(@Ori: Thank you for the additional detail regarding Bruuxl's farewell.)
Denae had moved with ease along the well-vegetated area. Perhaps not to the degree Doozey did, but she ensured the group that she would not let them get lost. Following the river lifted most of the weight there, but Denae's ability and reassurance were sincere. This promise may not extend into the more marshy area, she warns.
At the edge of the marsh, Utar is reminded that his attire may not suit the environment very well. Neya and Doozey offer some advice and Insect Repellent-Salve. Denae asks: "Does anyone have the ability to turn invisible, silence our noises, obscure our movement? If we can help Utar, we should." Denae appreciates the offered repellent and spreads some on her skin. "Apart from recommending that you remove your heavy armor, I am not sure I can offer much. That clearly adds its own issues, however. I can use the environment around me to improve my own attempt at moving unnoticed, but I am not sure how to extended that to others on the fly."
"I can certainly conceal our movements so it seem like we're weren't even here," Neya says, "It has been more than helpful in many of our quests. I can currently do it for up to seven hours. Hopefully, we will not need that long."
Neya pinches some ethereal energy from her forehead and plows on it. It scatters and settles around everyone's feet, resulting in their footsteps being greatly muted and the pits as a consequence of them disappearing (1 ki point for pass without trace).
This post has potentially manipulated dice roll results.
"To our rescue, she comes." Denae says in a both proud and teasing form.
As Neya's ethereal energy spreads around the party, you step into the Twilight Marsh properly. It doesn't take long for CRAP to witness the transformation of the Trank River. It spreads out and flows between the multitude of shallow islands, wetlands, and dense vegetation. Following the river will no longer be a simple, unidirectional matter.
The marsh really lives up to its name, as Neya, Doozey, and Utar remember from their last visit: high tree branches create a dense canopy, making much of the light underneath as dense as an evening's twilight. Direct sunlight does break through the canopy in some areas, temporarily piercing the gloom with a bright oasis. A few wisps of fog are still present, and there is a constant chill in the air.
Advancing through the marsh is sure to be a slow process (difficult terrain), even slower than in the dryer but still densely forested area leading up to the marsh. Denae reiterates that her expertise in leading groups through the woods does not extend to the wetlands, especially when some areas are sure to require CRAP to walk through the water. "At least we don't have to haul the keelboat. In hindsight, it was a smart decision leaving it behind."
(OOC: For this first hour of traversing the marsh, I'll ask each of you to roll either a perception check or survival check. Everyone should also roll a stealth check. This also gives @Drache an opportunity to decide whether to recast Pass without Trace at the hour mark.)
Neya recasts her Ki-fueled spell as she says, "Especially since it is very hard to tell where the water is shallow or deep. It would have been quite the hinderance. However, we will need to remember to come back for it."
This post has potentially manipulated dice roll results.
Though a touch reluctant, some further encouragement from Biscuit led to Doozey eventually relenting when it came to the offered repellent, before subsequently treating both himself and Biscuit(much to the mastiff's chagrin, and his own amusement for the petty revenge) with the stuff. But without much further to add and frankly eager to be on the move again, Doozey gladly takes to being on the move again even as marsh began to truly challenge the group.
On any other occasion and despite both the inherit dangers and difficulties that came with navigating a marsh, the stoutling might've torn some measure of contentment and even perhaps joy from the arduous task of navigating the gloomy environment. Having in fact experienced such relief but recently, even though ultimately chaos and drama still took precedent in the end, the feeling was still so fresh in mind that Doozey might've lost himself in reverie were it not for his faithful "brother" keeping him focused on the task at hand; navigating the swamp and finding traces of lizardfolk activity or their would be sacrifices.
-Doozey's Stealth: 30. -Doozey's Survival: 16. (Perception is technically better, but more thematic to go with survival in this instance for him)
The first hour of swamp trekking is magically masked by Neya's shadow arts. Her shadows effortlessly merge with those created by the canopy above, and the party's movement sounds are easily lost in the natural noises of the marsh. Even Utar's armor seems less squeaky than normal.
Doozey cannot hide all of the excitement he feels from exploring a completely new environment. If he felt he missed out on the exploration when the other CRAPers ventured into the swamp last time, now he gets a chance to uncover its surprises first-hand. Nonetheless, it is Biscuit who first spots something of real interest among the never-ending wetlands. One could have easily expected the tundra mastiff to either sniff or hear his first discovery, but this one comes in the shape of a lucky step. The pet whimpers briefly, before realizing it stepped on something unexpected. Doozey picks it up, revealing an old chess piece made from glass.
