Denae moves a bit farther away {BZ-35} but clicks her tongue as both of her arrows fail to pierce the lizardfolk's tough scales.
Despite her failure, the prisoners cheer CRAP on. They understand CRAP's victory is their best chance at survival.
Far away, shamans wait for their next order. Bogclaw gives them instructions and punctuates it all with a loud battle cry. The group begins moving as the thunderdrums keep up a continuous low rumbling roll.
-> Thunderdrums Boost IV: Lizardfolk gain 5 temp HP.
14. Lizardfolk Bosses (green bar on top of token) -
13. Neya (48/84; cyan) - Eldritch Maul (7);
12. Bogclaw -
11. Denae (22/70; pink) -
09. Prisoners (including livestock, but only humanoids are shown in map) -
08. Lizardfolk Shaman (red dot on tokens lower right corner) -
MAP:
NOTE: Thunderdrums Boost IVis in effect. Lime green tokens represent the Dusk-Dusk clan. Black tokens represent the Rootwater clan. Gray tokens represent the Muckmarsh clan. The green round tokens depicting an image of a blond elven maiden are the generic tokens representing prisoners within cages. A legend for drawn items can be found here (bottom of the image within the spoiler box.)
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
Bruga whacks the last nearby warrior before he can attack Neya, but it seems to matter little overall. (Lizardfolk Warrior#1 {BY-30} takes 3 radiant damage.)
Neya's injuries are mounting up. (Neya takes 11 bludgeoning and piercing damage.)
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
With a snarl, Doozey started to raise a claw in readiness to slash at ropes until the door was free! But mere moments away from bringing the claw down, he stops short, glares at the mechanism, and then after a tense few moments more finally lets out a frustrated sigh. "This paranoia going to be the death of me." He mutters before again committing to handling the mechanism with some delicacy. He'd show the Dusk-Duskers at least that much modicum of respect for having gone the extra mile in imprisoning their prizes, and not discount the possibility of having rigged the door in some fashion.
But while he'd work, he'd shoot a glance back towards the group and bark out a sharp command for Biscuit either to finish off the lizardfolk harassing his team or return to his side should Utar had beaten him to the punch.
Bonus Action(Doozey): Command Biscuit to Strike! (Lethal, Melee)Maul - Attack: 22 Damage: 7 of magical slashing at Lizardfolk(BX-30?).
Action(Doozey): Attempt again to undo the rope work with a 10.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Not wanting to leave the last lizardfolk to harass their back line, Utar tries to make his swing with Bonecounter, well, count.
Should the last of the lizardfolk fall, he'll head towards the other prisoner pen. Getting a few more bodies away from this island would be all for the good.
Move: As far as he can towards the prisoner pen that Doozey isn't at.
Action: Bonecounter Attack: 15 Damage: 13 plus 3 additional damage on a hit from divine strike.
Not waiting for Burga (or Biscuit) to have another go at the last lizard standing, Utar brings a close to the localized battle with a sturdy hit to the back of the enemy's neck. (Lizardfolk Warrior#1 {BY-30} takes 14 magical bludgeoning damage and is DEFEATED.)
The Tormite then begins moving toward the second prisoner cage in the area {BZ-37}.
Doozey fights off the more violent ideas for resolution to his current struggle. Deciding on a more civilized approach does not quite pay off, however. some of the initial knots are undone but others remain.
-> A 10 is a partial success. The sleight of hand check DC goes down for the next attempt.
Hearing a sharp whistle, Biscuit's returns to Doozey's side {BV-42}.
Far away, the former Dusk-Dusk boss begins to move alongside his fellow lizardfolk.
This post has potentially manipulated dice roll results.
With immediate threat gone, Neya makes her way to the other cage (using dash and shadow step). If she's able to reach it, she will try and undo the cage ropes as well (using action surge to attempt).
With a mix of running and teleporting, Neya beats Utar to the second cage {BZ-45}. As Doozey did with the first cage, the eldritch monk loosens the ropework enough to make some progrees, but not enough to free these prisoners in a single go.
