In the center of it all, the warriors charged with playing the thunderdrums continue to do so diligently, while the Rootwater warriors move to join their new leader.
(OOC: The two javelin attacks against Denae above were actually meant to be another Heavy Club and Spiked Shield combo. All rolls are the same, so no edit needed apart for this clarification.)
Neya is caught still trying to understand her new tatoo. (Neya takes 17 bludgeoning and piercing damage.)
Not able to defend herself, Denae takes another barrage of hits. (Denae takes 24 bludgeoning and piercing damage.)
Utar easily dodges the two attacks aimed at him. They were so slow, there was no need to even rely on his armor this time.
The lizardfolk infighting escalates. (Lizardfolk Warrior#18 {BO-89} takes 11 bludgeoning and piercing damage; Lizardfolk Warrior#22 {BQ-92} takes 23 bludgeoning and piercing damage; and Lizardfolk Warrior#18 {BO-89} takes 10 bludgeoning damage.)
(Utar and Doozey are up next. The red area in the map is difficult terrain.)
This post has potentially manipulated dice roll results.
Focussing down on the Lizardfolk Warriors seems like the best action he can take right now and in reality, the best way Utar knows how to do that is with friends.
Dropping concentration on control water, Utar instead invokes his former comrades to bust some lizardfolk skulls. Stepping from the ether, Abet, Ilim and Burga each point to a target and go to task.
Action: Cast spirit guardians - DC16 wis save or take 6 radiant damage with half on a save. Danae and Neya and Doozey and Biscuit are all unaffected by the spell.
This post has potentially manipulated dice roll results.
Reaction(Biscuit): AoO vs Croco-Shaman. (Lethal, Melee)Maul - Attack: 22 Damage: 8 of magical slashing to Dusk-Dusker Shaman.
Reaction(Doozey): AoO vs Croco-Shaman. (Lethal, Melee)Apostle - Attack: 25 Damage: 9 of magical slashing to Dusk-Dusker Shaman. Plus Bless 2.
"Oh no you don't!" In almost perfect unison once more, both beasts lash out at the retreating Croco-shaman, determined to make sure her escape is a not so swift one. But even if they should fail in the endeavor, a determined Doozey holds his blade to his lips and almost whispers a soft command in Sylvan that would leave blade humming with additional power. "Badger Sweep!" Doozey then commands Biscuit, prompting his bestial brother in arms to seemingly retreat northward, only to come bounding southward and leap onto the back of the crocodile to shred into their back while bearing it down once more into the ground!
Then in the wake of Biscuit inevitably being forced off, once again does Doozey's blade sing through the air at either tail or leg in a seeming glancing strike. But then as if feeding from the wound, the magic left behind blossoms into thorny vines that try to encapsulate much of the shaman and lock them in place.
Movement(Biscuit): To BT-44, then charge to BX-44.
Action(Doozey): Dangerous Stinging Combination! (Non-lethal, Melee, Charge)Maul - 1st Attack: 23 Damage: 13 of magical slashing to Dusk-Dusker Shaman[BY-44]. If hit, strength Save(DC 16) at advantage or fall prone. (Non-lethal, Melee)Apostle - 2nd Attack: 11 Damage: 9 of magical slashing to Dusk-Dusker Shaman. Plus Bless for the 2nd attack: 2. And if adv. due to prone target: 20. (And if Crit due to adv.: 4). If hit 2nd attack hits, Strength Save(DC 16) or become restrained by magical vines.
If effected by above spell, here's the starting turn damage for the Shaman(if conscious): 2 magical piercing.
(OR, if by some miracle the shaman is knocked out by AoOs prior to Doozey's turn)
... But on a timeline in which the pairs opportunistic attacks bore a greater boon than expected, Doozey leaps off the back of his Biscuit and commands him to fall back to help the others! In the meantime, the stoutling turns upon the nearest cage and focuses his all in trying to discern the beast means of free those trapped inside!
