Using her cartographer's tools and some parchment to make a rough sketch of the area, Neya assesses the best places to set the net traps around the periphery of the village.
This post has potentially manipulated dice roll results.
Utar (athletics): Once the work actually begins, you see Ulburto carrying a load of deadwood your way. He tells you that he is able to provide a couple more similar loads, a mixture of dead or fallen trees and flotsam, but that is basically the extent of the spare lumber they have in the island. You see another man coming your way: he comes from the barn, has a rusty lumberjack's axe over his shoulder, and has this "what-are-you-looking-at" look about him. Something tells you not to trust this man and as such, you volunteer to do the wood splitting on his behalf. With the amount of wood available (not to mention the one axe available for the job) you deduce that this is a one-person job at any rate. Ulburto orders the man to pass his axe to you and you get started. The butcher then walks away to presumably lead another group of villagers in their tasks, but you do not see him for a good few hours.
-> With Utar's steady hand and discipline at the chopping block, his small team of improvised lumberjacks manages to put together 11five-foot sections of palisade.
Graxx (athletics): You spent what amounts to a not so small number of minutes talking to Tempus, asking for his guidance in battle, and promising him a worthy bloodshed. You then decide to spend another chunk of time ferrying the horses to their temporary owners (no need to ferry Biscuit along). Once you find yourself ready to aid the battle preparation efforts, a good hour has already passed. Not a lot of tasks are unmanned at this point, so you decide to help haul some already made palisade sections to their needed spots. You do manage to help some villagers tie together a few extra pieces from scrap wood as well.
-> With Graxx's eventual assistance in putting together some scrap wood and carrying it faster than the other villagers, another 5five-foot sections of palisade are completed.
(@Grx: That conversation with Tempus was also great. DM's Inspiration token for you!)
Doozey (nature): After getting a few more smiles from the crones, you decide to dedicate your next hour to studying the terrain. Conclusions solidified, you head toward the work crew (including Utar and Graxx at this point) and take charge of the placement of the palisade sections. Giving orders from atop Biscuit makes it look even more official and no one raises a voice of doubt regarding this "child mastermind" managing the preparations.
-> With Doozey's leadership, the crew places all 16five-foot sections of palisade around the village, as instructed and accident-free.
(@Ori: We'll put a pin on finding Elisande and delivering that line about the book for now. Also, please head to our OOC chat and check out post#264. In it, you'll find a preview of the village map. Please pick the exact placement of the palisade sections there in the OOC chat. Everyone call help make the decisions, of course, but for in-game purposes, it is Doozey doing it.)
Neya (survival): Despite Warsh's reassuring words just a moment earlier, many of the villagers soon return to you asking what you think would be a good place for the net traps. They suggest a few tactics that seem a pit too naive to you, such as a villager holding a net behind a corner and popping out to trow it peek-a-boo style. You redirect their attention to setting actual traps with snares but notice that not all fishermen or fisherwomen seem to believe that's the best strategy. They leave, presumably to follow your mapped out plans, but you are unsure they all understood or believed in them.
-> With Neya's strategy at hand, the fisherfolk places all 8hooked-net traps around the village, as far as she call tell.
(@Drache: Please head to our OOC chat and check out post#264. In it, you'll find a preview of the village map. Please pick the exact placement of the net traps there in the OOC chat. Everyone call help make the decisions, of course, but for in-game purposes, it is Neya doing it. Note that your ability check comes into play, so It is not a given they will work as intended.)
Doozey (perception): While giving orders and tips to the workers, you make sure to approach each member of CRAP individually and share your concern about the book Verik had mentioned. While they possibly agree this to be a valid point, there are tasks that need completing still and the thought is stored for later. After speaking with Neya, Utar and Graxx, you try to also share your thoughts with Elisande, but cannot find her anywhere. You do catch a glimpse of a group of the weaker villages leading the young ones into the woods just as the sun sets, but you are sure that Elisande is not among them. Once your task is finished, a good hour past dusk, you decide it might be a good idea to remind your fellow adventurers of the importance of resting before battle, but those thoughts too are interrupted. Sudden loud screams catch both you and Biscuit unawares. Thinking they might have come from Elisande, you turn around desperate to find their origin. Your mouth drops as you realize the screams are being carried in the wind itself...
Neya (perception): You are too focused on your mapping task and strategic planning to pay close attention to anything else happening around you. Your team of fisherfolk is of shaky competence at best, and that bothers you, further occupying your mind and senses. The one thing you do notice is that as the sun sets, the crones make sure to keep the fire pit burning and the villagers light and place several torches around the village. You make a mental note that this should be enough lighting for the battle to come. In this strong rain however, they are still less than ideal. Before you can act on any desire to argue for more (or less) lighting, your senses redirect your attention to the wind... it is... screaming!
Graxx (perception): Between communing with Tempus, ferrying the horses, thinking about the battle to come, airing some frustration at these strange villagers' behaviors, and helping with the palisades, your mind is quite occupied. Keeping an eye out for Ulburto turns out to be a somewhat forgotten task of yours, but in the few points in time you do manage to remind yourself that you should also be doing just that, it turns out you cannot see the butcher anywhere. Warsh is around and so are the crones, but Ulburto is nowhere to be seen. In frustration, you look up. Somewhere in the night sky above the thunderclouds, Selûne has raised an old moon: a slim, fading crescent. In the wind and rains, its light is lost on you. However, through the sheets of water, you notice a pale glow and swirl of fog unaffected by the storm approaching the fishermen's landing... and that's not all. The wind seems to carry with it a distinct sound... animals? No... screams... people's screams!
Utar (perception): Many hours after starting and now already past sundown, you finish preparing the last few slabs of usable lumber. It is just at this moment that you catch a large silhouette in the corner of your eye. Walking towards the crones, you see Ulburto holding something in his hand that is clearly not his cleaver. You hadn't seen him for hours, but now, there he is talking to the crones for a moment and delivering something. Lolmetta receives a small item from the sneaky butcher. Squinting, you are able to see exactly what it is: Verik's severed hand. Before you can either speak up or approach them, you hear something strange. It is faint at first but it quickly builds to a loud burst. They are screams... screams of the damned riding the winds. You are the first to realize what this means. The Cult of the Dragon is here along with whatever they might brought along. It is still too early for it to be midnight... Four or five hours too early. They are ahead of schedule... No... Verik! The man lied! Even in pain, deceit found its way out of the man's mouth... and CRAP was careless to take his words at face value after the man got the Ulburto treatment... Speaking of him, Ulburto dashes back to his home/smokehouse at this point. A few seconds later, he comes out screaming for the attention of his fellow Villagers.
All: The next thing you notice after the screams in the wind are the screams of a certain one-eyed, one-armed man. The up-until-now-unseen butcher (to most) is standing in front of his hovel, yelling at his fellow villagers to come closer. As they do, the hands out a number of old, rusty metal weapons from a large set of crumpled up oiled rags he has just dropped on his feet (he presumably got them from within his hovel somewhere). The villagers are now armed; barely but armed nonetheless. The battle is about to begin.
Graxx breathes in deeply, these screams make his chest thump faster and harder with every second in anticipation. Graxx looks and sees the villagers gathering your weapons. Graxx begins to yell over the winds from atop his horse...
"Do you hear those screams villagers!" screams Graxx.
"That is the enemy coming to take everything you love! Will you let them have this island?! No! Not this day! Today you will stand and fight for yourselves, for your island for each other!" screams Graxx once more.
"Fight with everything you have and then some more! If death comes for you do not run from it! No embrace it! For it is glorious! And leave this world the way you came in to it.."
Graxx holds his greatsword above his head.
"SCREAMING AND BATHED IN ANOTHER'S BLOOD!" Graxx roars!
Neya trusts that the villagers have put the traps somewhere near where she indicated {CK-5, CN-3, CG-21, CO-29, CQ-26, CU-27, CK- 24, and CH-29}. She concentrated most of the traps on the east(?) side of the village once she saw that most of the west(?) side is a funnel and it would be hard to have dozens go through the alleys at one time.
"No plan survives first contact with the enemy. Glad we got that out of the way." She says once she hears Ulburto's yelling and Graxx's rally. She then positions herself under the dead tree {CP-10} and takes out her bow.
Utar turns to look at Graxx as he gives his speech... It's unconventional, but he raises Lightbringer above his head in solidarity.
Turning, he positions himself with those villagers manning the palisades closest to the beach, rolling his shoulders in preparation for what is to come.
"That, uh, that certainly was a speech, to say the least." Doozey grins, momentarily forgetting the shock of screaming winds. However, it proves a fleeting one, as thoughts eventually turn back to Elisande. After a moment's hesitation -- perhaps a moment too long to do anything really -- Doozey starts to at least give Biscuit the order to check the village for the girl. "Try to stay in sight me when ya do, Brother. Hard to doubt that Ulberto fellow or even these other villagers might try somethin' in the middle of all the chaos."
After patting Biscuit one final time on the head, Doozey turns ready to keep on lookout closer to the center of the main debacle. That way at any moment he could provide covering fire as needed from roughly two angles on the village{CJ-12, if roof appears stable enough to rest on| CM-11 otherwise, if not}.
(@Lerus: If there's at least enough time for this 'one' bonus action, Doozey would also activate Crimson Rite on his light crossbow.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The battle is imminent. Each CRAP member uses their next few precious seconds as best as they can. Graxx sits atop his mare, Edith, somewhat in the center of the village and gives a motivational battle speech. Most villagers rise to the occasion by raising their rusty weapons and screaming. A few of them make sure to look at Ulburto or Warsh or the crones to seek their approval before joining in Graxx's war cry. Each of these local leaders nod in acceptance.
Utar mans the western palisades along with Glühoof and a handful of villagers. Neya and Garnet take a nearby position under cover of a dead tree. Doozey orders Biscuit to keep an eye/snout out for Elisande and climbs up a piece of steady roof, claiming the vantage point.
(OOC: I thought it was worth making this point a bit clearer. Ulburto never mentioned having any weapons. If anything, he made it sound like the village did not have advanced resources like these. Though arming the villagers just before battle is an obvious boom, it becomes clear to all of you that the man wasn't necessarily forthcoming with this info.)
This fight will be a bit different. We'll be taking a survival/horde mode approach to it. Different waves of enemies will join at various points during the fight and the goal here is to repel them from the village. You can achieve that in whichever way you see fit. For example, you can try to defeat all invaders, thin their ranks into retreat, take hostages and negotiate, or whichever other strategy you may want to try out. All the while, more waves of enemies may join the fight. Here are some mechanical details:
They essentially surprised you due to Verik's undetected lie. You won't be able to take any actions before we go into initiative (Sorry @Ori). You can still act in the first round as normal.
I will not overcrowd the map with dozens and dozens of tokens representing villagers, leaders, invaders, etc. Instead, I'll add them as they become relevant to your perspective in the grand battle. Assume skirmishes are happening all around you. Assume the crones are surrounding the boiling water pit at {CM22, CL23}. Assume Warsh is manning the palisades in the southeast, and assume Ulburto is running around and fighting as needed.
I'll roll one luck die in each round. Outcomes may be good, bad, or neutral.
Waves may appear and will act in pre-determine initiative counts 30, 20, and 10. This includes the villagers turns as well.
Assume there is enough lighting (torches, fire pit, moonlight) to qualify this encounter as being under bright light. Things may change though.
A storm is raging and the sounds of battle are all around you.Search actions and stand alone perception or investigation checks are done with disadvantage (Sorry Biscuit).
In case we need it, here are some stats: Palisades have AC 5 and HP 10. Net traps deal 1d4 piercing damage to a successfully restrained target. This damage is dealt only once per restrained target. Nets can be recovered and reused and generally function like your standard net.
This is a homebrewed experiment of mine. I reserve the right to change these Rules of Engagement at anytime to adjust things as needed.
(OOC: There is plenty to digest both in-game and OOC before the fight gets started in earnest, so I'll pause here for today. Let me know OOC if you agree with the map and the rules of engagement. Don't forget to level up before the fight! Once we have all of these steps completed, I'll make the first Wave post so we can get the ball rolling.)
This post has potentially manipulated dice roll results.
WAVE 1 - The Vanguard
Along with the screams and the fog, a throng of short-stature invaders arrive. At first, they rise slowly from behind the small wooded hill that separates the fishermen's landing from the the rest of the village. However, as they see their prize, these nimble creatures spread southward and around the village buildings quickly. These long-snouted reptilian humanoids look as diverse as the villagers themselves. Some wear nothing but a loincloth, others protect themselves with scraps of armor, and yet others carry full sets of leather armor and a shield. One thing bring them all together: they wear disguises of old bones, skulls, and dirt, giving them the appearance of undead creatures rising from the sea floor. Their eyes glimmer against the light of the many torches set around the village. As experienced adventurers, you can see right through their disguises, but the Villagers cannot. Fear settles in quickly among their ranks as this veritable swarm of Kobolds descends on the village.
Two of these Kobolds arrive, surprisingly, from above. They use their short wings to glide over and land on top of roofs ({CQ2}, {CS10}). A few others seem to be carrying all of their belongings with them; their cluttered backpacks are at least twice their size ({CY6}, {CK1}, {CT16}). A strange glow comes from the hands of another ({CY15}).
Villagers: 2
Kobolds: 18, 6, 15
Slinged stones are the first force thrown against the village. Some stones travel over the palisades, others straight at them. Most of the villagers await for the battle behind the palisades. They are afraid but fine for now. A few stranglers and nonbelievers positioned outside the defensive lines are the first to be directly targeted. The sound of short blades cutting through unprotected flesh can be briefly heard before louder screams of pain take over the air. The battle has started.
These few villagers outside the defensive lines are the first to show their lack of martial training. They swing their rusty blades with no technique and are easily parried by the invaders. Luckily, the almost-naked, club-wielding Kobolds they are fighting also seem to start this fight sluggishly.
Some other Kobolds begin chucking stones at the palisades even before arriving at melee range. The stones do not do much damage for now. Some of the stones hurled over the palisades hit a few of the Folk, but the wounds are mostly minor for now. Two villagers outside the palisade lines are now cut and bleeding from their torso.
The winged kobold snarls and prepares to pounce on a villager. This would be the first one to overcome the defenses that CRAP set up, but Neya is quick to notice the threat. She releases an arrow just as the kobold spreads its wings to float downward. The arrow sinks into its unprotected chest and its eyes go white. It tumbles from the roof and lands on the dusty ground, dead (Winged Kobold #2 takes 7 piercing damage and is DEFEATED).
Neya tries to squeeze in a second shot before retreating a bit but she grabs a defective arrow. It snaps before she even pulls it completely out of her quiver.
Garnet then takes its master further into the village in a careful manner.
This post has potentially manipulated dice roll results.
The Kobolds continue to move around the village, trying to find a way in. Some of the more resourceful ones approach and hurl flasks of alchemist's fire at the palisades:
-> Alchemist's Fire vs Palisade {CL5}: Attack: 19 Damage: 1 fire.
-> Alchemist's Fire vs Palisade {CU6}: Attack: 6 Damage: 2 fire.
-> Alchemist's Fire vs Palisade {CT22}: Attack: 9 Damage: 2 fire.
One of the palisade sections in the southwest catches on fire, as does another one in the southeast. A third section, right next to Utar, also catches on fire. The villager manning that palisade section gets scared by the sudden flames and abandons his post. As he runs, he is hit by a stray slinged stone right at the back of the neck. He falls flat on the ground, unresponsive.
The surviving winged Kobold flies directly above a fourth piece of palisade and drops a heavy stone on it. The creature then return to its perch at {CS4}.
-> Dropped Rock vs. Palisade {CT4}: Attack: 19 Damage: 5 bludgeoning.
The rock destroys most of the structure with ease. Another hit and it will certainly collapse.
One of the more heavily armored Kobolds approach its own section of the wooden defenses and begin to repeatedly bash it with its spear.
-> Spear vs Palisade {CU23}: Attack: 5 Damage: 4 piercing.
-> Spear vs Palisade {CU23}: Attack: 13 Damage: 3 piercing.
Oops... I rolled too many attacks...
-> Spear vs Palisade: Attack: 18 Damage: 5 piercing.
-> Spear vs Palisade: Attack: 15 Damage: 3 piercing.
Another one of these more armored Kobolds simply dashes into the village through the broken walls at {CR12}. This one is now right next to Neya.
As the fighting continues, you can hear villagers screaming and crying. You also hear some Kobolds grunting in delight, others in pain. Warsh is thrusting his fishing spear through the gaps in the southeastern palisades while Ulburto decapitates a naked Kobold that sneaked through the defenses (for flavor, not shown in the map).
The defenses are holding for now, but a couple of palisade sections will certainly give in soon enough.
Edit: That second alchemist's fire attack was supposed to be rolled with advantage. Let's see if it becomes a crit: 16 - nope, nothing to see here.
Much as he decided to table Ulberto's 'unintended' deception, so too did Doozey brushed aside the realization about who they faced at the moment. For these were but foot soldiers, and Doozey has fought both against -- and at one point at least -- with Kobolds enough to trust instinct to react appropriately to whatever they could dish out. So thoughtlessly, he pricked his fingers and whispered the words long ingrained into his mind. However, as blood seeped along channels inlaid into his crossbow, he could not help but turn his head up to another noise on the wind.
At first Doozey brushed it aside as merely a trick of the mind. But the pattern behind the noise grew increasingly more insistent over seconds before finally registering... as the sound of thunder. All the screams, clattering of stone against defenses, of cross blades -- all of it put together sounded like a familiar pattern of thunder and lightning. Confused, Doozey closed his eyes and shook his head; only to open them to a whole different view.
'.... No... no.. nono! Please! Not here!' He thought just as the scenery began to resolve itself....
But for everyone else, any that happened -- or could spare the moment to check -- may catch sight of Doozey clutching and shaking his head a moment, but go back to sighting down an enemy to strike. Yet something still seemed off about him. His posture was all wrong, expression devoid of emotion, and.... something about his eyes two especially. They whites seemed less pronounced than they should even at a distance.
Meanwhile, a determined Biscuit tries to put off the sound of conflict to focus on a scent or sound of Elisande.
Bonus Action: Crimson Rite on Light Crossbow.
Action: Light Crossbow - Attack: 27 Damage: 8 non-magical piercing and magical lightning damage on CS-4 Kobold(Winged).
BiscuitPerception: 22. (if he would still have disadvantage despite Keen hearing/smell trait then here's the other roll: 6.
(@Lerus: My original planned post started to get too unyieldy, so I'm gonna break it up in parts the full flash back.)
(@Ori: I'm liking it so far. Can't wait for more flashback! Also, normal rolls for perception due to Keen Hearing and Smell are fine.)
For a moment, Doozey looks like he is fighting his own demons in a separate, lonely battle. That moment is brief though, and the halfling shoots a bloody bolt at another roof-prowling winged Kobold. The piece of ammunition pierces the creature's throat, giving it a slow death full of gagging and suffering. He falls on the roof, his body staying up there and dripping blood onto the ground below (Winged Kobold #1 takes 8 piercing and lightning damage and is DEFEATED).
Biscuit sniffs around the home at {CG17} to {CJ20}. Elisande has not passed though here. He continues walking east in his search, ending at {CJ23}.
The Kobold who has been nursing some flames in his balled-up hands takes a few steps forward to {CU16}. He seems well protect an has a serious expression on his face, unlike many of his brethren who look like they are enjoying the fight a bit too much. Towering above the villagers surrounding him, Graxx catches this unique Kobold's attention. He continues to nurse his flame in one hand but, with the other, he dips three fingers in and pulls a fiery strand with each. He points at Graxx and yells "Doraka-Moke."Doozey and Neya understand that to mean "Dragonfire."
-> Scorching Ray vs. Graxx: Attack: 19 Damage: 7 fire.
-> Scorching Ray vs. Graxx: Attack: 8Damage: 8 fire.
-> Scorching Ray vs. Graxx: Attack: 20 Damage: 5 fire.
Two fiery rays hit Graxx's left shoulder in rapid succession (Graxx takes 11 fire damage). The barbarian is sure the magical Kobold was probably aiming a bit to the right but missed. The stray ray hits one of the villagers standing near Graxx. She drops her club and is no longer in any condition to fight, but she is still alive.
Graxx's mind is overtaken by one thing and one thing only: killing the "Kobold Wizard" (as he would probably refer to him).
A robed female Kobold takes a position in between some of her brethren at {CW23}. She is a bit too far away for CRAP members (CRAPers?) to hear what she is saying, but at least Doozey from his vantage point can see that she is spreading her fingers forward. A second later, fire leaves her hands as if it was always there. The flames hit all three sections of wooden palisades in front of her, as well as that one Kobold who was trying to dismantle one of the southeastern palisade sections with its spear.
-> DEX saving throw for that poor Kobold who is at the wrong place at the wrong time: 8
All three sections of palisade burn to a crisp, as does that one Kobold's back (still alive though). Warsh and a few of his fisherfolk are also in the flames' path, and get burned. They all seems to still be up for a fight after putting the flames on their clothes out. The only exception is one of the older fishermen, who was burned on the face and stopped moving a few seconds after hitting the ground.
The robed Kobold waves her fellow Kobolds onwards, inviting them to finally make their way into the village. Before they can, the fisherman at the roof of the barn throws his net at the Kobold that just got singed:
The man has been throwing nets at smaller targets his entire life, and it shows. The Kobold is not only pricked, but also restrained. Unfortunately for him, this act of courage made the fisherman a target. Slinged stones fly in his direction almost immediately. Some hit and he loses his balance. He falls awkwardly and breaks his ankles.
Noticing the threat coming south of their position at the fire pit, the crones begin chanting. The words are strange and sound like gibberish to you all, but Neya and Graxx phonetically recognize some of the uttered syllables as similar to what Warsh was saying when he was arguing with Graxx at the landing.
While they chant, Exirsa grabs Verik's severed hand and lays it on a rashly-made pile of sticks and small bones (you had noticed these around the fire pit a few posts back). Lolmetta grabs a dagger from underneath her many layers of ragged clothing and reaches for Rentida's arm. She opens a nasty long gash on the younger crone's forearm and the blood pours onto the severed hand and stick-and-bone pile. A split second later, the hand-blood mixture bursts into unnatural combustion. Exirsa grabs the fiery hand and quickly throws it into the large bucket of boiling water.
Several feet away, at the edge of the strangely dark section of the curvy wooded treeline, trees begin to move back and forth more vigorously than what the raging storm would warrant.
(Graxx and Utar are up next. Notice that Graxx would have to squeeze between {CO16} and {CR16} in order to get to the "Kobold Wizard." Hence, he would move at half speed through those four squares).
"TEMPUS!" Graxx cries as he sets his sights on the Kobold Wizard. (Bonus Action: Rage)
Graxx only sees red at the moment and will do anything to get to the Wizard's head!
Graxx will use action to Dash and will dismount Edith making his way to CT,15 staring down the wizard and eagerly awaiting his next opportunity to remove the Wizard's throat.
Graxx abandons all caution, leaves Edith behind, and runs toward the Kobold Wizard. The barbarian has his customary frothy mouth and bloodshot eyes, indicating that Tempus' wrath boils withing him. Passing through the narrow space between those two structures is a bit awkward, and Graxx gets small little nicks here and there, but manages to get close to his target.
Utar calls forth his spectral warhammer, placing it right in the middle of a gaggle of Kobolds at {CL3}. The cleric hesitates a bit in choosing one of many possible targets, and the floating weapon misses when it finally swings. The half-orc then notices one of the Kobolds trying to run past the palisades he is defending alongside a group of villagers. He rides a bit closer to his foe at {CO3} and strikes the would-be invader in the head. A smashed cranium does it, and the Kobold dies with a quick whimper (Kobold Grunt #1 takes 10 magical bludgeoning damage and is DEFEATED).
Using her cartographer's tools and some parchment to make a rough sketch of the area, Neya assesses the best places to set the net traps around the periphery of the village.
Survival(w/ cartographer's tools): 14
Perception: 22
Extended Signature
Utar (athletics): Once the work actually begins, you see Ulburto carrying a load of deadwood your way. He tells you that he is able to provide a couple more similar loads, a mixture of dead or fallen trees and flotsam, but that is basically the extent of the spare lumber they have in the island. You see another man coming your way: he comes from the barn, has a rusty lumberjack's axe over his shoulder, and has this "what-are-you-looking-at" look about him. Something tells you not to trust this man and as such, you volunteer to do the wood splitting on his behalf. With the amount of wood available (not to mention the one axe available for the job) you deduce that this is a one-person job at any rate. Ulburto orders the man to pass his axe to you and you get started. The butcher then walks away to presumably lead another group of villagers in their tasks, but you do not see him for a good few hours.
-> With Utar's steady hand and discipline at the chopping block, his small team of improvised lumberjacks manages to put together 11 five-foot sections of palisade.
Graxx (athletics): You spent what amounts to a not so small number of minutes talking to Tempus, asking for his guidance in battle, and promising him a worthy bloodshed. You then decide to spend another chunk of time ferrying the horses to their temporary owners (no need to ferry Biscuit along). Once you find yourself ready to aid the battle preparation efforts, a good hour has already passed. Not a lot of tasks are unmanned at this point, so you decide to help haul some already made palisade sections to their needed spots. You do manage to help some villagers tie together a few extra pieces from scrap wood as well.
-> With Graxx's eventual assistance in putting together some scrap wood and carrying it faster than the other villagers, another 5 five-foot sections of palisade are completed.
(@Grx: That conversation with Tempus was also great. DM's Inspiration token for you!)
Doozey (nature): After getting a few more smiles from the crones, you decide to dedicate your next hour to studying the terrain. Conclusions solidified, you head toward the work crew (including Utar and Graxx at this point) and take charge of the placement of the palisade sections. Giving orders from atop Biscuit makes it look even more official and no one raises a voice of doubt regarding this "child mastermind" managing the preparations.
-> With Doozey's leadership, the crew places all 16 five-foot sections of palisade around the village, as instructed and accident-free.
(@Ori: We'll put a pin on finding Elisande and delivering that line about the book for now. Also, please head to our OOC chat and check out post#264. In it, you'll find a preview of the village map. Please pick the exact placement of the palisade sections there in the OOC chat. Everyone call help make the decisions, of course, but for in-game purposes, it is Doozey doing it.)
Neya (survival): Despite Warsh's reassuring words just a moment earlier, many of the villagers soon return to you asking what you think would be a good place for the net traps. They suggest a few tactics that seem a pit too naive to you, such as a villager holding a net behind a corner and popping out to trow it peek-a-boo style. You redirect their attention to setting actual traps with snares but notice that not all fishermen or fisherwomen seem to believe that's the best strategy. They leave, presumably to follow your mapped out plans, but you are unsure they all understood or believed in them.
-> With Neya's strategy at hand, the fisherfolk places all 8 hooked-net traps around the village, as far as she call tell.
(@Drache: Please head to our OOC chat and check out post#264. In it, you'll find a preview of the village map. Please pick the exact placement of the net traps there in the OOC chat. Everyone call help make the decisions, of course, but for in-game purposes, it is Neya doing it. Note that your ability check comes into play, so It is not a given they will work as intended.)
Doozey (perception): While giving orders and tips to the workers, you make sure to approach each member of CRAP individually and share your concern about the book Verik had mentioned. While they possibly agree this to be a valid point, there are tasks that need completing still and the thought is stored for later. After speaking with Neya, Utar and Graxx, you try to also share your thoughts with Elisande, but cannot find her anywhere. You do catch a glimpse of a group of the weaker villages leading the young ones into the woods just as the sun sets, but you are sure that Elisande is not among them. Once your task is finished, a good hour past dusk, you decide it might be a good idea to remind your fellow adventurers of the importance of resting before battle, but those thoughts too are interrupted. Sudden loud screams catch both you and Biscuit unawares. Thinking they might have come from Elisande, you turn around desperate to find their origin. Your mouth drops as you realize the screams are being carried in the wind itself...
Neya (perception): You are too focused on your mapping task and strategic planning to pay close attention to anything else happening around you. Your team of fisherfolk is of shaky competence at best, and that bothers you, further occupying your mind and senses. The one thing you do notice is that as the sun sets, the crones make sure to keep the fire pit burning and the villagers light and place several torches around the village. You make a mental note that this should be enough lighting for the battle to come. In this strong rain however, they are still less than ideal. Before you can act on any desire to argue for more (or less) lighting, your senses redirect your attention to the wind... it is... screaming!
Graxx (perception): Between communing with Tempus, ferrying the horses, thinking about the battle to come, airing some frustration at these strange villagers' behaviors, and helping with the palisades, your mind is quite occupied. Keeping an eye out for Ulburto turns out to be a somewhat forgotten task of yours, but in the few points in time you do manage to remind yourself that you should also be doing just that, it turns out you cannot see the butcher anywhere. Warsh is around and so are the crones, but Ulburto is nowhere to be seen. In frustration, you look up. Somewhere in the night sky above the thunderclouds, Selûne has raised an old moon: a slim, fading crescent. In the wind and rains, its light is lost on you. However, through the sheets of water, you notice a pale glow and swirl of fog unaffected by the storm approaching the fishermen's landing... and that's not all. The wind seems to carry with it a distinct sound... animals? No... screams... people's screams!
Utar (perception): Many hours after starting and now already past sundown, you finish preparing the last few slabs of usable lumber. It is just at this moment that you catch a large silhouette in the corner of your eye. Walking towards the crones, you see Ulburto holding something in his hand that is clearly not his cleaver. You hadn't seen him for hours, but now, there he is talking to the crones for a moment and delivering something. Lolmetta receives a small item from the sneaky butcher. Squinting, you are able to see exactly what it is: Verik's severed hand. Before you can either speak up or approach them, you hear something strange. It is faint at first but it quickly builds to a loud burst. They are screams... screams of the damned riding the winds. You are the first to realize what this means. The Cult of the Dragon is here along with whatever they might brought along. It is still too early for it to be midnight... Four or five hours too early. They are ahead of schedule... No... Verik! The man lied! Even in pain, deceit found its way out of the man's mouth... and CRAP was careless to take his words at face value after the man got the Ulburto treatment... Speaking of him, Ulburto dashes back to his home/smokehouse at this point. A few seconds later, he comes out screaming for the attention of his fellow Villagers.
All: The next thing you notice after the screams in the wind are the screams of a certain one-eyed, one-armed man. The up-until-now-unseen butcher (to most) is standing in front of his hovel, yelling at his fellow villagers to come closer. As they do, the hands out a number of old, rusty metal weapons from a large set of crumpled up oiled rags he has just dropped on his feet (he presumably got them from within his hovel somewhere). The villagers are now armed; barely but armed nonetheless. The battle is about to begin.
Graxx breathes in deeply, these screams make his chest thump faster and harder with every second in anticipation. Graxx looks and sees the villagers gathering your weapons. Graxx begins to yell over the winds from atop his horse...
"Do you hear those screams villagers!" screams Graxx.
"That is the enemy coming to take everything you love! Will you let them have this island?! No! Not this day! Today you will stand and fight for yourselves, for your island for each other!" screams Graxx once more.
"Fight with everything you have and then some more! If death comes for you do not run from it! No embrace it! For it is glorious! And leave this world the way you came in to it.."
Graxx holds his greatsword above his head.
"SCREAMING AND BATHED IN ANOTHER'S BLOOD!" Graxx roars!
Neya trusts that the villagers have put the traps somewhere near where she indicated {CK-5, CN-3, CG-21, CO-29, CQ-26, CU-27, CK- 24, and CH-29}. She concentrated most of the traps on the east(?) side of the village once she saw that most of the west(?) side is a funnel and it would be hard to have dozens go through the alleys at one time.
"No plan survives first contact with the enemy. Glad we got that out of the way." She says once she hears Ulburto's yelling and Graxx's rally. She then positions herself under the dead tree {CP-10} and takes out her bow.
Extended Signature
Utar turns to look at Graxx as he gives his speech... It's unconventional, but he raises Lightbringer above his head in solidarity.
Turning, he positions himself with those villagers manning the palisades closest to the beach, rolling his shoulders in preparation for what is to come.
"That, uh, that certainly was a speech, to say the least." Doozey grins, momentarily forgetting the shock of screaming winds. However, it proves a fleeting one, as thoughts eventually turn back to Elisande. After a moment's hesitation -- perhaps a moment too long to do anything really -- Doozey starts to at least give Biscuit the order to check the village for the girl. "Try to stay in sight me when ya do, Brother. Hard to doubt that Ulberto fellow or even these other villagers might try somethin' in the middle of all the chaos."
After patting Biscuit one final time on the head, Doozey turns ready to keep on lookout closer to the center of the main debacle. That way at any moment he could provide covering fire as needed from roughly two angles on the village{CJ-12, if roof appears stable enough to rest on| CM-11 otherwise, if not}.
(@Lerus: If there's at least enough time for this 'one' bonus action, Doozey would also activate Crimson Rite on his light crossbow.)
When you realize you're doing too much: Signature.
The battle is imminent. Each CRAP member uses their next few precious seconds as best as they can. Graxx sits atop his mare, Edith, somewhat in the center of the village and gives a motivational battle speech. Most villagers rise to the occasion by raising their rusty weapons and screaming. A few of them make sure to look at Ulburto or Warsh or the crones to seek their approval before joining in Graxx's war cry. Each of these local leaders nod in acceptance.
Utar mans the western palisades along with Glühoof and a handful of villagers. Neya and Garnet take a nearby position under cover of a dead tree. Doozey orders Biscuit to keep an eye/snout out for Elisande and climbs up a piece of steady roof, claiming the vantage point.
(OOC: I thought it was worth making this point a bit clearer. Ulburto never mentioned having any weapons. If anything, he made it sound like the village did not have advanced resources like these. Though arming the villagers just before battle is an obvious boom, it becomes clear to all of you that the man wasn't necessarily forthcoming with this info.)
-> Rolling for party initiative:
BATTLE OF THE ISLET:
(OOC: There is plenty to digest both in-game and OOC before the fight gets started in earnest, so I'll pause here for today. Let me know OOC if you agree with the map and the rules of engagement. Don't forget to level up before the fight! Once we have all of these steps completed, I'll make the first Wave post so we can get the ball rolling.)
WAVE 1 - The Vanguard
Along with the screams and the fog, a throng of short-stature invaders arrive. At first, they rise slowly from behind the small wooded hill that separates the fishermen's landing from the the rest of the village. However, as they see their prize, these nimble creatures spread southward and around the village buildings quickly. These long-snouted reptilian humanoids look as diverse as the villagers themselves. Some wear nothing but a loincloth, others protect themselves with scraps of armor, and yet others carry full sets of leather armor and a shield. One thing bring them all together: they wear disguises of old bones, skulls, and dirt, giving them the appearance of undead creatures rising from the sea floor. Their eyes glimmer against the light of the many torches set around the village. As experienced adventurers, you can see right through their disguises, but the Villagers cannot. Fear settles in quickly among their ranks as this veritable swarm of Kobolds descends on the village.
Two of these Kobolds arrive, surprisingly, from above. They use their short wings to glide over and land on top of roofs ({CQ2}, {CS10}). A few others seem to be carrying all of their belongings with them; their cluttered backpacks are at least twice their size ({CY6}, {CK1}, {CT16}). A strange glow comes from the hands of another ({CY15}).
Slinged stones are the first force thrown against the village. Some stones travel over the palisades, others straight at them. Most of the villagers await for the battle behind the palisades. They are afraid but fine for now. A few stranglers and nonbelievers positioned outside the defensive lines are the first to be directly targeted. The sound of short blades cutting through unprotected flesh can be briefly heard before louder screams of pain take over the air. The battle has started.
These few villagers outside the defensive lines are the first to show their lack of martial training. They swing their rusty blades with no technique and are easily parried by the invaders. Luckily, the almost-naked, club-wielding Kobolds they are fighting also seem to start this fight sluggishly.
Some other Kobolds begin chucking stones at the palisades even before arriving at melee range. The stones do not do much damage for now. Some of the stones hurled over the palisades hit a few of the Folk, but the wounds are mostly minor for now. Two villagers outside the palisade lines are now cut and bleeding from their torso.
(Neya is up next).
"So, these are the smalls that Yip was talking about..."
Neya takes aim at the two winged kobolds and fires one arrow at each of them (first at CS-10 since it's closer, then CQ-2).
Shortbow Attack: 24 Damage: 7
(Extra) Shortbow Attack: 8 Damage: 8
She then snaps Garnet to attention to be more on guard (dodge) and moves closer to the middle of town {CM-13}.
Extended Signature
The winged kobold snarls and prepares to pounce on a villager. This would be the first one to overcome the defenses that CRAP set up, but Neya is quick to notice the threat. She releases an arrow just as the kobold spreads its wings to float downward. The arrow sinks into its unprotected chest and its eyes go white. It tumbles from the roof and lands on the dusty ground, dead (Winged Kobold #2 takes 7 piercing damage and is DEFEATED).
Neya tries to squeeze in a second shot before retreating a bit but she grabs a defective arrow. It snaps before she even pulls it completely out of her quiver.
Garnet then takes its master further into the village in a careful manner.
(Wave goes next).
The Kobolds continue to move around the village, trying to find a way in. Some of the more resourceful ones approach and hurl flasks of alchemist's fire at the palisades:
-> Alchemist's Fire vs Palisade {CL5}: Attack: 19 Damage: 1 fire.
-> Alchemist's Fire vs Palisade {CU6}: Attack: 6 Damage: 2 fire.
-> Alchemist's Fire vs Palisade {CT22}: Attack: 9 Damage: 2 fire.
One of the palisade sections in the southwest catches on fire, as does another one in the southeast. A third section, right next to Utar, also catches on fire. The villager manning that palisade section gets scared by the sudden flames and abandons his post. As he runs, he is hit by a stray slinged stone right at the back of the neck. He falls flat on the ground, unresponsive.
The surviving winged Kobold flies directly above a fourth piece of palisade and drops a heavy stone on it. The creature then return to its perch at {CS4}.
-> Dropped Rock vs. Palisade {CT4}: Attack: 19 Damage: 5 bludgeoning.
The rock destroys most of the structure with ease. Another hit and it will certainly collapse.
One of the more heavily armored Kobolds approach its own section of the wooden defenses and begin to repeatedly bash it with its spear.
-> Spear vs Palisade {CU23}: Attack: 5 Damage: 4 piercing.
-> Spear vs Palisade {CU23}: Attack: 13 Damage: 3 piercing.
Oops... I rolled too many attacks...
-> Spear vs Palisade: Attack: 18 Damage: 5 piercing.-> Spear vs Palisade: Attack: 15 Damage: 3 piercing.Another one of these more armored Kobolds simply dashes into the village through the broken walls at {CR12}.
This one is now right next to Neya.As the fighting continues, you can hear villagers screaming and crying. You also hear some Kobolds grunting in delight, others in pain. Warsh is thrusting his fishing spear through the gaps in the southeastern palisades while Ulburto decapitates a naked Kobold that sneaked through the defenses (for flavor, not shown in the map).
The defenses are holding for now, but a couple of palisade sections will certainly give in soon enough.
Edit: That second alchemist's fire attack was supposed to be rolled with advantage. Let's see if it becomes a crit: 16 - nope, nothing to see here.
(Doozey is up next).
Much as he decided to table Ulberto's 'unintended' deception, so too did Doozey brushed aside the realization about who they faced at the moment. For these were but foot soldiers, and Doozey has fought both against -- and at one point at least -- with Kobolds enough to trust instinct to react appropriately to whatever they could dish out. So thoughtlessly, he pricked his fingers and whispered the words long ingrained into his mind. However, as blood seeped along channels inlaid into his crossbow, he could not help but turn his head up to another noise on the wind.
At first Doozey brushed it aside as merely a trick of the mind. But the pattern behind the noise grew increasingly more insistent over seconds before finally registering... as the sound of thunder. All the screams, clattering of stone against defenses, of cross blades -- all of it put together sounded like a familiar pattern of thunder and lightning. Confused, Doozey closed his eyes and shook his head; only to open them to a whole different view.
'.... No... no.. nono! Please! Not here!' He thought just as the scenery began to resolve itself....
But for everyone else, any that happened -- or could spare the moment to check -- may catch sight of Doozey clutching and shaking his head a moment, but go back to sighting down an enemy to strike. Yet something still seemed off about him. His posture was all wrong, expression devoid of emotion, and.... something about his eyes two especially. They whites seemed less pronounced than they should even at a distance.
Meanwhile, a determined Biscuit tries to put off the sound of conflict to focus on a scent or sound of Elisande.
Bonus Action: Crimson Rite on Light Crossbow.
Action: Light Crossbow - Attack: 27 Damage: 8 non-magical piercing and magical lightning damage on CS-4 Kobold(Winged).
Biscuit Perception: 22. (if he would still have disadvantage despite Keen hearing/smell trait then here's the other roll: 6.
(@Lerus: My original planned post started to get too unyieldy, so I'm gonna break it up in parts the full flash back.)
When you realize you're doing too much: Signature.
(@Ori: I'm liking it so far. Can't wait for more flashback! Also, normal rolls for perception due to Keen Hearing and Smell are fine.)
For a moment, Doozey looks like he is fighting his own demons in a separate, lonely battle. That moment is brief though, and the halfling shoots a bloody bolt at another roof-prowling winged Kobold. The piece of ammunition pierces the creature's throat, giving it a slow death full of gagging and suffering. He falls on the roof, his body staying up there and dripping blood onto the ground below (Winged Kobold #1 takes 8 piercing and lightning damage and is DEFEATED).
Biscuit sniffs around the home at {CG17} to {CJ20}. Elisande has not passed though here. He continues walking east in his search, ending at {CJ23}.
(Wave goes next).
The Kobold who has been nursing some flames in his balled-up hands takes a few steps forward to {CU16}. He seems well protect an has a serious expression on his face, unlike many of his brethren who look like they are enjoying the fight a bit too much. Towering above the villagers surrounding him, Graxx catches this unique Kobold's attention. He continues to nurse his flame in one hand but, with the other, he dips three fingers in and pulls a fiery strand with each. He points at Graxx and yells "Doraka-Moke." Doozey and Neya understand that to mean "Dragonfire."
-> Scorching Ray vs. Graxx: Attack: 19 Damage: 7 fire.
-> Scorching Ray vs. Graxx: Attack: 8
Damage: 8 fire.-> Scorching Ray vs. Graxx: Attack: 20 Damage: 5 fire.
Two fiery rays hit Graxx's left shoulder in rapid succession (Graxx takes 11 fire damage). The barbarian is sure the magical Kobold was probably aiming a bit to the right but missed. The stray ray hits one of the villagers standing near Graxx. She drops her club and is no longer in any condition to fight, but she is still alive.
-> Graxx's WIS saving throws vs. Greatsword of Vengeance {DC 15}: 11, 18
Graxx's mind is overtaken by one thing and one thing only: killing the "Kobold Wizard" (as he would probably refer to him).
A robed female Kobold takes a position in between some of her brethren at {CW23}. She is a bit too far away for CRAP members (CRAPers?) to hear what she is saying, but at least Doozey from his vantage point can see that she is spreading her fingers forward. A second later, fire leaves her hands as if it was always there. The flames hit all three sections of wooden palisades in front of her, as well as that one Kobold who was trying to dismantle one of the southeastern palisade sections with its spear.
-> DEX saving throw for that poor Kobold who is at the wrong place at the wrong time: 8
-> Damage roll for Burning Hands: 7 fire.
All three sections of palisade burn to a crisp, as does that one Kobold's back (still alive though). Warsh and a few of his fisherfolk are also in the flames' path, and get burned. They all seems to still be up for a fight after putting the flames on their clothes out. The only exception is one of the older fishermen, who was burned on the face and stopped moving a few seconds after hitting the ground.
The robed Kobold waves her fellow Kobolds onwards, inviting them to finally make their way into the village. Before they can, the fisherman at the roof of the barn throws his net at the Kobold that just got singed:
-> Hooked-net vs. Armored Kobold #2: Attack: 3 Damage: 3 piercing.
The man has been throwing nets at smaller targets his entire life, and it shows. The Kobold is not only pricked, but also restrained. Unfortunately for him, this act of courage made the fisherman a target. Slinged stones fly in his direction almost immediately. Some hit and he loses his balance. He falls awkwardly and breaks his ankles.
Noticing the threat coming south of their position at the fire pit, the crones begin chanting. The words are strange and sound like gibberish to you all, but Neya and Graxx phonetically recognize some of the uttered syllables as similar to what Warsh was saying when he was arguing with Graxx at the landing.
(@Drache: Is Neya wearing her Helm of Comprehending Languages?)
While they chant, Exirsa grabs Verik's severed hand and lays it on a rashly-made pile of sticks and small bones (you had noticed these around the fire pit a few posts back). Lolmetta grabs a dagger from underneath her many layers of ragged clothing and reaches for Rentida's arm. She opens a nasty long gash on the younger crone's forearm and the blood pours onto the severed hand and stick-and-bone pile. A split second later, the hand-blood mixture bursts into unnatural combustion. Exirsa grabs the fiery hand and quickly throws it into the large bucket of boiling water.
Several feet away, at the edge of the strangely dark section of the curvy wooded treeline, trees begin to move back and forth more vigorously than what the raging storm would warrant.
(Graxx and Utar are up next. Notice that Graxx would have to squeeze between {CO16} and {CR16} in order to get to the "Kobold Wizard." Hence, he would move at half speed through those four squares).
"TEMPUS!" Graxx cries as he sets his sights on the Kobold Wizard. (Bonus Action: Rage)
Graxx only sees red at the moment and will do anything to get to the Wizard's head!
Graxx will use action to Dash and will dismount Edith making his way to CT,15 staring down the wizard and eagerly awaiting his next opportunity to remove the Wizard's throat.
Touching the amulet that hangs about his neck, Utar casts spiritual weapon, summoning a spectral warhammer. (Bonus Action)
Sending it against one of the kobolds, he turns Glühoof towards another, leaning over in his saddle to swing Lightbringer.
Utar's Attack: 28 Damage: 10
Spiritual Weapon Attack: 17 Damage: 7
Graxx abandons all caution, leaves Edith behind, and runs toward the Kobold Wizard. The barbarian has his customary frothy mouth and bloodshot eyes, indicating that Tempus' wrath boils withing him. Passing through the narrow space between those two structures is a bit awkward, and Graxx gets small little nicks here and there, but manages to get close to his target.
Utar calls forth his spectral warhammer, placing it right in the middle of a gaggle of Kobolds at {CL3}. The cleric hesitates a bit in choosing one of many possible targets, and the floating weapon misses when it finally swings. The half-orc then notices one of the Kobolds trying to run past the palisades he is defending alongside a group of villagers. He rides a bit closer to his foe at {CO3} and strikes the would-be invader in the head. A smashed cranium does it, and the Kobold dies with a quick whimper (Kobold Grunt #1 takes 10 magical bludgeoning damage and is DEFEATED).
(Luck roll comes up next).