-> A 10 is a partial success. The sleight of hand check DC goes down for the next attempt.
Denae rushes to Neya's side but falls short of being able to provide any assistance at the moment.
The prisoners look happy at the prospect of being set free imminently. Some of them seem ready to fight if given the chance, even if with their bare hands.
Over towards the northwest, CRAP can spot a shaman approaching.
The thunderdrums continue to play their song:
-> Thunderdrums Boost V: Lizardfolk gain 10 temp HP (replaces the 5 they had gained last turn.)
14. Lizardfolk Bosses (green bar on top of token) -
13. Neya (37/84; cyan) - Eldritch Maul (6);
12. Bogclaw -
11. Denae (22/70; pink) -
09. Prisoners (including livestock, but only humanoids are shown in map) -
08. Lizardfolk Shaman (red dot on tokens lower right corner) -
MAP:
NOTE: Thunderdrums Boost Vis in effect. Lime green tokens represent the Dusk-Dusk clan. Black tokens represent the Rootwater clan. Gray tokens represent the Muckmarsh clan. The green round tokens depicting an image of a blond elven maiden are the generic tokens representing prisoners within cages. A legend for drawn items can be found here (bottom of the image within the spoiler box.)
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
Several lizardfolk warriors follow the shaman appraoching from the northeast. Some get even closer than the shaman did (as already depicted in the map post above.)
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
Utar hurries up to the first set of pens, dashing if needed to rejoin the rest of CRAP.
In common, he tries to make himself heard over the nose of the drums; "Anyone good with a weapon should search one of the fallen lizardfolk. We'll get you out of here, but we need to get to the others in the other pens."
"C'mon.... C'mon ya blasted fingers."Doozey growled while practically tearing into the ropes in his hurry to undo them. A sharp "Boof!"from Biscuit gives him pause long enough to glance first to the beast, before following his gaze back to the northeast. "... Fudge monocles."He curses under-breath. "Brother. See those trees over yonder? Might be need'n ya to run a bit of interference soon." Understanding the command -- the request beneath the comment, Biscuit leaves Doozey to continue worrying at the cage bindings to instead hurry to the nearby foliage closer to the gathering lizardfolk. It's there he'd dig deep and try to hide with the attempt to ambush any lizardfolk with plans to
Utar approaches the nearest set of prisoners and invites them to collect nearby weapons so they can defend themselves. While delivering the message, the half-orc keeps his head on a swivel.
Biscuithides in ambush as ordered by Doozey, who continues to work on the cage ropes. The stoutling finally manages to loosen them sufficiently for the doors to swing open. The prisoners will begin to move imminently.
The former Dusk-Dusk boss appears around the central mound, joining the other warriors.
This post has potentially manipulated dice roll results.
Neya opens the second nearby cage to the relief of the prisoners inside.
Denea uses this opportunity to instruct the prisoners: "Go! Go to the rafts. Grab a pole, beat the current. Free yourselves. We'll buy you some time." It is clear she sees no need to double check her plan with CRAP at this point. "Unless you can fight. Those of you who want revenge, grab a weapon as the cleric instructed you." She then steps aside to let the prisoner's move.
This post has potentially manipulated dice roll results.
About half of the prisoners scream in fear, while the other half let out a dubious battle cry. They all dash toward their preferred tool, be it a club or a raft.
Both Bogclaw and his remaining shaman appear around the central mound, joining the rest of their forces to the northeast of the Dusk-Dusk Clan camp.
The thunderdrummers accentuate their song with louder staccato patterns.
-> Thunderdrums Boost VI: Lizardfolk heal 4HP, if needed.
14. Lizardfolk Bosses (green bar on top of token) -
13. Neya (37/84; cyan) - Eldritch Maul (5);
12. Bogclaw -
11. Denae (22/70; pink) -
09. Prisoners (including livestock, but only humanoids are shown in map) -
08. Lizardfolk Shaman (red dot on tokens lower right corner) -
MAP:
NOTE: Thunderdrums Boost VIis in effect. Lime green tokens represent the Dusk-Dusk clan. Black tokens represent the Rootwater clan. Gray tokens represent the Muckmarsh clan. The green round tokens depicting an image of a blond elven maiden are the generic tokens representing prisoners within cages. A legend for drawn items can be found here (bottom of the image within the spoiler box.)
