19 Dolkum attacks Gargantuan Crab 3, which is already prone. (OOC: I rolled your hammer attack: 24 with bless). The doughty paladin strikes it with his hammer for 7HP, but half of that reflects off the shell.
16 A huge form of an angel of Takal Demesh barely visible in the fog and fly swarms, hovers over Ednyss for a moment, then disappears, as his Sacred Flame and Spiritual Weapon attacks decimate the final swarm. A few crabs survive, but will have no effect alone.
12 Varielky deals another vicious blow to Gargantuan Crab 3, and smashes it with her shield, knocking it prone once again, but it still lives!
9 Mittens’ illusion continues, but without noticeable effect. Frostbite (OOC: Swarm is down, so it is) on Gargantuan Crab 3 hits for 5 cold damage, coating its mouth in tendrils of ice.
Amistan continues to charm Gargantuan Crab 4, and, eyes wide as he looks seaward, he moves to the carriage's driver’s seat and takes up the reins. "Wizard! Bring those horses here and give ours something to strive for!," he shouts to Mittens.
Wad breaks the crab’s grip and drops down through tree branches, grimacing but still up. Flint moves beside him.
Flint & Benita continue to battle Gargantuan Crab 1, but can’t seem to connect.
Gargantuan Crab #1 attacks Wad again but the tree branches protect him. As a reaction, Flint attacks the Crab again, hacking into its side.
Gargantuan Crab #3 rights itself, and attacks Varielky twice, missing once, and hitting once for 8HP damage, but Varielky pulls herself free of being grappled.
Gargantuan Crab 4, charmed by Amistan, moves quickly to the rear of the carriage, flattens its body against the ground, inserts its claws under the rear axle, and begins to lift.
You all see as the acid burns off and the steam begins to clear, through the swarming flies, what looks like a hillside rising from the depths just offshore. A 10’ wave of displaced seawater is moving your way and will strike at the end of next round. Make Perception Rolls vs. DC10 to notice it in time to react.
This post has potentially manipulated dice roll results.
Even while mesmerised by Takal Demesh's figure over Ednyss, Varielky blocks one claw and immediately makes an attack against the crab, but is hit by the second attack before she can move away. After pulling herself free of the crab's hold (Perception: 17) she has a moment to notice the wave. "Brace for impact!" She shouts as she pulls away from the crab, trying to reach higher ground, where she hopes to get a moment of rest before fighting continues.
Reaction: Riposte manoeuvre Attack: 19 Damage: 16. Action: If the crab is still alive - Disengage. If it is dead - Dash. Either way, trying to get onto high ground. I think you said the cliff is 15' and the wave is 10'? Bonus Action: Second Wind, healing 9. And Bless because I forgot once again: 1.
This post has potentially manipulated dice roll results.
Dolkum pauses briefly to asses the situation
Perception 11
If he sees the wave then he yells out WAVE! HIGH GROUND NOW! and heads for the tree behind crab 3 avoiding the beastie's personal space, and climbing as high as he can in the time allowed, and holding fast.
If he doesn't see the wave then he pulls out another javelin, puts it together and throws it at crab 3
Heeding Amistan's call, Mittens shifts his illusion over to where the real horses stood. They begin pantomiming pulling the wagon forward as if they were harnessed. Satisfied with his work, he turns his attention back to the battle at hand, and when he sees the colossal form rising from the ocean, he starts and exclaims, "Oh, SHOOT! Hey guys, we really need to leave!"
With the other's calling, Ednyss glances up to see the wave coming and starts backing away with Varielky. As he sees the displaced water, he runs towards the horses where hopefully he can start to help pull them free next turn. If the crab that Varielky was fighting is still alive (after her reaction attack), then Ednyss has his spiritual weapon swing at that crab. Otherwise, he has it move closer to the crab being fought by Flint and Wad and has it make its strike there. He calls out to the others that turn around, "We need to free the horses to get out of here. We cannot leave them!"
Bonus Action: If Gargantuan Crab #3 is still alive then attack it with Spiritual Weapon; Otherwise move Spiritual Weapon to S26 (20 Feet) and attack Gargantuan Crab #1 Bless: 4 Attack: 12 Damage: 10
Action: Disengage if the Gargantuan Crab #3 is still alive; Otherwise, Dash to double movement
Move: As close to the horses as possible... The end location is variable depending on whether Ednyss dashes or disengages. (25 Feet of Movement/50 Feet of Movement (with dash))
19 Dolkum throws a javelin at Gargantuan Crab 3 but it reflects off its thick shell. He does not see the wave coming, but atop the log on which the Crab earlier threw him, he is safe.
