"You lot are smarter than you look," Denae agrees, playfully reverting to her usual backhanded compliments. She smirks, knowing she may have struck a teasing chord somewhere.
This shall be a slow pursuit. The raft being led by the lizardfolk captors floats slowly on the river, and they are making a point of trying to be aware of their surroundings.
(OOC: Here, the module calls for four straight stealth checks from each character. We'll do group checks as we did with the prior one. The first one occurs within the Pass without trace period, but the subsequent three do not, unless re-upped.)
Taking advantage of Neya's magical shadows, CRAP proceeds with their plan to quietly follow the lizardfolk captors from a distance. The plan is launched successfully, and their relative inexperience with trekking in the swamp is negated by the eldritch monk's tricks.
Around the 15-minute mark, Neya's spell runs its course. There is, nonetheless, plenty of natural shadows and tall wet grasses to serve as cover. The group exchanges nods at keeps at it. So far, so good.
Half an hour into the slow pursuit, a pair of lizardfolk begin to exchange hushed words. Something has triggered their suspicion. The raft keeps going but the pair recruits a few more members to purposefully fall behind. They begin to look around more attentively, sniffing the air and flicking their tongues. At first, the party trusts their hiding abilities to outlast the villains' suspicions. Then, of all involved, it is Denae who drops the ball. Despite her experience in forest-walking, or perhaps because of it, Denae has over-trusted a tree branch. In the swamp, they are less structurally sound. The branch should bear her weight for a period of time long enough for her to find her next perching spot. But now, forced to stay in place while the lizardfolk sniff the air, the rotting branch gives way and Denae is forced to make a deft but still perceptible landing. The lizardfolk turn to meet her gaze, noticing Neya and Utar in the process as well. Doozey and Biscuit remain hidden.
A total of 5 scouts approach aggressively, one of them clearly more lithe than the others. The raft with the prisoners and a few other scout has moved on past your field of view.
Neya does not wait for the lizardfolk to reach her. With bow in hand, she quickly releases two arrows at the closest target. They do not magically splash this time, but the projectiles are still effective. (Lizardfolk Scout#4 {J-15} takes 24 magical piercing damage.)
The scouts finish their initial approach ({H-16}, {I-16}, {I-19}, {I-20}), engaging with both monks. They are better armed than the previous scouts you fought.
This post has potentially manipulated dice roll results.
DM's Screen:
4 (4) 12 (12)
Neya focuses on dodging the shield bash aimed at her, but the three other attacks come in too fast. Still, Neya reacts even faster (reference), activating one of her prepared scrolls and raising a protective shield around her. (Neya takes 23 piercing damage.)
Denae fares a bit better, but can't avoid the full barrage of attacks either. (Denae takes 6 piercing damage.)
She then retaliates immediately by waving her hands in a circular motion and producing a gust of wind to push the two scouts near her away. Should they both be pushed away, Denae increases the distance further by moving back 15ft. If one or more remain, she'll use Step of the Wind to disengage an achieve a similar result.
Both scouts are taken by surprised and pushed back across the river ({H-13}, {I-13}). Denae retreats to {E-20} and pulls out her longbow. A tunnel of wind still flows from her.
(Utar and Doozey are up next. Be mindful of Denae's wind tunnel.)
This post has potentially manipulated dice roll results.
While Doozey had been ready to engage the threat, Dinae's wind tunnel quickly complicated matters for the Hunter. So instead, a quiet command is given Biscuit before the stoutling slipped his way into the river and proceeded to use the silt and built up algea to mask his swimming past the scouts to approach the more lithe lizardfolk in the back. Meanwhile, Biscuit tries to use the nearby vegetation to mask his approach as much as possible, but would ultimately regardless spring out at some point and charge one of the pair engaged with Neya; his weight being fully thrown into the maneuver to try and bear them to the ground.
Bonus Action(Doozey): Quietly command Biscuit to strike.
Movement(Doozey): To C-16(beneath the water at the start, resurfacing just enough so see the fight from his end destination) and proceed down to H-14(or I-14 if doable) (And he does have a swimming speed)
Action(Doozey): If allowed to Dash to and remain hidden, otherwise Ready movement after the Lizardfolk Scouts re-engage/have attacked an ally.
Movement(Biscuit): To H-20. (He'll back first of course to get the bare minimum space needed for below to happen if possible).
Action(Biscuit): Charge & Maul on Lizardfolk Scout(I-20). (Melee, Non-Lethal)Maul - Attack: 22 Damage: 8 of magical slashing, and the below occurs: Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw(DC 16) or be knocked prone.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Knowing any attempt at stealth is best left to others and seeing both Sisters of the Silent Wood preferring a ranged approach, Utar decides to push forward through the swamp and give the lizardfolk a point of focus.
