CRAP starts by making camp, which includes two tents, a campfire, and a simple setup for the horses. Obsben insists that Basil be let into one of the tents, making it so there are no vacant spots within any tent while a person is standing watch (person + mastiff in one tent, two people in the other tent, fourth person on watch.) Neya gives the horses some blankets, a pail of water, and some feed, while the campfire licks a few of the chilly but lean wolf meat chunks the group collected on the way here. The meal is supplemented with some of the [Tooltip Not Found] the party brought along. Some clothing hangs from a tree branch in hopes of it drying.
Utar and Graxx are taken aback once another animal joins the group. Salty Bottom is an odd combination of bird and primate, and most definitely a conversation starter, with or without his fez. Conversation is had, food is consumed, and warmth is gathered as possible. Soon, wizard and familiar are left alone to watch over camp while others sleep.
(OOC: @MB advertised that inspiration token that needs to be used or lost, so let's use it on the lowest roll. Here's a second roll for @Drache's watch: 12.)
@Obsben: Last night's accommodations were much better than this night's. Sure, a barn smells foul, but at least you have a roof over your head and walls all around. This night is much colder, wetter, and uncomfortable. But, you aren't going to let that preclude you from keeping an attentive eye out. Thankfully, these first hours prove to be as uneventful as the previous night. The only small distraction you get is from watching Salty Bottom interact with the area around you, exhibiting almost child-like wonder. Your favorite bit: he plays with a lone yellow flower which is growing in the middle of the a snowy patch.
@Graxx: The whimsical familiar is given the task of waking you up and you can't really complain. The novelty of it all is reward on its own. During your watch, you take a chance to interact with Glory a bit more. You are concerned about her and the mounts in general. You know they are capable of fighting well, especially the warhorse, but something is still not right. Thinking back on how Utar chose to fight the WOUS, you reckon the horses would fare much better when charging into battle and given a chance to recompose themselves before the next charge. Standing in place and fighting might work well for you, but less so for Glory. This realization may be welcome, but it has taken most of your attention during your watch. You realize you are not doing a particularly good job of it and decide to pass on the torch before your inattention gets the group in trouble.
@Neya: Bringing those additional layers of clothing and furs was a good idea. The deep night is cold up here close to the mountains. You walk around the camp to keep yourself warm and focused on the watch. At some point, a quadrupedal shape runs past in the distance. You can't quite tell what it was and you deem it not worth the risk to go away from camp to find an answer. You focus instead on making sure you spot if should it come back, but it never does. Your quiver, which you study and learn that it is a Efficient Quiver, contains 20 regular arrows, 10 silver arrows, 5 javelins, and a well-made, clearly enchanted, unadorned, wooden longbow. (You'll need a different rest to identify the bow.) Soon, it is time to wake Utar for his shift.
@Utar: Everyone is deep into their dreams while you keep watch, including all the mounts. You spot a lone grazing elk half-way though your watch, which reminds you of Captain Hubbard. You wonder if he came from these parts given his affinity for this type of animal. Then, you wonder more generally if there are orc bands around these parts. Your own past comes back to haunt you a bit and you remain worried for the rest of your shift. Once the sun comes up, you convince yourself that there are no warbands around.
In the morning, the group feels revitalized despite the cold and uncomfortable night. You've completed two days of travel up to this spot, so you know your destination as marked on the map cannot be very far away. In fact, now with the help of sunlight, you can better see the rolling hills leading to the tall mountains just ahead of you, though they are still some distance away. According to the maps, your destination is somewhere in those hills.
(OOC: Go ahead and complete your long rest. Let me know what you may want to do before departing camp. At a minimum, let's get a survival or perception check to search for the specific spot marked on Spernik's hand-drawn map.)
On learning the name of Obsben's winged monkey, Utar raises his eyebrows and nods. Given how, esoteric, the halfling had been so far, he wasn't surprised he didn't get the full answer. Still Salty Bottom was a nice enough magical creature and Obsben had proven herself to be a valuable ally so far on this trip. Utar felt that assessment could be extended to Salty too.