16 Ednyss’spiritual weapon moves to Gargantuan Crab 3, but the enormous beast’s huge claw deflects the divine shield down into the sand. Ednyss disengages and makes it as far as S21.
12 Varielky’s riposte misses, but gives her an opening to disengage, shout a warning to her companions, and run out of the gulley to higher ground.
9 Mittens’ illusion convinces the majority of the horse team, which at any rate would like nothing better than to get away from the gargantuan crab behind it. Since Mittens sees the wave coming, he can leap out of its way as it surges up the gulley, to avoid being knocked prone.
Amistan continues to maintain a connection with Gargantuan Crab 4, and shouts forcefully to the horse team, “With all your strength!! Pull, Lystrata! Pull Ceret! Pull Orinthia! PULL!!!!”
Flint & Wad keep up the pressure, and now Wad strikes Gargantuan Crab 1 for 6HP.
Benita sees the wave coming. She clenches her jaw, glaring at the gargantuan crab. Timing her movement, she leaps atop its shell, then from there up and onto a tree bough above Wad, barely evading one of the Crab’s enormous claws. As the crab strikes at her, Flint & Wad both react, striking its underside as it reaches up, and finally Gargantuan Crab 1shudders and slides down the escarpment, dead.
Gargantuan Crab 3 follows Ednyss, Grabs him with both claws around his torso, squeezing the breath out of him. Ednyss takes 19HP damage and is grappled.
Gargantuan Crab 4, charmed by Amistan, lifts and pushes the rear of the carriage, straining under the weight and frees the wheels.
The horses, whinnying and snorting with effort, egged on by Mittens’ illusion, Amistan’s encouragement, and fear of the gargantuan crab, succeed in pulling the cart forward 20’.
A 10-foot tall wave crashes against the escarpment, splashing up over Flint, Wad, and Benita, and rushing up the gulley, as far as the spot where the carriage was stuck a moment ago. Gargantuan Crab 3 is lifted by the flowing water, and pushed 5’. Its legs flailing for purchase, one of its claws lets go of Ednyss.
With a rushing sound, you can tell the wave is about to recede with a very strong current. You already see dozens of Giant Crab bodies being pulled out to sea.
The hill continues to rise, and two sixty-foot long claws begin to clear the water.
This post has potentially manipulated dice roll results.
Varielky watches in terror as the claws emerge out of the water. A creature as large as that one... there is no way she can fight it. Even with the holy sword in her hand, all it'd take for the thing to kill her would be to move above her and sit down. On the other hand... is that a test? Should she stay and fight, putting her life at the hand of the gods she serves so radically? She is conflicted, she needs guidance from someone. She shifts her eyes towards where Ednyss stood, only to find him grappled in the claws of the now-not-so-big-crab. "Ednyss!" She calls. It's not usual for her to use someone's actual name but the situation seems dire and it brought it out of her. She slashes down with her sword, trying to chop off the crab's claw. "What do we do? Do you think we should stay and fight whatever is in the water? Are the gods testing our courage?" Varielky then shoves the crab away with her shield, hopefully creating enough distance for Ednyss and herself to run away without worrying about attacks hitting them from behind. If Ednyss is no longer grappled, Varielky backs away from the receding water and awaits Ednyss' answer.
Moving closer, if needed, to S-22. If she can do her turn from where she is right now, she stays there. Action: Using Disarming Attack manoeuvre on the crab. If Ednyss gets himself loose before her turn, she'll use the Menacing Attack manoeuvre instead. Attack: 7 Damage: 13. (And Bless, if Ednyss don't drop concentration: 1.) On hit: The crab needs to make a DC 13 Str save or drop one "item" (I hope Ednyss can count as an item in this scenario, it makes sense if you ask me) it is holding. If Ednyss is no longer grappled or the Disarming Attack doesn't qualify, use the Menacing Attack instead. On hit: DC 13 Wis save or be frightened of Varielky until the end of her next turn. Bonus Action: Shield Shove. Athletics: 19. If Ednyss is no longer grappled, she'll then use her movement to try to get as close to the cart as possible.
Ladies and gentlemen, I believe the time has come for us to depart! EXIT STAGE LEFT!
With that hearty bellow Dolkum moves down to the big crab, takes another 2 handed swing with his hammer, and tromps off to R17 as fast as he can with his mighty dwarf legs stomping through the mud ...
From atop the carriage, Mittens shouts out, "Let's go people!" as he hurls a shimmering javelin of venom at one of the crabs for some cover fire as he tries to not look at the behemoth rising from the ocean.
Action: cast ray of sickness at Crab 5. Attack: 17 Damage: 3 poison damage and it needs to make a DC 14 Con save or be poisoned.
Movement: Try to hop up onto the wagon so he won't get left behind using his boots.
