(OOC: Going with passive stealth plus pass without trace for Utar this time, in the interest of keeping things moving along. I'll give Denae the same treatment.)
Uncertain if their time and attention is worth pursuit of the large lizardfolk, or whether it is indeed this Scalecrusher they heard about, CRAP decides to stroll past this destroyed village and quietly follow tracks or hints towards the prisoners. Neya's shadow magic ensures the group moves undetected once more, and Doozey's hearing and sniffing has little trouble finding a safe trail through this inlet.
The island is long, but only a hundred feet or so across. On the other shore, CRAP finds another series of destroyed huts. Beyond the huts, they can see the central island to this small swampy archipelago, the one Rolf had referred to as King's Island (more precisely, it is located in the center of the enormous eddy.) In the center of a massive, slowly swirling eddy is a long island that appears to be taller and larger at one end. Firelight in this center island allows you to see beyond your regular darkvision range. From your vantage point, you can see two distinct encampments of lizardfolk. Each has a ragged banner with different markings on them. You can just see the top of a third banner hidden behind a cluster of six massive drums in the center of the island. Destroyed wooden huts and crude fortifications sit on a low mound around the drums, and down into the water.
You are confident your presence has not been noticed.
"'bout as bad as I thought, not as bad it could be, or so one could hope." Doozey quietly spoke with words laced with more wariness than hope. "We can try the same trick as last time using the destroyed mans of huts if the few trees between won't suffice, but-..."He trails off for a moment, considering the terrain more carefully. "Odds are we may yet be spotted crossing that way... still, not like we have much choice. If we can get up against the wall of their fortifications there, we should be able to creep around perhaps make our own little entrance in once we're closer still."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Denae comes from behind the group and comments on this second destroyed small village you have found: "The bodies and huts show signs of being partially burned or corroded away. I also found broken basic weapons, shields, and other items common to a primitive village. It would seem Rolf was not exaggerating."
More interested in what lies in the central island, Doozey begins to plan CRAP's approach. The closest point in the central island is some 140ft away. The marsh thunderdrums boom away, covering most sounds in the area and making conversation difficult. In addition to their rhythmic thunderous roar, the drums pulse with some sort of magical blue energy each time they are struck. The pulses light the whole island, allowing you to identify details of its layout even at this distance, even at night (this blue light is in addition to the many lit torches in the central island).
Each of the three clans has their own encampment on each of the three arms of the Y-shaped island. In the center of the island stands a pike with a horrific display: a large reptilian skull, half-dissolved. The largest hut in the central island is not far from the decapitated head. This hut and several other smaller ones nearby are nothing more than mounds of wood and debris now. This central location is also were the powerful drums are located. Sharpened wooden spikes encircle this central area, separating it from the three clan camps at the ends of the Y-shaped piece of land. The central mound, bordered by the drums and many sharpened pikes, is something of a no-man's land between the clans.
Two large wooden cages lashed together from tree limbs dominate each of the three encampments. One appears to contain humanoids. Animal-like shapes from the other ones imply they hold livestock. Each cage has tall poles with winged decorations similar to those on the outer island CRAP currently stands on. Many lizardfolk have left the island for the nightly raids, but dozens still remain roaming the encampments. Some are guarding the cages, while others work on large rafts at the water's edge. The lizardfolk seem more interested in keeping an eye inward, on the other groups, rather than watching for outside dangers.
"But what's the play once we're in there? Do we tip the balance? Play both sides against the middle so we always come out on top? Softly softly catchy monkey? Any ideas?"
"Aye. Another black dragon. Possibly older and stronger than the ones me friends faced before. Would explain Bruuxl's reaction to mentions of the other one." Doozey said in response to Denae prior to shift in focus and priorities. Spying the cages and the boats from afar elicits some relief in the halfling, yet as he sees the decapitated head, more and more questions and uncomfortable began floating about in his head.
"Seeing the fires makes me suspect more and more that there eyes might be sharper than most, but not so wholly as good or better than a goblins at night. As for trying to play both sides against each other -- that of the dragon and the lizardfolks, that'a be easier said than done."He gestures to the skull. "They've already seen what happens to the mightiest of them, uhm, assuming that is what I think it is. So even if there's another lizard king or queen or whatever whose taken their leader's place, odds are they won't be so quick to try again just 'cause some yuppies showed up preaching the good word. Worst still, if the dragon is clever, and most tend to be, whoever is in charge now is all the more likely to be inline with its wishes anyways..." He trails off from there rubbing his chin.
