"Yes... Well. These lizardfolk are not afraid to get physical. They have javelins, clubs, spiked shields and pack a deadly bite. Their scales and shields make it hard to hurt them, so fight smart. According to our resident Lizardfolk, they are stealthy and use a tactic where they kill an animal, lie in wait, and ambush. Be on your guard. Wear tough armor too, because they pack a punch." Tusk smiles at his report, thinking he did a good job.
"At ease, Tusk. The two lizardfolk we engaged in combat fled, probably to report our arrival to their shaman. We must play this offensive, but not at the expense of our defense. " Greensparrow says. "We will send out scouts at dawn to try and locate the camp, and then we will strike. Speed is essential. Does anyone have anything to add?"
This post has potentially manipulated dice roll results.
With the boulder proving insufficient protection against the raining rubble, Aramys abandons cover and retreats 35 ft. away from the rest of the group — still well within range of firing an arrow at the one nearest her left. She would be out in the open now, but hopefully out of their range.
Feldri stepped forward at Captain Greensparrow's prompting. "The animals may not be the only form of ambush. Since we are more intelligent than standard prey, they may alter parts of the pathways to give us unsure footing. Unlike you fleshy ones, we can stay underwater for a long time, and our scales give us natural camouflage in this environment. Even in clearer areas, we can stage ambushes where you cannot. As Brother Tusk has mentioned, our scales give us natural defenses against weapons, metal or otherwise. Your metal scales will be integral to your survival. Because of the weight and noise that they make, I would recommend sending a lightly armored scouting group about 30-40 feet ahead of each party to ensure the ground is stable enough for each larger unit. Speed will be of the essence. As soon as the report goes to the shaman and chief, they will begin moving into position. If we had been able to capture those two, we could have interrogated them for numbers. We have no such luxury. I have been away for some time, and I cannot give an accurate reading of their numbers. I do not know of the most recent tribe wars or if fish has been plentiful in this area for a while. I cannot ascertain whether or not they are nesting nearby or whether this is a hunting party. Wait. Is it hunting party? I think you have another word for it. Rrr... Ray? Raiding! Raiding party. Yes. That is how you differentiate your war bands and your hunters."
Greensparrow laughs and claps you on the shoulder. "Your input is invaluable, as always, dear Feldri! The party is set. Boragul and Quinn will accompany you and Tusk into The Dregs. This is to be a recon mission only, you are not to engage the enemy in combat. After learning of the location of their encampment, you will report back immediately."
Except for some grumbling from Hugs at "missing out on the fun", the recon mission is approved. Dawn approaches, some eight hours away.
" I suggest you get some rest. " Greensparrow remarks.
K'Dar almost immediately fires as soon as he has the crossbow loaded again, but held off at the last moment. He would wait until one was more actively exposing themselves for a shot before letting loose his own ready bolt during the brief window.
Attack: 18 Damage: 9.
If still at disadvantage even then, here's the roll: 24.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
War Party B
Knowing that the rocks would provide scant protection from his spell Eoin wastes no time in calling forth another radiant fire down on the kobold above.
"Keep going, we have them on the ropes".
Casts Sacred Flame DC13 Dex save or 3 radiant damage.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Neeth launches a crossbow bolt, and you hear a satisfying scream as it connects with a kobold. The last kobold emerges from it's cover for a brief instant to let fly a stone, but that instant is all K'Dar needs. His shot finishes the battle.
War Party C
Quavari can see nothing in the blinding white of the tundra.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
"Yes... Well. These lizardfolk are not afraid to get physical. They have javelins, clubs, spiked shields and pack a deadly bite. Their scales and shields make it hard to hurt them, so fight smart. According to our resident Lizardfolk, they are stealthy and use a tactic where they kill an animal, lie in wait, and ambush. Be on your guard. Wear tough armor too, because they pack a punch." Tusk smiles at his report, thinking he did a good job.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
War Party A
"At ease, Tusk. The two lizardfolk we engaged in combat fled, probably to report our arrival to their shaman. We must play this offensive, but not at the expense of our defense. " Greensparrow says. "We will send out scouts at dawn to try and locate the camp, and then we will strike. Speed is essential. Does anyone have anything to add?"