Focusing on maintaining the group hidden, Neya almost instinctively follows someone else's lead. She lets the others worry about exact directions as they advance. Meanwhile, Denae tries to cling to whatever familiarity the environment provides. She climbs the mangrove trees and jumps from perch to perch, much as she could have done in any woodland. Out in the swamp, however, this is more of an active effort than ever. She contributes little to the party's directional decision-making.
It is Doozey's survival instincts that lead the group. Despite his initial lack of comfort with the wet environment, the aforementioned excitement wins the day, and a bit of that halfling luck too. It would seem that, in the urgency of their contest, the lizardfolk have been less careful with their own tracks. Although Doozey cannot quite find a steady trail, he sporadically locates a lone footprint here and there, which reassures him that the group is moving generally in the right direction.
Neya re-ups her shadow shroud for the party's second hour inside the swamp. As they advance, it is Utar's turn to make a discovery: another sign of civilized living. Lost in the muck, a bronze lamp barely peeks out, but Utar's awareness spots it all the same. The lamp is broken, but for whatever it is worth, it reminds the half-orc of the fantastical genie stories kids are usually fond of. There is no magic in this broken utility tool, however.
As the second hour of exploration comes to end, CRAP needs to decide if they should continue following the same general direction, whether to maintain the magical masking of their movement, and where to focus their individual active efforts as they advance (you may choose whatever skill check you like this time.) One of the few certainties the party has is that there is no telling how long it will take until they find something more substantial to hang on to.
Having pocketed the chess piece last time, Doozey proves himself to not be an outright magpie in only giving Utar's later discovery a once over, but otherwise seeing it as only but a sign of hope. Yet such was not enough for the halfling. The group could yet spend hours following a red herring of a general trail, only to have waste time or worse yet become the victims of a natural trap set by the Lizardfolks.
So, he'd take a moment and examine their surroundings more closely, looking for any signs within the make up of the terrain that might either prove his fears to be but paranoia. Or even better yet, if he could find signs in the local fauna or ground conditions that might suggest they were closing in on the truly ideal conditions for a large lizardfolk settlement, all the better. As for Biscuit, he'd do his best to keep an ear out, if more pointedly now for even the most distant hints of the cries of people or the scent of cook fires.
"Don't forget to pace yourselves, my friends. While I wouldn't count us on needing to search for days on end, thankfully, we could just as well fall victim to exhaustion as surely as we might any natural dangers here."Doozey is sure to warn the group as well.
This post has potentially manipulated dice roll results.
(OOC: While waiting to see what Utar is going to do, I'll post Denae's check.)
During a moment of respite, Denae looks about for any critters she might be able to study and, hopefully, learn a thing or two about. Neya has seen her sister use this trick before. Using her lecturing tone, she'd say something like: "When out in the wild, many try to learn information from the trees, shrubs, and soil... why not look at fur, scales, fangs, and claws as well?"
The start of the third hour is marked with another finding by Utar's perceptive eyes. A piece of loose common clothing seems to have been caught by the edges of a twisting mangrove bush. It is ripped, wet, and bloodied. Biscuit does his best to pick up a scent from the fabric, but the swamp scents are too overwhelming, at least at this exact spot. Indeed, the smell of rot is quite strong. Nonetheless, the newest finding may serve as another indication the group is following a general trail of reassuring clues, though a solid, steady track to follow still eludes CRAP.
Doozey takes some time to further his studies of the environment around him. As he had noticed earlier, the terrain makes for a tough trek because of the tangles of tree roots, wetlands thick with water grasses, muddy bogs, unexpected deep underwater holes, and undergrowth. Direct sunlight breaks through the dark canopy above in some areas, temporarily piercing the gloom. The rain has ceased since the morning, but Doozey doubts it will take long before it returns. The temperature was cool in the morning and has stayed low throughout the day. In fact, it has been somewhat difficult to stay completely warm and dry. The halfling deduces that these could all be the general conditions appreciated by lizardfolk, though nothing jumps out as indicative of a nearby settlement.