Utar changes tactic and calls in the reinforcements. As Ilim, Abet, and Burga appear from the ethereal, the parted waters gradually return to their steady state.
Doozey and Biscuit don't allow the shaman's crocodile form last very long. By the time she takes a few steps away, her bipedal form has already been forced backed into the battlefield. (Dusk-Dusk Crocodile takes 23 magical slashing damage and reverts to Lizardfolk form.)
The pair gives chase. Biscuit tramples the runaway shaman, who is then attacked by a jumping badger. By the time the magical vines take over her body, the shaman is already breathing her last. (Dusk-Dusk Shaman {BY-44} takes 20 magical slashing damage and is DEFEATED.)
Meanwhile, the Muckmarsh and Dusk-Dusk Bosses continue their fight for supremancy:
-> Morningstar vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost II): Attack: 15 Damage: 3
-> Spiked Shield vs. Muckmarsh Boss {BM-92}: Attack: 11 Damage: 5
-> Morningstar vs. Dusk-Dusk Boss {BN-93} (Thunderdrums Boost II): Attack: 23 Damage: 4
-> Spiked Shield vs. Dusk-Dusk Boss {BN-93}: Attack: 7 Damage: 3
Still needing to clear the beach of the warriors, Neya tries to employ her temporary extended reach to strike at them. Again, starting with the one by Denae. Then to the other one if it goes down.
This post has potentially manipulated dice roll results.
Her practice round now finished, Neya applies her fist to lizard faces from a distance. The one closest to Denae falls quickly after that, with the extra strikes then hitting another of her Sister's assailants. (Lizardfolk Warrior#2 {CA-28} takes 14 magical bludgeoning damage and is DEFEATED; Lizardfolk Warrior#3 {BZ-29} takes 19 magical bludgeoning damage.)
Now free of the [Tooltip Not Found] (The Dusk-Dusk Shaman is dead), Denae rolls away from close-quarters combat(Step of the Wind) and puts some distance between herself and the Dusk-Duskers {CA-33}. She then releases two arrows against the last enemy punched by Neya:
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 24 Damage: 9
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 26 Damage: 11
The prisoners watch the nearby fight in attention. A mix of cheering and pleading fills the air. One particularly nasty prisoner throws some excrement at a nearby lizardfolk.
Elsewhere, the large leader rushes to the next fight, reaching the Rootwater warriors who had initially followed the challengers to the Muckmarsh camp. The Rootwater Shaman follows. The Muckmarsh shaman still has some defiance on her:
-> Produce Flame vs. Lizardfolk Warrior#5 {BO-95} (Thunderdrums Boost II): Attack: 19 Damage: 5
14. Lizardfolk Bosses (green bar on top of token) -
13. Neya (67/84; cyan) - Eldritch Maul (8);
12. Mystery Swimmer -
11. Denae (22/70; pink) -
09. Prisoners (including livestock, but only humanoids are shown in map) -
08. Lizardfolk Shaman (red dot on tokens lower right corner) -
MAP:
NOTE: Thunderdrums Boost IIIis in effect. Lime green tokens represent the Dusk-Dusk clan. Black tokens represent the Rootwater clan. Gray tokens represent the Muckmarsh clan. The green round tokens depicting an image of a blond elven maiden are the generic tokens representing prisoners within cages. A legend for drawn items can be found here (bottom of the image within the spoiler box.)
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
This post has potentially manipulated dice roll results.
DM's Screen:
WIS save {DC 16} (Thunderdrums Boost III): 1614
Rootwater Warriors follow their new leader to the next battleground. However, the Mystery Lizard Leader's arrival puts a pause at the brawl, at least at the underling level. All other warriors, be it Muckmarsh, Dusk-Dusk, or Rootwater, hold back their attacks and step aside, allowing the new Rootwater leader a direct path to the duel between the Muckmarsh and the Dusk-Dusk Bosses. These two do not show any sign of stopping.
Much closer to CRAP, two Dusk-Duskers fight to the death to protect their prisoner haul.