Ednyss feels the grip of the crab weaken to the point that he could probably break free, but he knows that even if manages to get out of this crab's claws he won't be able to escape without taking another attack and a quick assessment of his own health led him to the quick conclusion that he wouldn't last a single more hit. When Varielky asks what to do, Ednyss gasps as he tries to speak, but the air is completely crushed out of his lungs and a weak cough is all that manages to escape his throat. Gesturing with his head, he points back to the carriage. As Varielky had said earlier, there is no honor in dying while fighting wild animals and it didn't look like they stood a chance against the monstrosity that was peeking out of the ocean. Still coughing, he manages to say weakly, "Heal," and a small surge of warmth rushes through his body as he is reinvigorated with some healing. Smashing his War Pick down on the claw of the gargantuan crab, Ednyss tries to finish it so that he can run. If it is still alive, Ednyss lets out a gasp and says, "Go! Run! If you aren't gone by the time this thing comes ashore we'll all be dead."
Bonus Action: Cast Healing Word (Level 2) on Ednyss Ednyss heals 11
Move: (If the crab is dead) As far as Ednyss can towards the carriage
(OOC: Even if Ednyss manages to break the grapple, the creature will get an opportunity attack and Ednyss will go down in one shot so I figured this was safer...)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
19 Dolkum times his attack to miss Ednyss, and heaves another javelin at the gargantuan beast, but it sticks in the crab’s shell without penetrating. The water is difficult terrain, and Dolkum can only splash through it as far as U18, before the rushing undertow threatens to pull him out to sea.
16 Ednyss’ War Pick whirls at the Gargantuan Crab, but the beast shakes the cleric in its claw, and he can’t connect.
12 Varielky strikes ferociously at the gargantuan crab but it twists up and away and her sword whistles past under its shoulder. Then, leaping up and bringing down her shield with all her might, she lets her weight fall, hooks her shield’s base, at her elbow, into the beast’s carapace, and slams the giant down prone into the sea water, which splashes outwards, dousing Varielky, Ednyss, and on the other side, Dolkum.
9 Mittens’ ray of sickness strikes Gargantuan Crab 3 for HP and poisons the creature, but it still lives. Mittens hops onto the carriage.
Amistan continues to lead and control Gargantuan Crab 4 and the horses, and finally the carriage is freed and on stable ground. The ranger stops the transport for a moment, the horses now chomping at the bit, and eyes wide in terror and confusion, Amistan shouts “Come!! The road leads up and into a wood over that hillcrest. HURRY!”
Flint leaps on top of Gargantuan Crab 3's shell, striking it with his axe for 5HP damage, finally killing the beast as the glowing axehead sinks deep just behind its eyes. The huge crab throws the armored dwarf off of it in its death throes, but Wad catches Flint by the arm, pulls him down, and holds him steady against the current.
Benita dashes for the carriage.
Dolkum feels the water around his legs rushing back towards the monstrosity rising slowly from the deep, but despite the sand under his boots giving way, he manages a firm stance and keeps his footing.
The seawater rushes back down the gulley and out to sea, pulling with it the bodies of all of the crabs save Gargantuan Crab 4, which begins to slowly retreat sideways back to the beach.
You all find spots to sit, stand, or hang onto the carriage, and Amistan shouts to the horse team to gallop up the hillside and away.
The monster crab, floating just where the shelf drops off to deep water, remains where it is. The ship-sized claws crest the water but do not move. Its eyes and antennae are motionless. Your carriage careens over the hilltop, the monster vanishes from view, and you see it no more.
Following the encounter with the crabs, Amistan Aderfi is puzzled, and it takes the rest of the day for him to calm down. “I know this stretch of land, I live this stretch of land. I have never seen such...beasts here before. Crabs? in the Gulf of Awhar?! They do not belong here. Farther north, much farther north. Drey. The Estates. And that giant...nothing is that big. Only the gods.”
An hour down the road, you come to a quiet hamlet called Al Ceima, about a mile inland, on a brook, with a run-down old inn beside a mill, where your party can spend the night.
This post has potentially manipulated dice roll results.
"We must have upset the gods. Bata Bell, perhaps, or someone close. I hope you didn't plan to traverse the seas on this journey, otherwise we might run into such trouble again." Varielky looks at Benita, perhaps the god of the ocean didn't like the body of that chimp in his waters, or maybe Bali's locket. Maybe a reason mortals like her can't understand.
Varielky doesn't express those thoughts, however, and returns to tend to her wounds - the best thing she can do while travelling. They might not be serious, but she can't allow them to hinder her later.
(OOC: I hope she can take a short rest on the way? It won't matter if the night is quiet, but just in case another encounter comes up... if she can, she'll use one hit die to heal 8 hp.)
