Drexon and Eremoz easily burst through the thick swarm in their attempt to escape the chasing lizardlions, but as soon as they come out the other side, they cannot see Cob. Unfortunately, Cob becomes a little distracted upon seeing the massive swarm of black insects and a little bit disoriented as soon as he moves into the black swarm, losing his way a little bit.
Persistent and looking hungrier, the two chasing lizardlions burst out of the thick swarm. They stop for a moment, sniffing the air and seem to slow down as if waiting for something.
{{Chase round 5. Drexon is at 215 ft, Eremoz is at 195 ft, Cob is at 160 ft, 2 lizardlions are at 175 ft, 1 lizardlion is at 155 ft, and the last is still restrained. Cob, at the start of your turn, you take another (4) poison damage for starting your turn inside the swarm.}}
Looking ahead, Drexon and Eremoz can see the path they have been travelling cuts off so suddenly. It is unknown whether they had deviated from the main path or not, but before them is no longer a dirt and slightly beaten path. Instead, a large swampland with bubbling water spans about 150 feet in front of them. There is one thing for certain: It appears they have accidentally gone off of the main path.
Looking to the right, about 60 feet or so, Drexon is the first to see an old wooden bridge that spans the entire length of the swampland. It looks dubiously weakened and worn out, but that is the only dry path.
{{Continuing ahead through the swampland, you will have to make a DC 10 Dexterity or Strength check. Failing that, you will sink into the swamp and become restrained. Failing another check on your next turn will cause you to drown. The bridge is counted as difficult terrain, but you won't have to make a check. It spans about 150 feet. However, the bridge is old and a strong enough attack will collapse it.}}
Drexon and Eremoz can hear a wet thud behind them. Looking back, they can see Cob unconscious on the ground, partially obscured by the thick swarm with his face and skin inflamed from many insect bites and stings. The two lizardlions that have been slowing down their stride turn their head toward Cob's unconscious body.
He then stands his ground hoping that it is enough for Cob to recover enough to escape back into the air.
Action: Cast wither and bloom using a radius of 20ft to try and cover 3 lizardlions, the insect swarm and cob - DC15 Con Save or take 4 [necrotic] damage, 2 on a save. Cob can roll an unused hit die and add 4 to it.
Energy creeps up from the ground into Cob’s still form. His eyes blink open and he gasps loudly. Without looking around, he blots up into the air (25’ up and 5’ towards the others).
Likewise, Eremoz stops when he hears Cob go down. He takes a step to go back and grab his friend, but sees Drexon bring him back up. Instead he pulls a Handaxe and throws it at the closest creature.
To hit: 13 Damage: 7
If he hits, he will activate his Fire Rune.
When you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
A surge of lifeforce transfers from all around the lizardlions and into Cob. With a gasp, he flies up stutteringly before regaining his bearing and moving toward Drexon, just in time to see a handaxe embedding into one of the lizardlions' head. The handaxe immediately burst into fire, shackling the lizardlion in place.
A sudden burst of light appears from the bridge ahead. It illuminates the dimly lit swampland and forest as if the sun has suddenly risen. It takes a moment to remember that it is currently midnight. Silhouetted by the dawn-like light is the figure of a woman, posture a little bit bowed with age, holding a lantern in one hand and a walking cane in the other. The bright light appears to come from the lantern.
"Quickly, across the bridge," a hoarse voice calls. "Have care where you step. Don't want you to fall into the mouth of another dangerous creature after escaping one. The light will keep the void mites away and dissuade the lizardlions from chasing. Follow me. I'll give you a safe place to recuperate. Youngsters these days think it's a good idea to traverse the Umbra in the middle of the night."
Drexon, as the one closest to the bridge, can see some truth in the figure's warning. The swamp under the bridge is murky, but he can see several pairs of eyes reflecting the bright light from the figure. More lizardlions or maybe something more dangerous. The reflecting eyes do look larger than the lizardlions.
Smelling the burning flesh of one of its own, one lizardlion stops chasing and snaps at the shackled one. The other one also stops chasing, cowering from the light, but still ready to pounce.
{{We can stop the chase here. The light from the stranger is essentially warding off any threats around them and you. What do you want to do?}}
After making sure Cob is safe from the lizardlions, Drexon makes his way across towards the bridge. The stangers offer was enticing and dearly needed, but she is a stranger, so he remains cautious.