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
"Well how about that outside, definitely the clearest its ever been" I say as I set on my bed
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
War Party B
Eoin holds out a hand towards the wounded kobold flying sending a blast of holy fire at the creature with a prayer whispered on his lips.
Casts Sacred Flame DC13 Dex save or 7 radiant damage
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
War Party B
Dexterity ST: 7
The kobold shrieks as its wings are set ablaze, and the fifty foot fall finishes it off.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
War Party B
The two remaining kobolds continue to rain down peebles, ducking in and out of cover. All attack rolls made against them are with disadvantage.
Aramys: Attack: 20 Damage: 3
Eoin: Attack: 15 Damage: 4
Aramys!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
With the boulder proving insufficient protection against the raining rubble, Aramys abandons cover and retreats 35 ft. away from the rest of the group — still well within range of firing an arrow at the one nearest her left. She would be out in the open now, but hopefully out of their range.
Attack (longbow): 8 Damage: 7
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
War Party B
Aramys' arrow strikes a rock before it can reach its target.
K'Dar!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
War Party A
Feldri stepped forward at Captain Greensparrow's prompting. "The animals may not be the only form of ambush. Since we are more intelligent than standard prey, they may alter parts of the pathways to give us unsure footing. Unlike you fleshy ones, we can stay underwater for a long time, and our scales give us natural camouflage in this environment. Even in clearer areas, we can stage ambushes where you cannot. As Brother Tusk has mentioned, our scales give us natural defenses against weapons, metal or otherwise. Your metal scales will be integral to your survival. Because of the weight and noise that they make, I would recommend sending a lightly armored scouting group about 30-40 feet ahead of each party to ensure the ground is stable enough for each larger unit. Speed will be of the essence. As soon as the report goes to the shaman and chief, they will begin moving into position. If we had been able to capture those two, we could have interrogated them for numbers. We have no such luxury. I have been away for some time, and I cannot give an accurate reading of their numbers. I do not know of the most recent tribe wars or if fish has been plentiful in this area for a while. I cannot ascertain whether or not they are nesting nearby or whether this is a hunting party. Wait. Is it hunting party? I think you have another word for it. Rrr... Ray? Raiding! Raiding party. Yes. That is how you differentiate your war bands and your hunters."
War Party A
Greensparrow laughs and claps you on the shoulder. "Your input is invaluable, as always, dear Feldri! The party is set. Boragul and Quinn will accompany you and Tusk into The Dregs. This is to be a recon mission only, you are not to engage the enemy in combat. After learning of the location of their encampment, you will report back immediately."
Except for some grumbling from Hugs at "missing out on the fun", the recon mission is approved. Dawn approaches, some eight hours away.
" I suggest you get some rest. " Greensparrow remarks.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Attack: 18 Damage: 9.
If still at disadvantage even then, here's the roll: 24.
When you realize you're doing too much: Signature.
War Party B
(Next time a kobold ducks out of cover to fire a pebble your attack will be resolved)
Eoin/Neeth!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
War Party B
Knowing that the rocks would provide scant protection from his spell Eoin wastes no time in calling forth another radiant fire down on the kobold above.
"Keep going, we have them on the ropes".
Casts Sacred Flame DC13 Dex save or 3 radiant damage.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
War Party B
(The kobolds are roughly a hundred feet above you. Sacred Flame does not have a far enough range.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
I wait for the storm to pass and go outside afterwards
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Neeth launches another bolt at the kobolds Attack: 9 Damage: 8
War Party B
Neeth launches a crossbow bolt, and you hear a satisfying scream as it connects with a kobold. The last kobold emerges from it's cover for a brief instant to let fly a stone, but that instant is all K'Dar needs. His shot finishes the battle.
Congratulations! You each gain 31 XP.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
neeth continues down the path to tell the news of a dragon.
Amarys takes up position as a rear guard once everyone is ready to continue.
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)