Working in parallel to Doozey, but picking up on his hint to study the fauna of this place, Denae first notices the ongoing buzz of insects. The marsh has a multitude of insects, small land animals, and fish. Swarms of biting bugs would be feasting on CRAP were it not for their timely application of repellent salve. Snakes periodically fall from high tree branches and slither away. Colorful toads hop in every direction. Before the Red Plume sympathizer can derive any real information from it all, though, Neya calls for everyone's attention.
Neya spots a distinct scratch at a nearby patch of roots, and then another. Following it, she confirms her suspicions: a pair of lizardfolk scouts rush around in the distance. Unfortunately, before the group can make a tactical move or even approach the pair, their quarry has already used their intricate knowledge of the marsh to effectively disappear. Attempting to follow them or search any tracks they might have left behind in their hurry leads CRAP to pass through a wetland with tall, wide, and dense blades of greenish brown grass bordering labyrinthine waterways. The wall-like growths make it appear as though the nearby river arm has suddenly become some civilized watery hallway. There is no single path to follow, however, as water crossings occur frequently, opening suddenly to one or both sides.
Standing tall, Utar is the only one in the group who can peer beyond the six-foot tall wet grasses, which wave and rustle in a strong, breeze. The plants are growing in the shallower areas, and the nearby waterways are only a few feet deep. From his unique vantage point, the half-orc spots the outline of a number of large creatures hiding in the tall grasses. Looking back at the party's soaked feet, Utar notices that Neya's magical shroud had not been reapplied in this latest hour of exploration, so he fears the large creatures may have noticed CRAP in return.
There is a sense the group may have to act fast. What would you like to do?
This post has potentially manipulated dice roll results.
While much of his instincts screamed at him to flee at the moment of any warning, knowledge (or at least belief) that Utar may be left behind in the process spurs the stoutling instead to stand his ground. 'This better not be another bloody skelly horse situation!'Doozey thought as worlds in old sylvan spill from his lips in the weaving of a spell.
"Whatever ya are, slow your roll for a second! I be wishing to have words with ya 'fore ya go snapping at us!" He entreats, hoping if nothing else than to give the creature(s) at least pause for a moment. Biscuit, meanwhile, snapped Doozey and tossed onto his back, if but to better defend his brother if nothing else.
Even if not saying a word immediately after spotting danger, Utar's pause is enough to make his companions focus. Both Doozey and Neya take a look about (either passive or active perception), but the halfling is the only other adventurer to locate a monstrous silhouette amidst the tall wet grasses. Thankfully, it is one (or many) that he recognizes. Thinking fast, the ranger recalls the tongue of beasts and the closest creature seems to be willing to listen.
A large amphibian, an oversized version of the many colorful toads inhabiting these environs, walks lazily forward. All CRAPers can see this toad now. Neyasensed it a second before it made itself known. "You speak... You are toad? You no look toad-like? I eat the other no-toads with you, yes?"
Other toads seem to be waiting for this one to finish talking to the strange halfling-looking toad, but they have not relaxed their sneaky, aggressive stance.
Utar looked at the giant-toad and listened to Doozey's croaking. Feeling the pervading damp in his boots, his wet feet and sensing himself slowing sinking into the swamp courtesy of his armour, the half-orc knows one thing: I hate this swamp.
Though typical an earnest being by nature, Doozey opts to sidestep corrections about his own being in place of simply answering them. "No, no! Other no-toads here not good eats. Some too skinny. Some too furry. And one covered in no good rocks that only upset stomach of even big ones such as self." He assures them. "But no toads here useful. Helping in hunting lizards that walk on two legs most time. Far more tastier! Filling too! Dangerous, but tastier. Have you seen them recently? Would you like to join in hunting them?"
(OOC: By any chance, and I know it's been years at this point I think, but do the toads remind Doozey of the one they met on the bridge(I think) when we were leaving the graveyard?)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Ori: Thank you for the additional detail regarding Bruuxl's farewell.)
Denae had moved with ease along the well-vegetated area. Perhaps not to the degree Doozey did, but she ensured the group that she would not let them get lost. Following the river lifted most of the weight there, but Denae's ability and reassurance were sincere. This promise may not extend into the more marshy area, she warns.
