So sorry all. It won’t let me post from my mobile in the forum tonight. It just keeps saying “Loading Editor” and I do not have my pc. Thankfully it’s letting me post here.
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Graxx thinks on Neya’s words.
”I say we make for the raft. See what’s become of it. If it’s gone or beyond fixing we can look at chartering.”
Graxx looks at the awkward pieces the group is going to have to carry.
”What do you say we make a little in remembrance shrine here for Derranos instead of lugging this around. We can put the Bronze banner on the pole and leave it in front of this place marking the tomb of the fallen.”
(OOC: Let me know if I am misunderstanding this decision regarding the treasure.)
The group discusses what to do with the battle standard and the shrine to an unknown god. Graxx wants to mark Derannos' tomb with the former, while Doozey suggests a drawing of the latter for future study. Most of the other treasure is carried out of the cave with the party, via bag of holding. The major exceptions are the thousands of copper and silver coins, for which Doozey proposes a separate venture later regarding their transportation and possibly involving hirelings.
When asked about his decision, Sagin finally speaks up: "Well... first, you treated Sagin badly. Then, you treated Sagin better... better than anyone has ever treated Sagin. You asked questions instead of giving orders. You listened when Sagin spoke... Sagin likes this better than Clan. In Clan, no one cares about Sagin, and Sagin cares about no one. They are just the Clan." He pauses for a moment, fidgeting with his hands. "Sagin is no adventurer, though. Sagin'll go with you now, but stay away from danger. Then, drop Sagin off back in town. I help you in town. Out here, Sagin is no good." He then approaches Doozey and tries to hand back the Wand of Web.
(OOC: We can continue to develop any of the scenes above, but for now let us "cut" to the next step you mentioned.)
Making their way to the small pier where they once met the islet's ferryman, CRAP finds it just as decrepit as before. The wood planks are rotting, if not simply missing, and there is mold everywhere. The long guiding rope connecting the small pier to the islet in the distance is still attached. A new but still crudely made log raft is roped to the guiding rope. Some other villager has clearly taken the duties of the late ferryman, though they are nowhere near their new vehicle. The raft is big enough for several people and their supplies. As before, elbow grease might be needed to move the raft along the guiding rope, perhaps by pulling on the rope directly and/or using the long pole resting nearby.
The skies are cloudy but the wind and waters are calm. The trek over to the islet shouldn't take too long.
Utar can't be sure, but he's sure the jetty wasn't in this bad a state of disrepair the last time they were here. Wondering if this isn't somehow linked to the death of the dragon given the apparently magical cleansing aura Derannos brought to the area, Utar wonders if the effect is reversible, or somehow magical in nature?
Utar tests the carrying capacity of the haphazardly constructed raft, testing it with a bit of weight to begin with before committing himself to it. Once the rest of CRAP is aboard, Utar will set to pulling the raft to the island.
(OOC - I will assume that Utar is able to make a pretty crude attempt to capture the symbol shown on the altar. Its four interlocked circles - how hard could that be?)
Doozey grimaced initially, but respectfully listened as Sagin spoke his piece. Yet when offered back the Wand, he considers it a moment, before taking it back with a grateful grin. "You have my most sincere thanks, Mr. Sagin. Now, we still have one more stop to make prior to the trip back to town. Vengeance for our fallen dragon.. friend 'n all that. But once're we back, I think we'll have just the job for ya." He assures, and this time follows thru in patting Sagin reassuringly on the shoulder. "And if you ever change your mind, I'd still be willing to teach you what I know."
With all that that said, it was soon time to be off. Doozey would try to take the time to attune back to the wand whenever possible despite the temptations of the gauntlets, figuring the more tactical uses of the former might be of benefit. Though, he would entertain over the travel back to the pier the idea of seeing if Biscuit, if not Sagin could perhaps some attune to it. A silly thought perhaps... But in event, once they reach the pier, Doozey suggest Sagin hold up in the area until they return, and to secure the ramshackle dock home. Which with that in mind, he and Biscuit would briefly accompany the kobold just to make doubly sure it wasn't occupied by any islander, prior to then returning to the raft.