"Greetings. We are fortunate that you came along, what are you doing in the middle of the marsh?", he calls over before he steps on the bridge, listening intently to her answer to ensure he believes her offer is genuine.
Cob doesn't wait for a second invitation. He flies quickly along, a few feet above the bridge, pointing out gaps and holes to help Drex and Eremoz get across safely.
"Thanks," Cob says to Drexon once they get across. "I needed that."
He then lets Drex do the talking, but he looks ahead to see where the light bearing stranger is guiding them.
"Four walls and a strong door, right?" Cob does eventually add.
"Talk later, walk first," the elderly woman says. She turns toward a dubious-looking beaten path into a thick forest and walks without looking back. "Come along. My home is that way. There will be a warm place to sleep. Is it only the three of you? My dream is rarely false, but I expected five people instead of three. Still, you won't be having as much trouble with five." She shakes her head disappointedly. "No matter. My daughter will be disappointed that the man she had dreamt of is not among you, but she will deal with it."
Drexon, from what you can tell, the woman is not here by chance. She is there because she wants to or is supposed to be there. From her words, she was led there by a dream she really believes in. There doesn't appear to be anything untoward from the elderly woman's gait and demeanour. It is as if she is picking up her lost children -- there is a little bit of annoyance on her face but also a hint of amusement.
At this point, after what they've been through, Cob doesn't care if this is a forest hag set upon cooking them as long as she waits until they get a good nights sleep. He follows.
"I dream sometimes," the woman says. "Live long enough in the Umbra and you will dream too. Recently, I've dreamt about five strangers walking into the Umbra without preparation. My daughter dreamt too, but where I dream of the near present, she dreams of the future. She said her dreams have changed recently and it coincides with the start of my dreams about the strangers. After a bit of prying, she has seen her one of her descendants having a family with someone who is almost always covered in soot and smelling like burning metal. Her description matches one of the strangers I've dreamt of. Not you three. One of the two that are not here now. The orcish one. Felt like a good idea to help out -- guide you to my home for a little rest and so my daughter can meet her future many-times great grand son-in-law. Bad idea. My hernia is killing me now."
"We certainly appreciate it", Drexon replies before considering the words of the old lady.
"For how long have you been dreaming of us?", he asks a little perturbed by the idea. "And in what context? Did you merely know we were in trouble in the marsh?".
He follows her into the thick forest, his eyes constantly scanning around them for signs of more predators or mites.
"Not long," the woman says. "My dreams only started maybe a week ago. In those dreams, there is always a sense of urgency surrounding all of you. As if you are chasing or being chased by something invisible. About three days ago, I dreamt about seeing you crossing that bridge. I've been going here every night since. In those dreams, you were always being chased by the lizardlions, so I came prepared with the lantern. They hate the light, but this kind of light is rare to find. The stuff they sell in town is not as bright as this one."
"Interesting. Much has happened in the last three days. In the last day in fact", Drexon says solemnly not explaining further why there are only the three of them now.
How thinks for a moment, "How is it, do you think, that your daughters many-times great grandson-in-law is here now?".
He is curious to find out how much this woman and her daughter really know of them.
"That's the question, isn't it?" The woman scoffs. "Time travel is impossible. I said as much to her when she said it to me. Most probably your friend is the many-times great-grandfather to the one that will marry her many-times great-granddaughter. But, she's a stubborn one that girl. When you meet her, say you don't know anyone by that description. Who knows? That might bring her out of the Umbra and get a life. As much as I want to keep my daughter close, it wouldn't do her any good to be cooped up in the middle of the Umbra with her head filled with visions of a future that may or may not come. A little bit of disappointment will anchor her to the present."
Cob chases after Drexon at full speed, hoping to get through the insects while they’ve been displaced by the sorcerer.
Movement 30’
Action Dash 30’
Dex Check: 9
Cob is unable to avoid the insects and his movement is slowed, stopping him right in the middle of the swarm.
Eremoz ducks his head and follows his friends straight into swarm.
Full movement+Dash #2
Dex: 10
Drexon and Eremoz easily burst through the thick swarm in their attempt to escape the chasing lizardlions, but as soon as they come out the other side, they cannot see Cob. Unfortunately, Cob becomes a little distracted upon seeing the massive swarm of black insects and a little bit disoriented as soon as he moves into the black swarm, losing his way a little bit.