(OOC: I hope she can take a short rest on the way? It won't matter if the night is quiet, but just in case another encounter comes up... if she can, she'll use one hit die to heal 11 hp.)
She can and does so. As it turns out, the night is quiet, and she is able to fully heal, as are the others.
The Journey to Kalahata, Day 5 (7th of Beauty) - the temperature begins to rise, and at dawn, the breeze smells of the coming of spring. Then more light rain, then a downpour. It is slow going, there are fewer settlements, and you don’t make it to a hamlet and must camp off the road. You’re all aware that your current route is actually taking you farther away from Kalahata, in order to support the ruse that you are on your way north to Imirra for the next opera performance. The plan is to create some distance between the Imperial cavalrymen following you and the Governor in Ishi Ammah, and then turn north-northwest to approach Kalahata over the central plains.
Day 6 (8th of Beauty)
The next morning it is still raining, and Amistan says, “This is as good a time as any to break inland, for I will soon be out of my area of kenning.” He suggests too, and Tuff and Granophyre agree, “The rain will cover our tracks. The imperial cavalrymen will have no way of knowing they’ve lost our scent until they hit Imirra.”
Amistan turns the carriage and leads you down a wide dirt merchant’s path he knows through a wood, and gratefully, by late morning the rain has stopped, after, you hope, having had time to cover your change of course. You are not sorry for a reprieve from the late winter precipitation, and enjoy a relatively warm and dry afternoon. But as the day passes, and as you begin to climb, away from the gulf and into the foothills of the coastal hills, the ranger seems even more perturbed than before. “It has changed since I was last here,” he says. “Only one month ago.”
There is bright sunlight for an hour before sunset, which puts everyone in better spirits -- everyone but Amistan Aderfi -- and soon it is dark, you have stopped for the day, and the half-moon begins to rise, shining through fast-moving silvery clouds far above.
Here is a campsite map. When you are on guard, where do you sit? Who is in which tent? (Perhaps, work this out in Chat.)
As they start setting up the tents, Varielky stops for a moment to ask the others: "So, who sleeps at each tent? I think you two", she points at Tuff and Strewn, "as well as... Benita, should sleep at the middle three closer to the fire. I know that I, at least, will guard by the fire and will prefer you close. You two..." she points at the brothers, clearly not sure what to call them, "can sleep at the other two tents, completing the line? The rest will sleep on the farther line. I could sleep in one of the ends of the line. Is this arrangement acceptable by all?"
(OOC: I'll also add this in advance) :
When she's on watch, Varielky is sitting on log #3. She's using the fire for light to see and her sword and shield are lying by her. For now, she's not setting her eyes alight, even though she did spend some time the other day testing the sword's blessing to learn its powers. It's just a peculiar feeling, having your eyes shed light on the world.
I'll take tent 10 by the cart near the path just in case anyone tries to mess with the cart or the horses. And I'll sit my watch near the bush next to the path. I'll take second watch.
Dolkum finishes his camp chores, and settles in...
Idiwalla, the most munificent and loving kind, I thank you again for making me a dwarf. Please continue to bless our journey, for we continue your good work. Especially watch over Varielky and Benita our sisters, and Mittens our brother, for their continuing search for serenity. And for our cavalry followers perhaps a nice, boring, uninteresting trip along the other fork in the road...for I would not want those who are doing their duty to come to harm on our account...
That night, as the half-moon shines down through a delicate lace of high silver-grey clouds moving quickly south, while you are camped under the trees beside the wide dirt path, your sleep is disturbed by a distant rumbling like thunder. In the eerie silence which follows, a lone owl calls plaintively in the distance. Amistan is agitated and remains perched atop the carriage, his eyes closed but his ears attuned to all the sounds around him. “An evil scent rides on the breeze,” he whispers.
Ten minutes pass. Then, the ground comes alive, as it reverberates and quakes under you, roughly, for almost a minute. Your supplies in the carriage rattle noisily, and you put out your arms to steady yourselves from rolling or falling. Then, silence again, except for a tree which groans and collapses nearby. A few more within your hearing also fall in the wood at various distances. Twenty minutes pass.
Now, the night animals are all silent under the half-moon as it creeps across the sky, and it is deep in the night when the Hollow Ones arrive, shambling slowly through the darkness, dragging their stone clubs and axes. Varielky and Benita are on guard when they hear them approaching (numbers 1, 2, 3 on the map). Amistan, dozing on the passenger’s seat atop the carriage, jerks up -- not seeing, but sensing -- and whispers hoarsely to Varielky: “Undead!”
