OOC: Auriel is definitely staying behind, or else he's gonna break the party's stealth. He'll wait a little for Sylyra and the rest to advance and the he'll begin rowing ahead.
(Oops, didn't see the new posts since they were on a new page. Hex will jump off the keelboat and stealth towards the lizardfolk, as far from the other stealthing people as she can be)
OOC: I'll assume that Uragum is staying on the boat with Auriel.
It takes almost fifteen minutes for Sylyra, Hex, and Carlthuzad to quietly catch up to the lizardfolk raft, with Hex fanning out to separate from the others. The seven lizardfolk guarding and escorting the raft seem unaware of the trio's presence as they continue their heading through the marsh. The raft is full of kidnap victims; three human men, two human women, three halfling women, and a pair of dwarven men sit silent upon the vessel, tangled and tied with netting.
A fair distance behind, Auriel navigates the keelboat to carefully follow the lizardfolk raft, keeping it far enough away and behind treelines to remain unseen.
Hex stays about 120ft away from the raft, far enough that they (hopefully) won't attack her but close enough for her to get some shots in. She nocks an arrow in her bow and watches, waiting for Sylyra to make the first move.
Carl readies an Eldritch blast and tries to stay behind cover, inching forward to keep his eye on the boat and await the start of the attack from Sylyra. He’s a bit cranky but he knows his stuff, and he saved me! I’ll do my best to show my stuff… I’m not just a meal for a toad!(He says silently to the voice in his head, trying to calm the din of the thoughts in his brain, and hoping that He will stay out as he tries to concentrate….)
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A wizard is never late, nor is he early, he arrives precisely when he means to.
OOC: The party has won the initiative! For placement, Hex and Carl are 120 feet away from the raft when Initiative order begins. Auriel and Uragum are at closest, 200 feet away on the raft. Sylyra's distance I'm uncertain on, depends on how close he wants to be to take his first action.
Now that the keelboat is at a safe distance from Carl, Hex and Sylyra, Auriel begins rowing as silently as possible. He won't be able to do anything more until he is at a closer range with the lizardfolk, so he will just keep doing that for a while.
OOC: So I guess my action is move and dash, but trying no to break too much of the distance he has with the rest of the group.
Carl will aim an eldritch blast at one of the lizardfolk on the boat and then edge forward, trying to stay behind cover and keeping his eye on the boat. (Movement 10-15 feet forward). He holds the axe and points his hand forward, a bolt of force streaks out - he waits to do this until he has seen Sylyra act first.
Eldritch blast : 12 to hit, for 9 points of force damage.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Sylyra's entrance in the swampy battlefield as a massive snake stuns the lizardfolk. Before they are aware of what is happening, the snake has wrapped around the guide in front of the raft and constricted. The prisoners are just as confused, their surprised gasps becoming shouts as Hex's arrow and Carlthuzad's eldritch blast miss their targets.
"It's an ambush!"
"More lizardfolk!"
"No, look, it's one of us!"
The element of surprise gained, Auriel brings the keelboat closer to the action.
Round 2 Order: Players <===== Lizardfolk
Placement: Seven lizardfolk surround the raft. Sylyra and his summoned beast are engaged in melee combat with one lizardfolk. Carlthuzad is 105 feet away from the raft. Hex is 120 feet away from the raft. Auriel and Uragum are on the keelboat, 170 feet away from the raft.
Health: The lizardfolk fighting Sylyra is wounded.
OOC: The lizardfolk have been caught by surprise and therefore are unable to act during Round 1. Players are up again! Keep in mind that the swamp is difficult terrain, including navigating the keelboat.
Carl moves closer to approx 90 feet away and launches another blast of force at the lizardfolk, this time attacking the one in back, closest to him. In addition, his eyes glow black and he glares at the beast, casting hex on it, cursing its strength. He ducks behind some cover after launching this attack.
Hex takes another shot at the wounded lizardfolk and shouts to the prisoners. "It's alright! We're here to help you! Try to free yourselves if you can and get to safety!" She then moves away from her position after shouting, hopefully somewhat obscured from the lizardfolk by the foliage of the marsh.
In the keelboat, Auriel (and Uragum?) keep rowing as fast as they can, now without regard for being stealthy, since the rest of the party is already in combat.
OOC: Sylyra's attack will kill the lizardfolk, so redirecting the beast's attack (using only the first roll since Pack Tactics no longer applies).
