Denae is the first to reach Neya. Behind her, but still some 50ft away, is Doozey on Biscuit. Farther back, Utar brings up the rear. All of CRAP is now in the watery trench, with Neya being just a few dozen feet from the muddy slop that leads up to the island proper.
It is within this context that Neya begins to suspect that some Dusk-Duskers have finally built up the courage to look into the trench. They had been busy throwing insults at the Rootwaters, or trying to make sense of the shamanic magic parting the waters, but Neya can now hear a few of them approaching to look into the trench from their vantage point just above the end of the aforementioned muddy slope. She fears her presence will be revealed imminently... if not hers, then surely one of her many approaching companions'.
As Doozey moves, he mentally ruminates on the large swimmer down close to the Roowater camp.
@Doozey: You suspect the large swimmer may be waiting for something, though you can't quite surmise what or how long it might take. Their plans remain largely a mystery to you.
Noticing some hesitation around the group, Denae holds her breath and slides into one of the water walls:
-> Denae's stealth check: 21 (I'll give her advantage based on a generous interpretation of both the term "heavy rain" and the Mask of the Wild feature.)
This post has potentially manipulated dice roll results.
Doozey's face scrunches into a frown at the conclusion, or lack-thereof of one. But without the ability to deviate from his course without drastically undermining the operation in motion, the stoutling urged Biscuit to continue to make haste. In the meantime, his mind would continue to race through other possibilities to ignite the clans into fighting, if not without each other, than at least against the strongest of their kin, least the party ultimately exhaust themselves run ragged dealing with one too many clans at once.
'Of all the times to recant on attuning to the tattoo'He thought bitterly. But it was too late to cry again over spilled milk. Instead, if push truly came to shove in the others not acting faster, the stoutling aimed to get as close to the end of the trench as much as possible before shouting in draconic in his best impression of a lizardfolk's speaking inflections, "Rootwater right for once. Musk Marsh have grown weary of our presence! They seek our ends to keep favor of Great Velvet Lizard only to themselves!" He pauses just long enough for some to start becoming infected by his words even if others begin to look around for the source. Then he calls out again, "Enough is enough! No more fighting for scraps among ourselves! Together Rootwater and Dusk-Dusker end cowardly Musk Marsh!"
This post has potentially manipulated dice roll results.
Utar follows on from Doozey's yell and adds his own voice to it.
In Draconic he barks a few choice phrases, looking to make it seem as though the lead voice is not alone. "KILL! KILL! KILL!" "MUSK CRUSH!" "FOR THE VELVET KING!"
This post has potentially manipulated dice roll results.
Despite using the wrong name for the Muckmarsh clan, Doozey's ruse is enough to encourage a few Dusk-Duskers to run over to the Rootwater camp not in aggression but in brotherhood. A few of the Rootwater clan members seem receptive, but the buy-in is far from being dispersed widely among these two clans. The current Dusk-Dusk chief seems to be among the believers (unlike the current Rootwater chief), and that seems to be enough to lead the fraternal subgroup towards the Muckmarsh camp.
Those who stay behind seem skeptical still. When Utar joins Doozey in mispronouncing their rival clan's name, a couple of Dusk-Duskers who had stayed behind see their doubt swell. They finally look into the parted water and spot the male subset of CRAPers. A battle on two fronts begins.
(OCC: Please roll your own initiatives for this fight. Neya and Denae start the fight hidden.)
This post has potentially manipulated dice roll results.
Doozey grimaces, but resolutely readies a weapon for the battle come, quietly hopeful in the others not doing anything too flashy as to draw attention back to them.
-Initiative: 17.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
09. Prisoners (including livestock, but only humanoids are shown in map) -
08. Lizardfolk Shaman (red dot on tokens lower right corner) -
MAP:
NOTE: The two angled blue lines represent the are for Parted Water. Lime green tokens represent the Dusk-Dusk clan. Black tokens represent the Rootwater clan. Gray tokens represent the Muckmarsh clan.
