The flames leaping from Old Zef's hand cause the gray ooze to writhe, delaying its advance on the other demi-culverin long enough for Etienne's well-timed throw of a heavy calcified stone to splatter its amoebic form across the floor, disappearing in the black vapors of the spell ward.
However, the salty dwarf's fires aren't enough to stop the animated chain. Nia's arrow deflects off the writhing chain, clattering across the stone cavern, and swallowed by the roiling black vapors on the cavern floor. This only draws its attention to her as well. Lashing out, the chain, crushes around Old Zef's arm and neck, yanking him forward into the hungry black tentacles (9 bludgeoning damage and grappled - action to escape DC 13; also make a DC 15 Dex save vs. tentacles); the other end of the chain follows suit, twining about Nia's bow arm and her waist, yanking her into the space Old Zef just occupied (9 bludgeoning damage and grappled - action to escape DC 13). Getting a clear shot on the chain for anyone but Old Zef and Nia using a melee attack will be perilous for the grappled dwarf and sea witch.
SCHLIKT!
Blaise's reflexive rapier lunge pierces an animate kelp monster. However the thin piercing blade of the rapier doesn't carry enough mass to kill the creature...
CRACK!
Flynn's shot misfires! Too much damp down here in these sea caves for the powder. A burst of gunpowder smoke and a loud CRACK echo in the chamber, temporarily dazing and deafening Blaise, who is a bit too close to the blast for comfort (Blaise deafened and monsters have advantage to attack him until end of next round). Clearing out the pistol will take time the Irishman doesn't have now (about 15 minutes).
Another small seaweed monster peers around the corner, studying Blaise for a moment before both lung at his legs. Fortunately Blaise's footwork is enough to avoid their slashing tendrils, save for the merest scratch (1 slashing damage).
From around the corner, Blaise can make out a few more of the seaweed creatures, apparently having crawled out from the cave where the canoe is moored. They seem distracted by the grick carcasses for now, however.
GM: | Initiative
PCs use passive initiative scores; always win ties
Monsters use passive, modified with d12; 1=-5, 2=-4, 3=-3, 4=-2, 5=-1, 6 or 7 = base, 8=+1, 9=+2, 10=+3, 11=+4, 12=+5
Since we're playing loose with initiative, I'll take the monsters' turns and then [MENTION=8058]Queenie[/MENTION] you can take your turn whenever you catch a breather from your trip.
➤Player Group A (go in any order you like)
✓Blaise 15 (Ready)
✓Flynn 14
Katerina 14
✓Nia 13
Mysterious Monsters 13
Player Group B (go in any order you like)
✓Old Zef 11
✓Etienne 10
Treasure-guarding Monsters
✓Animated Chain 9
✓Awakened Seaweed 9
Monster Stats
Animated Chain AC 12, hp 33 16
Awakened Seaweed AC 9, hp 10 4 / 10 / 10 / 10 / … | |