Persistent and looking hungrier, the two chasing lizardlions burst out of the thick swarm. They stop for a moment, sniffing the air and seem to slow down as if waiting for something.
{{Chase round 5. Drexon is at 215 ft, Eremoz is at 195 ft, Cob is at 160 ft, 2 lizardlions are at 175 ft, 1 lizardlion is at 155 ft, and the last is still restrained. Cob, at the start of your turn, you take another (4) poison damage for starting your turn inside the swarm.}}
Looking ahead, Drexon and Eremoz can see the path they have been travelling cuts off so suddenly. It is unknown whether they had deviated from the main path or not, but before them is no longer a dirt and slightly beaten path. Instead, a large swampland with bubbling water spans about 150 feet in front of them. There is one thing for certain: It appears they have accidentally gone off of the main path.
Looking to the right, about 60 feet or so, Drexon is the first to see an old wooden bridge that spans the entire length of the swampland. It looks dubiously weakened and worn out, but that is the only dry path.
{{Continuing ahead through the swampland, you will have to make a DC 10 Dexterity or Strength check. Failing that, you will sink into the swamp and become restrained. Failing another check on your next turn will cause you to drown. The bridge is counted as difficult terrain, but you won't have to make a check. It spans about 150 feet. However, the bridge is old and a strong enough attack will collapse it.}}
The stinging from the swarm is too much for Cob and he plummets to the ground, unconscious.
(Death Save 1: 11)
Drexon and Eremoz can hear a wet thud behind them. Looking back, they can see Cob unconscious on the ground, partially obscured by the thick swarm with his face and skin inflamed from many insect bites and stings. The two lizardlions that have been slowing down their stride turn their head toward Cob's unconscious body.
Drexon is about to veer towards the brdige when he hears the thud and turns around to see Cob's predicament.
"Damn", he curses and then once again reaches out to leech the life force from the insects and lizardlions to allow Cob to heal.
He then stands his ground hoping that it is enough for Cob to recover enough to escape back into the air.
Action: Cast wither and bloom using a radius of 20ft to try and cover 3 lizardlions, the insect swarm and cob - DC15 Con Save or take 4 [necrotic] damage, 2 on a save. Cob can roll an unused hit die and add 4 to it.
Energy creeps up from the ground into Cob’s still form. His eyes blink open and he gasps loudly. Without looking around, he blots up into the air (25’ up and 5’ towards the others).
(HD 6+4=10)
Likewise, Eremoz stops when he hears Cob go down. He takes a step to go back and grab his friend, but sees Drexon bring him back up. Instead he pulls a Handaxe and throws it at the closest creature.
To hit: 13 Damage: 7
If he hits, he will activate his Fire Rune.
When you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
DC: 14. Fire Damage: 8
A surge of lifeforce transfers from all around the lizardlions and into Cob. With a gasp, he flies up stutteringly before regaining his bearing and moving toward Drexon, just in time to see a handaxe embedding into one of the lizardlions' head. The handaxe immediately burst into fire, shackling the lizardlion in place.
A sudden burst of light appears from the bridge ahead. It illuminates the dimly lit swampland and forest as if the sun has suddenly risen. It takes a moment to remember that it is currently midnight. Silhouetted by the dawn-like light is the figure of a woman, posture a little bit bowed with age, holding a lantern in one hand and a walking cane in the other. The bright light appears to come from the lantern.
"Quickly, across the bridge," a hoarse voice calls. "Have care where you step. Don't want you to fall into the mouth of another dangerous creature after escaping one. The light will keep the void mites away and dissuade the lizardlions from chasing. Follow me. I'll give you a safe place to recuperate. Youngsters these days think it's a good idea to traverse the Umbra in the middle of the night."
Drexon, as the one closest to the bridge, can see some truth in the figure's warning. The swamp under the bridge is murky, but he can see several pairs of eyes reflecting the bright light from the figure. More lizardlions or maybe something more dangerous. The reflecting eyes do look larger than the lizardlions.
Smelling the burning flesh of one of its own, one lizardlion stops chasing and snaps at the shackled one. The other one also stops chasing, cowering from the light, but still ready to pounce.
