This post has potentially manipulated dice roll results.
DM's Screen:
Concentration checks {DC 10}: 7 (7) 19 (19)
STR save {DC14}: 20 (20)
WIS save {DC 16}: 11 (20)
(@Drache: I confirm that Step of the Wind is indeed needed.)
Neya surprises the lizardfolk shaman with her speed, which then translates into an unblockable pair of strikes. The reptilian spellcaster, who was confident up until this point, suddenly looks ready to collapse.
The Sea Serpent disappears in the water, its huge body vanishing magically.
This post has potentially manipulated dice roll results.
The last scout standing is able to resist the strong wind with the aid of his crossed forearms protecting his face. Possibly by chance, his crossed forearms also help in blocking Abet's next strike, though not completely. (Lizardfolk Scout#2 {N-16} takes 2 radiant damage.)
Moving away for Utar, this scout then gets closer to Neya and tries to push her into the water.
-> First contested check Neya's acrobatics check {DC 23}: 15
If he fails, he'll try again. If he succeeds on the first attempt, he'll jump in after her and and try to grapple her next. Either way, the rolls are the same:
-> Second contested check Neya's acrobatics check {DC 24}: 27
Leaving the others to deal with the shaman, Utar focuses down the remaining scout. Striking Bonecounter on his shield again, the usual dull thud becomes the magically imbued sound of tolling bell.
Doozey growled after Denae's encouragement. Though rather or not it was from finding insult within her words or in agreement/approval of them is hard to say, as much of his gaze stayed affixed to the shaman. But for all of his clear aggression in the moment, in draconic her utters a soft apology before throwing himself into a sharp attack routine to bring the shaman first down to her knees, and then plunge his blade deep into her head.
Though if by some miracle he missed the mark by too wide a margin, a sharp whistle would see to it that Biscuit bolts forth to further keep the lizardfolk hemmed in until she eventually succumbed to the party's attacks.
Action: Bloody Stinger (Melee, Lethal)Apostle - Attack(#1): 17 Damage: 10 of magical slashing and lightning to Lizardfolk(#4). (Melee, Lethal)Apostle - Attack(#2): 20 Damage: 14 of magical slashing and lightning to Lizardfolk(#4).
Bonus Action(Doozey): Command Biscuit to Hurry along.
This post has potentially manipulated dice roll results.
DM's Screen:
WIS save {DC 16}: 19 (17)
Choosing to give his former companions a break, Utar does not move closer to the enemies this time. Instead, he hopes to teach the remaining scout a different lesson... one that requires a bell.
Surprisingly, it seems the scout never heard the toll.
(@Ori: Please allow me to reinterpret your turn slightly. Let me know if you are unhappy about any tweaks.)
Closer to the action, Doozey growls and pounces on the enemy spellcaster. She has no strength left to fight. The first stab is enough to send her to her ancestors. (Lithe Lizardfolk {R-20} takes 10 magical piercing damage and is DEFEATED.)
A quick turn of his heels then allows the hunter to deliver a follow-up stab to the nearby scout. (Lizardfolk Scout#2 {Q-19} takes 14 magical piercing damage.)
Biscuit then rushes along to provide support against the last enemy standing {P-19}.
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. Blue shape represents Gust of Wind.
This post has potentially manipulated dice roll results.
Focusing only on Neya for the time being, the last lizard standing is able to deflect most of the next few attacks thrown at him. (Lizardfolk Scout#2 {Q-19} takes 7 magical bludgeoning damage.)
Having failed to protect his shaman, this scout then jumps fully into the water and begins swimming away. He reaches the other side of the river {Q-13}.
Denae moves as close as she can in this treacherous environment {M-17}, redirects her gust of wind to meet the fugitive, and then launches another dart. This time, she thinks she is just within her preferred range:
Sure that his last plan of action was fine, just lacking in execution somewhat, Utar adapts and pushes on. Getting himself in position in the river bank, Bonecounter strike as the edge of his shield again.
Move: N,16
Action: toll the dead DC16 Wis save or 25 necrotic damage.
Though mildly disappointed in Danae's performance, Doozey shook his head more in dismissal of the feeling to better focus on the hunt at hand. That is of course provided Utar's most latest miracle of doom hadn't summarily ended the fight for all. If not, then it is with only the briefest moment of hesitation preceding the stoutling diving in after the lizardfolk, only to practically launch himself out the otherside like some sort of flying aiming to stab the scout in the back and driving him into the ground with his momentum.