-> Heavy Club vs. Neya(Thunderdrums Boost III): Attack: 17 Damage: 4
Before the Lizards can swing their clubs at Neya, Ilim blasts one of them with pure magical force as Abet smashes the other one. (Lizardfolk Warrior#1 {BY-30} takes 3 radiant damage; Lizardfolk Warrior#4 {BZ-30} takes 6 radiant damage.)
The spirits' efforts do not stop the reptilian warriors. Neya is pushed around a bit more. (Neya takes 19 bludgeoning and piercing damage.)
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
This post has potentially manipulated dice roll results.
(OOC: With the Shaman down, he'll end concentration on ensnaring strike, since its a one and done)
With the shaman finally downed, Doozey strains himself tempering the urge to rush into the next fight, and instead quickly surveyed the battlefield. Or at least, as much as the group were privy to from their current position. 'Not much time'The thought spurs the stoutling to not only dismount from his canine companion, but curtly order aid be lent to the others. So as Biscuit hurried off, Doozey rushes to the larger cage with every intent of freeing them. However, he provides little in the way of assurances, and with the occasional snarl or growl of frustration being emitted while trying to sort out the cage, he, if anything, likely did the exact opposite.
Movement(Doozey): Dismount at current location on map, then move to BU-42.
Bonus Action(Doozey): Command Biscut to hurry to the others.
Action(Doozey):Examine the larger cage's locking mechanism with a 6. (@Lerus: Or if his passive is sufficient to discern the easiest method for dealing with it, feel free to use the above roll and add the appropriate modifiers.)
Movement/Action(Biscuit):Rush to BZ-31(or as close as possible to it).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Utar's former comrades continue to assault the remaining lizardfolk, he just hopes that they might be more effective this go around. He joins the fray targetting the nearest of the lizardfolk warriors still standing, looking to put them down. (Are they any more effective? 16 damage for any lizardfolk in the affected area for any who fail a DC16 WIS save, half on a successful save. Also, should it be necessary, Utar will designate any prisoners as being unaffected by the spell's effects.)
Move: If unengaged at the end of his turn, Utar will move up to target the next warrior (BZ,30) and if unengaged at the end of his turn, he'll look to move inland to support Doozey and Danae (BX,34).
Action: Bonecounter Attack, straight to the bonce!: 29 Damage: 10 if a hit, Utar will make it a divine strike for an additional 8 bludgeoning damage.
Bonus: War Priest Follow Up Attack: 19 Damage: 12 if a hit, and the previous attack was not a hit, Utar will make it a divine strike for an additional 6 bludgeoning damage. (Three charges used, one remaining.)
(OOC - Need to re-read Utar's character sheet! Forgot all about divine strikes!)
This post has potentially manipulated dice roll results.
(@MB: At the top of your turn, you are still engaged as shown in the map latest above. I interpret your words to hint at a prefernce for neing engage in combat with both nearby enemies. At the end of your turn, you are then still engaged with both enemies. Are you okay with this reading?)
Utar nods at his former companions and steps up {BY-31} to add some of his own bashes to the next enemy's head. As he circles the closest target, Utar swings his newest weapon about and lands two hits. One of them is directly blessed by Torm, with a burst of radiant light following the strike. The warrior hangs on to life by, apparently, the slimmest of margins. (Lizardfolk Warrior#4 {BZ-30} takes 26 magical bludgeoning and radiant damage.)
Doozey let's his vines go and startegically splits from Biscuit. The mastiff rushes to Utar's side {BZ-31}. The halfing then focuses on one of the nearby cages, noting that its door is held shut by complex ropework instead of lock and key (passive perception). He attempts to undo it with his own hands (let's call that roll a [Tooltip Not Found] check.) but the knots and loops seem quite tight to the ranger.