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
(OOC: Post above was supposed to say "shamans" instead of "shaman".)
Denae moves a bit farther away {BZ-35} but clicks her tongue as both of her arrows fail to pierce the lizardfolk's tough scales.
Despite her failure, the prisoners cheer CRAP on. They understand CRAP's victory is their best chance at survival.
Far away, shamans wait for their next order. Bogclaw gives them instructions and punctuates it all with a loud battle cry. The group begins moving as the thunderdrums keep up a continuous low rumbling roll.
-> Thunderdrums Boost IV: Lizardfolk gain 5 temp HP.
END OF INITIATIVE ROUND 4
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
DM's Screen:
WIS {DC 16}: 12
The lizardfolk warriors begin enacting the next step of Bogclaw's plan, whatever that might be.
The lone warrior in the Dusk-Dusk camp fights for his life:
-> Heavy Club vs. Neya (Thunderdrums Boost IV): Attack: 17 Damage: 6
-> Spiked Shield vs. Neya (Thunderdrums Boost IV): Attack: 17 Damage: 4
Bruga whacks the last nearby warrior before he can attack Neya, but it seems to matter little overall. (Lizardfolk Warrior#1 {BY-30} takes 3 radiant damage.)
Neya's injuries are mounting up. (Neya takes 11 bludgeoning and piercing damage.)
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
With a snarl, Doozey started to raise a claw in readiness to slash at ropes until the door was free! But mere moments away from bringing the claw down, he stops short, glares at the mechanism, and then after a tense few moments more finally lets out a frustrated sigh. "This paranoia going to be the death of me." He mutters before again committing to handling the mechanism with some delicacy. He'd show the Dusk-Duskers at least that much modicum of respect for having gone the extra mile in imprisoning their prizes, and not discount the possibility of having rigged the door in some fashion.
But while he'd work, he'd shoot a glance back towards the group and bark out a sharp command for Biscuit either to finish off the lizardfolk harassing his team or return to his side should Utar had beaten him to the punch.
Bonus Action(Doozey): Command Biscuit to Strike!
(Lethal, Melee)Maul - Attack: 22 Damage: 7 of magical slashing at Lizardfolk(BX-30?).
Action(Doozey): Attempt again to undo the rope work with a 10.
When you realize you're doing too much: Signature.
Not wanting to leave the last lizardfolk to harass their back line, Utar tries to make his swing with Bonecounter, well, count.
Should the last of the lizardfolk fall, he'll head towards the other prisoner pen. Getting a few more bodies away from this island would be all for the good.
Move: As far as he can towards the prisoner pen that Doozey isn't at.
Action: Bonecounter Attack: 15 Damage: 13 plus 3 additional damage on a hit from divine strike.
Spirit Guardians damage update: 11
Not waiting for Burga (or Biscuit) to have another go at the last lizard standing, Utar brings a close to the localized battle with a sturdy hit to the back of the enemy's neck. (Lizardfolk Warrior#1 {BY-30} takes 14 magical bludgeoning damage and is DEFEATED.)
The Tormite then begins moving toward the second prisoner cage in the area {BZ-37}.
Doozey fights off the more violent ideas for resolution to his current struggle. Deciding on a more civilized approach does not quite pay off, however. some of the initial knots are undone but others remain.
-> A 10 is a partial success. The sleight of hand check DC goes down for the next attempt.
Hearing a sharp whistle, Biscuit's returns to Doozey's side {BV-42}.
Far away, the former Dusk-Dusk boss begins to move alongside his fellow lizardfolk.
(Neya is up next.)
With immediate threat gone, Neya makes her way to the other cage (using dash and shadow step). If she's able to reach it, she will try and undo the cage ropes as well (using action surge to attempt).