Thrashing in the water for a moment longer, the lizardfolk goes limp, suffocated by Sylyra's snake form. Two of the lizardfolk near the front of the raft fill its place; one slams its club into Sylyra's snake neck, then follows up by impaling the snake form upon spikes of its shield, returning Sylyra to elven form. The other wrestles with the summoned fish beast, gaining the upper hand as they churn the water with their struggle. Sylyra sees a slight splash nearby as a lizardfolk on the raft misses a shot with its blowgun.
On the opposite end, two lizardfolk leap into the water, making their way as quickly as possible toward Carlthuzad as their other companion in the marsh at this end is blasted by his eldritch energy and struck by Hex's arrow shortly after. Its natural scaly armor keeps it alive for the moment as it too makes it way closer to Carl and Hex. Beyond them, Auriel continues to bring the keelboat closer to the action.
"We can't!" One of the dwarves calls out to Hex. "They've tied the nets down!" Despite the call, many of the prisoners can be seen struggling against the netting to no avail.
Round 3 Order: Players <===== Lizardfolk
Placement: Six lizardfolk remain. Sylyra is engaged with one lizardfolk at the raft. The summoned beast is engaged with one lizardfolk at the raft. Three lizardfolk are 30 feet away from the raft. Carlthuzad is 90 feet away from the raft. Hex is 105 feet away from the raft. Auriel and Uragum are on the keelboat, 140 feet away from the raft.
Health: One lizardfolk 30 feet away from the raft is severely wounded.
Sylyra is lightly wounded. The summoned beast is lightly wounded.
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OOC: Auriel is definitely staying behind, or else he's gonna break the party's stealth. He'll wait a little for Sylyra and the rest to advance and the he'll begin rowing ahead.
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Sylyra-snake stealth: 3
(Oops, didn't see the new posts since they were on a new page. Hex will jump off the keelboat and stealth towards the lizardfolk, as far from the other stealthing people as she can be)
Stealth: 19
Carl attempts to sneak off the boat and get closer (within 120 feet) to strike, being as quiet as he can.
Stealth : 13
A wizard is never late, nor is he early, he arrives precisely when he means to.
OOC: I'll assume that Uragum is staying on the boat with Auriel.
It takes almost fifteen minutes for Sylyra, Hex, and Carlthuzad to quietly catch up to the lizardfolk raft, with Hex fanning out to separate from the others. The seven lizardfolk guarding and escorting the raft seem unaware of the trio's presence as they continue their heading through the marsh. The raft is full of kidnap victims; three human men, two human women, three halfling women, and a pair of dwarven men sit silent upon the vessel, tangled and tied with netting.
A fair distance behind, Auriel navigates the keelboat to carefully follow the lizardfolk raft, keeping it far enough away and behind treelines to remain unseen.
See my profile for all my PbP threads!
DM, My goal is to get ahead of the raft to cut them off, then attack from the front.
Hex stays about 120ft away from the raft, far enough that they (hopefully) won't attack her but close enough for her to get some shots in. She nocks an arrow in her bow and watches, waiting for Sylyra to make the first move.
Carl readies an Eldritch blast and tries to stay behind cover, inching forward to keep his eye on the boat and await the start of the attack from Sylyra. He’s a bit cranky but he knows his stuff, and he saved me! I’ll do my best to show my stuff… I’m not just a meal for a toad! (He says silently to the voice in his head, trying to calm the din of the thoughts in his brain, and hoping that He will stay out as he tries to concentrate….)
A wizard is never late, nor is he early, he arrives precisely when he means to.
OOC: The party has won the initiative! For placement, Hex and Carl are 120 feet away from the raft when Initiative order begins. Auriel and Uragum are at closest, 200 feet away on the raft. Sylyra's distance I'm uncertain on, depends on how close he wants to be to take his first action.
Round 1 Order:
Players <=====
Lizardfolk
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Now that the keelboat is at a safe distance from Carl, Hex and Sylyra, Auriel begins rowing as silently as possible. He won't be able to do anything more until he is at a closer range with the lizardfolk, so he will just keep doing that for a while.
OOC: So I guess my action is move and dash, but trying no to break too much of the distance he has with the rest of the group.
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Carl will aim an eldritch blast at one of the lizardfolk on the boat and then edge forward, trying to stay behind cover and keeping his eye on the boat. (Movement 10-15 feet forward). He holds the axe and points his hand forward, a bolt of force streaks out - he waits to do this until he has seen Sylyra act first.
Eldritch blast : 12 to hit, for 9 points of force damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hex is also waiting for Sylyra to act first, holding to shoot whoever the druid attacks.