Meanwhile, the Muckmarsh and Dusk-Dusk Bosses continue their duel:
-> Morningstar vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 20 Damage: 4
-> Spiked Shield vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 23 Damage: 8
-> Morningstar vs. Dusk-Dusk Boss {BN-93} (Thunderdrums Boost III): Attack: 19 Damage: 10
-> Spiked Shield vs. Dusk-Dusk Boss {BN-93} (Thunderdrums Boost III): Attack: 24 Damage: 10
(@Ori: The error above was supposed to say "sleight of hand".)
The Muckmarsh boss regains some ground in the fight, but not before eating another club-swing. (Dusk-Dusk Boss {BN-93} takes 13 piercing damage; Muckmarsh Boss {BM-92} takes 8 piercing damage.)
This post has potentially manipulated dice roll results.
With the two lizardfolk in her and Utar's face, Neya first strikes, the one damaged by Utar. If it goes down and attacks remain, she will strike the other one.
(@MB: At the top of your turn, you are still engaged as shown in the map latest above. I interpret your words to hint at a prefernce for neing engage in combat with both nearby enemies. At the end of your turn, you are then still engaged with both enemies. Are you okay with this reading? Spot on!)
This post has potentially manipulated dice roll results.
With three more lightning-fast strikes, Neya brings CRAP closer to pacifying the Dusk-Dusk camp. Another warrior goes down, one remains. (Lizardfolk Warrior#1 {BY-30} takes 14 radiant damage; Lizardfolk Warrior#4 {BZ-30} takes 10 radiant damage and is DEFEATED.)
The new lizard in the block has no reservations in interrupting the bosses' duel. He steps closer and strieks the weaker-looking one:
-> Trident vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 19 Damage: 7
-> Trident vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 17 Damage: 9
The Muckmarsh boss is uncerimoniously skewered and swiftly put down. (Muckmarsh Boss {BM-92} takes 24 piercing damage and is DEFEATED.)
The Dusk-Dusk chief stares in awe for a breif moment, before taking a knee and offering his weapon the the much larger chalenger. The internal fighting for power has seemingly come to an end. All warriors, irrespective of clan allegiance, roar in support of the new leader. The screams build up to even pierce the thunderous sound of the drums.
BOGCLAW! BOGCLAW! BOGCLAW!
Nearer to CRAP, Denae tries to put an end to their immediate enemies:
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 10 Damage: 11
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 11 Damage: 8
Emboldened by the thunderdrums, Lizardfolk warriors rush forward and attack CRAP:
-> Heavy Club vs. Neya (Thunderdrums Boost II): Attack: 24 Damage: 7
-> Spiked Shield vs. Neya: Attack: 23 Damage: 5
-> Heavy Vlub vs. Denae (restrained): Attack: 20 Damage: 4
-> Spiked Shield vs. Denae (restrained): Attack: 23 Damage: 7
-> Javelin vs. Denae (restrained): Attack: 19 Damage: 8
-> Javelin vs. Denae (restrained): Attack: 18 Damage: 4
-> Heavy Club vs. Utar (Thunderdrums Boost II): Attack: 16 Damage: 3
-> Spiked Shield vs. Utar: Attack: 14 Damage: 3
Elsewhere, Muckmarsh warriors dash to meet the lizardfolk challengers in battle. The challengers are the first to attack:
-> Heavy Club vs. Lizardfolk Warrior#18 {BO-89} (Thunderdrums Boost II): Attack: 5 Damage: 7
-> Spiked Shield vs. Lizardfolk Warrior#18 {BO-89}: Attack: 9 Damage: 3
-> Heavy Club vs. Lizardfolk Warrior#22 {BQ-92} (Thunderdrums Boost II): Attack: 15 Damage: 7
-> Spiked Shield vs. Lizardfolk Warrior#22 {BQ-92}: Attack: 13 Damage: 4
-> Heavy Club vs. Lizardfolk Warrior#23 {BN-96} (Thunderdrums Boost II): Attack: 22 Damage: 3
-> Spiked Shield vs. Lizardfolk Warrior#23 {BN-96}: Attack: 18 Damage: 8
-> Javelin vs. Lizardfolk Warrior#22 {BQ-92} (Thunderdrums Boost II): Attack: 20 Damage: 6
-> Javelin vs. Lizardfolk Warrior#22 {BQ-92} (Thunderdrums Boost II): Attack: 9 Damage: 7
-> Javelin vs. Lizardfolk Warrior#22 {BQ-92} (Thunderdrums Boost II): Attack: 22 Damage: 8
In the center of it all, the warriors charged with playing the thunderdrums continue to do so diligently, while the Rootwater warriors move to join their new leader.