"... either way, we'll be tipping the balance here. 'cause we're not gonna be able to move all those folks out of here secretively without being eventually run down and worse in these swamps. So the way I see it, we have a couple options that we need to act on fast." He looks down considering drawing in the dirt, but even with the distant lights and their own darkvision at their disposal, realizing some details were bound to be lost in the endeavor, he shakes his head. "Option 1, we try to hunt down the Lizard King we saw on this island 'fore he rejoins the rest, take his head, and use it as proof of both our power when we approach to make demands. If we back Bruuxl clan in the process somehow -- maybe make some wild claims about this and that -- then mayhaps we sow the sort of confusion that might divide them enough to actually ease escaping with the prisoners."
He says, then holds up two fingers. "Option 2, still go with the assassination plan, but add those drummers to the mix as a second target before dealing with the rest. Confusion as to why the drumming stopped might lure the raiders back, but at least they wouldn't be able to receive more exact signals about what the hell happened. And so, they might opt to only to send a few back to check things out."
Doozey holds up a third finger. "And for third option..."He takes a deep breath. "... Rambo time."He said as if the phrase spoke volumes on its own, before crossing his arms to gauge everyone's reaction.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"There's another option, we could try and free those they have captured," Neya posits, "The leaders may be a harder target, but who's guarding the guards?"
Doozey gives Neya an almost flabbergasted look. But as he looks to the others, and realize belatedly none knew what his third option meant, he grimaces. "That, uh, pretty much falls under Going Rambo, as I put it earlier. Only... with fairer odds of greater body count on both sides." Doozey admits. "'cause lets face it. You heard what Rolfe said 'bout folk being eager to flee. Not that I blame them, mind'ja! But once they get cut loose even on the sly, someone is gonna, eh... forgive my language here, but someone is gonna **** up. And then all hell will break loose with some panicking trying to flee, some going for the boats to fight the lizardfolk there, and some might even be more interested in getting revenge. And if the dragon does decide to show up tonight, well, that's gonna complicate things even more!"He expresses.
"But.... we can't sit here trying to plan for every way things might go wrong or right. So, we should come to a decision swiftly. I'm not particular partial to any of the options, so I'll back whichever one the rest of ya are most fond of."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM's Screen:
15 (17)
Denae squints her eyes and says: "Well, I won't be making the decision here, not on my own, but here some additional info that might help." She points to the closest shore in the central island. "See that banner over there? It resembles the symbol Bruxxl had painted on his scales. So, this closest point should belong to his clan, the Dusk-Dusk. I don't recognize the symbol in the second closest shore, but none of the warriors I can see seem to be armed with those morningstars we had to fend off in our latest encounter with them. That should mean that the second closest camp belongs to the one clan we have not dealt with personally. I'm willing to bet that the far away camp, the one we cannot fully see from here, is the one from where the better armed lizardfolk hail. Now, how this information might help us... well, I'll let you come up with that..."
"A thought occurs... The lizardfolk are in competition, yes?" Neya ponders. "I wonder if rescuing the captive might be less risky than we think. I admit, it's only based off of speculation. But, each tribe is trying to gain favor with the dragon, yes?"
Denae wears a thoughtful expression on her face while turning to face Neya: "Are you suggesting we try to pit them against each other in more than just a competitive way? Interesting... I guess it could work, if we could find a way to do so."
Regarding Denae's previous observation (the one on which clan might be where in the central island), anyone following her pointed finger and words would soon agree with her observations. The Dusk-Dusk are due west (closest to you), the Rootwater are on the southeast (second closest), and the better-armed Muckmarsh clan is on the northeast arm of the island, partly hidden behind the central mound. Additionally, there are three or four rafts beached on at each camp.
(OOC: If anyone wants to try to pry additional details from observing the island from a distance, please roll a perception check.)
This post has potentially manipulated dice roll results.
