(OOC: I am happy to go along with Hun's not-so-subtle suggestion here and say that the group returned the canoe during their last visit to Ahoyhoy.)
Not in any particular rush, and having acquired plenty of experience climbing around the island, the Packers agree to explore this lonely cave. They could use a break from all the walking anyhow, and that mud needs to be put to good use. Rhogal, in particular, is sure no cave in this island can surprise them at this point.
The climb is a little steep, but it is not long. With the help of ropes, pitons, kits, and elbow grease, if not a sprinkling of magic, the party soon reaches the ledge that leads into the cave entrance. To their surprise, unlike the rest of this mountain, this ledge is grassy, and it is even populated by a few trees and bushes. Peeking into the cave, you see beyond the darkness and spot a smooth muddy interior. As far as you can tell, this cave is constituted entirely of one large chamber. You are approaching the cave from its north wall.
You slowly enter the cave and move past the short tunnel that makes up its entrance. Your boots stick to the smooth mud on the ground, forcing you to actively bring your foot up before you can take your next step. Taking a look around, you see a few shiny black rocks which you recognize: these are large chunks of obsidian. There is a raised alcove on the east wall, which seems to be the only spot with solid, rocky ground in this chamber. Another alcove in the southeast corner is completely filled with water, which forms a tiny pond of sorts. Two obsidian rocks, one large and one small, poke out of the center of this pond. Atop the larger of the two is a humanoid skeleton wearing a long rotting jacket and a tricorn hat. The skeleton sits on top of a wooden chest.
Throughout the larger chamber, you also clock a few mounds of what looks like straw, or pieces of dried bushes. They clearly resemble dead versions of the bushes on the grassy ledge outside. They are matted, revealing that have been put to use. Near these five nests of sorts, you can see humanoid and animal bones, though none of these remains would form a full skeleton.
Yulmiath lets his eyes flick over the scene. Obsidian. Hun can take that. Tiny pond. Karius can look after the watery stuff. Tricorn hat, rotten long coat, skeleton sat on a chest? This is a scene he recognises. On any amount of money, Yulmiath would bet that skeleton is a former pirate and the only reason they have chests is TREASURE!
Looking over the pirate and their chest, Yulmiath gets himself down on all fours, not minding the mudm and checks for wires or other tell-tale signs of a trap.
(OOC Investigation - 17 burning inspriation for advantage on that check, and bit of a long shot, but would Yulmiath know (or be able to recall) of any likely candidates for who the skeleton might belong to? history - 13)
This post has potentially manipulated dice roll results.
While the mud was where it was supposed to be and did not require swimming in it, Kairus could ignore the unsteady ground. "Well, looks like nobody is home." He looked around curiously (Perception: 12) and walked to the skeleton. "Unless that fellow is about to stand up and attack us." (At this stage, Kairus would not put it past any pile of bones) "Might be the crew of one of the dead ships. I wonder why there is only one skeleton and yet five beds. They are beds, right?" He poked one of the dry "nests" with his muddy boot.
"Teh! Knowing our luck I wouldn't be surprised if some other kind bird folk are responsible."Hun commented, finally able tear his gaze away from the walls of plenty at the reminder. "And not the friendly can at that, if this island's record is to go by. So we may not want to linger here for too too long." After saying as much, Hun curtly bids Mr. Thicc to keep an eye on the outside from the short tunnel and alert the group of any approaching threats.
In the meantime, the Kobold would worry at the amulet his neck before ultimately speaking the words to try and detect the presence of any thinking creature as he moved about the cave, careful to not otherwise ruin Yulmiath's investigation. If nothing pings within the first twenty to thirty seconds or so, Hun then pulled out what appeared to be dousing rods from his bag of holding. Though unlike their more mundane counterparts, the tips of the rods would glow as if heated, but in particular colors once given time to 'focus' in on a source of magic. At which point as needed, he'd again start into another circuit through the cave before finally feeling safe enough to see about any other business.
-> So Detect Thoughts from the Medallion to search for the presence of thinking creatures within 30ft, maintaining concentration on that for half a minute
-> Then casting Detect Magic using spell slot, maintaining concentration for its full duration even if nothing immediately pops out.