(OOC: The two javelin attacks against Denae above were actually meant to be another Heavy Club and Spiked Shield combo. All rolls are the same, so no edit needed apart for this clarification.)
Neya is caught still trying to understand her new tatoo. (Neya takes 17 bludgeoning and piercing damage.)
Not able to defend herself, Denae takes another barrage of hits. (Denae takes 24 bludgeoning and piercing damage.)
Utar easily dodges the two attacks aimed at him. They were so slow, there was no need to even rely on his armor this time.
The lizardfolk infighting escalates. (Lizardfolk Warrior#18 {BO-89} takes 11 bludgeoning and piercing damage; Lizardfolk Warrior#22 {BQ-92} takes 23 bludgeoning and piercing damage; and Lizardfolk Warrior#18 {BO-89} takes 10 bludgeoning damage.)
(Utar and Doozey are up next. The red area in the map is difficult terrain.)
Focussing down on the Lizardfolk Warriors seems like the best action he can take right now and in reality, the best way Utar knows how to do that is with friends.
Dropping concentration on control water, Utar instead invokes his former comrades to bust some lizardfolk skulls. Stepping from the ether, Abet, Ilim and Burga each point to a target and go to task.
Free: Drop concentration on control water
Move: None, staying put.
Action: Cast spirit guardians - DC16 wis save or take 6 radiant damage with half on a save. Danae and Neya and Doozey and Biscuit are all unaffected by the spell.
Reaction(Biscuit): AoO vs Croco-Shaman.
(Lethal, Melee)Maul - Attack: 22 Damage: 8 of magical slashing to Dusk-Dusker Shaman.
Reaction(Doozey): AoO vs Croco-Shaman.
(Lethal, Melee)Apostle - Attack: 25 Damage: 9 of magical slashing to Dusk-Dusker Shaman.
Plus Bless 2.
"Oh no you don't!" In almost perfect unison once more, both beasts lash out at the retreating Croco-shaman, determined to make sure her escape is a not so swift one. But even if they should fail in the endeavor, a determined Doozey holds his blade to his lips and almost whispers a soft command in Sylvan that would leave blade humming with additional power. "Badger Sweep!" Doozey then commands Biscuit, prompting his bestial brother in arms to seemingly retreat northward, only to come bounding southward and leap onto the back of the crocodile to shred into their back while bearing it down once more into the ground!
Then in the wake of Biscuit inevitably being forced off, once again does Doozey's blade sing through the air at either tail or leg in a seeming glancing strike. But then as if feeding from the wound, the magic left behind blossoms into thorny vines that try to encapsulate much of the shaman and lock them in place.
Bonus Action(Doozey): Cast (1st level)Ensnaring Strike, ending concentration on Favored Foe.
Movement(Biscuit): To BT-44, then charge to BX-44.
Action(Doozey): Dangerous Stinging Combination!
(Non-lethal, Melee, Charge)Maul - 1st Attack: 23 Damage: 13 of magical slashing to Dusk-Dusker Shaman[BY-44].
If hit, strength Save(DC 16) at advantage or fall prone.
(Non-lethal, Melee)Apostle - 2nd Attack: 11 Damage: 9 of magical slashing to Dusk-Dusker Shaman.
Plus Bless for the 2nd attack: 2.
And if adv. due to prone target: 20. (And if Crit due to adv.: 4).
If hit 2nd attack hits, Strength Save(DC 16) or become restrained by magical vines.
If effected by above spell, here's the starting turn damage for the Shaman(if conscious): 2 magical piercing.
(OR, if by some miracle the shaman is knocked out by AoOs prior to Doozey's turn)
... But on a timeline in which the pairs opportunistic attacks bore a greater boon than expected, Doozey leaps off the back of his Biscuit and commands him to fall back to help the others! In the meantime, the stoutling turns upon the nearest cage and focuses his all in trying to discern the beast means of free those trapped inside!
Movement(Doozey): Dismount from Biscuit at BV-42.
Bonus Action(Doozey): Command Biscuit to Dash.
Movement/Action(Biscuit): Rush back to BZ-31.
Action(Doozey): Examine the cage for optimal means of opening largest cage[/skill] with a 14.
When you realize you're doing too much: Signature.
Utar changes tactic and calls in the reinforcements. As Ilim, Abet, and Burga appear from the ethereal, the parted waters gradually return to their steady state.
Doozey and Biscuit don't allow the shaman's crocodile form last very long. By the time she takes a few steps away, her bipedal form has already been forced backed into the battlefield. (Dusk-Dusk Crocodile takes 23 magical slashing damage and reverts to Lizardfolk form.)
The pair gives chase. Biscuit tramples the runaway shaman, who is then attacked by a jumping badger. By the time the magical vines take over her body, the shaman is already breathing her last. (Dusk-Dusk Shaman {BY-44} takes 20 magical slashing damage and is DEFEATED.)
Meanwhile, the Muckmarsh and Dusk-Dusk Bosses continue their fight for supremancy:
-> Morningstar vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost II): Attack: 15 Damage: 3
-> Spiked Shield vs. Muckmarsh Boss {BM-92}: Attack: 11 Damage: 5
-> Morningstar vs. Dusk-Dusk Boss {BN-93} (Thunderdrums Boost II): Attack: 23 Damage: 4
-> Spiked Shield vs. Dusk-Dusk Boss {BN-93}: Attack: 7 Damage: 3
A favorite begins to emerge, as the Dusk-Dusk Boss overpowers his Muckmarsh counterpart. (Muckmarsh Boss {BM-92} takes 14 piercing damage.)
(Neya is up next.)
Still needing to clear the beach of the warriors, Neya tries to employ her temporary extended reach to strike at them. Again, starting with the one by Denae. Then to the other one if it goes down.
Far Fist: 21 Damage: Unable to parse dice roll.
Extra Far Fist: 19 Damage: 15
Bonus Far Fist: 16 Damage: 12
Extended Signature
Her practice round now finished, Neya applies her fist to lizard faces from a distance. The one closest to Denae falls quickly after that, with the extra strikes then hitting another of her Sister's assailants. (Lizardfolk Warrior#2 {CA-28} takes 14 magical bludgeoning damage and is DEFEATED; Lizardfolk Warrior#3 {BZ-29} takes 19 magical bludgeoning damage.)
Now free of the [Tooltip Not Found] (The Dusk-Dusk Shaman is dead), Denae rolls away from close-quarters combat (Step of the Wind) and puts some distance between herself and the Dusk-Duskers {CA-33}. She then releases two arrows against the last enemy punched by Neya:
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 24 Damage: 9
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 26 Damage: 11
The prisoners watch the nearby fight in attention. A mix of cheering and pleading fills the air. One particularly nasty prisoner throws some excrement at a nearby lizardfolk.
Elsewhere, the large leader rushes to the next fight, reaching the Rootwater warriors who had initially followed the challengers to the Muckmarsh camp. The Rootwater Shaman follows. The Muckmarsh shaman still has some defiance on her:
-> Produce Flame vs. Lizardfolk Warrior#5 {BO-95} (Thunderdrums Boost II): Attack: 19 Damage: 5
Denae delivers some pointy retribution. (Lizardfolk Warrior#3 {BZ-29} takes 19 magical piercing damage and is DEFEATED.)
One of the challengers burns a bit at the hand of an opposing shaman. (Lizardfolk Warrior#5 {B)-95} takes 8 fire damage.)