The Hollow Ones. You’ve all heard tales. When a Dwarf dies, their body loses its pliability and its chemistry transforms slowly into light, pocked, stone. The Hollow Ones are Dwarven undead which maintain the integrity of their outer aspect, long after their insides have, over centuries, turned to dust. Like ceramic statues, with nothing inside: not a heart, nor a thought, they exist only to follow the mindless urgings of whatever power animated them.
Round 6 results
19 Dolkum attacks Gargantuan Crab 3, which is already prone. (OOC: I rolled your hammer attack: 24 with bless). The doughty paladin strikes it with his hammer for 7HP, but half of that reflects off the shell.
16 A huge form of an angel of Takal Demesh barely visible in the fog and fly swarms, hovers over Ednyss for a moment, then disappears, as his Sacred Flame and Spiritual Weapon attacks decimate the final swarm. A few crabs survive, but will have no effect alone.
12 Varielky deals another vicious blow to Gargantuan Crab 3, and smashes it with her shield, knocking it prone once again, but it still lives!
9 Mittens’ illusion continues, but without noticeable effect. Frostbite (OOC: Swarm is down, so it is) on Gargantuan Crab 3 hits for 5 cold damage, coating its mouth in tendrils of ice.
Amistan continues to charm Gargantuan Crab 4, and, eyes wide as he looks seaward, he moves to the carriage's driver’s seat and takes up the reins. "Wizard! Bring those horses here and give ours something to strive for!," he shouts to Mittens.
Wad breaks the crab’s grip and drops down through tree branches, grimacing but still up. Flint moves beside him.
Flint & Benita continue to battle Gargantuan Crab 1, but can’t seem to connect.
Gargantuan Crab #1 attacks Wad again but the tree branches protect him. As a reaction, Flint attacks the Crab again, hacking into its side.
Gargantuan Crab #3 rights itself, and attacks Varielky twice, missing once, and hitting once for 8HP damage, but Varielky pulls herself free of being grappled.
Gargantuan Crab 4, charmed by Amistan, moves quickly to the rear of the carriage, flattens its body against the ground, inserts its claws under the rear axle, and begins to lift.
You all see as the acid burns off and the steam begins to clear, through the swarming flies, what looks like a hillside rising from the depths just offshore. A 10’ wave of displaced seawater is moving your way and will strike at the end of next round. Make Perception Rolls vs. DC10 to notice it in time to react.
You are now situated like so.
Please post Round 7 actions.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Even while mesmerised by Takal Demesh's figure over Ednyss, Varielky blocks one claw and immediately makes an attack against the crab, but is hit by the second attack before she can move away. After pulling herself free of the crab's hold (Perception: 17) she has a moment to notice the wave. "Brace for impact!" She shouts as she pulls away from the crab, trying to reach higher ground, where she hopes to get a moment of rest before fighting continues.
Varielky
Dolkum pauses briefly to asses the situation
Perception 11
If he sees the wave then he yells out WAVE! HIGH GROUND NOW! and heads for the tree behind crab 3 avoiding the beastie's personal space, and climbing as high as he can in the time allowed, and holding fast.
If he doesn't see the wave then he pulls out another javelin, puts it together and throws it at crab 3
Attack: 21 Damage: 7
Perception: 17
Heeding Amistan's call, Mittens shifts his illusion over to where the real horses stood. They begin pantomiming pulling the wagon forward as if they were harnessed. Satisfied with his work, he turns his attention back to the battle at hand, and when he sees the colossal form rising from the ocean, he starts and exclaims, "Oh, SHOOT! Hey guys, we really need to leave!"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Perception: 13
With the other's calling, Ednyss glances up to see the wave coming and starts backing away with Varielky. As he sees the displaced water, he runs towards the horses where hopefully he can start to help pull them free next turn. If the crab that Varielky was fighting is still alive (after her reaction attack), then Ednyss has his spiritual weapon swing at that crab. Otherwise, he has it move closer to the crab being fought by Flint and Wad and has it make its strike there. He calls out to the others that turn around, "We need to free the horses to get out of here. We cannot leave them!"
Bonus Action: If Gargantuan Crab #3 is still alive then attack it with Spiritual Weapon; Otherwise move Spiritual Weapon to S26 (20 Feet) and attack Gargantuan Crab #1
Bless: 4 Attack: 12 Damage: 10
Action: Disengage if the Gargantuan Crab #3 is still alive; Otherwise, Dash to double movement
Move: As close to the horses as possible... The end location is variable depending on whether Ednyss dashes or disengages. (25 Feet of Movement/50 Feet of Movement (with dash))
Free Action: Talking
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Round 7 results
19 Dolkum throws a javelin at Gargantuan Crab 3 but it reflects off its thick shell. He does not see the wave coming, but atop the log on which the Crab earlier threw him, he is safe.