This post has potentially manipulated dice roll results.
(@MB: With that roll, I'm afraid Yulmiath has no idea who this pirate may be.)
Yulmiath gets excited at the sight of what is assumed to be a pirate and their loot. He and Kairus move closer to the skeleton, who is separated from the group by some pond water. Without getting himself wet, the dragonborn goes down on all fours and inspects the area around the chest from about 15 feet away. He not only notices that the chest's locking mechanism seems to have a few extra pieces to it (a clear indication of a trapped lock) but also that bubbles begin to rise from the water.
Hunopens his mind to those of others and fails to detect the presence of intelligent minds apart from those that belong to the Snackers. Satisfied with his mental search, the kobold gathers a few previously prepared tools and performs a search of a different kind. Two distinct sources of magic pop up in his vision, both inside the chest being guarded by the skeleton.
Around this time, Kairus, who had been keeping a eye around the cave, decides to finally also look up. It takes him a few extra seconds but he then spots two yellow eyes starring right back at him, then two more, and then another pair, and so on. As if to confirm that the cave is not empty, the source of the bubbles Yulmiath had seen just a moment ago finally reveal themselves. Large reptilian creatures begin to either swim to the surface of the water or climb down from their unassuming spots in the ceiling. The Snackers count a total of eight of them, and Hun curses his spell's failure to detect their presence. They have thick, scaly skin of a purple hue, long tongues, sharp fangs, and threatening yellow eyes.
"Oh... Not five but.. One, two...Eight!" Kairus quickly counted their opponents. The bad thing was, that he and Yulmiath were about to get themselves cut off from the main group. On the other hand, it was a chance to bottleneck at least three of the predators here but the dragonborn will need some space for it...
"Keep them right here! You can corner them and the rest will shoot from afar! I'll believe in you fully!" With that encouragement and a few melodic words of the familiar spell, Kairus stepped away, allowing Yulmiath to grow.
Movement: to the center of the cave (preferably FO 48)
Should the snake in front of him try AoO, Silvery Barbs on the creature with Advantage given to Yulmiath too. If snakes ignore him, then first attack of any enemy with the same condition.
"Oh shit...here we go again" pulling his sword as he reacts and casts Hunter's Mark at the lizard to his right (FM40), then, if he can close to melee range with that lizard (eg diagonally to FL41) he will do so and attack, if not, he will move forward to FL43 and hold his attack for whatever attacks him first
Longsword Attack: 25 Damage: 9 Hunter's Mark damage (if applicable): 4 ...for good measure, if he connects he will pump a Divine Smite in as well for an extra 9 damage
This post has potentially manipulated dice roll results.
Rhogal is the first to react! He weaves together a fungal blade and launches it like a dart at the nearest threatening lizard. Although the icy dart finds its mark, it fails to explode as the druid was expecting. (Giant Lizard#8 takes 6 piercing damage.)
Rhogal had already attacked, by the time Kairus finishes counting the lizards. The bard turns to the nearby Yulmiath and chooses to trust in a familiar trick. Before finishing the melodic incantation, the triton steps away, knowingly opening himself to an attack and preemptively deterring the attacker.
A glint of magic flows from the lizard to Yulmiath, who, by now, is already enlarged. Kairus was aiming to reach the center of the chamber but the sticky mud forces him to slow down (difficult terrain.) He finds himself halfway to his intended destination {FQ-49}.
Krodhen does the opposite and moves toward a nearby enemy {FL-41}. He marks his target as he moves. The lizard is still coming down the wall, so the paladin has to wait to attack.
This post has potentially manipulated dice roll results.
The lizards move about without any difficulty, be it on the ceiling, the walls, the muddy floor, or the water. Even then, two of them have to spend all of their immediate effort in reaching their prey. One of them dashes toward Hun, and the other toward Kairus.
The other six reptilians not only manage to reach a Snacker, but also try to snack on them! One closes in on Krodhen, another on Rhogal, and a second one approaches Kairus. The three who emerged from the pong are tempted to take a bite at Yulmiath.
