This time Khessa manages to parry and dodge most of the blows of his two opponents, perhaps finally a little demotivated - the most dangerous attack hits the armor, but the sturdy metal bands deflect the blow.
Seeing how badly one of the two is injured, the blonde arcane warrior decides once again to make good use of what she learned from Azbara Jos: she feints with the greatsword, but suddenly takes one hand off the hilt, gestures elegantly with her fingers and pronounces a quick formula, while extending her arm towards her victim.
The hand, charged with electricity, touches the reptilian man at his heart!
(OOC: Attacking Lizardfolk H, the almost dead one, with Shocking Grasp)
Seeing the enemy fall electrocuted to the heart, the tall adventuress raises an eyebrow and asks the survivor: "You're piling up a bit too many at my feet, don't you think? Wouldn't you like to surrender and live?"
Seeing the enemy fall electrocuted to the heart, the tall adventuress raises an eyebrow and asks the survivor: "You're piling up a bit too many at my feet, don't you think? Wouldn't you like to surrender and live?"
The Lizardfolk doesn't understand you, but seems irritated by your word.
Kriv's tentacle took care of your previous focus (F), I'm directing this at (G) who is still attacking you. It's a hit, but just a scratch for the Lizardfolk.
"They were tenacious fighters..." Khessa comments "there must be something interesting or important ahead. How are you?" she checks the conditions of her companions, Eric before anyone else, looking at the dwarf cleric, who also managed to support nearby allies while fighting, with sincere admiration deep in his blue eyes "Can we continue?"
After which, if everyone is ready, she proposes the previous scheme again: an unsuspected Anator scouting ahead and the rest of the party following...
The tunnel continues for a bit before it emerges in a spot nearby that’s screened by trees and brush from the camp. Looking back at the camp some of you feel a pang of regret. The friends you've left behind, the enemies you've made... But you've also come a long way and feel stronger for it. With renewed vigor you are determined to find out where those Lizardfolk would transport the loot. The obvious trail, leading into the Mere of Dead Men, seems to be as good a place as any to start.
The trail leads into the Mere of Dead Men. Fortunately, the trail is marked by the Lizardfolk who transport contraband through the mere. It's still night however and it's cold, muddy and difficult terrain. And that's just the start! When you reach the actual swamp you'll have to go through tangled marsh. The ground is what passes for dry in the mere: even “solid ground” is soggy, with water very near the surface. Lizardfolk porters probabl carried the Cult’s contraband on their backs along this portion of the trail, and their tracks can be plainly seen where the path crosses wet ground. Much of the path is through mucky, cold, knee-deep water. On those stretches, blaze marks are cut into trees to keep you on the right course.
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Player: Any Good Alignment // DM: Lawful Evil
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That will do it, (E) dies! (I think Zale is still up).
Next up: Khessa and Calvin.
Player: Any Good Alignment // DM: Lawful Evil
This time Khessa manages to parry and dodge most of the blows of his two opponents, perhaps finally a little demotivated - the most dangerous attack hits the armor, but the sturdy metal bands deflect the blow.
Seeing how badly one of the two is injured, the blonde arcane warrior decides once again to make good use of what she learned from Azbara Jos: she feints with the greatsword, but suddenly takes one hand off the hilt, gestures elegantly with her fingers and pronounces a quick formula, while extending her arm towards her victim.
The hand, charged with electricity, touches the reptilian man at his heart!
(OOC: Attacking Lizardfolk H, the almost dead one, with Shocking Grasp)
Shocking Grasp Attack: 17 Damage: 9 (lightning) or half (4) if missed (thanks to Potent Cantrip)
Seeing the enemy fall electrocuted to the heart, the tall adventuress raises an eyebrow and asks the survivor: "You're piling up a bit too many at my feet, don't you think? Wouldn't you like to surrender and live?"
Hissing with satisfaction, as her foe finally collapses, she strikes out at a new target.
Rapier: 16
Damage: 11
Sneak: 8
Claw: 19
Damage: 3 (Rolled a 6 but forgot that this is counted as off-hand so subtracted the modifier)
Lets see if Eric finishes his opponent
To hit: 18
damages: 4
That will do it.
The Lizardfolk doesn't understand you, but seems irritated by your word.
Saving this for round 6.
Kriv's tentacle took care of your previous focus (F), I'm directing this at (G) who is still attacking you. It's a hit, but just a scratch for the Lizardfolk.
Kriv and Calvin still have a turn this round.
Player: Any Good Alignment // DM: Lawful Evil
Kriv relaxes knowing the tentacle is helping. He takes a swing with the Fist and lashes out with the tentacle again.
Fist (at D)
To hit: 20 Damage: 12
Tentacle (at I)
To hit: 24 (nat 20) Damage: 16
Calvin continues to fight.
(Attack: 21 Damage: 4)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
That's just enough to kill (J)!
(D) dies, but (I) is still standing.
Player: Any Good Alignment // DM: Lawful Evil
ROUND 6
Lizardfolk (16)
Zale (13)
Calvin, Khessa (11)
Eric (8)
Kriv (2)
(G) keeps attacking Eric: 12 + 4 = 16 to hit and 4 + 4 = 8 to hit.
(I) both keeps focusing on Khessa : 3 + 4 = 7 to hit and 7 + 4 = 11 to hit
And now this happens:
Directing this at (G) and killing him.
Khessa is up and in melee the last remaining enemy.
Player: Any Good Alignment // DM: Lawful Evil
"Well, as you prefer" Khessa shrugs, realizing that the last Lizardfolk kept fighting instead of surrendering.
The blonde arcane warrior brings her heavy blade in a wide circe, suddenly lowering it to waist height at the last moment, as if feeling a tree...
Attack: 13 Damage: 8 (slashing)
(OOC: Great! Probably felled it in fact!)
If it still stands, Eric would attack with hi hammer:
to hit: 17
damages: 5
Indeed! That did it!
End of combat
Player: Any Good Alignment // DM: Lawful Evil
"They were tenacious fighters..." Khessa comments "there must be something interesting or important ahead. How are you?" she checks the conditions of her companions, Eric before anyone else, looking at the dwarf cleric, who also managed to support nearby allies while fighting, with sincere admiration deep in his blue eyes "Can we continue?"
After which, if everyone is ready, she proposes the previous scheme again: an unsuspected Anator scouting ahead and the rest of the party following...
The tunnel continues for a bit before it emerges in a spot nearby that’s screened by trees and brush from the camp. Looking back at the camp some of you feel a pang of regret. The friends you've left behind, the enemies you've made... But you've also come a long way and feel stronger for it. With renewed vigor you are determined to find out where those Lizardfolk would transport the loot. The obvious trail, leading into the Mere of Dead Men, seems to be as good a place as any to start.
Level up at the next Long Rest.
Player: Any Good Alignment // DM: Lawful Evil
"Someone good at tracking might find out wich path the Lizardfolk came from" Khessa suggests. "They were many... they should have left tracks".
The trail leads into the Mere of Dead Men. Fortunately, the trail is marked by the Lizardfolk who transport contraband through the mere. It's still night however and it's cold, muddy and difficult terrain. And that's just the start! When you reach the actual swamp you'll have to go through tangled marsh. The ground is what passes for dry in the mere: even “solid ground” is soggy, with water very near the surface. Lizardfolk porters probabl carried the Cult’s contraband on their backs along this portion of the trail, and their tracks can be plainly seen where the path crosses wet ground. Much of the path is through mucky, cold, knee-deep water. On those stretches, blaze marks are cut into trees to keep you on the right course.
Player: Any Good Alignment // DM: Lawful Evil