Or at the very least before inevitably being thrown off in the struggle, he'd aim to hit the ground rolling and cutting off one avenue of retreat before barking out something in Sylvan. Hearing the command, Biscuit turned his attention immediately towards [action]search;searching[action] for any signs of more impending trouble entering the equation.
Movement(Doozey): To Q-12.
Action(Doozey): Bloody Stinger Barrage. (Melee, Lethal)Apostle - Attack(#1): 25 Damage: 13 of magical slashing and lightning to Lizardfolk(#2). (Melee, Lethal)Apostle - Attack(#2): 13 Damage: 12 of magical slashing and lightning to Lizardfolk(#2).
This post has potentially manipulated dice roll results.
DM's Screen:
WIS save {DC 16}: 9 (10)
Adjusting his technique ever so slightly, Utar approaches the fugitive and produces the last sound he'll ever hear. (Lizardfolk Scout#2 {Q-13} takes 25 necrotic damage and is DEFEATED.)
A quick look around reveals no lingering immediate threat.
(@Ori: This fight is over before we get to your turn.)
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Utars shoulders relax and Bonecounter is retuned to its normal resting place as the last of the lizardfolk scouts drops to the ground. Turning back to the other CRAPper's, Utar approaches the body of the shaman, kneels and proceeds to nose around in its pack and pockets.
This post has potentially manipulated dice roll results.
Having had not the need to go diving again into the murk in the end, Doozey instead finds himself giving Utar a curt nod. But then the stoutling's attention turns back upriver(downriver?) in the direction of the boat and its captives, straining his ears as much as he could to try and divine just how much of a lead the boat got during the fight, if nothing else. Biscuit, meanwhile, sidles up closer to Neya emitting a low, plaintive whine as he tries to nuzzle into her leg. An apologetic gesture, or so she might recall from past experience for his not being more proactive in the fight.
-Doozey Perception: 18. (Adv. from Keen hearing and smelling, though namely focused on the hearing part)
(@Lerus: Going forward because I forgot to make mention of this sooner, Doozey has his [magicitem]Boots of False Tracks[/item] turn his tracks so that they look like a kobolds.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya drags out of the river and gives Biscuit a pat.
”I am fine.” Neya says to Utar.
”Only a matter of time before this tribe realizes one of their partys is not coming back,” Neya says as she looks toward the island. “That will complicate any plans of approach. Day or night.”
Noting that Utar has put an end to the fight, Denae lets go of her control over the wind and gives the nearest fallen enemy a quick look. Neya takes the moment to show Biscuit some friendly affection and to make note of a sudden tactical disadvantage.
Doozey tries to gain intel, perhaps to counteract the disadvantage highlighted by Neya. It is instantly clear that the lizardfolk who continued on their way have rushed their cargo to the island destination. Any hopes of trying to catch them quickly would necessitate CRAP to rush as well, or so Doozey believes. Even then, it might be too late. A look over his shoulder is, however, all he needs to realize that Utar and Denae are not bothered by the idea of spending some time investigating the aftermath of the fight, especially if it should it provide any additional clues.
That said, Utar comes up with little for the time being. The shaman's most valuable possession is her scrimshaw necklace, clearly used as some sort of magical focus. Denae shares that the scouts similarly carry only minimal supplies, the most valuable of which are likely their spiked shields and morningstars, despite their clear wear.
This post has potentially manipulated dice roll results.
Neya joins her Silent sister in inspecting the bodies. Mostly studying the markings of this particular tribe to figure out which ones to look out for on the island, if they are indeed from a different tribe than Bruuxl.
DM's Screen:
Concentration checks {DC 10}: 7 (7) 19 (19)
STR save {DC14}: 20 (20)
WIS save {DC 16}: 11 (20)
(@Drache: I confirm that Step of the Wind is indeed needed.)
Neya surprises the lizardfolk shaman with her speed, which then translates into an unblockable pair of strikes. The reptilian spellcaster, who was confident up until this point, suddenly looks ready to collapse.
The Sea Serpent disappears in the water, its huge body vanishing magically.
-> Spirit Guardians damage: 13
The last scout standing is able to resist the strong wind with the aid of his crossed forearms protecting his face. Possibly by chance, his crossed forearms also help in blocking Abet's next strike, though not completely. (Lizardfolk Scout#2 {N-16} takes 2 radiant damage.)