Before then can do so, however, Krodhen unleashes a swing of his sword, hurting his would-be muncher. It does a number on the creature. (Giant Lizard#1 takes 22 slashing and radiant damage.)
This post has potentially manipulated dice roll results.
(OOC: I forgot to account for Yulmiath being prone in the attacks above: Here are three advantage rolls in order of attack: 16, 15, 18. If any of them becomes a crit, here's an extra damage die: 5.)
Krodhen puts his shield in front of him and manages to push the approaching maw away. Kairus twists out of the way of a lunging lizard, but Rhogal is not as swift on his feet. The druid's arm is bitten and shaken by the reptilian. (Rhogal takes 10 piercing damage.)
Still on all fours, Yulmiath does poorly when it comes to avoiding the incoming attacks. All the soothing mud on his body is bitten away, and then some. (Yulmiath takes 19 piercing damage.)
(Hun and Yulmiath are up next. Hun is in melee with one lizard and Yulmiath with three. The dragonborn is also prone.)
This post has potentially manipulated dice roll results.
Yulmiath erupts upwards from his prone position, snarling at the lizards surrounding him. "GRAH! COME AND GET SOME!"
Already feeling his blood pumping and energy bristling across his skin, he begins to RAGE!
Lashing out with his enhunced greataxe at the lizard at FT/FU,53/54, he puts a little extra into the attack, hoping to give the others pause. This snack is going to get caught in their throats.
Attack: 14 Damage: 7 (plus 4 damage on a hit for being a big boy.)
(Using GWM on the greataxe attack and am also attacking recklessly for advantage.)
The same power that bristles across his skin, seems to collect for a moment within the head of his greataxe, rippling blue energy across it before jumping through the air towards the same target.
(DC13 Dex save for the lizard or it takes 4 lightning damage. Half damage on a save.)
(OOC: Edit forgot to add the plus 10 to damage if his attack hits! D'oh!)
This post has potentially manipulated dice roll results.
"Hmph! Clever little bastards. Mr. Thicc! Get your butt in here and defend the dwarf!" Hun called out as he fished around in his bag of holding. But unlike so many times before, rather than seek out an item, it is as if he draws forth the essence of cold as his hand comes up grasping an ice blue orb. "And you! If you won't bugger off then you better chill out!"A flick of the wrist sees the orb sailing and exploding into the face of his chosen lizard just as Mr. Thicc comes splashing into room ready to protect Rhogal.
Bonus Action: Command Mr. Thicc to rush to Rhogal's side. (Not sure where the lizard attacking Rhogal is, but presume that Mr. Thicc Dashes to just south of it if possible while remaining in melee.)
Action: Cast Frost Fire Ball on Lizard(in melee with Hun). Con Save(DC 14) or take 3 Cold Damage.
Future Reaction(Mr. Thicc): Deflect attack vs 1st attack against an ally.
Future Reaction(Hun): Cast Shield if he would hit(between 18 and 22).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Upon command, Mr. Thiccrushes to Rhogal's side while Hun fishes around his bag for something different yet familiar. The artificer then smashes a frost bomb into the nearest lizard and prepares for any retaliation. (Giant Lizard#7 takes 6 cold damage.)
Yulmiath finally gets up and gets a chance to test his new axe on something fleshy. It's enlarged size carries additional weight to it, and that ever-present storm aura also makes an appearance. (Giant Lizard#4 takes 22 magical slashing and lightning damage.)
(OOC: The advantage from Silvery Barbs applies to the "next" d20 roll, so it overlapped with the advantage Yulmiath got from Reckless Attack.)
(OOC: I am happy to go along with Hun's not-so-subtle suggestion here and say that the group returned the canoe during their last visit to Ahoyhoy.)
Not in any particular rush, and having acquired plenty of experience climbing around the island, the Packers agree to explore this lonely cave. They could use a break from all the walking anyhow, and that mud needs to be put to good use. Rhogal, in particular, is sure no cave in this island can surprise them at this point.
The climb is a little steep, but it is not long. With the help of ropes, pitons, kits, and elbow grease, if not a sprinkling of magic, the party soon reaches the ledge that leads into the cave entrance. To their surprise, unlike the rest of this mountain, this ledge is grassy, and it is even populated by a few trees and bushes. Peeking into the cave, you see beyond the darkness and spot a smooth muddy interior. As far as you can tell, this cave is constituted entirely of one large chamber. You are approaching the cave from its north wall.
You slowly enter the cave and move past the short tunnel that makes up its entrance. Your boots stick to the smooth mud on the ground, forcing you to actively bring your foot up before you can take your next step. Taking a look around, you see a few shiny black rocks which you recognize: these are large chunks of obsidian. There is a raised alcove on the east wall, which seems to be the only spot with solid, rocky ground in this chamber. Another alcove in the southeast corner is completely filled with water, which forms a tiny pond of sorts. Two obsidian rocks, one large and one small, poke out of the center of this pond. Atop the larger of the two is a humanoid skeleton wearing a long rotting jacket and a tricorn hat. The skeleton sits on top of a wooden chest.
Throughout the larger chamber, you also clock a few mounds of what looks like straw, or pieces of dried bushes. They clearly resemble dead versions of the bushes on the grassy ledge outside. They are matted, revealing that have been put to use. Near these five nests of sorts, you can see humanoid and animal bones, though none of these remains would form a full skeleton.
Yulmiath lets his eyes flick over the scene. Obsidian. Hun can take that. Tiny pond. Karius can look after the watery stuff. Tricorn hat, rotten long coat, skeleton sat on a chest? This is a scene he recognises. On any amount of money, Yulmiath would bet that skeleton is a former pirate and the only reason they have chests is TREASURE!
Looking over the pirate and their chest, Yulmiath gets himself down on all fours, not minding the mudm and checks for wires or other tell-tale signs of a trap.
(OOC Investigation - 17 burning inspriation for advantage on that check, and bit of a long shot, but would Yulmiath know (or be able to recall) of any likely candidates for who the skeleton might belong to? history - 13)
While the mud was where it was supposed to be and did not require swimming in it, Kairus could ignore the unsteady ground. "Well, looks like nobody is home." He looked around curiously (Perception: 12) and walked to the skeleton. "Unless that fellow is about to stand up and attack us." (At this stage, Kairus would not put it past any pile of bones) "Might be the crew of one of the dead ships. I wonder why there is only one skeleton and yet five beds. They are beds, right?" He poked one of the dry "nests" with his muddy boot.
Meili Liang Lvl 5 Monk
Dice
"Teh! Knowing our luck I wouldn't be surprised if some other kind bird folk are responsible." Hun commented, finally able tear his gaze away from the walls of plenty at the reminder. "And not the friendly can at that, if this island's record is to go by. So we may not want to linger here for too too long." After saying as much, Hun curtly bids Mr. Thicc to keep an eye on the outside from the short tunnel and alert the group of any approaching threats.
In the meantime, the Kobold would worry at the amulet his neck before ultimately speaking the words to try and detect the presence of any thinking creature as he moved about the cave, careful to not otherwise ruin Yulmiath's investigation. If nothing pings within the first twenty to thirty seconds or so, Hun then pulled out what appeared to be dousing rods from his bag of holding. Though unlike their more mundane counterparts, the tips of the rods would glow as if heated, but in particular colors once given time to 'focus' in on a source of magic. At which point as needed, he'd again start into another circuit through the cave before finally feeling safe enough to see about any other business.
-> So Detect Thoughts from the Medallion to search for the presence of thinking creatures within 30ft, maintaining concentration on that for half a minute
-> Then casting Detect Magic using spell slot, maintaining concentration for its full duration even if nothing immediately pops out.
When you realize you're doing too much: Signature.
(@MB: With that roll, I'm afraid Yulmiath has no idea who this pirate may be.)
Yulmiath gets excited at the sight of what is assumed to be a pirate and their loot. He and Kairus move closer to the skeleton, who is separated from the group by some pond water. Without getting himself wet, the dragonborn goes down on all fours and inspects the area around the chest from about 15 feet away. He not only notices that the chest's locking mechanism seems to have a few extra pieces to it (a clear indication of a trapped lock) but also that bubbles begin to rise from the water.
Hun opens his mind to those of others and fails to detect the presence of intelligent minds apart from those that belong to the Snackers. Satisfied with his mental search, the kobold gathers a few previously prepared tools and performs a search of a different kind. Two distinct sources of magic pop up in his vision, both inside the chest being guarded by the skeleton.
Around this time, Kairus, who had been keeping a eye around the cave, decides to finally also look up. It takes him a few extra seconds but he then spots two yellow eyes starring right back at him, then two more, and then another pair, and so on. As if to confirm that the cave is not empty, the source of the bubbles Yulmiath had seen just a moment ago finally reveal themselves. Large reptilian creatures begin to either swim to the surface of the water or climb down from their unassuming spots in the ceiling. The Snackers count a total of eight of them, and Hun curses his spell's failure to detect their presence. They have thick, scaly skin of a purple hue, long tongues, sharp fangs, and threatening yellow eyes.
(Rhogal, Kairus, and Krodhen go first. See note above about difficult terrain.)
"Oh... Not five but.. One, two...Eight!" Kairus quickly counted their opponents. The bad thing was, that he and Yulmiath were about to get themselves cut off from the main group. On the other hand, it was a chance to bottleneck at least three of the predators here but the dragonborn will need some space for it...
"Keep them right here! You can corner them and the rest will shoot from afar! I'll believe in you fully!" With that encouragement and a few melodic words of the familiar spell, Kairus stepped away, allowing Yulmiath to grow.
Enlarge on Yulmiath + Bardic Inspiration on him.
Movement: to the center of the cave (preferably FO 48)
Should the snake in front of him try AoO, Silvery Barbs on the creature with Advantage given to Yulmiath too. If snakes ignore him, then first attack of any enemy with the same condition.
Meili Liang Lvl 5 Monk
Dice
"Oh shit...here we go again" pulling his sword as he reacts and casts Hunter's Mark at the lizard to his right (FM40), then, if he can close to melee range with that lizard (eg diagonally to FL41) he will do so and attack, if not, he will move forward to FL43 and hold his attack for whatever attacks him first
Longsword Attack: 25 Damage: 9
Hunter's Mark damage (if applicable): 4
...for good measure, if he connects he will pump a Divine Smite in as well for an extra 9 damage
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
"Sometin' new fer the menu," Rhogal says as he takes some hair ice and spins it into a clade and throws it at the nearest scaly beast.
Frosty Fungal Flechette Attack: 18 Damage: 6
AoE Dex DC14: 12
Extended Signature
DM's Screen:
DEX save {DC 14}: 8
Rhogal is the first to react! He weaves together a fungal blade and launches it like a dart at the nearest threatening lizard. Although the icy dart finds its mark, it fails to explode as the druid was expecting. (Giant Lizard#8 takes 6 piercing damage.)
Rhogal had already attacked, by the time Kairus finishes counting the lizards. The bard turns to the nearby Yulmiath and chooses to trust in a familiar trick. Before finishing the melodic incantation, the triton steps away, knowingly opening himself to an attack and preemptively deterring the attacker.
-> Bite vs. Kairus: Attack: 18 Damage: 9 (14,3)
A glint of magic flows from the lizard to Yulmiath, who, by now, is already enlarged. Kairus was aiming to reach the center of the chamber but the sticky mud forces him to slow down (difficult terrain.) He finds himself halfway to his intended destination {FQ-49}.
Krodhen does the opposite and moves toward a nearby enemy {FL-41}. He marks his target as he moves. The lizard is still coming down the wall, so the paladin has to wait to attack.
The lizards move about without any difficulty, be it on the ceiling, the walls, the muddy floor, or the water. Even then, two of them have to spend all of their immediate effort in reaching their prey. One of them dashes toward Hun, and the other toward Kairus.
The other six reptilians not only manage to reach a Snacker, but also try to snack on them! One closes in on Krodhen, another on Rhogal, and a second one approaches Kairus. The three who emerged from the pong are tempted to take a bite at Yulmiath.
Before then can do so, however, Krodhen unleashes a swing of his sword, hurting his would-be muncher. It does a number on the creature. (Giant Lizard#1 takes 22 slashing and radiant damage.)
-> Bite vs. Krodhen: Attack: 16 Damage: 9
-> Bite vs. Rhogal: Attack: 19 Damage: 3
-> Bite vs. Kairus: Attack: 19 Damage: 6
-> Bite vs. Yulmiath: Attack: 18 Damage: 6
-> Bite vs. Yulmiath: Attack: 19 Damage: 7
-> Bite vs. Yulmiath: Attack: 17 Damage: 7
(OOC: Lizard's turn continues in the next post.)
(OOC: I forgot to account for Yulmiath being prone in the attacks above: Here are three advantage rolls in order of attack: 16, 15, 18. If any of them becomes a crit, here's an extra damage die: 5.)
Krodhen puts his shield in front of him and manages to push the approaching maw away. Kairus twists out of the way of a lunging lizard, but Rhogal is not as swift on his feet. The druid's arm is bitten and shaken by the reptilian. (Rhogal takes 10 piercing damage.)
(OOC: Lizards' turn continues in the next post.)
Still on all fours, Yulmiath does poorly when it comes to avoiding the incoming attacks. All the soothing mud on his body is bitten away, and then some. (Yulmiath takes 19 piercing damage.)
(Hun and Yulmiath are up next. Hun is in melee with one lizard and Yulmiath with three. The dragonborn is also prone.)
Yulmiath erupts upwards from his prone position, snarling at the lizards surrounding him. "GRAH! COME AND GET SOME!"
Already feeling his blood pumping and energy bristling across his skin, he begins to RAGE!
Lashing out with his enhunced greataxe at the lizard at FT/FU,53/54, he puts a little extra into the attack, hoping to give the others pause. This snack is going to get caught in their throats.
Attack: 14 Damage: 7 (plus 4 damage on a hit for being a big boy.)
(Using GWM on the greataxe attack and am also attacking recklessly for advantage.)
The same power that bristles across his skin, seems to collect for a moment within the head of his greataxe, rippling blue energy across it before jumping through the air towards the same target.
(DC13 Dex save for the lizard or it takes 4 lightning damage. Half damage on a save.)
(OOC: Edit forgot to add the plus 10 to damage if his attack hits! D'oh!)
"Hmph! Clever little bastards. Mr. Thicc! Get your butt in here and defend the dwarf!" Hun called out as he fished around in his bag of holding. But unlike so many times before, rather than seek out an item, it is as if he draws forth the essence of cold as his hand comes up grasping an ice blue orb. "And you! If you won't bugger off then you better chill out!" A flick of the wrist sees the orb sailing and exploding into the face of his chosen lizard just as Mr. Thicc comes splashing into room ready to protect Rhogal.
Bonus Action: Command Mr. Thicc to rush to Rhogal's side.
(Not sure where the lizard attacking Rhogal is, but presume that Mr. Thicc Dashes to just south of it if possible while remaining in melee.)
Action: Cast Frost Fire Ball on Lizard(in melee with Hun). Con Save(DC 14) or take 3 Cold Damage.
Future Reaction(Mr. Thicc): Deflect attack vs 1st attack against an ally.
Future Reaction(Hun): Cast Shield if he would hit(between 18 and 22).
When you realize you're doing too much: Signature.
DM's Screen:
CON save {DC 14}: 10
DEX save {DC 13}: 17
(@MB: Enhunced! Nice.)
Upon command, Mr. Thicc rushes to Rhogal's side while Hun fishes around his bag for something different yet familiar. The artificer then smashes a frost bomb into the nearest lizard and prepares for any retaliation. (Giant Lizard#7 takes 6 cold damage.)
Yulmiath finally gets up and gets a chance to test his new axe on something fleshy. It's enlarged size carries additional weight to it, and that ever-present storm aura also makes an appearance. (Giant Lizard#4 takes 22 magical slashing and lightning damage.)
(OOC: The advantage from Silvery Barbs applies to the "next" d20 roll, so it overlapped with the advantage Yulmiath got from Reckless Attack.)
END OF INITIATIVE ROUND 1
(Rhogal, Kairus, and Krodhen go next.)