Beating Bonecounter on the edge of his shield, he walks slowly into position.
THUD. THUD. THUD.
With each footstep, another joins it, until three familiar faces stand with Utar at the edge of the water, waiting.
(@Ori: Just as a reminder, some of your turn will follow OOC discussions instead of the instructions you posted above. Also, I think dashing and hiding are a bit contradictory, so I'll say Doozey stays at {H-14} for now.)
Utar calls on three of his former companions to join the fight as he slowly approaches the front-line. For now, Ilim, Abet, and Grewalt simply get ready.
Doozey knows that, in an environment like this, he'll be able to move faster in the water. Wasting no time, the halfling slides into the river and moves like the well-trained predator that he is. Despite being within melee range, the hunter prefers to wait to strike. Biscuit is ordered to stay put but ready.
Without the need to move closer, the lither lizardfolk rubs her scrimshaw necklace and orders the nearby rotting vegetation to entangle the feet of the enemies she can see:
STR saving throw {DC 12} or become restrained (please check that I am using the right modifiers):
07. Doozey & Biscuit (92/92 & 45/45) - hidden and ready; Biscuit is also hidden and ready;
03. Lithe Lizardfolk (x1; white) - concentration on Entangle (9);
MAP:
NOTE: The entire region counts as difficult terrain to you unless you have a swimming speed to swim on the river or other feature that negates the swampy terrain. Yellow circle represents Spirit Guardians. Green square represents Entangle. Blue rectangle represents Gust of Wind.
After narrowly overpowering the magically conjured vines, Neya turns her attention to the lizardfolk harrying her. With not a lot of time to change weapons, she instead opts to give one of them (the one at H-19) a more personal touch. She hardens her fists as the ink of her tattoo starts to bleed not just to her hands on the tattooed arm, but also on the other arm as well. as it happens almost seems that her knuckles form jagged protrusions on top of them just as she strikes.
Unarmed Attack: 15 Damage: 11 (15, 11)
Extra Unarmed Attack: 17 Damage: 10 (17, 10)
Bonus Unarmed Attack: 23 Damage: 7 (23, 7)
Possible reaction
Neya has a hand on her scroll case, ready to pull another scroll
This post has potentially manipulated dice roll results.
Neya picks her next target and delivers a few blows. The first one is deflected by the lizardfolk's shield, but the other two land as intended. Well, they would, were it not for the neighboring scout extending his shield (reaction: Shield Block) to decrease the amount of damage delivered in the end. (Lizardfolk Scout#1 {I-19} takes 12 magical bludgeoning damage.)
This post has potentially manipulated dice roll results.
ilim creates some lightning from his fingertips while Abet brings his heavy maul down. The two scouts within the spirit's range do not know how to react. (Lizardfolk Scout#1 {I-19} takes 17 radiant damage, Lizardfolk Scout#2 {I-20} takes 17 radiant damage.)
Despite their injuries, they are still up for a fight. Neya is their chosen target.
A third lizarfolk wades through the river to reach Utar. He passes by Doozey, so the halfling has a chance to perform an opportunity attack. Alternatively, Doozey may use his readieddash action to pursue this lizardfolk.
The fourth scout tries to do the same thing but stumbles on the hidden halfling shape immediately in front of him. After a second is spent regaining his poise, this scout attacks the humanoid shape in front of him. (Should Doozey use any of his reactions mentioned above, this last scout would approach him and attack without stumbling first. Either way, Doozey's hidden presence is noticed.)
"Yes. We need to know what they do when they reach the island so we can come up with a plan save the people."
Extended Signature
"You lot are smarter than you look," Denae agrees, playfully reverting to her usual backhanded compliments. She smirks, knowing she may have struck a teasing chord somewhere.
This shall be a slow pursuit. The raft being led by the lizardfolk captors floats slowly on the river, and they are making a point of trying to be aware of their surroundings.
(OOC: Here, the module calls for four straight stealth checks from each character. We'll do group checks as we did with the prior one. The first one occurs within the Pass without trace period, but the subsequent three do not, unless re-upped.)
-> DCs to be beaten: 16, 11, 20, 15.
-> Denae's stealth checks: 38, 15, 11, 10.
-Doozey's Stealth: 21, 14, 12, 12.
-Biscuit's Stealth: 22, 20, 7, 21.
When you realize you're doing too much: Signature.
Utar's Stealth checks:
1) with pass without trace active 11
2) burning Utar's last inspiration from rest period so straight d20 roll 18
3) rolled w. disadvantage from heavy armour 9
4) rolled w. disadvantage from heavy armour 4
Neya's stealth
w/ PWT: 21
w/o: 14 24 14
Extended Signature
Taking advantage of Neya's magical shadows, CRAP proceeds with their plan to quietly follow the lizardfolk captors from a distance. The plan is launched successfully, and their relative inexperience with trekking in the swamp is negated by the eldritch monk's tricks.