{{We can stop the chase here. The light from the stranger is essentially warding off any threats around them and you. What do you want to do?}}
After making sure Cob is safe from the lizardlions, Drexon makes his way across towards the bridge. The stangers offer was enticing and dearly needed, but she is a stranger, so he remains cautious.
"Greetings. We are fortunate that you came along, what are you doing in the middle of the marsh?", he calls over before he steps on the bridge, listening intently to her answer to ensure he believes her offer is genuine.
Insight (with [spell[ guidance[/spell]): 9+5+2=16
Cob doesn't wait for a second invitation. He flies quickly along, a few feet above the bridge, pointing out gaps and holes to help Drex and Eremoz get across safely.
"Thanks," Cob says to Drexon once they get across. "I needed that."
He then lets Drex do the talking, but he looks ahead to see where the light bearing stranger is guiding them.
"Four walls and a strong door, right?" Cob does eventually add.
"Talk later, walk first," the elderly woman says. She turns toward a dubious-looking beaten path into a thick forest and walks without looking back. "Come along. My home is that way. There will be a warm place to sleep. Is it only the three of you? My dream is rarely false, but I expected five people instead of three. Still, you won't be having as much trouble with five." She shakes her head disappointedly. "No matter. My daughter will be disappointed that the man she had dreamt of is not among you, but she will deal with it."
Drexon, from what you can tell, the woman is not here by chance. She is there because she wants to or is supposed to be there. From her words, she was led there by a dream she really believes in. There doesn't appear to be anything untoward from the elderly woman's gait and demeanour. It is as if she is picking up her lost children -- there is a little bit of annoyance on her face but also a hint of amusement.
{{Follow or not?}}
At this point, after what they've been through, Cob doesn't care if this is a forest hag set upon cooking them as long as she waits until they get a good nights sleep. He follows.
Happy for some reprieve from the lizardlions, Eremoz follows along. “We appreciate the help, but we need to keep moving... Wait, you expected us?”
"I dream sometimes," the woman says. "Live long enough in the Umbra and you will dream too. Recently, I've dreamt about five strangers walking into the Umbra without preparation. My daughter dreamt too, but where I dream of the near present, she dreams of the future. She said her dreams have changed recently and it coincides with the start of my dreams about the strangers. After a bit of prying, she has seen her one of her descendants having a family with someone who is almost always covered in soot and smelling like burning metal. Her description matches one of the strangers I've dreamt of. Not you three. One of the two that are not here now. The orcish one. Felt like a good idea to help out -- guide you to my home for a little rest and so my daughter can meet her future many-times great grand son-in-law. Bad idea. My hernia is killing me now."
"We certainly appreciate it", Drexon replies before considering the words of the old lady.
"For how long have you been dreaming of us?", he asks a little perturbed by the idea. "And in what context? Did you merely know we were in trouble in the marsh?".
He follows her into the thick forest, his eyes constantly scanning around them for signs of more predators or mites.
"Not long," the woman says. "My dreams only started maybe a week ago. In those dreams, there is always a sense of urgency surrounding all of you. As if you are chasing or being chased by something invisible. About three days ago, I dreamt about seeing you crossing that bridge. I've been going here every night since. In those dreams, you were always being chased by the lizardlions, so I came prepared with the lantern. They hate the light, but this kind of light is rare to find. The stuff they sell in town is not as bright as this one."
"Interesting. Much has happened in the last three days. In the last day in fact", Drexon says solemnly not explaining further why there are only the three of them now.
How thinks for a moment, "How is it, do you think, that your daughters many-times great grandson-in-law is here now?".
He is curious to find out how much this woman and her daughter really know of them.
"That's the question, isn't it?" The woman scoffs. "Time travel is impossible. I said as much to her when she said it to me. Most probably your friend is the many-times great-grandfather to the one that will marry her many-times great-granddaughter. But, she's a stubborn one that girl. When you meet her, say you don't know anyone by that description. Who knows? That might bring her out of the Umbra and get a life. As much as I want to keep my daughter close, it wouldn't do her any good to be cooped up in the middle of the Umbra with her head filled with visions of a future that may or may not come. A little bit of disappointment will anchor her to the present."
"I wouldn't worry. If she is right or you are, then she must leave at some point to procreate", Drexon says with a small grin.
His mind does race a bit though. This daughter might have valuable information for them, and they could certainly use a rest in a safe environment.