At the edge of the marsh, Utar is reminded that his attire may not suit the environment very well. Neya and Doozey offer some advice and Insect Repellent-Salve. Denae asks: "Does anyone have the ability to turn invisible, silence our noises, obscure our movement? If we can help Utar, we should." Denae appreciates the offered repellent and spreads some on her skin. "Apart from recommending that you remove your heavy armor, I am not sure I can offer much. That clearly adds its own issues, however. I can use the environment around me to improve my own attempt at moving unnoticed, but I am not sure how to extended that to others on the fly."
"I can certainly conceal our movements so it seem like we're weren't even here," Neya says, "It has been more than helpful in many of our quests. I can currently do it for up to seven hours. Hopefully, we will not need that long."
Neya pinches some ethereal energy from her forehead and plows on it. It scatters and settles around everyone's feet, resulting in their footsteps being greatly muted and the pits as a consequence of them disappearing (1 ki point for pass without trace).
Extended Signature
"To our rescue, she comes." Denae says in a both proud and teasing form.
As Neya's ethereal energy spreads around the party, you step into the Twilight Marsh properly. It doesn't take long for CRAP to witness the transformation of the Trank River. It spreads out and flows between the multitude of shallow islands, wetlands, and dense vegetation. Following the river will no longer be a simple, unidirectional matter.
The marsh really lives up to its name, as Neya, Doozey, and Utar remember from their last visit: high tree branches create a dense canopy, making much of the light underneath as dense as an evening's twilight. Direct sunlight does break through the canopy in some areas, temporarily piercing the gloom with a bright oasis. A few wisps of fog are still present, and there is a constant chill in the air.
Advancing through the marsh is sure to be a slow process (difficult terrain), even slower than in the dryer but still densely forested area leading up to the marsh. Denae reiterates that her expertise in leading groups through the woods does not extend to the wetlands, especially when some areas are sure to require CRAP to walk through the water. "At least we don't have to haul the keelboat. In hindsight, it was a smart decision leaving it behind."
(OOC: For this first hour of traversing the marsh, I'll ask each of you to roll either a perception check or survival check. Everyone should also roll a stealth check. This also gives @Drache an opportunity to decide whether to recast Pass without Trace at the hour mark.)
-> Denae's stealth check: 30
Perception: 20 (5)
Stealth: 30 (24)
Neya recasts her Ki-fueled spell as she says, "Especially since it is very hard to tell where the water is shallow or deep. It would have been quite the hinderance. However, we will need to remember to come back for it."
Extended Signature
Though a touch reluctant, some further encouragement from Biscuit led to Doozey eventually relenting when it came to the offered repellent, before subsequently treating both himself and Biscuit(much to the mastiff's chagrin, and his own amusement for the petty revenge) with the stuff. But without much further to add and frankly eager to be on the move again, Doozey gladly takes to being on the move again even as marsh began to truly challenge the group.
On any other occasion and despite both the inherit dangers and difficulties that came with navigating a marsh, the stoutling might've torn some measure of contentment and even perhaps joy from the arduous task of navigating the gloomy environment. Having in fact experienced such relief but recently, even though ultimately chaos and drama still took precedent in the end, the feeling was still so fresh in mind that Doozey might've lost himself in reverie were it not for his faithful "brother" keeping him focused on the task at hand; navigating the swamp and finding traces of lizardfolk activity or their would be sacrifices.
-Doozey's Stealth: 30.
-Doozey's Survival: 16. (Perception is technically better, but more thematic to go with survival in this instance for him)
-Biscuit's Stealth: 31.
-Biscuit's Perception: 17.
When you realize you're doing too much: Signature.
Perception - 26
Stealth - 23
Unable to shake the feeling he's being watched, Utar's head stays on a constant search for whatever is giving him the heebie jeebies.
DM's Screen:
6 27
1 9
The first hour of swamp trekking is magically masked by Neya's shadow arts. Her shadows effortlessly merge with those created by the canopy above, and the party's movement sounds are easily lost in the natural noises of the marsh. Even Utar's armor seems less squeaky than normal.
Doozey cannot hide all of the excitement he feels from exploring a completely new environment. If he felt he missed out on the exploration when the other CRAPers ventured into the swamp last time, now he gets a chance to uncover its surprises first-hand. Nonetheless, it is Biscuit who first spots something of real interest among the never-ending wetlands. One could have easily expected the tundra mastiff to either sniff or hear his first discovery, but this one comes in the shape of a lucky step. The pet whimpers briefly, before realizing it stepped on something unexpected. Doozey picks it up, revealing an old chess piece made from glass.