16 Ednyss’ spiritual weapon moves to Gargantuan Crab 3, but the enormous beast’s huge claw deflects the divine shield down into the sand. Ednyss disengages and makes it as far as S21.
12 Varielky’s riposte misses, but gives her an opening to disengage, shout a warning to her companions, and run out of the gulley to higher ground.
9 Mittens’ illusion convinces the majority of the horse team, which at any rate would like nothing better than to get away from the gargantuan crab behind it. Since Mittens sees the wave coming, he can leap out of its way as it surges up the gulley, to avoid being knocked prone.
Amistan continues to maintain a connection with Gargantuan Crab 4, and shouts forcefully to the horse team, “With all your strength!! Pull, Lystrata! Pull Ceret! Pull Orinthia! PULL!!!!”
Flint & Wad keep up the pressure, and now Wad strikes Gargantuan Crab 1 for 6HP.
Benita sees the wave coming. She clenches her jaw, glaring at the gargantuan crab. Timing her movement, she leaps atop its shell, then from there up and onto a tree bough above Wad, barely evading one of the Crab’s enormous claws. As the crab strikes at her, Flint & Wad both react, striking its underside as it reaches up, and finally Gargantuan Crab 1shudders and slides down the escarpment, dead.
Gargantuan Crab 3 follows Ednyss, Grabs him with both claws around his torso, squeezing the breath out of him. Ednyss takes 19HP damage and is grappled.
Gargantuan Crab 4, charmed by Amistan, lifts and pushes the rear of the carriage, straining under the weight and frees the wheels.
The horses, whinnying and snorting with effort, egged on by Mittens’ illusion, Amistan’s encouragement, and fear of the gargantuan crab, succeed in pulling the cart forward 20’.
A 10-foot tall wave crashes against the escarpment, splashing up over Flint, Wad, and Benita, and rushing up the gulley, as far as the spot where the carriage was stuck a moment ago. Gargantuan Crab 3 is lifted by the flowing water, and pushed 5’. Its legs flailing for purchase, one of its claws lets go of Ednyss.
With a rushing sound, you can tell the wave is about to recede with a very strong current. You already see dozens of Giant Crab bodies being pulled out to sea.
The hill continues to rise, and two sixty-foot long claws begin to clear the water.
You are now oriented like so.
Please post actions for Round 8.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Varielky watches in terror as the claws emerge out of the water. A creature as large as that one... there is no way she can fight it. Even with the holy sword in her hand, all it'd take for the thing to kill her would be to move above her and sit down. On the other hand... is that a test? Should she stay and fight, putting her life at the hand of the gods she serves so radically? She is conflicted, she needs guidance from someone. She shifts her eyes towards where Ednyss stood, only to find him grappled in the claws of the now-not-so-big-crab.
"Ednyss!" She calls. It's not usual for her to use someone's actual name but the situation seems dire and it brought it out of her. She slashes down with her sword, trying to chop off the crab's claw. "What do we do? Do you think we should stay and fight whatever is in the water? Are the gods testing our courage?" Varielky then shoves the crab away with her shield, hopefully creating enough distance for Ednyss and herself to run away without worrying about attacks hitting them from behind.
If Ednyss is no longer grappled, Varielky backs away from the receding water and awaits Ednyss' answer.
Varielky
Ladies and gentlemen, I believe the time has come for us to depart! EXIT STAGE LEFT!
With that hearty bellow Dolkum moves down to the big crab, takes another 2 handed swing with his hammer, and tromps off to R17 as fast as he can with his mighty dwarf legs stomping through the mud ...
Attack: 10 Damage: 13
From atop the carriage, Mittens shouts out, "Let's go people!" as he hurls a shimmering javelin of venom at one of the crabs for some cover fire as he tries to not look at the behemoth rising from the ocean.
Action: cast ray of sickness at Crab 5. Attack: 17 Damage: 3 poison damage and it needs to make a DC 14 Con save or be poisoned.
Movement: Try to hop up onto the wagon so he won't get left behind using his boots.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Concentration Check for Bless (DC 10): 19
Ednyss feels the grip of the crab weaken to the point that he could probably break free, but he knows that even if manages to get out of this crab's claws he won't be able to escape without taking another attack and a quick assessment of his own health led him to the quick conclusion that he wouldn't last a single more hit. When Varielky asks what to do, Ednyss gasps as he tries to speak, but the air is completely crushed out of his lungs and a weak cough is all that manages to escape his throat. Gesturing with his head, he points back to the carriage. As Varielky had said earlier, there is no honor in dying while fighting wild animals and it didn't look like they stood a chance against the monstrosity that was peeking out of the ocean. Still coughing, he manages to say weakly, "Heal," and a small surge of warmth rushes through his body as he is reinvigorated with some healing. Smashing his War Pick down on the claw of the gargantuan crab, Ednyss tries to finish it so that he can run. If it is still alive, Ednyss lets out a gasp and says, "Go! Run! If you aren't gone by the time this thing comes ashore we'll all be dead."