During his watch, Utar was struck with the serenity of their surroundings and the beauty to be found in moments of tranquility, especially away from the walls of Phlan. His thoughts soon drift back. Captain Hubbard and his family reminding him of another path he might have taken and another life he might have led had his urge to indulge his violent tenancies not won out.
Suddenly, his thoughts turn darker, surely if any orcish bands had roamed these parts, Aleyd might have said something. Pushing the thoughts from his head, he resolves to ask Neya and maybe Graxx once CRAP are underway.
Thanking Torm for an uneventful watch, Utar relights the campfire before waking the others and then works backwards through the process of pitching the tents to pack them away, only swearing under his breath two or three times. Once the task is completed, Utar breaks out some rations and breakfasts with the others.
"Graxx, Neya, anything we should be watching out for round these parts? You know, apart from a runaway scribe and some druidic cults that can summon dragons."
Once suitably instructed, Utar will set his eyes to prowling the horizon for Spernik's meeting point.
Even with so small a distraction, seeing Salty Bottom at play brought a smile to Obsben's lips and a few soft words of encouragement. Feeling perhaps even inspired at that, the air is even filled with the soft sounds of scribbling and muttered conversation... with herself again, of course.
By breakfast time the next day Obsben has a new tale to regale the others and bring any spirits no doubt dampened by the weather or pressure of the mission at hand. "I call it 'You can't hurt sunshine'. A tale of a lone dandelion standing firm against a great beast of trickery to protect his father the Sun."Salty Bottom, who had taken to trying to ball up some snow nearby, perked up and started chattering and gesturing to the flower he discovered.
"Indeed, Salty Bottom. Though I will admit, the title is more an inspiration from a, uh... Paladin Lathander, if I recall. A real sweet heart she was, or so I heard, if a bit naive seeming at times."On that note, unless asked to hold off on the story, she go on to tell the tale in-between bites of whatever breakfast happened to be that day. And upon being reminded, directly or indirectly, of her assurance back at the shop, Obsben asks for but a few minutes more delay so that she could put her new pearl to use identifying the bow. Namely by holding the pearl to her eye as if it were a monocle while examining the item.
That, and before the group were to officially set off, again tale a more briefer tale to invigorate both herself, Glory, and 'ol Basil. Who she wouldn't forget to slip a few extra pieces of her jerky his way for doing so well flying yesterday!
--> Inspiring Leader on everyone(including the familiar, since technically able to understand her), granting 13 Temp HP. --> Casting (4th level)Aid on Basil, Glory, and Obsben, increasing Max HP by 15 and restoring the same amount of HP. --> And just for clarity, she intended to ritual cast identify.
Graxx rises and thinks on his revelation last night.
”The chance of me accidentally harming Glory is not that big. I just have to fight like normal until I can get her a magic saddle. Maybe be a little more controlled and less reckless.” says Graxx aloud to himself.
Graxx looks to Utar.
”Everything here is pretty much dangerous, Utar. You have to be a survivor and sometimes a killer to make it in such a harsh place. We need to be on our guard at all times. There is no telling what ambush lies in wait.” says Graxx very seriously.
Graxx will take a walk around the camp and look for any tracks that someone may have been spying on them in the night.
"Not yet having explored these mountains, myself... The only thing I suspect is that those wolves last night were the least of our worries," Neya responds to Utar's question. "Even the mountains themselves may prove to be deadly."
After Obsben expresses interest in trying out her new pearl, Neya obliges the author's )and her own) curiosity.
Obsben convinces the group not to rush in the morning. If breakfast is not good enough reason, the halfling offers a revitalizing tale (Inspiring Leader), a protective spell for some of the mounts, and some magical studying of Neya's new bow. Both ladies soon learn what the weapon is capable of:
Splashbow
Weapon (longbow), rare
This enchanted bow may coat an arrow in the remnants of the acidic sap that once flowed through the tree from which the bow was carved.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a target with an arrow shot from the Splashbow, roll a d12. On a roll of 8 or higher, the target takes an additional 1d6 acid damage. Additionally, one other creature of your choice who is within 5 feet of the target must succeed on a Dexterity saving throw or take the same 1d6 acid damage. The DC for the DEX saving throw is determined by the following formula: {8 + proficiency modifier + DEX modifier}.
(@Drache: I added the Splashbow to Neya's inventory.)
Graxx uses the extra time at camp to look around for evidence of camp infiltrators. He finds animal hoof-prints, but no humanoid foot- or boot-prints. Some of the prints can be found on the snow, while others are on the frosted over short grass area that has managed to no be covered in snow. The snow layer here is actually quite thin. The cold temperature has helped prevent the snow from melting, but there doesn't seem to be much of it to begin with.
Once the group is ready and mounted, Utar leads the way toward the rolling hills ahead. He consults the maps Neya has been carrying just to double-check his sense of direction and confirms his directional awareness seems accurate. The rolling hills are peppered with large boulders, likely falling millennia ago from the mountains looming above. Not even a full hour passes before Utar spots what can only be their destination: a large clearing within a 60-foot-wide circle of 20-foot tall stones standing in the middle. This matches the description found in one of the tomes the scribes falsified (in the originals, not the fakes.)
Still keeping an eye for signs of other humanoids, Graxx finally finds what he had been looking for: dozens of recently-made footprints in the snowy and dusty soil lead toward the center of the circle. You'd imagine that the entrance to whatever lies beyond the circle would normally be cleverly concealed in the center of the stone circle, covered by centuries of dust, recurring snowfall, and some hardy vegetation that can resist the weather in these parts. However, as you spot this location from a distance, you can tell that such an entrance is open. You can see a set of stairs, which are cut into rock, lead down into darkness. Utar can also see indications of a complex mechanical system of shifting stones which clearly operates the opening and closing of the entrance.
There are many large stones in this circle. There are also a number of low boulders in the area surrounding the circle of standing stones. There are enough boulders in the area to the degree that there is no more than 30 feet of space in-between each. You are currently 120 feet from the edge of the circle.
"Ugh, why do I not feel good about the multiple sets of footprints heading down into whatever this place is?"
It was a rhetorical question but one he felt sure that Obsben might answer regardless.
This is going to be a tougher job if the Cult of the Dragon is already here in force. We need to set up the mounts nearby but out of sight, we should likely do our research thing for the Lord Sage and we need a marching order. Obsben, how are you in low light?"
"If there are more than Spernik in there, we should catch them unaware rather than the opposite," Neya says as she takes pinches some ethereal energy out of her forehead. She the blows on it, allowing it to settle around everyone's feet.
(@Lerus could you re-add me to the OOC chat? I think I accidentally removed myself from it. Thanks)
"Because it either means that Spudnik either regrouped with his friends, not all the druids were actually wiped out, or we're not the only hunters here."Obsben immediately replied, never failing to disappoint Utar's expectations. She even looked up a smiled a smile that carried hint of cheekiness to it.
To his second question however, she at canted her head to the side and seemed to ponder it a moment, only to right herself and shrug. "Same as usual, but with much less coordination."She replied, then looked off to the side to empty space and frowned. "Well of course you can, but we're not exactly allowed to switch places now are we?" Shaking her head afterwards, she turned back to Utar and says, "Anywho~ If we ride back a ways, we can probably hide our mountains behind some boulders or something and just walk back here. So, there's at least that. Annnd, uh... can I be in the middle? You know, just in case there's like some underground side passage for some guard to pop out behind us and shank us in the booty."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Once Graxx calls everyone's attention to the footprints, Utar begins to ponder on how many cultist have already made their way here and how much more of a harder mission this will be. Obsben responds by theorizing further. Then, the Tormite reminds the group of the multi-pronged mission they have ahead of them and suggests finding a safe place for the mounts. Obsben pipes up again with details on how to accommodate the mounts and Graxx leads them several yards away, out of sight of the entrance. With everyone else's help, he makes sure the horses and mastiff have enough water, feed, and are tied up securely.
Back to the spot where they were standing a moment ago, although now mount-less, the group re-focuses on the prints. Graxx gets closer to them, quickly determining that they are a mix of boots and reptilian-like paws. The latter are still humanoid in shape, and smaller then the boot-prints. In preparation for what comes next, Neya begins casting one of her shadow-spells, but is interrupted by a flying javelin, which is followed by many more.
This post has potentially manipulated dice roll results.
(@Drache: Neya can't be surprised so I am redacting the advantage rolls against her. Unfortunately, all three first rolls are still a hit.)
Neya notices the threat just as a large group of kobolds poke out from behind the many stones to launch their javelins. It would seem they were lying in wait, somehow aware of an approaching group of explorers, and that they had plenty of time to prepare a somewhat simple ambush. They waited until the group got closer to examine the footprints and attacked! The next thing Neya notices is that these are not your common kobolds. They are bulkier than normal, capable of wearing more robust armor than the typical specimen, and strong enough to carry an array of weapons, including axes and blades that are taller than they are. Utar further notices that their skin is ashy in nature, a palid-gray, and that they seem cracked in places as if made of dry soil. Magic is clearly at play here: these kobolds' eyes are matte-black in coloration and they seem unbothered by the sunlight.
Despite the amount of information gathered in just a fraction of a second, the group does not do so well in avoiding the javelin rain. Neya catches one of the javelins mid-arc and then rolls out of the way, though she is still caught by glancing blows. Graxx's left leg in impaled. Utar's armor is punctured in two separate spots. Obsben's armor does even less to stop the attacks. (Neya takes 16 piercing damage, Graxx takes 9 piercing damage, Utar takes 17 piercing damage, Obsben takes 14 piercing damage.)
Cursing his own big mouth for tempting fate, Utar breaks for the nearest standing stone taking cover behind it from future swolbold javelins. (Move to W,37).
At least the lizards tracks made sense now...
"Grab cover, bring them onto us! Be ready for them!"
The symbol on Utar's pauldron glows, illuminating the stone behind him as well as part of his face. Looking across the battlefield, he nods to Abet, Burga and Ilim step out of the ether, ready to bust some heads. (Cast spirit guardians using a third level spell slot, should any swolbolds come into their aura, they take a DC16 wisdom save, on a fail, they take 15 (15) radiant damage, half damage on a save.)
(OOC Should Utar's spot be taken by one of the CRAPPERS ahead of him on the intuitive track, he'll look to take alternative cover within range, preferring a standing stone over a boulder. If not possible, he'll trust in his armour and take up position centrally within the track leading to the entrance to whatever lies beneath the stone circle.)
While helping put blankets on the horses and setting up camp, Neya offers the extra room in her tent to share with Obsben and Basil.
During her shift, she also gets acquainted with her new quiver to see what what exactly it is.
Neya's Watch: 6
Extended Signature
Graxx stares in disbelief at the monkey.
”I think I’ve lost too much blood.” says Graxx.
Graxx will change from his bloodied warm clothes into his other set to allow the blood to dry without him in it.
Graxx goes over and checks on Glory.
”Get some rest girl. Goodnight..” says Graxx softly.
Graxx will take second watch.
Perception: 10
CRAP starts by making camp, which includes two tents, a campfire, and a simple setup for the horses. Obsben insists that Basil be let into one of the tents, making it so there are no vacant spots within any tent while a person is standing watch (person + mastiff in one tent, two people in the other tent, fourth person on watch.) Neya gives the horses some blankets, a pail of water, and some feed, while the campfire licks a few of the chilly but lean wolf meat chunks the group collected on the way here. The meal is supplemented with some of the [Tooltip Not Found] the party brought along. Some clothing hangs from a tree branch in hopes of it drying.
Utar and Graxx are taken aback once another animal joins the group. Salty Bottom is an odd combination of bird and primate, and most definitely a conversation starter, with or without his fez. Conversation is had, food is consumed, and warmth is gathered as possible. Soon, wizard and familiar are left alone to watch over camp while others sleep.
(OOC: @MB advertised that inspiration token that needs to be used or lost, so let's use it on the lowest roll. Here's a second roll for @Drache's watch: 12.)
@Obsben: Last night's accommodations were much better than this night's. Sure, a barn smells foul, but at least you have a roof over your head and walls all around. This night is much colder, wetter, and uncomfortable. But, you aren't going to let that preclude you from keeping an attentive eye out. Thankfully, these first hours prove to be as uneventful as the previous night. The only small distraction you get is from watching Salty Bottom interact with the area around you, exhibiting almost child-like wonder. Your favorite bit: he plays with a lone yellow flower which is growing in the middle of the a snowy patch.
@Graxx: The whimsical familiar is given the task of waking you up and you can't really complain. The novelty of it all is reward on its own. During your watch, you take a chance to interact with Glory a bit more. You are concerned about her and the mounts in general. You know they are capable of fighting well, especially the warhorse, but something is still not right. Thinking back on how Utar chose to fight the WOUS, you reckon the horses would fare much better when charging into battle and given a chance to recompose themselves before the next charge. Standing in place and fighting might work well for you, but less so for Glory. This realization may be welcome, but it has taken most of your attention during your watch. You realize you are not doing a particularly good job of it and decide to pass on the torch before your inattention gets the group in trouble.
@Neya: Bringing those additional layers of clothing and furs was a good idea. The deep night is cold up here close to the mountains. You walk around the camp to keep yourself warm and focused on the watch. At some point, a quadrupedal shape runs past in the distance. You can't quite tell what it was and you deem it not worth the risk to go away from camp to find an answer. You focus instead on making sure you spot if should it come back, but it never does. Your quiver, which you study and learn that it is a Efficient Quiver, contains 20 regular arrows, 10 silver arrows, 5 javelins, and a well-made, clearly enchanted, unadorned, wooden longbow. (You'll need a different rest to identify the bow.) Soon, it is time to wake Utar for his shift.
@Utar: Everyone is deep into their dreams while you keep watch, including all the mounts. You spot a lone grazing elk half-way though your watch, which reminds you of Captain Hubbard. You wonder if he came from these parts given his affinity for this type of animal. Then, you wonder more generally if there are orc bands around these parts. Your own past comes back to haunt you a bit and you remain worried for the rest of your shift. Once the sun comes up, you convince yourself that there are no warbands around.
In the morning, the group feels revitalized despite the cold and uncomfortable night. You've completed two days of travel up to this spot, so you know your destination as marked on the map cannot be very far away. In fact, now with the help of sunlight, you can better see the rolling hills leading to the tall mountains just ahead of you, though they are still some distance away. According to the maps, your destination is somewhere in those hills.
(OOC: Go ahead and complete your long rest. Let me know what you may want to do before departing camp. At a minimum, let's get a survival or perception check to search for the specific spot marked on Spernik's hand-drawn map.)
On learning the name of Obsben's winged monkey, Utar raises his eyebrows and nods. Given how, esoteric, the halfling had been so far, he wasn't surprised he didn't get the full answer. Still Salty Bottom was a nice enough magical creature and Obsben had proven herself to be a valuable ally so far on this trip. Utar felt that assessment could be extended to Salty too.
During his watch, Utar was struck with the serenity of their surroundings and the beauty to be found in moments of tranquility, especially away from the walls of Phlan. His thoughts soon drift back. Captain Hubbard and his family reminding him of another path he might have taken and another life he might have led had his urge to indulge his violent tenancies not won out.
Suddenly, his thoughts turn darker, surely if any orcish bands had roamed these parts, Aleyd might have said something. Pushing the thoughts from his head, he resolves to ask Neya and maybe Graxx once CRAP are underway.
Thanking Torm for an uneventful watch, Utar relights the campfire before waking the others and then works backwards through the process of pitching the tents to pack them away, only swearing under his breath two or three times. Once the task is completed, Utar breaks out some rations and breakfasts with the others.
"Graxx, Neya, anything we should be watching out for round these parts? You know, apart from a runaway scribe and some druidic cults that can summon dragons."
Once suitably instructed, Utar will set his eyes to prowling the horizon for Spernik's meeting point.
Perception - 27
Even with so small a distraction, seeing Salty Bottom at play brought a smile to Obsben's lips and a few soft words of encouragement. Feeling perhaps even inspired at that, the air is even filled with the soft sounds of scribbling and muttered conversation... with herself again, of course.
By breakfast time the next day Obsben has a new tale to regale the others and bring any spirits no doubt dampened by the weather or pressure of the mission at hand. "I call it 'You can't hurt sunshine'. A tale of a lone dandelion standing firm against a great beast of trickery to protect his father the Sun." Salty Bottom, who had taken to trying to ball up some snow nearby, perked up and started chattering and gesturing to the flower he discovered.
"Indeed, Salty Bottom. Though I will admit, the title is more an inspiration from a, uh... Paladin Lathander, if I recall. A real sweet heart she was, or so I heard, if a bit naive seeming at times." On that note, unless asked to hold off on the story, she go on to tell the tale in-between bites of whatever breakfast happened to be that day. And upon being reminded, directly or indirectly, of her assurance back at the shop, Obsben asks for but a few minutes more delay so that she could put her new pearl to use identifying the bow. Namely by holding the pearl to her eye as if it were a monocle while examining the item.
That, and before the group were to officially set off, again tale a more briefer tale to invigorate both herself, Glory, and 'ol Basil. Who she wouldn't forget to slip a few extra pieces of her jerky his way for doing so well flying yesterday!
--> Inspiring Leader on everyone(including the familiar, since technically able to understand her), granting 13 Temp HP.
--> Casting (4th level)Aid on Basil, Glory, and Obsben, increasing Max HP by 15 and restoring the same amount of HP.
--> And just for clarity, she intended to ritual cast identify.
When you realize you're doing too much: Signature.
Graxx rises and thinks on his revelation last night.
”The chance of me accidentally harming Glory is not that big. I just have to fight like normal until I can get her a magic saddle. Maybe be a little more controlled and less reckless.” says Graxx aloud to himself.
Graxx looks to Utar.
”Everything here is pretty much dangerous, Utar. You have to be a survivor and sometimes a killer to make it in such a harsh place. We need to be on our guard at all times. There is no telling what ambush lies in wait.” says Graxx very seriously.
Graxx will take a walk around the camp and look for any tracks that someone may have been spying on them in the night.
Survival: 19
"Not yet having explored these mountains, myself... The only thing I suspect is that those wolves last night were the least of our worries," Neya responds to Utar's question. "Even the mountains themselves may prove to be deadly."
After Obsben expresses interest in trying out her new pearl, Neya obliges the author's )and her own) curiosity.
Extended Signature
Obsben convinces the group not to rush in the morning. If breakfast is not good enough reason, the halfling offers a revitalizing tale (Inspiring Leader), a protective spell for some of the mounts, and some magical studying of Neya's new bow. Both ladies soon learn what the weapon is capable of:
(@Drache: I added the Splashbow to Neya's inventory.)
Graxx uses the extra time at camp to look around for evidence of camp infiltrators. He finds animal hoof-prints, but no humanoid foot- or boot-prints. Some of the prints can be found on the snow, while others are on the frosted over short grass area that has managed to no be covered in snow. The snow layer here is actually quite thin. The cold temperature has helped prevent the snow from melting, but there doesn't seem to be much of it to begin with.
Once the group is ready and mounted, Utar leads the way toward the rolling hills ahead. He consults the maps Neya has been carrying just to double-check his sense of direction and confirms his directional awareness seems accurate. The rolling hills are peppered with large boulders, likely falling millennia ago from the mountains looming above. Not even a full hour passes before Utar spots what can only be their destination: a large clearing within a 60-foot-wide circle of 20-foot tall stones standing in the middle. This matches the description found in one of the tomes the scribes falsified (in the originals, not the fakes.)
Still keeping an eye for signs of other humanoids, Graxx finally finds what he had been looking for: dozens of recently-made footprints in the snowy and dusty soil lead toward the center of the circle. You'd imagine that the entrance to whatever lies beyond the circle would normally be cleverly concealed in the center of the stone circle, covered by centuries of dust, recurring snowfall, and some hardy vegetation that can resist the weather in these parts. However, as you spot this location from a distance, you can tell that such an entrance is open. You can see a set of stairs, which are cut into rock, lead down into darkness. Utar can also see indications of a complex mechanical system of shifting stones which clearly operates the opening and closing of the entrance.
There are many large stones in this circle. There are also a number of low boulders in the area surrounding the circle of standing stones. There are enough boulders in the area to the degree that there is no more than 30 feet of space in-between each. You are currently 120 feet from the edge of the circle.
"Ugh, why do I not feel good about the multiple sets of footprints heading down into whatever this place is?"
It was a rhetorical question but one he felt sure that Obsben might answer regardless.
This is going to be a tougher job if the Cult of the Dragon is already here in force. We need to set up the mounts nearby but out of sight, we should likely do our research thing for the Lord Sage and we need a marching order. Obsben, how are you in low light?"
"If there are more than Spernik in there, we should catch them unaware rather than the opposite," Neya says as she takes pinches some ethereal energy out of her forehead. She the blows on it, allowing it to settle around everyone's feet.
(@Lerus could you re-add me to the OOC chat? I think I accidentally removed myself from it. Thanks)
Extended Signature
Graxx goes up and puts his hand down in the tracks.
”Hmmm…. I wish I knew how long they’d be down there. We could ambush them when they come out.”
Graxx stands.
”But I’m not much for waiting.”
Graxx pats Glory.
”You’ll have to sit this one out girl. I’ll leave plenty of food for you in case this takes awhile.”
Graxx holds his axe in his hands.
”I can lead us into the darkness.”
"Because it either means that Spudnik either regrouped with his friends, not all the druids were actually wiped out, or we're not the only hunters here." Obsben immediately replied, never failing to disappoint Utar's expectations. She even looked up a smiled a smile that carried hint of cheekiness to it.
To his second question however, she at canted her head to the side and seemed to ponder it a moment, only to right herself and shrug. "Same as usual, but with much less coordination." She replied, then looked off to the side to empty space and frowned. "Well of course you can, but we're not exactly allowed to switch places now are we?" Shaking her head afterwards, she turned back to Utar and says, "Anywho~ If we ride back a ways, we can probably hide our mountains behind some boulders or something and just walk back here. So, there's at least that. Annnd, uh... can I be in the middle? You know, just in case there's like some underground side passage for some guard to pop out behind us and shank us in the booty."
When you realize you're doing too much: Signature.
DM's Screen:
23
Once Graxx calls everyone's attention to the footprints, Utar begins to ponder on how many cultist have already made their way here and how much more of a harder mission this will be. Obsben responds by theorizing further. Then, the Tormite reminds the group of the multi-pronged mission they have ahead of them and suggests finding a safe place for the mounts. Obsben pipes up again with details on how to accommodate the mounts and Graxx leads them several yards away, out of sight of the entrance. With everyone else's help, he makes sure the horses and mastiff have enough water, feed, and are tied up securely.
Back to the spot where they were standing a moment ago, although now mount-less, the group re-focuses on the prints. Graxx gets closer to them, quickly determining that they are a mix of boots and reptilian-like paws. The latter are still humanoid in shape, and smaller then the boot-prints. In preparation for what comes next, Neya begins casting one of her shadow-spells, but is interrupted by a flying javelin, which is followed by many more.
-> Javelin vs. Neya: Attack: 25 Damage: 8
-> Javelin vs. Neya: Attack: 25 Damage: 9
-> Javelin vs. Neya: Attack: 25 Damage: 8
-> Javelin vs. Graxx: Attack: 18 Damage: 8
-> Javelin vs. Graxx: Attack: 11 Damage: 5
-> Javelin vs. Graxx: Attack: 20 Damage: 9
-> Javelin vs. Utar: Attack: 22 Damage: 10
-> Javelin vs. Utar: Attack: 21 Damage: 7
-> Javelin vs. Obsben: Attack: 20 Damage: 8
-> Javelin vs. Obsben: Attack: 20 Damage: 6
(@Drache: Neya can't be surprised so I am redacting the advantage rolls against her. Unfortunately, all three first rolls are still a hit.)
Neya notices the threat just as a large group of kobolds poke out from behind the many stones to launch their javelins. It would seem they were lying in wait, somehow aware of an approaching group of explorers, and that they had plenty of time to prepare a somewhat simple ambush. They waited until the group got closer to examine the footprints and attacked! The next thing Neya notices is that these are not your common kobolds. They are bulkier than normal, capable of wearing more robust armor than the typical specimen, and strong enough to carry an array of weapons, including axes and blades that are taller than they are. Utar further notices that their skin is ashy in nature, a palid-gray, and that they seem cracked in places as if made of dry soil. Magic is clearly at play here: these kobolds' eyes are matte-black in coloration and they seem unbothered by the sunlight.
Despite the amount of information gathered in just a fraction of a second, the group does not do so well in avoiding the javelin rain. Neya catches one of the javelins mid-arc and then rolls out of the way, though she is still caught by glancing blows. Graxx's left leg in impaled. Utar's armor is punctured in two separate spots. Obsben's armor does even less to stop the attacks. (Neya takes 16 piercing damage, Graxx takes 9 piercing damage, Utar takes 17 piercing damage, Obsben takes 14 piercing damage.)
ROLLING INITIATIVE:
(Neya, Graxx, Obsben, and Utar may all take their turns.)
Cursing his own big mouth for tempting fate, Utar breaks for the nearest standing stone taking cover behind it from future swolbold javelins. (Move to W,37).
At least the lizards tracks made sense now...
"Grab cover, bring them onto us! Be ready for them!"
The symbol on Utar's pauldron glows, illuminating the stone behind him as well as part of his face. Looking across the battlefield, he nods to Abet, Burga and Ilim step out of the ether, ready to bust some heads. (Cast spirit guardians using a third level spell slot, should any swolbolds come into their aura, they take a DC16 wisdom save, on a fail, they take 15 (15) radiant damage, half damage on a save.)
(OOC Should Utar's spot be taken by one of the CRAPPERS ahead of him on the intuitive track, he'll look to take alternative cover within range, preferring a standing stone over a boulder. If not possible, he'll trust in his armour and take up position centrally within the track leading to the entrance to whatever lies beneath the stone circle.)
Reaction
Seeing the javelins coming their way, a little too late to stop the first one, she tries to grab the second one as it falls toward her.
Deflect Missile: 17 (20) (Auto-catch as modifier is higher than damage roll)
She is able to catch the javelin (Damage reduced by 9)
Action
Stowing her "new" javelin in her new quiver, she moves across the old path (to Y-32) and decides to give her Splashbow a test run (targeting Q-32).
Splashbow Attack: 19 Damage: Unable to parse dice roll. (28, 11)
Acid Check: 1 Acid Damage (if activated): 4 (11, 2)
Extra Splashbow Attack: 27 Damage: 10 (16, 10)
Acid Check: 11 Acid Damage (if activated): 4 (5, 1)
Bonus action
Now knowing what these kobolds are capable of, she prepares herself for any other rain of javelins(1 ki point for Patient Defense).
(@Lerus to clarify, were the ki points to cast Pass without Trace expended?)
Extended Signature