Focusing on maintaining the group hidden, Neya almost instinctively follows someone else's lead. She lets the others worry about exact directions as they advance. Meanwhile, Denae tries to cling to whatever familiarity the environment provides. She climbs the mangrove trees and jumps from perch to perch, much as she could have done in any woodland. Out in the swamp, however, this is more of an active effort than ever. She contributes little to the party's directional decision-making.
It is Doozey's survival instincts that lead the group. Despite his initial lack of comfort with the wet environment, the aforementioned excitement wins the day, and a bit of that halfling luck too. It would seem that, in the urgency of their contest, the lizardfolk have been less careful with their own tracks. Although Doozey cannot quite find a steady trail, he sporadically locates a lone footprint here and there, which reassures him that the group is moving generally in the right direction.
Neya re-ups her shadow shroud for the party's second hour inside the swamp. As they advance, it is Utar's turn to make a discovery: another sign of civilized living. Lost in the muck, a bronze lamp barely peeks out, but Utar's awareness spots it all the same. The lamp is broken, but for whatever it is worth, it reminds the half-orc of the fantastical genie stories kids are usually fond of. There is no magic in this broken utility tool, however.
As the second hour of exploration comes to end, CRAP needs to decide if they should continue following the same general direction, whether to maintain the magical masking of their movement, and where to focus their individual active efforts as they advance (you may choose whatever skill check you like this time.) One of the few certainties the party has is that there is no telling how long it will take until they find something more substantial to hang on to.
Neya looks around the immediate area to try and find any sort of discernable trail that may exist.
Survival: 14
Extended Signature
Having pocketed the chess piece last time, Doozey proves himself to not be an outright magpie in only giving Utar's later discovery a once over, but otherwise seeing it as only but a sign of hope. Yet such was not enough for the halfling. The group could yet spend hours following a red herring of a general trail, only to have waste time or worse yet become the victims of a natural trap set by the Lizardfolks.
So, he'd take a moment and examine their surroundings more closely, looking for any signs within the make up of the terrain that might either prove his fears to be but paranoia. Or even better yet, if he could find signs in the local fauna or ground conditions that might suggest they were closing in on the truly ideal conditions for a large lizardfolk settlement, all the better. As for Biscuit, he'd do his best to keep an ear out, if more pointedly now for even the most distant hints of the cries of people or the scent of cook fires.
"Don't forget to pace yourselves, my friends. While I wouldn't count us on needing to search for days on end, thankfully, we could just as well fall victim to exhaustion as surely as we might any natural dangers here." Doozey is sure to warn the group as well.
-Doozey Nature: 20.
-Biscuit Searching: 9.
When you realize you're doing too much: Signature.
(OOC: While waiting to see what Utar is going to do, I'll post Denae's check.)
During a moment of respite, Denae looks about for any critters she might be able to study and, hopefully, learn a thing or two about. Neya has seen her sister use this trick before. Using her lecturing tone, she'd say something like: "When out in the wild, many try to learn information from the trees, shrubs, and soil... why not look at fur, scales, fangs, and claws as well?"
-> Denae's animal handling check: 15 (12)
Utar continues to do what he does best, scour their surroundings for any lizardfolk that might be sneaking up on CRAP.
Perception - 17
DM's Screen:
6
The start of the third hour is marked with another finding by Utar's perceptive eyes. A piece of loose common clothing seems to have been caught by the edges of a twisting mangrove bush. It is ripped, wet, and bloodied. Biscuit does his best to pick up a scent from the fabric, but the swamp scents are too overwhelming, at least at this exact spot. Indeed, the smell of rot is quite strong. Nonetheless, the newest finding may serve as another indication the group is following a general trail of reassuring clues, though a solid, steady track to follow still eludes CRAP.
Doozey takes some time to further his studies of the environment around him. As he had noticed earlier, the terrain makes for a tough trek because of the tangles of tree roots, wetlands thick with water grasses, muddy bogs, unexpected deep underwater holes, and undergrowth. Direct sunlight breaks through the dark canopy above in some areas, temporarily piercing the gloom. The rain has ceased since the morning, but Doozey doubts it will take long before it returns. The temperature was cool in the morning and has stayed low throughout the day. In fact, it has been somewhat difficult to stay completely warm and dry. The halfling deduces that these could all be the general conditions appreciated by lizardfolk, though nothing jumps out as indicative of a nearby settlement.