Bonus Action: Cast Healing Word (Level 2) on Ednyss
Ednyss heals 11
Action: Attack (War Pick)
Attack: 11 Damage: 10 Bless (If Concentration is maintained): 2
Move: (If the crab is dead) As far as Ednyss can towards the carriage
(OOC: Even if Ednyss manages to break the grapple, the creature will get an opportunity attack and Ednyss will go down in one shot so I figured this was safer...)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Round 8 results
19 Dolkum times his attack to miss Ednyss, and heaves another javelin at the gargantuan beast, but it sticks in the crab’s shell without penetrating. The water is difficult terrain, and Dolkum can only splash through it as far as U18, before the rushing undertow threatens to pull him out to sea.
16 Ednyss’ War Pick whirls at the Gargantuan Crab, but the beast shakes the cleric in its claw, and he can’t connect.
12 Varielky strikes ferociously at the gargantuan crab but it twists up and away and her sword whistles past under its shoulder. Then, leaping up and bringing down her shield with all her might, she lets her weight fall, hooks her shield’s base, at her elbow, into the beast’s carapace, and slams the giant down prone into the sea water, which splashes outwards, dousing Varielky, Ednyss, and on the other side, Dolkum.
9 Mittens’ ray of sickness strikes Gargantuan Crab 3 for HP and poisons the creature, but it still lives. Mittens hops onto the carriage.
Amistan continues to lead and control Gargantuan Crab 4 and the horses, and finally the carriage is freed and on stable ground. The ranger stops the transport for a moment, the horses now chomping at the bit, and eyes wide in terror and confusion, Amistan shouts “Come!! The road leads up and into a wood over that hillcrest. HURRY!”
Flint leaps on top of Gargantuan Crab 3's shell, striking it with his axe for 5HP damage, finally killing the beast as the glowing axehead sinks deep just behind its eyes. The huge crab throws the armored dwarf off of it in its death throes, but Wad catches Flint by the arm, pulls him down, and holds him steady against the current.
Benita dashes for the carriage.
Dolkum feels the water around his legs rushing back towards the monstrosity rising slowly from the deep, but despite the sand under his boots giving way, he manages a firm stance and keeps his footing.
The seawater rushes back down the gulley and out to sea, pulling with it the bodies of all of the crabs save Gargantuan Crab 4, which begins to slowly retreat sideways back to the beach.
You all find spots to sit, stand, or hang onto the carriage, and Amistan shouts to the horse team to gallop up the hillside and away.
The monster crab, floating just where the shelf drops off to deep water, remains where it is. The ship-sized claws crest the water but do not move. Its eyes and antennae are motionless. Your carriage careens over the hilltop, the monster vanishes from view, and you see it no more.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
POST #8
Following the encounter with the crabs, Amistan Aderfi is puzzled, and it takes the rest of the day for him to calm down. “I know this stretch of land, I live this stretch of land. I have never seen such...beasts here before. Crabs? in the Gulf of Awhar?! They do not belong here. Farther north, much farther north. Drey. The Estates. And that giant...nothing is that big. Only the gods.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
What they have been eating to be getting that big only Idiwalla knows.
On the carriage Dolkumm dries his boots as best he is able.
We should stop for the night soon, if not at an inn then beside the road, the horses are more in need of rest than we are...
An hour down the road, you come to a quiet hamlet called Al Ceima, about a mile inland, on a brook, with a run-down old inn beside a mill, where your party can spend the night.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
"We must have upset the gods. Bata Bell, perhaps, or someone close. I hope you didn't plan to traverse the seas on this journey, otherwise we might run into such trouble again." Varielky looks at Benita, perhaps the god of the ocean didn't like the body of that chimp in his waters, or maybe Bali's locket. Maybe a reason mortals like her can't understand.
Varielky doesn't express those thoughts, however, and returns to tend to her wounds - the best thing she can do while travelling. They might not be serious, but she can't allow them to hinder her later.
(OOC: I hope she can take a short rest on the way? It won't matter if the night is quiet, but just in case another encounter comes up... if she can, she'll use one hit die to heal 8 hp.)
Varielky
She can and does so. As it turns out, the night is quiet, and she is able to fully heal, as are the others.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
POST #9
The Journey to Kalahata, Day 5 (7th of Beauty) - the temperature begins to rise, and at dawn, the breeze smells of the coming of spring. Then more light rain, then a downpour. It is slow going, there are fewer settlements, and you don’t make it to a hamlet and must camp off the road. You’re all aware that your current route is actually taking you farther away from Kalahata, in order to support the ruse that you are on your way north to Imirra for the next opera performance. The plan is to create some distance between the Imperial cavalrymen following you and the Governor in Ishi Ammah, and then turn north-northwest to approach Kalahata over the central plains.
