top of being prone and in difficult terrain, that means you can only move him one square; two if you dash; three if you double dash (being all roguish an' shit). You can still take an action or bonus action if you move no more than two squares, or an action and a bonus action if you move only one. (Moving at all would likely provoke an AoO if the aboleth hasn't used its reaction by your turn, so disengaging is a thing that might be relevant)
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
OOC - Amended, I'll be disengaging and dashing to move 2 squares with Brix.
Celric moves to t11 and shouts “Come here!” He reaches into the water and tries to grapple the aboleth.
Athletics for grapple: 25
(ooc: I know I just want to take away his water cover for everyone)
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Aboleth athletics check to contest grapple (can only succeed on a nat 20): 18
The aboleth's attempt to pull free of Celric's adrenaline-fueled grasp is futile, as it is held in place by the dragonborn cleric.
Brix death save: 3
Stuck in place, the aboleth glares up through the water at the unconscious Brix, who begins to convulse. Meanwhile, some of the aboleth's wounds begin to close (legendary action: Brix takes a failed death save and the aboleth regains 11 HP)
Flynt, Squiggles, (Balian), Shale
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Squiggles launches a [Tooltip Not Found] at the now exposed Aboleth:
Attack: 27 Damage: 7
As a bonus action, Squiggles brings his hand down hard in a Clenched Fist and Bigby's Hand crashes down on the Aboleth's head
Attack: 13 Damage: 18
FYI: Celric didn't have enough movement left to actually surface the aboleth, so it still benefits from being underwater (e.g., resistance to fire).
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
(OOC: Will I have to let go of the rope to cast spells? Also, can I see the aboleth from where I am?)
Shale: V only spells are fine of course. Clerics can have their holy symbol mounted on a shield, so M and V/M spells are also fine; and since somatic components that are coupled with material components can be performed with the same hand, V/S/M or S/M are fine too. The only ones you couldn't do while holding onto the rope are S and V/S spells. Letting go of the rope is a free action. Re-wrapping it to ensure you aren't affected by the tides like you did last round would be an action, but I'll say you can just grab the rope using just your object interaction to grant advantage on a potential strength save. From where you're currently standing you can just see its head, but it would have 3/4 cover in the case of any attack roll.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Investiture of Flame turns out to not have been a very useful 6th level spell to pick, I'm seeing.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep