This post has potentially manipulated dice roll results.
"Oh frickity frackity! Elk! Er, Guys! We need to get after'em! We can't let'em get word back the rest!"Doozey calls back to his fellows as took charge in leading by example in racing after at least the two himself. Biscuit, however, is well ahead of the stoutling in having caught the command amidst all the other jargon from the halfling. And though every instinct urged him to do more than just tackle the one Lizardfolk down, he's able to reign in them long enough to go for a leg and let gravity do the rest in hopefully knocking his prey out!
Doozey is not far behind his brother in the case, and in the process of over taking the lizardfolks, he slashes out the legs to further sap even the will to flee. But as they only needed the one lizardfolk to interrogate, he shows little in the way of remorse in finishing the job as needed to the other once at least one had been incapacitated.
Bonus Action(Doozey): Command Biscuit to attack.
Movement(Biscuit): 30ft after Lizardfolk #3.(just to get within melee)
Action(Biscuit): Charge & Maul Lizardfolk(#3). (Melee, Non-Lethal)Maul - Attack: 24 Damage: 11 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.
Movement(Doozey): 30ft to overtake #2 and #3.
Action(Doozey): Bloody Stinging. (Melee, Non-Lethal)Apostle - Attack(#2): 29 Damage: 24 of magical slashing and lightning to Lizardfolk(#2). (Melee, Lethal)Apostle - Attack(#1): 21 Damage: 13 of magical slashing and lightning to Lizardfolk(#2)(or if #2 is downed, targeting #3 and making it lethal.)
Future Reaction: If an ally within 30ft of Doozey rolls a 1 on a d20 test, using Bountiful Luck to allow them to reroll.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
(OOC: Guess nevermind the 'future reaction' bit as Doozey will burn it early in hopes biscuit gets his tackle off. So here's that re-roll with Bountiful Luck: 26.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Doozey calls on his companions and Neya answers by teleporting in the night. Her surprise attack against the farthest scout sees Lancet drink of its foe for the first time. The lizardfolk cannot survive such a strike. (Lizardfolk Scout#1 {AA-5} takes 25 necrotic and magical slashing damage and is DEFEATED; Neya gains 10 temp HP.)
Turning on her heel, Neya then puts an end to a second life. (Lizardfolk Scout#2 {Y-7} takes 12 magical slashing damage and is DEFEATED.)
Biscuit gives chase to the remaining scout but his charging leap misses his target. Or does it? Somehow the runaway still falls... Something something halfling luck. (Lizardfolk Scout#3 {Y-2} takes 10 magical slashing damage.)
Doozey comes to his beast's aid by slightly overtaking the last survivor and attacking twice. The first swipe fails to cut through the creature's tough scales, but the second attack is more purposeful. Using the butt of his blade, the halfling claims a prisoner. (Lizardfolk Scout#3 {Y-2} takes 7 bludgeoning damage and is DEFEATED. He is alive but unconscious.)
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
(@Ori: Going by your post, I understood you wanted to keep one of them alive. Since there was only one of them by the time your turn started, I reinterpreted all of your attacks to be non-lethal. Also, since #3 wasn't marked as Favored Foe previously, I discounted the damage of your last attack. Let me know if you disagree with any of this.)
(@MB: The fight came to an end before we got to Utar's turn. You may keep the 2nd level spell slot you were going to use for Spiritual Weapon. If you'd prefer to still attack the unconscious Lizardfolk, we can still resolve that Toll the Dead spell. Also, despite its erroneous omission in the latest initiative tracker, note that Utar is still poisoned.)
This post has potentially manipulated dice roll results.
After pushing himself to his feet and catching up with the other CRAPpers, Utar suddenly feels weak and proceeds to cough so much he needs to lean on his knees. Feeling like a much older half-orc, the coughing subsides, but Utar feels like he'd be better served heading back to his bedroll and staying there for the forseeable.
Knowing that isn't an option, and also knowing that hed hate himself if he did that, Utar begins poking over the bodies of the fallen lizardfolk.
This post has potentially manipulated dice roll results.
"The drumming certainly sounded as if it's coming closer. So we got two choices: Set up an ambush along the bank for an hour, or get a bit more distance from the river and get what rest we can, and leave interrogating our new prisoner for after."Doozey says while already in the process of swapping blade for hempen rope to start tying up the limbs, as well muzzling the unconscious lizardfolk with it. Only once he's done does he think to look to the others and note Utar's condition.
"The latter... might not be a bad idea though. Think you can stomach another scrap, Mr. Utar? If not, uh... be quick about looking over the dead, and I'll see if I can obscure the boat a bit more in a sec 'fore we go."As Doozey all of this, Biscuit waits nearby patiently in anticipation of playing carrier dog once Doozey was done either which way. But while on standby he'd too try to keep an ear out for possible danger.
The first thing Neya notices upon refocusing on her surroundings is that the drumming continues to boom through the night. It feels closer than when she was on watch. The rain continues as well. The moon peeks through the rain clouds above. If there are any additional immediate threats, they do not make themselves known to Neya.
Clearly suffering still, Utar begins to investigate the fallen scouts. He finds the tools they implemented in the fight: clubs, blowguns, poisoned darts, and crude nets, as well as a few personal but otherwise valueless items, such as scrimshaw figurines and bone necklaces.
Thinking of next steps, Doozey quickly ties the unconscious lizardfolk and describes to two paths forward he sees for the group. Showing his preference for continuing to rest, albeit farther inland, Doozey earns Denae's agreement: "I could keep going, but it would be silly to waste the partial night of sleep we managed to get so far. I say we rest for another couple of hours, maybe three, to make sure we are all in working condition come the morrow."
This discussion is then interrupted by one of Biscuit's boofs. The mastiff's call gets everyone's attention turned toward the river. A second or two later, you can all hear a splash noise followed by grunts of physical effort. No one seems to be approaching the camp, however. If anything, you get the impression they are moving away from you.
This post has potentially manipulated dice roll results.
"...They certainly weren't of much of mind to chatter while on the hunt. But nothing a little time in 'kind' company won't fix. But 'fore that, there's one more thing to be seeing to. Hold here a sec." Doozey makes eye contact with Biscuit, sharply gestures with his head for the beast quietly pursue, and then the together they would head out living the defeated lizardfolk for the moment for others to deal with. All while he and Biscuit tried to at least maneuver closer to the noise and confirm the halfling's suspicions about the noise.
(@MB: As discussed, we are going with the 11 for that CON save.)
Despite the vomiting and coughing, Utar fights off the feeling of forceful sleep. He might just have to thank some of those extra pounds around his waist for putting him beyond the weight/dosage ratio for the tranquilizer drug (not meant to offend, just building on @MB's past comments about Utar's weight.)
While Neya works on securing their prisoner to a robust tree trunk (either before or after moving to a new camp location, let me know), Doozey and Biscuit sneak to the edge of the river and watch as two lizardfolk scouts sail their rudimentary raft back south, no prisoners aboard. This meant they are sailing away from the party but in the same direction the group is likely to go come the morning.
Knowing his armour isn't exactly conducive towards stealthy encounters, Utar keeps himself still as the other busy themselves. He nearly ended up exactly like the missing farmers he's supposed to be searching for and while it feels good to be on the tail of whatever is carrying out these nighttime raids, it doesn't help then or his friends to do easily be overcome.
This is as serious as CRAP's previous foray into the marches, only there's no Graxx to bail them out this time.
Doozey clicks his tongue. Tempted as he might've been to try and take out the last two scouts on the off-chance they saw something, he had neither the speed or luxury to try. So it is with low grumble that he pats Biscuit twice to get his attention, and gestures back to the group before taking point on the return venture.
"Seems the rest of the scouts took off. We could be try'na follow'em, but they'll quickly outpace us on the river. What with their head start and our, uh... not ideal boating skills. Good news is that they seem to be going the same way we intend to come morning, so there's that." He explains to the others upon regrouping. "But, uh... sorry, we're relocating, yea? 'fore that though. If ya hadn't already, be sure to get their darts and blowguns. Could come in handy. I'm gonna see to the boat and try to cover it up a bit more 'fore we go. With any luck, we can try again later to make use of it, if not trick'em into thinking we've left with it, should any more scouts show up. C'mon Brother. Let's go."With that, unless anyone engages him further, Biscuit heads over to seek out the boat to see if he could further mask it with their surroundings if need be, or at least making sure in any previous efforts to do so still looked as if they held.
But with that soon enough out of the way one way or another, an eager Biscuit practically volunteers to take point in seeking a new haven at least an hour away and closer inland from the group's last campsite. Though not without some Doozey supervision.
(@DM: If a check be needed, feel free to roll on me behalf for this one to help expedite things.)
Feeling he might hinder the party's current efforts, Utar stays back initially and is happy to make himself useful in transporting the camp to a new location when the time to do so comes. Letting Doozey take point, Denae assumes a similar posture, busying herself with collecting blowguns and darts, and adding them to the gear being moved to a location (nearly) an hour inland.
Finding a new spot to camp is easy enough for a tracker/survivalist of Doozey's ilk, as is reinforcing the nature-inspired disguise of the beached boat. No Lizardfolk comes to hinder the party's efforts this time. Their main assailants now are sensory in nature: the drums and rain all seem quite persistent.
Neya is sure to tie the prisoner near the new camp.
The move is kept simple and easy, and probably not as far inland as Doozey had originally proposed, lest the activities prove too arduous and a second attempt at a full rest needs to be restarted.
(OOC: Would you rather move a bit and resume your rest or move farther and restart your rest from the beginning?)
This post has potentially manipulated dice roll results.
DM's Screen:
6 (16)
(OOC: Based on OOC chat.)
Fearing they may be exerting themselves into the night, CRAP abandons their plan to move a full hour before resuming their rest. The relocation effort is strategically shortened.
Doozey resumes his watch as well, and the others do their best to fall back asleep. An hour into this new watch, the halfling notices the sky getting a bit lighter. Right before dawn proper, the drums end with three low booms and two rapid thundering shots. The relative silence that follows is rejuvenating.
The rain lingers for a bit longer but also lets down before the rest of the party is up and about. This was a longer long rest than planned, but that is perhaps needed given the abundance of wetness and noise pollution overnight.
This post has potentially manipulated dice roll results.
Neya wakes up a little more sore from the bite she received that night. After having a quick bite, she goes over to the captive lizard folk and looks it over. Mostly to see if there are identifying marks on it.
Normally a night of disturbed sleep on the road doesn't leave Utar as sure as he is right now, even taking his armoured attire into account. Putting it down to whatever that dart was laced with, he settings his arms around a few times, trying to put a bit more feeling into them.
"Back to the river then, they're either better sailors than us, which wouldn't be saying much, or close by to be able reach their targets and disappear before morning."
Rollback Post to RevisionRollBack
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"Oh frickity frackity! Elk! Er, Guys! We need to get after'em! We can't let'em get word back the rest!" Doozey calls back to his fellows as took charge in leading by example in racing after at least the two himself. Biscuit, however, is well ahead of the stoutling in having caught the command amidst all the other jargon from the halfling. And though every instinct urged him to do more than just tackle the one Lizardfolk down, he's able to reign in them long enough to go for a leg and let gravity do the rest in hopefully knocking his prey out!
Doozey is not far behind his brother in the case, and in the process of over taking the lizardfolks, he slashes out the legs to further sap even the will to flee. But as they only needed the one lizardfolk to interrogate, he shows little in the way of remorse in finishing the job as needed to the other once at least one had been incapacitated.
Bonus Action(Doozey): Command Biscuit to attack.
Movement(Biscuit): 30ft after Lizardfolk #3.(just to get within melee)
Action(Biscuit): Charge & Maul Lizardfolk(#3).
(Melee, Non-Lethal)Maul - Attack: 24 Damage: 11 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.
Movement(Doozey): 30ft to overtake #2 and #3.
Action(Doozey): Bloody Stinging.
(Melee, Non-Lethal)Apostle - Attack(#2): 29 Damage: 24 of magical slashing and lightning to Lizardfolk(#2).
(Melee, Lethal)Apostle - Attack(#1): 21 Damage: 13 of magical slashing and lightning to Lizardfolk(#2)(or if #2 is downed, targeting #3 and making it lethal.)
Future Reaction: If an ally within 30ft of Doozey rolls a 1 on a d20 test, using Bountiful Luck to allow them to reroll.
When you realize you're doing too much: Signature.
(OOC: Guess nevermind the 'future reaction' bit as Doozey will burn it early in hopes biscuit gets his tackle off. So here's that re-roll with Bountiful Luck: 26.)
When you realize you're doing too much: Signature.
Hearing the commotion, Utar pushes himself up and stumbles after the fleeing Lizardpeople.
Movement: 15ft (halved due to being prone at the start of his turn)
Pointing Bonecounter towards the furthest one, he casts spiritual weapon, his spectral warhammer appearing before them and taking a big swing.
Bonus Action: spiritual weapon attack: 25 Damage: 12
Then turning Bonecounter to #3, he reminds it that the the bell tolls for thee!
Action: Toll the dead - 24 necrotic damage on a failed DC16 Wisdom save.
Neya quickly makes up for the distance between her and the furthest lizardfold (#1, using Shadow step). Once upon it, she slashes twice with Lancet.
Lancet Attack: 28 Damage: 15 (Nat 20 for 28, 15)
Extra Lancet Attack: 18 Damage: 12 (18, 12)
(10 additional necrotic damage to crit for a total of 25)
Extended Signature
Doozey calls on his companions and Neya answers by teleporting in the night. Her surprise attack against the farthest scout sees Lancet drink of its foe for the first time. The lizardfolk cannot survive such a strike. (Lizardfolk Scout#1 {AA-5} takes 25 necrotic and magical slashing damage and is DEFEATED; Neya gains 10 temp HP.)
Turning on her heel, Neya then puts an end to a second life. (Lizardfolk Scout#2 {Y-7} takes 12 magical slashing damage and is DEFEATED.)
Biscuit gives chase to the remaining scout but his charging leap misses his target. Or does it? Somehow the runaway still falls... Something something halfling luck. (Lizardfolk Scout#3 {Y-2} takes 10 magical slashing damage.)
Doozey comes to his beast's aid by slightly overtaking the last survivor and attacking twice. The first swipe fails to cut through the creature's tough scales, but the second attack is more purposeful. Using the butt of his blade, the halfling claims a prisoner. (Lizardfolk Scout#3 {Y-2} takes 7 bludgeoning damage and is DEFEATED. He is alive but unconscious.)
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
(@Ori: Going by your post, I understood you wanted to keep one of them alive. Since there was only one of them by the time your turn started, I reinterpreted all of your attacks to be non-lethal. Also, since #3 wasn't marked as Favored Foe previously, I discounted the damage of your last attack. Let me know if you disagree with any of this.)
(@MB: The fight came to an end before we got to Utar's turn. You may keep the 2nd level spell slot you were going to use for Spiritual Weapon. If you'd prefer to still attack the unconscious Lizardfolk, we can still resolve that Toll the Dead spell. Also, despite its erroneous omission in the latest initiative tracker, note that Utar is still poisoned.)
The adrenaline from the sudden wake-up fight winding down, Neya checks the surroundings for any other uninvited guests or any strange noises.
"There's got to be more since that happened."
Perception: 23
Extended Signature
After pushing himself to his feet and catching up with the other CRAPpers, Utar suddenly feels weak and proceeds to cough so much he needs to lean on his knees. Feeling like a much older half-orc, the coughing subsides, but Utar feels like he'd be better served heading back to his bedroll and staying there for the forseeable.
Knowing that isn't an option, and also knowing that hed hate himself if he did that, Utar begins poking over the bodies of the fallen lizardfolk.
Investigation - 8
"The drumming certainly sounded as if it's coming closer. So we got two choices: Set up an ambush along the bank for an hour, or get a bit more distance from the river and get what rest we can, and leave interrogating our new prisoner for after." Doozey says while already in the process of swapping blade for hempen rope to start tying up the limbs, as well muzzling the unconscious lizardfolk with it. Only once he's done does he think to look to the others and note Utar's condition.
"The latter... might not be a bad idea though. Think you can stomach another scrap, Mr. Utar? If not, uh... be quick about looking over the dead, and I'll see if I can obscure the boat a bit more in a sec 'fore we go." As Doozey all of this, Biscuit waits nearby patiently in anticipation of playing carrier dog once Doozey was done either which way. But while on standby he'd too try to keep an ear out for possible danger.
-Biscuit Perception: 19.
When you realize you're doing too much: Signature.
DM's Screen:
1 (4)
The first thing Neya notices upon refocusing on her surroundings is that the drumming continues to boom through the night. It feels closer than when she was on watch. The rain continues as well. The moon peeks through the rain clouds above. If there are any additional immediate threats, they do not make themselves known to Neya.
Clearly suffering still, Utar begins to investigate the fallen scouts. He finds the tools they implemented in the fight: clubs, blowguns, poisoned darts, and crude nets, as well as a few personal but otherwise valueless items, such as scrimshaw figurines and bone necklaces.
Thinking of next steps, Doozey quickly ties the unconscious lizardfolk and describes to two paths forward he sees for the group. Showing his preference for continuing to rest, albeit farther inland, Doozey earns Denae's agreement: "I could keep going, but it would be silly to waste the partial night of sleep we managed to get so far. I say we rest for another couple of hours, maybe three, to make sure we are all in working condition come the morrow."
This discussion is then interrupted by one of Biscuit's boofs. The mastiff's call gets everyone's attention turned toward the river. A second or two later, you can all hear a splash noise followed by grunts of physical effort. No one seems to be approaching the camp, however. If anything, you get the impression they are moving away from you.
(@MB: Utar needs to roll a CON saving throw.)
Another fit of coughing quickly overtakes the half-orc.
Con save: 7
"Good idea. We should also secure our guest to something sturdy," Neya motions to the only lizardfolk who isn't making a red stain on the ground.
"And now, I wonder if they share a language with any of us."
Extended Signature
"...They certainly weren't of much of mind to chatter while on the hunt. But nothing a little time in 'kind' company won't fix. But 'fore that, there's one more thing to be seeing to. Hold here a sec." Doozey makes eye contact with Biscuit, sharply gestures with his head for the beast quietly pursue, and then the together they would head out living the defeated lizardfolk for the moment for others to deal with. All while he and Biscuit tried to at least maneuver closer to the noise and confirm the halfling's suspicions about the noise.
-Doozey Stealth: 17.
-Biscuit Stealth: 8.
When you realize you're doing too much: Signature.
(@MB: As discussed, we are going with the 11 for that CON save.)
Despite the vomiting and coughing, Utar fights off the feeling of forceful sleep. He might just have to thank some of those extra pounds around his waist for putting him beyond the weight/dosage ratio for the tranquilizer drug (not meant to offend, just building on @MB's past comments about Utar's weight.)
-> Utar is no longer poisoned
While Neya works on securing their prisoner to a robust tree trunk (either before or after moving to a new camp location, let me know), Doozey and Biscuit sneak to the edge of the river and watch as two lizardfolk scouts sail their rudimentary raft back south, no prisoners aboard. This meant they are sailing away from the party but in the same direction the group is likely to go come the morning.
Knowing his armour isn't exactly conducive towards stealthy encounters, Utar keeps himself still as the other busy themselves. He nearly ended up exactly like the missing farmers he's supposed to be searching for and while it feels good to be on the tail of whatever is carrying out these nighttime raids, it doesn't help then or his friends to do easily be overcome.
This is as serious as CRAP's previous foray into the marches, only there's no Graxx to bail them out this time.
Doozey clicks his tongue. Tempted as he might've been to try and take out the last two scouts on the off-chance they saw something, he had neither the speed or luxury to try. So it is with low grumble that he pats Biscuit twice to get his attention, and gestures back to the group before taking point on the return venture.
"Seems the rest of the scouts took off. We could be try'na follow'em, but they'll quickly outpace us on the river. What with their head start and our, uh... not ideal boating skills. Good news is that they seem to be going the same way we intend to come morning, so there's that." He explains to the others upon regrouping. "But, uh... sorry, we're relocating, yea? 'fore that though. If ya hadn't already, be sure to get their darts and blowguns. Could come in handy. I'm gonna see to the boat and try to cover it up a bit more 'fore we go. With any luck, we can try again later to make use of it, if not trick'em into thinking we've left with it, should any more scouts show up. C'mon Brother. Let's go." With that, unless anyone engages him further, Biscuit heads over to seek out the boat to see if he could further mask it with their surroundings if need be, or at least making sure in any previous efforts to do so still looked as if they held.
But with that soon enough out of the way one way or another, an eager Biscuit practically volunteers to take point in seeking a new haven at least an hour away and closer inland from the group's last campsite. Though not without some Doozey supervision.
(@DM: If a check be needed, feel free to roll on me behalf for this one to help expedite things.)
When you realize you're doing too much: Signature.
-> Survival check for Doozey: 25 (includes Biscuit's help.)
Feeling he might hinder the party's current efforts, Utar stays back initially and is happy to make himself useful in transporting the camp to a new location when the time to do so comes. Letting Doozey take point, Denae assumes a similar posture, busying herself with collecting blowguns and darts, and adding them to the gear being moved to a location (nearly) an hour inland.
Finding a new spot to camp is easy enough for a tracker/survivalist of Doozey's ilk, as is reinforcing the nature-inspired disguise of the beached boat. No Lizardfolk comes to hinder the party's efforts this time. Their main assailants now are sensory in nature: the drums and rain all seem quite persistent.
Neya is sure to tie the prisoner near the new camp.
The move is kept simple and easy, and probably not as far inland as Doozey had originally proposed, lest the activities prove too arduous and a second attempt at a full rest needs to be restarted.
(OOC: Would you rather move a bit and resume your rest or move farther and restart your rest from the beginning?)
DM's Screen:
6 (16)
(OOC: Based on OOC chat.)
Fearing they may be exerting themselves into the night, CRAP abandons their plan to move a full hour before resuming their rest. The relocation effort is strategically shortened.
Doozey resumes his watch as well, and the others do their best to fall back asleep. An hour into this new watch, the halfling notices the sky getting a bit lighter. Right before dawn proper, the drums end with three low booms and two rapid thundering shots. The relative silence that follows is rejuvenating.
The rain lingers for a bit longer but also lets down before the rest of the party is up and about. This was a longer long rest than planned, but that is perhaps needed given the abundance of wetness and noise pollution overnight.
The apprehended scout is still unconscious.
(OOC: You may complete a long rest.)
Neya wakes up a little more sore from the bite she received that night. After having a quick bite, she goes over to the captive lizard folk and looks it over. Mostly to see if there are identifying marks on it.
Perception: 11
Extended Signature
Normally a night of disturbed sleep on the road doesn't leave Utar as sure as he is right now, even taking his armoured attire into account. Putting it down to whatever that dart was laced with, he settings his arms around a few times, trying to put a bit more feeling into them.
"Back to the river then, they're either better sailors than us, which wouldn't be saying much, or close by to be able reach their targets and disappear before morning."