For now, most of the local warriors continue to look around in either attention or confusion. Those who had been rallied into an offensive move against the Muckmarshes continue to advance hesitantly, now realizing their mixed-clan numbers are not enough to overpower the better armed clan. A fight has not broken out yet, but it seems imminent.
The two Dusk-Duskers peering into the parted waters seem most confused of all. However, at the end of the day, a halfling mounted on a large beast looks almost exactly like one of their prisoners would if he had secured one of the captured animals in an escape attempt. These two warriors attack:
This post has potentially manipulated dice roll results.
If only to throw further confusion into the mix, Doozey yells out in draconic in a more deeper voice(or as much as he could muster) from the trench, "The plan is foiled! Obey the Muck Marshers you slaves! Bring Death to the Dusk-Duskers! Keep them occupied before they can join hands with the Rootwaters, and bring doom upon our camp!"
There was no waiting to hear or see how well his words might sow confusion in the lizardfolk ranks. Not now that his more bestial side had asserted itself, demanding he rip and tear until nothing remained... except of course Biscuit and... allies too. Yea... So it was that he'd nudge Biscuit's side, urging his brother onward in a deadly charge up the slow left in the wake of the shunted water, and leap upon the closest lizardfolk to bear them hard into the ground. All the while Doozey somehow not only manages to hold on, but finish guzzling down a potion.
Bonus Action(Doozey): Command Biscuit to Takedown a Lizardfolk(BZ-30).
Action(Doozey): Chug Potion of Heroism, gaining 10 Temp HP and the effects of Bless for 1 hour.
Movement(Biscuit): To BZ-29.
Action(Biscuit): Play Rough with Lizardfolk(BZ-30). (Non-lethal, Charge, Melee)Maul - Attack: 16 Damage: 15 of magical slashing. If hit, Strength Save(DC 16) or be knocked Prone.
(If for whatever reason Biscuit's 40ft of movement wouldn't be enough to reach destination, Doozey's command instead will be to have him Dash.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Not being totally sure how long he's been holding these waters back, Utar decides that while it might be best not to be here when his spell ends, it might be worth trying to lure a few lizardfolk into it...
Pushing forward towards the island, he unleashes some minor magic against the lizardfolk warriors on the bank. Extending a hand towards them, he intones the words and there is a sudden flash of radiant energy where they stand.
Move: to CA,25
Action: Cast sacred flame. DC16 Dex check or 14 radiant damage to either lizardfolk warrior (no preference).
Utar moves forward while keeping the waters away. Relying on the emblem etched on his pauldron to do most of the subsequent casting, the Tormite calls down a Sacred Flame to formally announce his arrival. Unfortunately, with his attention divided between fire and water, the flame fails to find its intended target.
Doozey tries to salvage CRAP's ruse but his words only succeed in convincing the nearby lizardfolk that the halfling and his companions must be dealt with. Doozey does not wait to get confirmation on this, riding his mount forward in an offensive move. Biscuit deals the first blow! (Lizardfolk Warrior#1 {BY-30} takes 11 magical slashing damage and is prone.)
By the time the enemy hits the ground, the werebadger has already necked a blue potion. (Doozey gains 10 temp HP and is #Blessed.)
Somewhere between the Muckmarsh and Rootwater bases, two bosses begin to argue heatedly. Threats and insults are slung, earning the attention of most surrounding lizardfolk.
Denae is the first to reach Neya. Behind her, but still some 50ft away, is Doozey on Biscuit. Farther back, Utar brings up the rear. All of CRAP is now in the watery trench, with Neya being just a few dozen feet from the muddy slop that leads up to the island proper.
It is within this context that Neya begins to suspect that some Dusk-Duskers have finally built up the courage to look into the trench. They had been busy throwing insults at the Rootwaters, or trying to make sense of the shamanic magic parting the waters, but Neya can now hear a few of them approaching to look into the trench from their vantage point just above the end of the aforementioned muddy slope. She fears her presence will be revealed imminently... if not hers, then surely one of her many approaching companions'.
As Doozey moves, he mentally ruminates on the large swimmer down close to the Roowater camp.
(@Ori: Please give me an insight check.)
-Doozey Insights: 18.
When you realize you're doing too much: Signature.
@Doozey: You suspect the large swimmer may be waiting for something, though you can't quite surmise what or how long it might take. Their plans remain largely a mystery to you.
Noticing some hesitation around the group, Denae holds her breath and slides into one of the water walls:
-> Denae's stealth check: 21 (I'll give her advantage based on a generous interpretation of both the term "heavy rain" and the Mask of the Wild feature.)
Doozey's face scrunches into a frown at the conclusion, or lack-thereof of one. But without the ability to deviate from his course without drastically undermining the operation in motion, the stoutling urged Biscuit to continue to make haste. In the meantime, his mind would continue to race through other possibilities to ignite the clans into fighting, if not without each other, than at least against the strongest of their kin, least the party ultimately exhaust themselves run ragged dealing with one too many clans at once.
'Of all the times to recant on attuning to the tattoo' He thought bitterly. But it was too late to cry again over spilled milk. Instead, if push truly came to shove in the others not acting faster, the stoutling aimed to get as close to the end of the trench as much as possible before shouting in draconic in his best impression of a lizardfolk's speaking inflections, "Rootwater right for once. Musk Marsh have grown weary of our presence! They seek our ends to keep favor of Great Velvet Lizard only to themselves!" He pauses just long enough for some to start becoming infected by his words even if others begin to look around for the source. Then he calls out again, "Enough is enough! No more fighting for scraps among ourselves! Together Rootwater and Dusk-Dusker end cowardly Musk Marsh!"
See spoiler for roll if applicable:
Burning Inspiration as well for a Performance: 5.
When you realize you're doing too much: Signature.
Utar follows on from Doozey's yell and adds his own voice to it.
In Draconic he barks a few choice phrases, looking to make it seem as though the lead voice is not alone. "KILL! KILL! KILL!" "MUSK CRUSH!" "FOR THE VELVET KING!"
Performance - 17
Neya follows Denae’s example.
Stealth: 38
Extended Signature
Despite using the wrong name for the Muckmarsh clan, Doozey's ruse is enough to encourage a few Dusk-Duskers to run over to the Rootwater camp not in aggression but in brotherhood. A few of the Rootwater clan members seem receptive, but the buy-in is far from being dispersed widely among these two clans. The current Dusk-Dusk chief seems to be among the believers (unlike the current Rootwater chief), and that seems to be enough to lead the fraternal subgroup towards the Muckmarsh camp.
Those who stay behind seem skeptical still. When Utar joins Doozey in mispronouncing their rival clan's name, a couple of Dusk-Duskers who had stayed behind see their doubt swell. They finally look into the parted water and spot the male subset of CRAPers. A battle on two fronts begins.
(OCC: Please roll your own initiatives for this fight. Neya and Denae start the fight hidden.)
-> Denae's initiative: 11
Despite their ruse having failed, Utar is somewhat comforted in knowing that Danae is geting the true CRAP experience.
Initiative - 17
Neya remembers an old adage: "No plan survives first contact with the enemy."
Initiative: 13
Extended Signature
Doozey grimaces, but resolutely readies a weapon for the battle come, quietly hopeful in the others not doing anything too flashy as to draw attention back to them.
-Initiative: 17.
When you realize you're doing too much: Signature.
DM's Screen:
L: 17
S: 12
B: 5
K: 16
C: 20
(Lizardfolk Warriors go first.)
For now, most of the local warriors continue to look around in either attention or confusion. Those who had been rallied into an offensive move against the Muckmarshes continue to advance hesitantly, now realizing their mixed-clan numbers are not enough to overpower the better armed clan. A fight has not broken out yet, but it seems imminent.