Sleight of hand: 10 (10)
Extended Signature
With a mix of running and teleporting, Neya beats Utar to the second cage {BZ-45}. As Doozey did with the first cage, the eldritch monk loosens the ropework enough to make some progrees, but not enough to free these prisoners in a single go.
-> A 10 is a partial success. The sleight of hand check DC goes down for the next attempt.
Denae rushes to Neya's side but falls short of being able to provide any assistance at the moment.
The prisoners look happy at the prospect of being set free imminently. Some of them seem ready to fight if given the chance, even if with their bare hands.
Over towards the northwest, CRAP can spot a shaman approaching.
The thunderdrums continue to play their song:
-> Thunderdrums Boost V: Lizardfolk gain 10 temp HP (replaces the 5 they had gained last turn.)
END OF INITIATIVE ROUND 5
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
Several lizardfolk warriors follow the shaman appraoching from the northeast. Some get even closer than the shaman did (as already depicted in the map post above.)
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
Utar hurries up to the first set of pens, dashing if needed to rejoin the rest of CRAP.
In common, he tries to make himself heard over the nose of the drums; "Anyone good with a weapon should search one of the fallen lizardfolk. We'll get you out of here, but we need to get to the others in the other pens."
"C'mon.... C'mon ya blasted fingers." Doozey growled while practically tearing into the ropes in his hurry to undo them. A sharp "Boof!" from Biscuit gives him pause long enough to glance first to the beast, before following his gaze back to the northeast. "... Fudge monocles." He curses under-breath. "Brother. See those trees over yonder? Might be need'n ya to run a bit of interference soon." Understanding the command -- the request beneath the comment, Biscuit leaves Doozey to continue worrying at the cage bindings to instead hurry to the nearby foliage closer to the gathering lizardfolk. It's there he'd dig deep and try to hide with the attempt to ambush any lizardfolk with plans to
Bonus Action(Doozey): Command biscuit to ready an ambush.
Action(Doozey): Continue working away at the door: 19.
Movement(Biscuit): To BO-48.
Action(Biscuit): Hide Attempt with a 22.
When you realize you're doing too much: Signature.
Utar approaches the nearest set of prisoners and invites them to collect nearby weapons so they can defend themselves. While delivering the message, the half-orc keeps his head on a swivel.
Biscuit hides in ambush as ordered by Doozey, who continues to work on the cage ropes. The stoutling finally manages to loosen them sufficiently for the doors to swing open. The prisoners will begin to move imminently.
The former Dusk-Dusk boss appears around the central mound, joining the other warriors.
(Neya is up next.)
Seeing the lizardfolk closing in, Neya continues undoing the ropes holding the cage together.
Sleight of hand: 15
Extended Signature
Neya opens the second nearby cage to the relief of the prisoners inside.
Denea uses this opportunity to instruct the prisoners: "Go! Go to the rafts. Grab a pole, beat the current. Free yourselves. We'll buy you some time." It is clear she sees no need to double check her plan with CRAP at this point. "Unless you can fight. Those of you who want revenge, grab a weapon as the cleric instructed you." She then steps aside to let the prisoner's move.
-> Prisoners' roll: 11
About half of the prisoners scream in fear, while the other half let out a dubious battle cry. They all dash toward their preferred tool, be it a club or a raft.
Both Bogclaw and his remaining shaman appear around the central mound, joining the rest of their forces to the northeast of the Dusk-Dusk Clan camp.
The thunderdrummers accentuate their song with louder staccato patterns.
-> Thunderdrums Boost VI: Lizardfolk heal 4 HP, if needed.
END OF INITIATIVE ROUND 6
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
(OOC: Post above was supposed to say "shamans" instead of "shaman".)
The lizardfolk warriors continue their advance from th northeast.
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
Letting the other free the captives that they can, Utar grimly moves forward and stares down the approaching wave of lizardfolk warriors.
"More are coming! Time to form up and look sharp!"
Move: to BY,47
Action: Cast toll the dead at the nearest lizardfolk warrior. DC16 Wis save or 17 necrotic damage. (Assuming it is at full health.)