(@Lerus: I actually can't remember if the ferryman had a house nearby or not near the pier. So, feel free to correct me there, and still assume Sagin is at least suggested he remain on the mainland and secure the area in the group's absence, if only for his own sake)
"..Hm? Ah, naw. Seems Mr. Utar is more than happy to handle the rope anyhow. Rest of us shall keep our eyes peeled in case of any seaborne threats." Doozey replied to Graxx.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(OOC: Warsh, the ferryman, had a shed on the other end of the guiding rope, that is, on the islet itself. As for Biscuit attuning to gauntlets/wand... I think that might be a bit of a stretch.)
Utar and Graxx are both surprised at the jetty's condition. The half-orc is quite sure it wasn't this badly maintained last they checked, but neither was it meticulously kept. He wonders if some sort of magic could have influenced its condition and concludes that it is indeed possible that the dragon's death could have something to do with it. Alternatively, perhaps the crones' foul magic could be the culprit. In the case of the former, time might be the best solution in terms of reverting the effects. In the case of the latter, dealing with the source directly could do the trick. In the end, Utar arrives at theories but no decisive conclusion.
Before they depart, Doozey asks Sagin to find another spot to hide and wait for them. The kobold is more than happy to oblige if it means staying away from danger and from water, noting that these two things are one in the same for him. Doozey somewhat awkwardly handles the wand of web and gauntlets of ogre power as if offering them to Sagin and then Biscuit, but ends up simply putting them in his pack after more thought (or back in the bag of holding.) Sagin settles for a particular dense bush: "Sagin digs a short tunnel right behind bush," he says proudly.
After some confusion regarding who is pushing the raft with the pole and who is pulling on the guiding rope, Utar and Graxx decide on a joint effort. Neya reminds the group that they should brace themselves and Doozey keeps an eye out for danger.
The waters are much calmer than CRAP's first visit and, unlike then, there is no need for multiple trips on the account of the new raft being larger and the lack of horses this time around. Apart from the sudden upper body exercise, the trip starts with little effort and no complication.
(OOC: RNGeesus has spoken... sorry folks.)
Somewhere midway though the approximately 600ft trip, Doozey's keen senses pick up some underwater movement approaching the raft. The stoutling cannot see what it is, only that something is disturbing the water around it as it approaches the raft.
(OOC: Because Doozey spots the threat --his darn passive perception is over 9000-- the group has a couple of seconds to prepare. By that, I mean you can each perform one action or bonus action. Also, please roll your initiatives this time.)
(OOC - Assuming that for the purposes of initiative, that Utar's sentinel shield doesn't take effect. In my mind, its swung up on his back to allow his hands to grip and pull the raft. If that doesn't matter, here's the advantage - 3.)
Given he is likely focusing his attention on the rope and pulling the raft through the water, Utar will cast spiritual weapon and position it between the raft and the bow wake of whatever is now giving chase to them.
"Look alive, everyone. Seems that mult-heated creature isn't the only threat we need worry about."As Doozey is saying this, Pip is promptly drawn and bloodied, filling the air with the faint scent of blood and ozone. Biscuit growls and tenses up, looking ready to leap out of the way of any danger.
Bonus Action(Doozey): Crimson Rite on Pip, taking 1 Damage.
Graxx looks around nervously at the waters and then thinks about the small space him and his friends are in. His axe could kill them by accident. He cannot use it. Not this time.
(Action): Graxx will stow Tempus's Dogma.
(Free Action): Graxx will draw his Vicious Pike.
Graxx looks over the water and back to his Pike. He will need to keep it around after all.
"It just had to come for us out here on the water..." grumbles Graxx.
This post has potentially manipulated dice roll results.
DM's Screen:
1710
Doozey announces the arrival of a threat and pricks his finger (Doozey takes 1 damage; Crimson Rite) and Biscuit reacts defensively.Neya and Graxx pick the best weapon for the circumstance, given their respective expertise, while Utar produces a whole new weapon out of thin air.
Suddenly, whatever had been approaching stops moving. This makes it practically impossible to locate whatever was underwater.
This post has potentially manipulated dice roll results.
With no where really to go for either a high ground or cover, Doozey patiently waits for trouble with his crossbow loaded and ready to fire. But whereas he was prepared to fire, Biscuit is given his marching orders in Sylvan to clamp down and hold onto whatever popped up in range. In this way, or so he hoped, any hit-and-run tactics of the... 'thing', might be disrupted for at least a little.
Action(Doozey): Ready to fire Pip. (Short-Range)Light Crossbow - Attack: 25 Damage: 15 non-magical piercing and lightning damage. (Favored Foe damage included) (Ignore disadvantage roll if target of concern does not remain invisible)
Bonus Action(Doozey): Command Biscuit to ready a Grapple Attempt.
Action(Biscuit): Ready to Grapple 1st creature to get range, setting a "DC" of 12.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Without warning, the water immediately beneath the raft roils and shoots upward, much like a geyser. The piece of rope attaching the raft to the guiding rope prevents the vehicle from flying far away, but it still goes airborne for a few seconds, forcing all of CRAP up and then down into the water.
-> DEX saving throws to see who belly-flops {DC 16}:
Doozey: 20
Biscuit: 18
Graxx (Danger Sense):9
Neya: 16
Utar: 19
-> Damage roll: 7
Despite the surprise, most of CRAP manages to adjusts their bodies for a proper fall. Graxx loses his grip on the pike for a moment, which forces him to focus on grabbing it again midair instead of on how he lands. Everyone feels some sort of impact nonetheless. (Doozey takes 3 bludgeoning damage; Biscuit takes 3 bludgeoning damage; Graxx takes 7 bludgeoning damage; Neya takes 3 bludgeoning damage; Utar takes 3 bludgeoning damage.)
The raft lands upside down on the water, but remains buoyant. Momentum forces everyone 5 feet into the water, such that everyone is currently submerged.
The creature trying to bar your way reveals itself, as it is no longer invisible. It looks like a humanoid frog in a way, with a purplish back and a yellow belly. It has more sharp teeth than it should be able to keep in its mouth, long claws, and pointy spikes on most of its back.
-> Neya's disadvantage on attack roll: 26
Neya and Doozey see an opportunity to shoot at the creature with their prepared pieces of ammunition. The stoutling's crossbow suffers less underwater than the monk's bow, but both shots are still successful. That said, the creature seem less bothered by its new wounds than CRAP could have hoped. Even the sparks of lightning from the ranger's bolt seem to be somewhat ineffective. A bit annoyed, Doozey still takes the opportunity to mark his foe. (Spiky Frogman takes a combined 11 piercing and lightning damage.)
(OOC: More rolls within this turn will be post in the post below, to minimize the chances of a manipulation banner.)
(OOC: Speaking of lightning sparks, I think it is fair to say that being submerged in seawater near such a discharge is probably not a good idea.)
-> CON saving throws due to underwater lightning discharge (DC 16):
Doozey: 14
Biscuit: 7
Graxx: 18
Neya: 4
Utar: 16
Utar and Graxx feel only a minor sting, while the other feel a muscle tense involuntarily. (Doozey takes 3 lightning damage; Biscuit takes 3 lightning damage; Graxx takes 1 lightning damage; Neya takes 3 lightning damage; Utar takes 1 lightning damage.)
-> Doozey's concentration check {DC 10}: 15
(Utar is next up. His Spiritual Weapon is still above water, some 30ft away from the enemy when accounting for the hypotenuse. By the same token, Utar is himself some 50ft away from the enemy.)
His spectral warhammer moves in the opposite direction, towards the spiky frogman but is too far to attack the creature.
(OOC - Posting the skill check for Utar's movement through the water and for hauling himself onto the raft. If that's not his action, once on the raft, he'll offer help to anyone else attempting to get onto the raft if possible.)
Rollback Post to RevisionRollBack
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Posting this here on @Grx's behalf:
(OOC: Let me know if I am misunderstanding this decision regarding the treasure.)
The group discusses what to do with the battle standard and the shrine to an unknown god. Graxx wants to mark Derannos' tomb with the former, while Doozey suggests a drawing of the latter for future study. Most of the other treasure is carried out of the cave with the party, via bag of holding. The major exceptions are the thousands of copper and silver coins, for which Doozey proposes a separate venture later regarding their transportation and possibly involving hirelings.
When asked about his decision, Sagin finally speaks up: "Well... first, you treated Sagin badly. Then, you treated Sagin better... better than anyone has ever treated Sagin. You asked questions instead of giving orders. You listened when Sagin spoke... Sagin likes this better than Clan. In Clan, no one cares about Sagin, and Sagin cares about no one. They are just the Clan." He pauses for a moment, fidgeting with his hands. "Sagin is no adventurer, though. Sagin'll go with you now, but stay away from danger. Then, drop Sagin off back in town. I help you in town. Out here, Sagin is no good." He then approaches Doozey and tries to hand back the Wand of Web.
(OOC: We can continue to develop any of the scenes above, but for now let us "cut" to the next step you mentioned.)
Making their way to the small pier where they once met the islet's ferryman, CRAP finds it just as decrepit as before. The wood planks are rotting, if not simply missing, and there is mold everywhere. The long guiding rope connecting the small pier to the islet in the distance is still attached. A new but still crudely made log raft is roped to the guiding rope. Some other villager has clearly taken the duties of the late ferryman, though they are nowhere near their new vehicle. The raft is big enough for several people and their supplies. As before, elbow grease might be needed to move the raft along the guiding rope, perhaps by pulling on the rope directly and/or using the long pole resting nearby.
The skies are cloudy but the wind and waters are calm. The trek over to the islet shouldn't take too long.
History - 19
Utar can't be sure, but he's sure the jetty wasn't in this bad a state of disrepair the last time they were here. Wondering if this isn't somehow linked to the death of the dragon given the apparently magical cleansing aura Derannos brought to the area, Utar wonders if the effect is reversible, or somehow magical in nature?
Arcana - 17
Utar tests the carrying capacity of the haphazardly constructed raft, testing it with a bit of weight to begin with before committing himself to it. Once the rest of CRAP is aboard, Utar will set to pulling the raft to the island.
Athletics - 19
(OOC - I will assume that Utar is able to make a pretty crude attempt to capture the symbol shown on the altar. Its four interlocked circles - how hard could that be?)
“Hmmm pier looks pretty rough.” says Graxx as he kneels down next to it.
”New raft at least. Should do the job of getting us across.”
Graxx walks over and grabs the long pole.
”I can do the pulling if someone else wants to use this.” Says Graxx extending the pole to any takers.
Doozey grimaced initially, but respectfully listened as Sagin spoke his piece. Yet when offered back the Wand, he considers it a moment, before taking it back with a grateful grin. "You have my most sincere thanks, Mr. Sagin. Now, we still have one more stop to make prior to the trip back to town. Vengeance for our fallen dragon.. friend 'n all that. But once're we back, I think we'll have just the job for ya." He assures, and this time follows thru in patting Sagin reassuringly on the shoulder. "And if you ever change your mind, I'd still be willing to teach you what I know."
With all that that said, it was soon time to be off. Doozey would try to take the time to attune back to the wand whenever possible despite the temptations of the gauntlets, figuring the more tactical uses of the former might be of benefit. Though, he would entertain over the travel back to the pier the idea of seeing if Biscuit, if not Sagin could perhaps some attune to it. A silly thought perhaps... But in event, once they reach the pier, Doozey suggest Sagin hold up in the area until they return, and to secure the ramshackle dock home. Which with that in mind, he and Biscuit would briefly accompany the kobold just to make doubly sure it wasn't occupied by any islander, prior to then returning to the raft.
(@Lerus: I actually can't remember if the ferryman had a house nearby or not near the pier. So, feel free to correct me there, and still assume Sagin is at least suggested he remain on the mainland and secure the area in the group's absence, if only for his own sake)
"..Hm? Ah, naw. Seems Mr. Utar is more than happy to handle the rope anyhow. Rest of us shall keep our eyes peeled in case of any seaborne threats." Doozey replied to Graxx.
When you realize you're doing too much: Signature.
"We should also prepare for any rough waters, as well." Neya says. "Last time turned some of our stomachs end-over-end."
Extended Signature
DM's Screen:
19
(OOC: Warsh, the ferryman, had a shed on the other end of the guiding rope, that is, on the islet itself. As for Biscuit attuning to gauntlets/wand... I think that might be a bit of a stretch.)
Utar and Graxx are both surprised at the jetty's condition. The half-orc is quite sure it wasn't this badly maintained last they checked, but neither was it meticulously kept. He wonders if some sort of magic could have influenced its condition and concludes that it is indeed possible that the dragon's death could have something to do with it. Alternatively, perhaps the crones' foul magic could be the culprit. In the case of the former, time might be the best solution in terms of reverting the effects. In the case of the latter, dealing with the source directly could do the trick. In the end, Utar arrives at theories but no decisive conclusion.
Before they depart, Doozey asks Sagin to find another spot to hide and wait for them. The kobold is more than happy to oblige if it means staying away from danger and from water, noting that these two things are one in the same for him. Doozey somewhat awkwardly handles the wand of web and gauntlets of ogre power as if offering them to Sagin and then Biscuit, but ends up simply putting them in his pack after more thought (or back in the bag of holding.) Sagin settles for a particular dense bush: "Sagin digs a short tunnel right behind bush," he says proudly.
After some confusion regarding who is pushing the raft with the pole and who is pulling on the guiding rope, Utar and Graxx decide on a joint effort. Neya reminds the group that they should brace themselves and Doozey keeps an eye out for danger.
The waters are much calmer than CRAP's first visit and, unlike then, there is no need for multiple trips on the account of the new raft being larger and the lack of horses this time around. Apart from the sudden upper body exercise, the trip starts with little effort and no complication.
(OOC: RNGeesus has spoken... sorry folks.)
Somewhere midway though the approximately 600ft trip, Doozey's keen senses pick up some underwater movement approaching the raft. The stoutling cannot see what it is, only that something is disturbing the water around it as it approaches the raft.
(OOC: Because Doozey spots the threat --his darn passive perception is over 9000-- the group has a couple of seconds to prepare. By that, I mean you can each perform one action or bonus action. Also, please roll your initiatives this time.)
Utar's initiative = 3
(OOC - Assuming that for the purposes of initiative, that Utar's sentinel shield doesn't take effect. In my mind, its swung up on his back to allow his hands to grip and pull the raft. If that doesn't matter, here's the advantage - 3.)
Given he is likely focusing his attention on the rope and pulling the raft through the water, Utar will cast spiritual weapon and position it between the raft and the bow wake of whatever is now giving chase to them.
Neya initiative: 20
Neya takes out her longbow in preparation for the fight, "It seems they were ready for retaliation..."
Extended Signature
Doozey Initiative: 20.
"Look alive, everyone. Seems that mult-heated creature isn't the only threat we need worry about." As Doozey is saying this, Pip is promptly drawn and bloodied, filling the air with the faint scent of blood and ozone. Biscuit growls and tenses up, looking ready to leap out of the way of any danger.
Bonus Action(Doozey): Crimson Rite on Pip, taking 1 Damage.
Action(Biscuit): Defensive Training(Default).
When you realize you're doing too much: Signature.
Graxx looks around nervously at the waters and then thinks about the small space him and his friends are in. His axe could kill them by accident. He cannot use it. Not this time.
(Action): Graxx will stow Tempus's Dogma.
(Free Action): Graxx will draw his Vicious Pike.
Graxx looks over the water and back to his Pike. He will need to keep it around after all.
"It just had to come for us out here on the water..." grumbles Graxx.
DM's Screen:
17 10
Doozey announces the arrival of a threat and pricks his finger (Doozey takes 1 damage; Crimson Rite) and Biscuit reacts defensively. Neya and Graxx pick the best weapon for the circumstance, given their respective expertise, while Utar produces a whole new weapon out of thin air.
Suddenly, whatever had been approaching stops moving. This makes it practically impossible to locate whatever was underwater.
-> Graxx's initiative: 20
(Neya, Doozey, and Graxx can go. Although it was approaching from the northwest, you do not currently see the enemy.)
(@MB: Please let me know where you want to place the Spiritual Weapon.)
Graxx peers out over the edge of the raft at this current position with his Vicious Pike at hand.
"Come on and let's get this over with!" shouts Graxx.
Graxx will ready and attack if the enemy comes up within range of his pike.
Attack: 11 Damage: 4
Neya nocks and arrow and scans the waters to try to get a definite bead on whatever is accosting them.
Readied Longbow Attack: 14 Damage: 12
Extended Signature
With no where really to go for either a high ground or cover, Doozey patiently waits for trouble with his crossbow loaded and ready to fire. But whereas he was prepared to fire, Biscuit is given his marching orders in Sylvan to clamp down and hold onto whatever popped up in range. In this way, or so he hoped, any hit-and-run tactics of the... 'thing', might be disrupted for at least a little.
Action(Doozey): Ready to fire Pip.
(Short-Range)Light Crossbow - Attack: 25 Damage: 15 non-magical piercing and lightning damage. (Favored Foe damage included)
(Ignore disadvantage roll if target of concern does not remain invisible)
Bonus Action(Doozey): Command Biscuit to ready a Grapple Attempt.
Action(Biscuit): Ready to Grapple 1st creature to get range, setting a "DC" of 12.
When you realize you're doing too much: Signature.
Unable to tell the exact location of the threatening creature, Neya, Doozey and Graxx stay ready to attack as soon as the opportunity presents itself.
Biscuit receives an order to instead capture the enemy if given the chance.
Without warning, the water immediately beneath the raft roils and shoots upward, much like a geyser. The piece of rope attaching the raft to the guiding rope prevents the vehicle from flying far away, but it still goes airborne for a few seconds, forcing all of CRAP up and then down into the water.
Despite the surprise, most of CRAP manages to adjusts their bodies for a proper fall. Graxx loses his grip on the pike for a moment, which forces him to focus on grabbing it again midair instead of on how he lands. Everyone feels some sort of impact nonetheless. (Doozey takes 3 bludgeoning damage; Biscuit takes 3 bludgeoning damage; Graxx takes 7 bludgeoning damage; Neya takes 3 bludgeoning damage; Utar takes 3 bludgeoning damage.)
The raft lands upside down on the water, but remains buoyant. Momentum forces everyone 5 feet into the water, such that everyone is currently submerged.
The creature trying to bar your way reveals itself, as it is no longer invisible. It looks like a humanoid frog in a way, with a purplish back and a yellow belly. It has more sharp teeth than it should be able to keep in its mouth, long claws, and pointy spikes on most of its back.
-> Neya's disadvantage on attack roll: 26
Neya and Doozey see an opportunity to shoot at the creature with their prepared pieces of ammunition. The stoutling's crossbow suffers less underwater than the monk's bow, but both shots are still successful. That said, the creature seem less bothered by its new wounds than CRAP could have hoped. Even the sparks of lightning from the ranger's bolt seem to be somewhat ineffective. A bit annoyed, Doozey still takes the opportunity to mark his foe. (Spiky Frogman takes a combined 11 piercing and lightning damage.)
(OOC: More rolls within this turn will be post in the post below, to minimize the chances of a manipulation banner.)
DM's Screen:
14
(OOC: Speaking of lightning sparks, I think it is fair to say that being submerged in seawater near such a discharge is probably not a good idea.)
Utar and Graxx feel only a minor sting, while the other feel a muscle tense involuntarily. (Doozey takes 3 lightning damage; Biscuit takes 3 lightning damage; Graxx takes 1 lightning damage; Neya takes 3 lightning damage; Utar takes 1 lightning damage.)
-> Doozey's concentration check {DC 10}: 15
(Utar is next up. His Spiritual Weapon is still above water, some 30ft away from the enemy when accounting for the hypotenuse. By the same token, Utar is himself some 50ft away from the enemy.)
Deciding that fighting this thing in the water is likely a mistake, Utar swims for the raft and attempts to clamber aboard.
Athletics - 11
His spectral warhammer moves in the opposite direction, towards the spiky frogman but is too far to attack the creature.
(OOC - Posting the skill check for Utar's movement through the water and for hauling himself onto the raft. If that's not his action, once on the raft, he'll offer help to anyone else attempting to get onto the raft if possible.)