Action: Longbow Attack - 8 Damage - 11 Colossus Slayer (if damaged): 7
OOC: Hex's attack rolls are cursed lately.
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Sylyra-snake, advances from the front on the nearest (front) lizardfolk and attempts to grapple it.
Constrict Attack: 16 Damage: 10 bludgeoning damage
If it hits, the target is grappled and restrained. DC 14 to escape.
The conjured fish creature also attacks the same lizardfolk (at advantage).
Maul Attack: 12 Damage: 10
Sylyra's entrance in the swampy battlefield as a massive snake stuns the lizardfolk. Before they are aware of what is happening, the snake has wrapped around the guide in front of the raft and constricted. The prisoners are just as confused, their surprised gasps becoming shouts as Hex's arrow and Carlthuzad's eldritch blast miss their targets.
"It's an ambush!"
"More lizardfolk!"
"No, look, it's one of us!"
The element of surprise gained, Auriel brings the keelboat closer to the action.
Round 2 Order:
Players <=====
Lizardfolk
Placement:
Seven lizardfolk surround the raft.
Sylyra and his summoned beast are engaged in melee combat with one lizardfolk.
Carlthuzad is 105 feet away from the raft.
Hex is 120 feet away from the raft.
Auriel and Uragum are on the keelboat, 170 feet away from the raft.
Health:
The lizardfolk fighting Sylyra is wounded.
OOC: The lizardfolk have been caught by surprise and therefore are unable to act during Round 1. Players are up again! Keep in mind that the swamp is difficult terrain, including navigating the keelboat.
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Sylyra-snake squeezes his lizardfolk prisoner again.
Constrict Attack: 19 Damage: 10
Likewise, the summoned fish bites at the lizardfolk a second time.
Maul Attack: 21 Damage: 7
Carl moves closer to approx 90 feet away and launches another blast of force at the lizardfolk, this time attacking the one in back, closest to him. In addition, his eyes glow black and he glares at the beast, casting hex on it, cursing its strength. He ducks behind some cover after launching this attack.
Eldritch blast : 23 to hit, 7 points of force damage.
Bonus action : Hex the same creature : 3 additional points of necrotic damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hex takes another shot at the wounded lizardfolk and shouts to the prisoners. "It's alright! We're here to help you! Try to free yourselves if you can and get to safety!" She then moves away from her position after shouting, hopefully somewhat obscured from the lizardfolk by the foliage of the marsh.
Action: Longbow Attack - 23 Damage - 5 Colossus Slayer: 8
Movement: Using 30ft to move 15ft closer to raft.
In the keelboat, Auriel (and Uragum?) keep rowing as fast as they can, now without regard for being stealthy, since the rest of the party is already in combat.
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
OOC: Sylyra's attack will kill the lizardfolk, so redirecting the beast's attack (using only the first roll since Pack Tactics no longer applies).
Thrashing in the water for a moment longer, the lizardfolk goes limp, suffocated by Sylyra's snake form. Two of the lizardfolk near the front of the raft fill its place; one slams its club into Sylyra's snake neck, then follows up by impaling the snake form upon spikes of its shield, returning Sylyra to elven form. The other wrestles with the summoned fish beast, gaining the upper hand as they churn the water with their struggle. Sylyra sees a slight splash nearby as a lizardfolk on the raft misses a shot with its blowgun.
On the opposite end, two lizardfolk leap into the water, making their way as quickly as possible toward Carlthuzad as their other companion in the marsh at this end is blasted by his eldritch energy and struck by Hex's arrow shortly after. Its natural scaly armor keeps it alive for the moment as it too makes it way closer to Carl and Hex. Beyond them, Auriel continues to bring the keelboat closer to the action.
"We can't!" One of the dwarves calls out to Hex. "They've tied the nets down!" Despite the call, many of the prisoners can be seen struggling against the netting to no avail.
Round 3 Order:
Players <=====
Lizardfolk
Placement:
Six lizardfolk remain.
Sylyra is engaged with one lizardfolk at the raft.
The summoned beast is engaged with one lizardfolk at the raft.
Three lizardfolk are 30 feet away from the raft.
Carlthuzad is 90 feet away from the raft.
Hex is 105 feet away from the raft.
Auriel and Uragum are on the keelboat, 140 feet away from the raft.
Health:
One lizardfolk 30 feet away from the raft is severely wounded.
Sylyra is lightly wounded.
The summoned beast is lightly wounded.
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