Working in parallel to Doozey, but picking up on his hint to study the fauna of this place, Denae first notices the ongoing buzz of insects. The marsh has a multitude of insects, small land animals, and fish. Swarms of biting bugs would be feasting on CRAP were it not for their timely application of repellent salve. Snakes periodically fall from high tree branches and slither away. Colorful toads hop in every direction. Before the Red Plume sympathizer can derive any real information from it all, though, Neya calls for everyone's attention.
Neya spots a distinct scratch at a nearby patch of roots, and then another. Following it, she confirms her suspicions: a pair of lizardfolk scouts rush around in the distance. Unfortunately, before the group can make a tactical move or even approach the pair, their quarry has already used their intricate knowledge of the marsh to effectively disappear. Attempting to follow them or search any tracks they might have left behind in their hurry leads CRAP to pass through a wetland with tall, wide, and dense blades of greenish brown grass bordering labyrinthine waterways. The wall-like growths make it appear as though the nearby river arm has suddenly become some civilized watery hallway. There is no single path to follow, however, as water crossings occur frequently, opening suddenly to one or both sides.
Standing tall, Utar is the only one in the group who can peer beyond the six-foot tall wet grasses, which wave and rustle in a strong, breeze. The plants are growing in the shallower areas, and the nearby waterways are only a few feet deep. From his unique vantage point, the half-orc spots the outline of a number of large creatures hiding in the tall grasses. Looking back at the party's soaked feet, Utar notices that Neya's magical shroud had not been reapplied in this latest hour of exploration, so he fears the large creatures may have noticed CRAP in return.
There is a sense the group may have to act fast. What would you like to do?
While much of his instincts screamed at him to flee at the moment of any warning, knowledge (or at least belief) that Utar may be left behind in the process spurs the stoutling instead to stand his ground. 'This better not be another bloody skelly horse situation!' Doozey thought as worlds in old sylvan spill from his lips in the weaving of a spell.
-Casting Speak With Animals w/ freebie slot.
"Whatever ya are, slow your roll for a second! I be wishing to have words with ya 'fore ya go snapping at us!" He entreats, hoping if nothing else than to give the creature(s) at least pause for a moment. Biscuit, meanwhile, snapped Doozey and tossed onto his back, if but to better defend his brother if nothing else.
-Persuasion: 25. (if applicable)
(OOC: Will defer to Utar's actions, since technically he'd pick up on things first.
When you realize you're doing too much: Signature.
While Doozey attempts to negotiate with the local wildlife, Neya looks around for any other kinds of eyes on the party.
Perception: 22
Extended Signature
Even if not saying a word immediately after spotting danger, Utar's pause is enough to make his companions focus. Both Doozey and Neya take a look about (either passive or active perception), but the halfling is the only other adventurer to locate a monstrous silhouette amidst the tall wet grasses. Thankfully, it is one (or many) that he recognizes. Thinking fast, the ranger recalls the tongue of beasts and the closest creature seems to be willing to listen.
A large amphibian, an oversized version of the many colorful toads inhabiting these environs, walks lazily forward. All CRAPers can see this toad now. Neya sensed it a second before it made itself known. "You speak... You are toad? You no look toad-like? I eat the other no-toads with you, yes?"
Other toads seem to be waiting for this one to finish talking to the strange halfling-looking toad, but they have not relaxed their sneaky, aggressive stance.
Utar looked at the giant-toad and listened to Doozey's croaking. Feeling the pervading damp in his boots, his wet feet and sensing himself slowing sinking into the swamp courtesy of his armour, the half-orc knows one thing: I hate this swamp.
Though typical an earnest being by nature, Doozey opts to sidestep corrections about his own being in place of simply answering them. "No, no! Other no-toads here not good eats. Some too skinny. Some too furry. And one covered in no good rocks that only upset stomach of even big ones such as self." He assures them. "But no toads here useful. Helping in hunting lizards that walk on two legs most time. Far more tastier! Filling too! Dangerous, but tastier. Have you seen them recently? Would you like to join in hunting them?"
(OOC: By any chance, and I know it's been years at this point I think, but do the toads remind Doozey of the one they met on the bridge(I think) when we were leaving the graveyard?)
When you realize you're doing too much: Signature.
The subject of conversation regarding diet does little to soothe Neya's concerns. Especially with a specimen of such size.
Extended Signature