Around the 15-minute mark, Neya's spell runs its course. There is, nonetheless, plenty of natural shadows and tall wet grasses to serve as cover. The group exchanges nods at keeps at it. So far, so good.
Half an hour into the slow pursuit, a pair of lizardfolk begin to exchange hushed words. Something has triggered their suspicion. The raft keeps going but the pair recruits a few more members to purposefully fall behind. They begin to look around more attentively, sniffing the air and flicking their tongues. At first, the party trusts their hiding abilities to outlast the villains' suspicions. Then, of all involved, it is Denae who drops the ball. Despite her experience in forest-walking, or perhaps because of it, Denae has over-trusted a tree branch. In the swamp, they are less structurally sound. The branch should bear her weight for a period of time long enough for her to find her next perching spot. But now, forced to stay in place while the lizardfolk sniff the air, the rotting branch gives way and Denae is forced to make a deft but still perceptible landing. The lizardfolk turn to meet her gaze, noticing Neya and Utar in the process as well. Doozey and Biscuit remain hidden.
A total of 5 scouts approach aggressively, one of them clearly more lithe than the others. The raft with the prisoners and a few other scout has moved on past your field of view.
(OOC: Let me know if I forgot any bonuses to your initiative roll.)
(Neya is up first.)
Neya takes out her Splashbow moves up (to H-19) and aims at the nearest scout (the one at J-15). She lets loose two arrows in its direction.
Splashbow Attack: 13 Damage: 10
Acid Check: 11 Damage: 4
Extra Splashbow Attack: 26 Damage: 12
Acid Check: 9 Damage: 3
Extended Signature
Neya does not wait for the lizardfolk to reach her. With bow in hand, she quickly releases two arrows at the closest target. They do not magically splash this time, but the projectiles are still effective. (Lizardfolk Scout#4 {J-15} takes 24 magical piercing damage.)
The scouts finish their initial approach ({H-16}, {I-16}, {I-19}, {I-20}), engaging with both monks. They are better armed than the previous scouts you fought.
-> Morningstar vs Neya: Attack: 21 Damage: 9
-> Spiked Shield vs Neya: Attack: 8 Damage: 6
-> Morningstar vs Denae: Attack: 14 Damage: 7
-> Spiked Shield vs Denae: Attack: 5 Damage: 4
-> Morningstar vs Neya: Attack: 20 Damage: 7
-> Bite vs Neya: Attack: 20 Damage: 7
-> Morningstar vs Denae: Attack: 8 Damage: 6
-> Bite vs Denae: Attack: 17 Damage: 6
DM's Screen:
4 (4) 12 (12)
Neya focuses on dodging the shield bash aimed at her, but the three other attacks come in too fast. Still, Neya reacts even faster (reference), activating one of her prepared scrolls and raising a protective shield around her.
(Neya takes 23 piercing damage.)Denae fares a bit better, but can't avoid the full barrage of attacks either. (Denae takes 6 piercing damage.)
She then retaliates immediately by waving her hands in a circular motion and producing a gust of wind to push the two scouts near her away. Should they both be pushed away, Denae increases the distance further by moving back 15ft. If one or more remain, she'll use Step of the Wind to disengage an achieve a similar result.
Both scouts are taken by surprised and pushed back across the river ({H-13}, {I-13}). Denae retreats to {E-20} and pulls out her longbow. A tunnel of wind still flows from her.
(Utar and Doozey are up next. Be mindful of Denae's wind tunnel.)
While Doozey had been ready to engage the threat, Dinae's wind tunnel quickly complicated matters for the Hunter. So instead, a quiet command is given Biscuit before the stoutling slipped his way into the river and proceeded to use the silt and built up algea to mask his swimming past the scouts to approach the more lithe lizardfolk in the back. Meanwhile, Biscuit tries to use the nearby vegetation to mask his approach as much as possible, but would ultimately regardless spring out at some point and charge one of the pair engaged with Neya; his weight being fully thrown into the maneuver to try and bear them to the ground.
Bonus Action(Doozey): Quietly command Biscuit to strike.
Movement(Doozey): To C-16(beneath the water at the start, resurfacing just enough so see the fight from his end destination) and proceed down to H-14(or I-14 if doable)
(And he does have a swimming speed)
Action(Doozey): If allowed to Dash to and remain hidden, otherwise Ready movement after the Lizardfolk Scouts re-engage/have attacked an ally.
Movement(Biscuit): To H-20. (He'll back first of course to get the bare minimum space needed for below to happen if possible).
Action(Biscuit): Charge & Maul on Lizardfolk Scout(I-20).
(Melee, Non-Lethal)Maul - Attack: 22 Damage: 8 of magical slashing, and the below occurs:
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw(DC 16) or be knocked prone.
When you realize you're doing too much: Signature.
Reaction
Seeing the scouts rush her, Neya quickly opens her scroll case. Just as they swing at her, she pulls out one of her shield scrolls
(AC jumps +5 to 22 until her next turn)
Extended Signature
Knowing any attempt at stealth is best left to others and seeing both Sisters of the Silent Wood preferring a ranged approach, Utar decides to push forward through the swamp and give the lizardfolk a point of focus.
Beating Bonecounter on the edge of his shield, he walks slowly into position.
THUD. THUD. THUD.
With each footstep, another joins it, until three familiar faces stand with Utar at the edge of the water, waiting.
Movement: to H,17
Action: Cast spirit guardians
(@Drache: Neya's reaction is accounted for here.)
(@Ori: Just as a reminder, some of your turn will follow OOC discussions instead of the instructions you posted above. Also, I think dashing and hiding are a bit contradictory, so I'll say Doozey stays at {H-14} for now.)
Utar calls on three of his former companions to join the fight as he slowly approaches the front-line. For now, Ilim, Abet, and Grewalt simply get ready.
Doozey knows that, in an environment like this, he'll be able to move faster in the water. Wasting no time, the halfling slides into the river and moves like the well-trained predator that he is. Despite being within melee range, the hunter prefers to wait to strike. Biscuit is ordered to stay put but ready.
Without the need to move closer, the lither lizardfolk rubs her scrimshaw necklace and orders the nearby rotting vegetation to entangle the feet of the enemies she can see:
END OF INITIATIVE ROUND 1
(Neya is up next.)
After narrowly overpowering the magically conjured vines, Neya turns her attention to the lizardfolk harrying her. With not a lot of time to change weapons, she instead opts to give one of them (the one at H-19) a more personal touch. She hardens her fists as the ink of her tattoo starts to bleed not just to her hands on the tattooed arm, but also on the other arm as well. as it happens almost seems that her knuckles form jagged protrusions on top of them just as she strikes.
Unarmed Attack: 15 Damage: 11 (15, 11)
Extra Unarmed Attack: 17 Damage: 10 (17, 10)
Bonus Unarmed Attack: 23 Damage: 7 (23, 7)
Possible reaction
Neya has a hand on her scroll case, ready to pull another scroll
Extended Signature
Neya picks her next target and delivers a few blows. The first one is deflected by the lizardfolk's shield, but the other two land as intended. Well, they would, were it not for the neighboring scout extending his shield (reaction: Shield Block) to decrease the amount of damage delivered in the end. (Lizardfolk Scout#1 {I-19} takes 12 magical bludgeoning damage.)
-> Spirit Guardians damage: 17 (17)
DM's Screen:
WIS save {DC 16}: 9 (14) 4 (6)
ilim creates some lightning from his fingertips while Abet brings his heavy maul down. The two scouts within the spirit's range do not know how to react. (Lizardfolk Scout#1 {I-19} takes 17 radiant damage, Lizardfolk Scout#2 {I-20} takes 17 radiant damage.)
Despite their injuries, they are still up for a fight. Neya is their chosen target.
-> Morningstar vs Neya: Attack: 24 Damage: 9
-> Spiked Shield vs Neya: Attack: 16 Damage: 8
-> Morningstar vs Neya: Attack: 12 Damage: 5
-> Bite vs Neya: Attack: 16 Damage: 8
A third lizarfolk wades through the river to reach Utar. He passes by Doozey, so the halfling has a chance to perform an opportunity attack. Alternatively, Doozey may use his readied dash action to pursue this lizardfolk.
-> Morningstar vs Utar: Attack: 17 Damage: 7
-> Spiked Shield vs Utar: Attack: 20 Damage: 4
The fourth scout tries to do the same thing but stumbles on the hidden halfling shape immediately in front of him. After a second is spent regaining his poise, this scout attacks the humanoid shape in front of him. (Should Doozey use any of his reactions mentioned above, this last scout would approach him and attack without stumbling first. Either way, Doozey's hidden presence is noticed.)
-> Morningstar vs Doozey: Attack: 21 Damage: 3
-> Spiked Shield vs Doozey: Attack: 5 Damage: 6
Neya quickly pulls up another Shield [magicitem]Spell Scroll[;Scroll/magicitem] to avoid all attacks that bypass her natural defenses.
Utar sees one attack against him hit flesh instead of armor. (Utar takes 12 piercing damage.)
Discovered either accidentally or purposefully, Doozey avoids both attacks aimed at him.
-> The scouts are now at {H-15}, {I-17}, {I-19}, and {I-20}.
The first two in that list are then attacked by Grewalt.
-> Spirit Guardians damage: 13
DM's Screen:
WIS save {DC 16}: 17 6