The thunderdrums send out four distinct thundering beats echoing across the marsh and surrounding lands:
-> Thunderdrums Boost III: Lizardfolk now get advantage on up to two attacks per turn.
END OF INITIATIVE ROUND 3
(Lizardfolk Warriors go next. The map above already shows the lizardfolk warriors' positions after any movement mentioned in the post below.)
DM's Screen:
WIS save {DC 16} (Thunderdrums Boost III): 16 14
Rootwater Warriors follow their new leader to the next battleground. However, the Mystery Lizard Leader's arrival puts a pause at the brawl, at least at the underling level. All other warriors, be it Muckmarsh, Dusk-Dusk, or Rootwater, hold back their attacks and step aside, allowing the new Rootwater leader a direct path to the duel between the Muckmarsh and the Dusk-Dusk Bosses. These two do not show any sign of stopping.
Much closer to CRAP, two Dusk-Duskers fight to the death to protect their prisoner haul.
-> Heavy Club vs. Neya (Thunderdrums Boost III): Attack: 17 Damage: 4
-> Spiked Shield vs. Neya (Thunderdrums Boost III): Attack: 13 Damage: 3
-> Heavy Club vs. Neya (Thunderdrums Boost III): Attack: 12 Damage: 8
-> Spiked Shield vs. Neya (Thunderdrums Boost III): Attack: 20 Damage: 4
Before the Lizards can swing their clubs at Neya, Ilim blasts one of them with pure magical force as Abet smashes the other one. (Lizardfolk Warrior#1 {BY-30} takes 3 radiant damage; Lizardfolk Warrior#4 {BZ-30} takes 6 radiant damage.)
The spirits' efforts do not stop the reptilian warriors. Neya is pushed around a bit more. (Neya takes 19 bludgeoning and piercing damage.)
(Utar and Doozey are up next. The yellow area in the map is difficult terrain for the enemies.)
(OOC: With the Shaman down, he'll end concentration on ensnaring strike, since its a one and done)
With the shaman finally downed, Doozey strains himself tempering the urge to rush into the next fight, and instead quickly surveyed the battlefield. Or at least, as much as the group were privy to from their current position. 'Not much time' The thought spurs the stoutling to not only dismount from his canine companion, but curtly order aid be lent to the others. So as Biscuit hurried off, Doozey rushes to the larger cage with every intent of freeing them. However, he provides little in the way of assurances, and with the occasional snarl or growl of frustration being emitted while trying to sort out the cage, he, if anything, likely did the exact opposite.
Movement(Doozey): Dismount at current location on map, then move to BU-42.
Bonus Action(Doozey): Command Biscut to hurry to the others.
Action(Doozey): Examine the larger cage's locking mechanism with a 6.
(@Lerus: Or if his passive is sufficient to discern the easiest method for dealing with it, feel free to use the above roll and add the appropriate modifiers.)
Movement/Action(Biscuit): Rush to BZ-31(or as close as possible to it).
When you realize you're doing too much: Signature.
Utar's former comrades continue to assault the remaining lizardfolk, he just hopes that they might be more effective this go around. He joins the fray targetting the nearest of the lizardfolk warriors still standing, looking to put them down. (Are they any more effective? 16 damage for any lizardfolk in the affected area for any who fail a DC16 WIS save, half on a successful save. Also, should it be necessary, Utar will designate any prisoners as being unaffected by the spell's effects.)
Move: If unengaged at the end of his turn, Utar will move up to target the next warrior (BZ,30) and if unengaged at the end of his turn, he'll look to move inland to support Doozey and Danae (BX,34).
Action: Bonecounter Attack, straight to the bonce!: 29 Damage: 10 if a hit, Utar will make it a divine strike for an additional 8 bludgeoning damage.
Bonus: War Priest Follow Up Attack: 19 Damage: 12 if a hit, and the previous attack was not a hit, Utar will make it a divine strike for an additional 6 bludgeoning damage. (Three charges used, one remaining.)
(OOC - Need to re-read Utar's character sheet! Forgot all about divine strikes!)
(@MB: At the top of your turn, you are still engaged as shown in the map latest above. I interpret your words to hint at a prefernce for neing engage in combat with both nearby enemies. At the end of your turn, you are then still engaged with both enemies. Are you okay with this reading?)
Utar nods at his former companions and steps up {BY-31} to add some of his own bashes to the next enemy's head. As he circles the closest target, Utar swings his newest weapon about and lands two hits. One of them is directly blessed by Torm, with a burst of radiant light following the strike. The warrior hangs on to life by, apparently, the slimmest of margins. (Lizardfolk Warrior#4 {BZ-30} takes 26 magical bludgeoning and radiant damage.)
Doozey let's his vines go and startegically splits from Biscuit. The mastiff rushes to Utar's side {BZ-31}. The halfing then focuses on one of the nearby cages, noting that its door is held shut by complex ropework instead of lock and key (passive perception). He attempts to undo it with his own hands (let's call that roll a [Tooltip Not Found] check.) but the knots and loops seem quite tight to the ranger.
Meanwhile, the Muckmarsh and Dusk-Dusk Bosses continue their duel:
-> Morningstar vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 20 Damage: 4
-> Spiked Shield vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 23 Damage: 8
-> Morningstar vs. Dusk-Dusk Boss {BN-93} (Thunderdrums Boost III): Attack: 19 Damage: 10
-> Spiked Shield vs. Dusk-Dusk Boss {BN-93} (Thunderdrums Boost III): Attack: 24 Damage: 10
(@Ori: The error above was supposed to say "sleight of hand".)
The Muckmarsh boss regains some ground in the fight, but not before eating another club-swing. (Dusk-Dusk Boss {BN-93} takes 13 piercing damage; Muckmarsh Boss {BM-92} takes 8 piercing damage.)
(Neya is up next.)
With the two lizardfolk in her and Utar's face, Neya first strikes, the one damaged by Utar. If it goes down and attacks remain, she will strike the other one.
Argent shadow fist Attack: 28 Damage: 12
Extra Argent shadow fist Attack: 21 Damage: 11
Bonus Argent shadow fist Attack: 16 Damage: 14
Extended Signature
(@MB: At the top of your turn, you are still engaged as shown in the map latest above. I interpret your words to hint at a prefernce for neing engage in combat with both nearby enemies. At the end of your turn, you are then still engaged with both enemies. Are you okay with this reading? Spot on!)
With three more lightning-fast strikes, Neya brings CRAP closer to pacifying the Dusk-Dusk camp. Another warrior goes down, one remains. (Lizardfolk Warrior#1 {BY-30} takes 14 radiant damage; Lizardfolk Warrior#4 {BZ-30} takes 10 radiant damage and is DEFEATED.)
The new lizard in the block has no reservations in interrupting the bosses' duel. He steps closer and strieks the weaker-looking one:
-> Trident vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 19 Damage: 7
-> Trident vs. Muckmarsh Boss {BM-92} (Thunderdrums Boost III): Attack: 17 Damage: 9
-> Skewer damage: 11 (if crit: 7).
The Muckmarsh boss is uncerimoniously skewered and swiftly put down. (Muckmarsh Boss {BM-92} takes 24 piercing damage and is DEFEATED.)
The Dusk-Dusk chief stares in awe for a breif moment, before taking a knee and offering his weapon the the much larger chalenger. The internal fighting for power has seemingly come to an end. All warriors, irrespective of clan allegiance, roar in support of the new leader. The screams build up to even pierce the thunderous sound of the drums.
BOGCLAW! BOGCLAW! BOGCLAW!
Nearer to CRAP, Denae tries to put an end to their immediate enemies:
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 10 Damage: 11
-> Longbow vs. Lizardfolk Warrior#3 {BZ-29}: Attack: 11 Damage: 8
-> Planar Warrior damage: 2