Moving away for Utar, this scout then gets closer to Neya and tries to push her into the water.
-> First contested check Neya's acrobatics check {DC 23}: 15
If he fails, he'll try again. If he succeeds on the first attempt, he'll jump in after her and and try to grapple her next. Either way, the rolls are the same:
-> Second contested check Neya's acrobatics check {DC 24}: 27
Neya falls in the water {Q-18} but manages to avoid the scaly hug the scout attempts to give her.
Denae moves 15ft closer to the action and redirects her Gust of Wind back onto the shaman. She then lobs another dart.
-> Dart (long range): Attack: 22 Damage: 6
Her second lobbed dart is far more accurate then the first. (Lithe Lizardfolk {R-20} takes 6 piercing damage.)
Noticing how week the spellcaster looks now, Denae encourages her newest halfling acquaintance: "Finish her off, badger man!"
(Utar and Doozey are up next.)
Leaving the others to deal with the shaman, Utar focuses down the remaining scout. Striking Bonecounter on his shield again, the usual dull thud becomes the magically imbued sound of tolling bell.
Move: Staying put
Action: toll the dead
DC16 WIS save or 15 necrotic damage.
Spirit Guardians - 10
Doozey growled after Denae's encouragement. Though rather or not it was from finding insult within her words or in agreement/approval of them is hard to say, as much of his gaze stayed affixed to the shaman. But for all of his clear aggression in the moment, in draconic her utters a soft apology before throwing himself into a sharp attack routine to bring the shaman first down to her knees, and then plunge his blade deep into her head.
Though if by some miracle he missed the mark by too wide a margin, a sharp whistle would see to it that Biscuit bolts forth to further keep the lizardfolk hemmed in until she eventually succumbed to the party's attacks.
Action: Bloody Stinger
(Melee, Lethal)Apostle - Attack(#1): 17 Damage: 10 of magical slashing and lightning to Lizardfolk(#4).
(Melee, Lethal)Apostle - Attack(#2): 20 Damage: 14 of magical slashing and lightning to Lizardfolk(#4).
Bonus Action(Doozey): Command Biscuit to Hurry along.
Movement/Bonus Action(Biscuit): Rush to R-21.
When you realize you're doing too much: Signature.
DM's Screen:
WIS save {DC 16}: 19 (17)
Choosing to give his former companions a break, Utar does not move closer to the enemies this time. Instead, he hopes to teach the remaining scout a different lesson... one that requires a bell.
Surprisingly, it seems the scout never heard the toll.
(@Ori: Please allow me to reinterpret your turn slightly. Let me know if you are unhappy about any tweaks.)
Closer to the action, Doozey growls and pounces on the enemy spellcaster. She has no strength left to fight. The first stab is enough to send her to her ancestors. (Lithe Lizardfolk {R-20} takes 10 magical piercing damage and is DEFEATED.)
A quick turn of his heels then allows the hunter to deliver a follow-up stab to the nearby scout. (Lizardfolk Scout#2 {Q-19} takes 14 magical piercing damage.)
Biscuit then rushes along to provide support against the last enemy standing {P-19}.
END OF INITIATIVE ROUND 4
(Neya is up next.)
Wrestling with the final lizardfolk, Neya capitalizes on their close quarters.
Unarmed Attack: 23 Damage: 9
Extra Unarmed Attack: 20 Damage: 12
Bonus Unarmed Attack: 20 Damage: 10
Extended Signature
Focusing only on Neya for the time being, the last lizard standing is able to deflect most of the next few attacks thrown at him. (Lizardfolk Scout#2 {Q-19} takes 7 magical bludgeoning damage.)
Having failed to protect his shaman, this scout then jumps fully into the water and begins swimming away. He reaches the other side of the river {Q-13}.
Denae moves as close as she can in this treacherous environment {M-17}, redirects her gust of wind to meet the fugitive, and then launches another dart. This time, she thinks she is just within her preferred range:
-> Dart vs. Lizardfolk Scout#2 {Q-13} : Attack: 18 Damage: 6 (9,7,Nat1)
-> Re-rolling attack roll based on Doozey's Bountiful Luck feat (as per OOC Chat): 16
Despite Doozey's best intention, Denae's dart was apparently destined to miss. The fugitive remains.
(Utar and Doozey are up next. Last enemy is at {Q-13}.)
Sure that his last plan of action was fine, just lacking in execution somewhat, Utar adapts and pushes on. Getting himself in position in the river bank, Bonecounter strike as the edge of his shield again.
Move: N,16
Action: toll the dead DC16 Wis save or 25 necrotic damage.
Though mildly disappointed in Danae's performance, Doozey shook his head more in dismissal of the feeling to better focus on the hunt at hand. That is of course provided Utar's most latest miracle of doom hadn't summarily ended the fight for all. If not, then it is with only the briefest moment of hesitation preceding the stoutling diving in after the lizardfolk, only to practically launch himself out the otherside like some sort of flying aiming to stab the scout in the back and driving him into the ground with his momentum.
Or at the very least before inevitably being thrown off in the struggle, he'd aim to hit the ground rolling and cutting off one avenue of retreat before barking out something in Sylvan. Hearing the command, Biscuit turned his attention immediately towards [action]search;searching[action] for any signs of more impending trouble entering the equation.
Movement(Doozey): To Q-12.
Action(Doozey): Bloody Stinger Barrage.
(Melee, Lethal)Apostle - Attack(#1): 25 Damage: 13 of magical slashing and lightning to Lizardfolk(#2).
(Melee, Lethal)Apostle - Attack(#2): 13 Damage: 12 of magical slashing and lightning to Lizardfolk(#2).
Action(Biscuit): Search with a 9.
When you realize you're doing too much: Signature.
DM's Screen:
WIS save {DC 16}: 9 (10)
Adjusting his technique ever so slightly, Utar approaches the fugitive and produces the last sound he'll ever hear. (Lizardfolk Scout#2 {Q-13} takes 25 necrotic damage and is DEFEATED.)
A quick look around reveals no lingering immediate threat.
(@Ori: This fight is over before we get to your turn.)
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Utars shoulders relax and Bonecounter is retuned to its normal resting place as the last of the lizardfolk scouts drops to the ground. Turning back to the other CRAPper's, Utar approaches the body of the shaman, kneels and proceeds to nose around in its pack and pockets.
Investigation - 8
"Are we all alright, anyone need any attention?"
Having had not the need to go diving again into the murk in the end, Doozey instead finds himself giving Utar a curt nod. But then the stoutling's attention turns back upriver(downriver?) in the direction of the boat and its captives, straining his ears as much as he could to try and divine just how much of a lead the boat got during the fight, if nothing else. Biscuit, meanwhile, sidles up closer to Neya emitting a low, plaintive whine as he tries to nuzzle into her leg. An apologetic gesture, or so she might recall from past experience for his not being more proactive in the fight.
-Doozey Perception: 18. (Adv. from Keen hearing and smelling, though namely focused on the hearing part)
(@Lerus: Going forward because I forgot to make mention of this sooner, Doozey has his [magicitem]Boots of False Tracks[/item] turn his tracks so that they look like a kobolds.)
When you realize you're doing too much: Signature.
Neya drags out of the river and gives Biscuit a pat.
”I am fine.” Neya says to Utar.
”Only a matter of time before this tribe realizes one of their partys is not coming back,” Neya says as she looks toward the island. “That will complicate any plans of approach. Day or night.”
Extended Signature
(OOC: The river flows southward.)
(@Ori: Noted regarding the kobold tracks.)
Noting that Utar has put an end to the fight, Denae lets go of her control over the wind and gives the nearest fallen enemy a quick look. Neya takes the moment to show Biscuit some friendly affection and to make note of a sudden tactical disadvantage.
Doozey tries to gain intel, perhaps to counteract the disadvantage highlighted by Neya. It is instantly clear that the lizardfolk who continued on their way have rushed their cargo to the island destination. Any hopes of trying to catch them quickly would necessitate CRAP to rush as well, or so Doozey believes. Even then, it might be too late. A look over his shoulder is, however, all he needs to realize that Utar and Denae are not bothered by the idea of spending some time investigating the aftermath of the fight, especially if it should it provide any additional clues.
That said, Utar comes up with little for the time being. The shaman's most valuable possession is her scrimshaw necklace, clearly used as some sort of magical focus. Denae shares that the scouts similarly carry only minimal supplies, the most valuable of which are likely their spiked shields and morningstars, despite their clear wear.
Neya joins her Silent sister in inspecting the bodies. Mostly studying the markings of this particular tribe to figure out which ones to look out for on the island, if they are indeed from a different tribe than Bruuxl.
Perception: 23 (22)
Extended Signature