The two Dusk-Duskers peering into the parted waters seem most confused of all. However, at the end of the day, a halfling mounted on a large beast looks almost exactly like one of their prisoners would if he had secured one of the captured animals in an escape attempt. These two warriors attack:
-> Javelin vs. Doozey: Attack: 7 Damage: 8
-> Javelin vs. Doozey: Attack: 18 Damage: 4
One javelin lands in the mud, the other bounces off Doozey's buckler.
The two warrior yell for help in Draconic. Many eyes turn to face the trench.
(Utar and Doozey are next up.)
If only to throw further confusion into the mix, Doozey yells out in draconic in a more deeper voice(or as much as he could muster) from the trench, "The plan is foiled! Obey the Muck Marshers you slaves! Bring Death to the Dusk-Duskers! Keep them occupied before they can join hands with the Rootwaters, and bring doom upon our camp!"
-Performance: 6.
There was no waiting to hear or see how well his words might sow confusion in the lizardfolk ranks. Not now that his more bestial side had asserted itself, demanding he rip and tear until nothing remained... except of course Biscuit and... allies too. Yea... So it was that he'd nudge Biscuit's side, urging his brother onward in a deadly charge up the slow left in the wake of the shunted water, and leap upon the closest lizardfolk to bear them hard into the ground. All the while Doozey somehow not only manages to hold on, but finish guzzling down a potion.
Bonus Action(Doozey): Command Biscuit to Takedown a Lizardfolk(BZ-30).
Action(Doozey): Chug Potion of Heroism, gaining 10 Temp HP and the effects of Bless for 1 hour.
Movement(Biscuit): To BZ-29.
Action(Biscuit): Play Rough with Lizardfolk(BZ-30).
(Non-lethal, Charge, Melee)Maul - Attack: 16 Damage: 15 of magical slashing. If hit, Strength Save(DC 16) or be knocked Prone.
(If for whatever reason Biscuit's 40ft of movement wouldn't be enough to reach destination, Doozey's command instead will be to have him Dash.)
When you realize you're doing too much: Signature.
Not being totally sure how long he's been holding these waters back, Utar decides that while it might be best not to be here when his spell ends, it might be worth trying to lure a few lizardfolk into it...
Pushing forward towards the island, he unleashes some minor magic against the lizardfolk warriors on the bank. Extending a hand towards them, he intones the words and there is a sudden flash of radiant energy where they stand.
Move: to CA,25
Action: Cast sacred flame. DC16 Dex check or 14 radiant damage to either lizardfolk warrior (no preference).
DM's Screen:
DEX save {DC 16}: 18
STR save {DC 16}: 12
Utar moves forward while keeping the waters away. Relying on the emblem etched on his pauldron to do most of the subsequent casting, the Tormite calls down a Sacred Flame to formally announce his arrival. Unfortunately, with his attention divided between fire and water, the flame fails to find its intended target.
Doozey tries to salvage CRAP's ruse but his words only succeed in convincing the nearby lizardfolk that the halfling and his companions must be dealt with. Doozey does not wait to get confirmation on this, riding his mount forward in an offensive move. Biscuit deals the first blow! (Lizardfolk Warrior#1 {BY-30} takes 11 magical slashing damage and is prone.)
By the time the enemy hits the ground, the werebadger has already necked a blue potion. (Doozey gains 10 temp HP and is #Blessed.)
Somewhere between the Muckmarsh and Rootwater bases, two bosses begin to argue heatedly. Threats and insults are slung, earning the attention of most surrounding lizardfolk.
(Neya is up next.)
Neya swims out of the wall and quickly uses the shadows (Shadow step) to carry her to the shore (BW-25 I think? It's hard to read the tiny coords).
Once her feet hits land she sends two arrows at the nearest of the warriors to her on the shore.
Splashbow Attack: 23 Damage: 8 (25, 9)
Extra Splashbow Attack: 16 Damage: 11 (18, 12)
Acid checks: 5 2 Damage: 4 1 (3, 2, 6, 1)
Extended Signature