"Perhaps if we kept Bruuxl around, we might've been able to work out an in with at least one of the clans to make it happen. But... I'm sorry Neya -- everyone really, but you all have to understand that Lizardfolk politics isn't like more 'civilized societies'." Doozey said, emphasizing his last point with air quotes. "Without some show of force, like with what I was suggesting earlier with the kingly assassination, or obvious skinship... scale... ship.. *ahem*... w-without either, it won't matter much if you can speak their language as any fancy talk is gonna go over their heads more likely than not." He further explains.
"That... That said though, it's... not entirely bad idea still. Specially if some of our more fleet footed and sneaky members can rile them up without being seen somehow? Hmm...."As Doozey slips once more into his mind shack, Biscuit, who'd thus far had been keeping an open ear and nose for any signs of approaching threats, actually turns his attention to the island to study it and perhaps try to point out some things to the group.
This post has potentially manipulated dice roll results.
While the others debate the best approach to take, Utar finds himself drawn to watching the swirling waters and various concregations on the central island.
"I can't help but feel that a half-orc in full plate won't be too helpful in that respect, unless," Utar gulps, almost hesitating to offer the next sentance, "someone needs some bait in their trap?"
"I may have an idea that could cause the lizardfolk to be the distraction," Neya gets a flash of genius. "I only need to be within 60 feet of any of the groups of lizardfolk. We will lose our magical cover, but if it works, it won't be missed."
"I just need to know which markings to use, Bruuxl's tribe or the one we fought earlier."
"Well," Denae follows up Neya's comment with one of her own. "Bruuxl's group, the Dusk-Dusk, had a simple emblem incorporating fangs and claws if I remember correctly. You can see it in that banner over there in the closest shore." She then brings two pensive fingers to her chin: "The one group, which must have been the Murkmarsh or whatever they are called, was more about specific patterns painted to their bodies... It might be harder to replicate."
Meanwhile, Utar and Biscuit try to study their surroundings more closely.
@Doozey: Biscuit sniffs out something and calls your attention to it. He pointer-dog-style points at the water. Squinting your eyes, you can see a large figure moving menacingly and stealthily towards the central island, from an angle different than your own. You fear the figure might be too far for any meaningful actions from you at this distance, especially considering it is mostly submerged.
@Utar: Walking about your own shore a bit, you manage to get a good enough angle on all three sets of prisoner cages in the central isle. The Muckmarsh cages hold 18 humans and strongheart halflings (a.k.a. stoutlings), plus about 25 various livestock. The Dusk-Dusk have 12 humans and wood elves, along with 32 mostly large livestock. The Rootwater hold 10 strongheart halflings and shield dwarves (a.k.a. mountain dwarves), along with 14 assorted livestock. You get a sense that saving all humanoids in one swoop may be difficult given the number of rafts available in the central isle. Without total victory, saving the livestock is likely impossible due to the lack of enough rafts and possibly time.
@Utar: None of the three groups of prisoners seem to match perfectly the distribution of recent captives shared by Rolf. You suspect the freed dwarf was perhaps lying or didn't recall exact details about the others in the same raft. Either that or the three clans must be engaging in some prisoner trading for reasons only they understand.
Once the figure is pointed out(and mercifully not his fellow halflings in the immediate moment), Doozey grumbles and says, "Well, either our dragon has grown weary of the lizardfolk's platitudes, or some other big fella is setting their own plans into motion. Either way, things are about to be kicked up a notch soon, or so I'd imagine."He mentions to group while gesturing towards the swimming figure off in the distance with a frown. "So, I guess our decision is mostly made for us, huh? And everything else we discussed we'll have to be improvised, 'cause... unless the plan is to 'wait and see', probably best we be making moves to get on that center island and improvise the rest."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"If chaos is going to be the choice, let's have it be on our terms," Neya says, "Where is the lizardfolk king? He's not fond of the dragon, but it doesn't seem to be a popular opinion."
She pulls out her bow and an arrow, "All we need to do is direct their attention to where he is coming from to the central island. It may play to our advantage."
@Doozey: The figure you saw is a large humanoid. It looks like the figure is biding its time for now.
Denae sees Neya pull an arrow and asks: "Unless your arrow lands perfectly vertical, I'd wager even lizardfolk will be able to tell the general direction it came from. How will you trick them into believing it came from a different direction?"
(OOC: Going with passive stealth plus pass without trace for Utar this time, in the interest of keeping things moving along. I'll give Denae the same treatment.)
Uncertain if their time and attention is worth pursuit of the large lizardfolk, or whether it is indeed this Scalecrusher they heard about, CRAP decides to stroll past this destroyed village and quietly follow tracks or hints towards the prisoners. Neya's shadow magic ensures the group moves undetected once more, and Doozey's hearing and sniffing has little trouble finding a safe trail through this inlet.
The island is long, but only a hundred feet or so across. On the other shore, CRAP finds another series of destroyed huts. Beyond the huts, they can see the central island to this small swampy archipelago, the one Rolf had referred to as King's Island (more precisely, it is located in the center of the enormous eddy.) In the center of a massive, slowly swirling eddy is a long island that appears to be taller and larger at one end. Firelight in this center island allows you to see beyond your regular darkvision range. From your vantage point, you can see two distinct encampments of lizardfolk. Each has a ragged banner with different markings on them. You can just see the top of a third banner hidden behind a cluster of six massive drums in the center of the island. Destroyed wooden huts and crude fortifications sit on a low mound around the drums, and down into the water.
You are confident your presence has not been noticed.
"'bout as bad as I thought, not as bad it could be, or so one could hope." Doozey quietly spoke with words laced with more wariness than hope. "We can try the same trick as last time using the destroyed mans of huts if the few trees between won't suffice, but-..." He trails off for a moment, considering the terrain more carefully. "Odds are we may yet be spotted crossing that way... still, not like we have much choice. If we can get up against the wall of their fortifications there, we should be able to creep around perhaps make our own little entrance in once we're closer still."
When you realize you're doing too much: Signature.
Denae comes from behind the group and comments on this second destroyed small village you have found: "The bodies and huts show signs of being partially burned or corroded away. I also found broken basic weapons, shields, and other items common to a primitive village. It would seem Rolf was not exaggerating."
More interested in what lies in the central island, Doozey begins to plan CRAP's approach. The closest point in the central island is some 140ft away. The marsh thunderdrums boom away, covering most sounds in the area and making conversation difficult. In addition to their rhythmic thunderous roar, the drums pulse with some sort of magical blue energy each time they are struck. The pulses light the whole island, allowing you to identify details of its layout even at this distance, even at night (this blue light is in addition to the many lit torches in the central island).
Each of the three clans has their own encampment on each of the three arms of the Y-shaped island. In the center of the island stands a pike with a horrific display: a large reptilian skull, half-dissolved. The largest hut in the central island is not far from the decapitated head. This hut and several other smaller ones nearby are nothing more than mounds of wood and debris now. This central location is also were the powerful drums are located. Sharpened wooden spikes encircle this central area, separating it from the three clan camps at the ends of the Y-shaped piece of land. The central mound, bordered by the drums and many sharpened pikes, is something of a no-man's land between the clans.
Two large wooden cages lashed together from tree limbs dominate each of the three encampments. One appears to contain humanoids. Animal-like shapes from the other ones imply they hold livestock. Each cage has tall poles with winged decorations similar to those on the outer island CRAP currently stands on. Many lizardfolk have left the island for the nightly raids, but dozens still remain roaming the encampments. Some are guarding the cages, while others work on large rafts at the water's edge. The lizardfolk seem more interested in keeping an eye inward, on the other groups, rather than watching for outside dangers.
"With all of the drums, we might have an easier time getting in unheard," Neya says. "The only unknown is how well they can see at night."
Extended Signature
"But what's the play once we're in there? Do we tip the balance? Play both sides against the middle so we always come out on top? Softly softly catchy monkey? Any ideas?"
"Aye. Another black dragon. Possibly older and stronger than the ones me friends faced before. Would explain Bruuxl's reaction to mentions of the other one." Doozey said in response to Denae prior to shift in focus and priorities. Spying the cages and the boats from afar elicits some relief in the halfling, yet as he sees the decapitated head, more and more questions and uncomfortable began floating about in his head.
"Seeing the fires makes me suspect more and more that there eyes might be sharper than most, but not so wholly as good or better than a goblins at night. As for trying to play both sides against each other -- that of the dragon and the lizardfolks, that'a be easier said than done." He gestures to the skull. "They've already seen what happens to the mightiest of them, uhm, assuming that is what I think it is. So even if there's another lizard king or queen or whatever whose taken their leader's place, odds are they won't be so quick to try again just 'cause some yuppies showed up preaching the good word. Worst still, if the dragon is clever, and most tend to be, whoever is in charge now is all the more likely to be inline with its wishes anyways..." He trails off from there rubbing his chin.
"... either way, we'll be tipping the balance here. 'cause we're not gonna be able to move all those folks out of here secretively without being eventually run down and worse in these swamps. So the way I see it, we have a couple options that we need to act on fast." He looks down considering drawing in the dirt, but even with the distant lights and their own darkvision at their disposal, realizing some details were bound to be lost in the endeavor, he shakes his head. "Option 1, we try to hunt down the Lizard King we saw on this island 'fore he rejoins the rest, take his head, and use it as proof of both our power when we approach to make demands. If we back Bruuxl clan in the process somehow -- maybe make some wild claims about this and that -- then mayhaps we sow the sort of confusion that might divide them enough to actually ease escaping with the prisoners."
He says, then holds up two fingers. "Option 2, still go with the assassination plan, but add those drummers to the mix as a second target before dealing with the rest. Confusion as to why the drumming stopped might lure the raiders back, but at least they wouldn't be able to receive more exact signals about what the hell happened. And so, they might opt to only to send a few back to check things out."
Doozey holds up a third finger. "And for third option..." He takes a deep breath. "... Rambo time." He said as if the phrase spoke volumes on its own, before crossing his arms to gauge everyone's reaction.
When you realize you're doing too much: Signature.
"There's another option, we could try and free those they have captured," Neya posits, "The leaders may be a harder target, but who's guarding the guards?"
Extended Signature
Doozey gives Neya an almost flabbergasted look. But as he looks to the others, and realize belatedly none knew what his third option meant, he grimaces. "That, uh, pretty much falls under Going Rambo, as I put it earlier. Only... with fairer odds of greater body count on both sides." Doozey admits. "'cause lets face it. You heard what Rolfe said 'bout folk being eager to flee. Not that I blame them, mind'ja! But once they get cut loose even on the sly, someone is gonna, eh... forgive my language here, but someone is gonna **** up. And then all hell will break loose with some panicking trying to flee, some going for the boats to fight the lizardfolk there, and some might even be more interested in getting revenge. And if the dragon does decide to show up tonight, well, that's gonna complicate things even more!" He expresses.
"But.... we can't sit here trying to plan for every way things might go wrong or right. So, we should come to a decision swiftly. I'm not particular partial to any of the options, so I'll back whichever one the rest of ya are most fond of."
When you realize you're doing too much: Signature.
DM's Screen:
15 (17)
Denae squints her eyes and says: "Well, I won't be making the decision here, not on my own, but here some additional info that might help." She points to the closest shore in the central island. "See that banner over there? It resembles the symbol Bruxxl had painted on his scales. So, this closest point should belong to his clan, the Dusk-Dusk. I don't recognize the symbol in the second closest shore, but none of the warriors I can see seem to be armed with those morningstars we had to fend off in our latest encounter with them. That should mean that the second closest camp belongs to the one clan we have not dealt with personally. I'm willing to bet that the far away camp, the one we cannot fully see from here, is the one from where the better armed lizardfolk hail. Now, how this information might help us... well, I'll let you come up with that..."
"A thought occurs... The lizardfolk are in competition, yes?" Neya ponders. "I wonder if rescuing the captive might be less risky than we think. I admit, it's only based off of speculation. But, each tribe is trying to gain favor with the dragon, yes?"
Extended Signature
Denae wears a thoughtful expression on her face while turning to face Neya: "Are you suggesting we try to pit them against each other in more than just a competitive way? Interesting... I guess it could work, if we could find a way to do so."
Regarding Denae's previous observation (the one on which clan might be where in the central island), anyone following her pointed finger and words would soon agree with her observations. The Dusk-Dusk are due west (closest to you), the Rootwater are on the southeast (second closest), and the better-armed Muckmarsh clan is on the northeast arm of the island, partly hidden behind the central mound. Additionally, there are three or four rafts beached on at each camp.
(OOC: If anyone wants to try to pry additional details from observing the island from a distance, please roll a perception check.)
"Perhaps if we kept Bruuxl around, we might've been able to work out an in with at least one of the clans to make it happen. But... I'm sorry Neya -- everyone really, but you all have to understand that Lizardfolk politics isn't like more 'civilized societies'." Doozey said, emphasizing his last point with air quotes. "Without some show of force, like with what I was suggesting earlier with the kingly assassination, or obvious skinship... scale... ship.. *ahem*... w-without either, it won't matter much if you can speak their language as any fancy talk is gonna go over their heads more likely than not." He further explains.
"That... That said though, it's... not entirely bad idea still. Specially if some of our more fleet footed and sneaky members can rile them up without being seen somehow? Hmm...." As Doozey slips once more into his mind shack, Biscuit, who'd thus far had been keeping an open ear and nose for any signs of approaching threats, actually turns his attention to the island to study it and perhaps try to point out some things to the group.
-Biscuit Perception: 13.
When you realize you're doing too much: Signature.
While the others debate the best approach to take, Utar finds himself drawn to watching the swirling waters and various concregations on the central island.
Perception - 27
"I can't help but feel that a half-orc in full plate won't be too helpful in that respect, unless," Utar gulps, almost hesitating to offer the next sentance, "someone needs some bait in their trap?"
"I may have an idea that could cause the lizardfolk to be the distraction," Neya gets a flash of genius. "I only need to be within 60 feet of any of the groups of lizardfolk. We will lose our magical cover, but if it works, it won't be missed."
"I just need to know which markings to use, Bruuxl's tribe or the one we fought earlier."
Extended Signature
"Well," Denae follows up Neya's comment with one of her own. "Bruuxl's group, the Dusk-Dusk, had a simple emblem incorporating fangs and claws if I remember correctly. You can see it in that banner over there in the closest shore." She then brings two pensive fingers to her chin: "The one group, which must have been the Murkmarsh or whatever they are called, was more about specific patterns painted to their bodies... It might be harder to replicate."
Meanwhile, Utar and Biscuit try to study their surroundings more closely.
@Doozey: Biscuit sniffs out something and calls your attention to it. He pointer-dog-style points at the water. Squinting your eyes, you can see a large figure moving menacingly and stealthily towards the central island, from an angle different than your own. You fear the figure might be too far for any meaningful actions from you at this distance, especially considering it is mostly submerged.
@Utar: Walking about your own shore a bit, you manage to get a good enough angle on all three sets of prisoner cages in the central isle. The Muckmarsh cages hold 18 humans and strongheart halflings (a.k.a. stoutlings), plus about 25 various livestock. The Dusk-Dusk have 12 humans and wood elves, along with 32 mostly large livestock. The Rootwater hold 10 strongheart halflings and shield dwarves (a.k.a. mountain dwarves), along with 14 assorted livestock. You get a sense that saving all humanoids in one swoop may be difficult given the number of rafts available in the central isle. Without total victory, saving the livestock is likely impossible due to the lack of enough rafts and possibly time.
(@MB: Give me an insight check.)
Insight - 9
@Utar: None of the three groups of prisoners seem to match perfectly the distribution of recent captives shared by Rolf. You suspect the freed dwarf was perhaps lying or didn't recall exact details about the others in the same raft. Either that or the three clans must be engaging in some prisoner trading for reasons only they understand.
Once the figure is pointed out(and mercifully not his fellow halflings in the immediate moment), Doozey grumbles and says, "Well, either our dragon has grown weary of the lizardfolk's platitudes, or some other big fella is setting their own plans into motion. Either way, things are about to be kicked up a notch soon, or so I'd imagine." He mentions to group while gesturing towards the swimming figure off in the distance with a frown. "So, I guess our decision is mostly made for us, huh? And everything else we discussed we'll have to be improvised, 'cause... unless the plan is to 'wait and see', probably best we be making moves to get on that center island and improvise the rest."
When you realize you're doing too much: Signature.
"If chaos is going to be the choice, let's have it be on our terms," Neya says, "Where is the lizardfolk king? He's not fond of the dragon, but it doesn't seem to be a popular opinion."
She pulls out her bow and an arrow, "All we need to do is direct their attention to where he is coming from to the central island. It may play to our advantage."
Extended Signature
@Doozey: The figure you saw is a large humanoid. It looks like the figure is biding its time for now.
Denae sees Neya pull an arrow and asks: "Unless your arrow lands perfectly vertical, I'd wager even lizardfolk will be able to tell the general direction it came from. How will you trick them into believing it came from a different direction?"