Day 6 (8th of Beauty)
The next morning it is still raining, and Amistan says, “This is as good a time as any to break inland, for I will soon be out of my area of kenning.” He suggests too, and Tuff and Granophyre agree, “The rain will cover our tracks. The imperial cavalrymen will have no way of knowing they’ve lost our scent until they hit Imirra.”
Amistan turns the carriage and leads you down a wide dirt merchant’s path he knows through a wood, and gratefully, by late morning the rain has stopped, after, you hope, having had time to cover your change of course. You are not sorry for a reprieve from the late winter precipitation, and enjoy a relatively warm and dry afternoon. But as the day passes, and as you begin to climb, away from the gulf and into the foothills of the coastal hills, the ranger seems even more perturbed than before. “It has changed since I was last here,” he says. “Only one month ago.”
There is bright sunlight for an hour before sunset, which puts everyone in better spirits -- everyone but Amistan Aderfi -- and soon it is dark, you have stopped for the day, and the half-moon begins to rise, shining through fast-moving silvery clouds far above.
Here is a campsite map. When you are on guard, where do you sit? Who is in which tent? (Perhaps, work this out in Chat.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
As they start setting up the tents, Varielky stops for a moment to ask the others: "So, who sleeps at each tent? I think you two", she points at Tuff and Strewn, "as well as... Benita, should sleep at the middle three closer to the fire. I know that I, at least, will guard by the fire and will prefer you close. You two..." she points at the brothers, clearly not sure what to call them, "can sleep at the other two tents, completing the line? The rest will sleep on the farther line. I could sleep in one of the ends of the line. Is this arrangement acceptable by all?"
(OOC: I'll also add this in advance) :
When she's on watch, Varielky is sitting on log #3. She's using the fire for light to see and her sword and shield are lying by her. For now, she's not setting her eyes alight, even though she did spend some time the other day testing the sword's blessing to learn its powers. It's just a peculiar feeling, having your eyes shed light on the world.
Varielky
I'll take tent 10 by the cart near the path just in case anyone tries to mess with the cart or the horses. And I'll sit my watch near the bush next to the path. I'll take second watch.
Dolkum finishes his camp chores, and settles in...
Idiwalla, the most munificent and loving kind, I thank you again for making me a dwarf. Please continue to bless our journey, for we continue your good work. Especially watch over Varielky and Benita our sisters, and Mittens our brother, for their continuing search for serenity. And for our cavalry followers perhaps a nice, boring, uninteresting trip along the other fork in the road...for I would not want those who are doing their duty to come to harm on our account...
POST #10
That night, as the half-moon shines down through a delicate lace of high silver-grey clouds moving quickly south, while you are camped under the trees beside the wide dirt path, your sleep is disturbed by a distant rumbling like thunder. In the eerie silence which follows, a lone owl calls plaintively in the distance. Amistan is agitated and remains perched atop the carriage, his eyes closed but his ears attuned to all the sounds around him. “An evil scent rides on the breeze,” he whispers.
Ten minutes pass. Then, the ground comes alive, as it reverberates and quakes under you, roughly, for almost a minute. Your supplies in the carriage rattle noisily, and you put out your arms to steady yourselves from rolling or falling. Then, silence again, except for a tree which groans and collapses nearby. A few more within your hearing also fall in the wood at various distances. Twenty minutes pass.
Now, the night animals are all silent under the half-moon as it creeps across the sky, and it is deep in the night when the Hollow Ones arrive, shambling slowly through the darkness, dragging their stone clubs and axes. Varielky and Benita are on guard when they hear them approaching (numbers 1, 2, 3 on the map). Amistan, dozing on the passenger’s seat atop the carriage, jerks up -- not seeing, but sensing -- and whispers hoarsely to Varielky: “Undead!”
The Hollow Ones. You’ve all heard tales. When a Dwarf dies, their body loses its pliability and its chemistry transforms slowly into light, pocked, stone. The Hollow Ones are Dwarven undead which maintain the integrity of their outer aspect, long after their insides have, over centuries, turned to dust. Like ceramic statues, with nothing inside: not a heart, nor a thought, they exist only to follow the mindless urgings of whatever power animated them.
You are situated like so.
Please post round 1 actions.
Here is Initiative Order:
Mittens
Ednyss
Varielky
Dolkum
Benita
Amistan
Flint & Wad
Granophyre
Tuff
Enemies
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer