Once the two vessels are detached, CRAP quickly prepares for their departure into the marshland. Taroo observes from the gravel bar, waving and ensuring the group he'll see them back at Romsan's later.
Traveling down the river without Taroo is a bit more difficult, but as the guide had promised, the Trank River is relatively easy to navigate, with no whitewater and only a few rapids. It is mid-afternoon by the time CRAP sets forth.
@Utar: Activating your shield, you focus your four eyes on the waterway ahead. Apart from the few sections where the river picks up speed, the only other hurdle you spot is the fact that some sections are deeper than others. Your poles have to be gripped a little harder, but this is nothing that constitutes any real problem. By late afternoon, a steady cold rain begins to pour.
@Doozey: From the boat, you don't expect to spot footprints on the banks of the river since the assumption is that the lizardfolk also used vessels of some kind. What you do find, nonetheless, are the grizzly signs of their passage though the area. Along the river, you occasionally discover the corpse of a pig or cow that didn't make it, but never any people. Additionally, noticing the rain around you, you doubt that it is anywhere near coming to an end.
@Neya: Your mapping skills allow you to map the path taken by your keelboat confidently. This could be vital if the group becomes separated or leave the immediate area of the river. You are certain that you can lead the group back the way you came should you be afforded an uninterrupted retreat. Working together with Denae as cartographer and navigator, you keep an eye on your existing map of the region and calculate that the edge of the Twilight Marsh is about seven and a half miles downstream from your starting point. You estimate that in the first two hours of travel you have already navigated the first five miles of the river-trek. By this time, however, the dusk is already taking over the sky.
As the night arrives, the rain continues to come down. You gather another two or two-and-a-half miles still remain as, unfortunately, the strength you applied to those poles as a group was not sufficient to gain any advantages in shortening your ride. You have also noticed that, in this last bit, the current slows significantly. The river suddenly seems to take forever to traverse. You are making progress but you think you may still be at least a couple of hours away from the marsh's northern edge at your current pace.
"Getting real dark. Might not be the best idea to caught out on the river when whatever has been taking folk and animals away come up from the marsh. If they've hit these farms they might need to come further up the river for their next targets. What say we make what camp we can and keep a watch? If they're still banging those drums we should be able to hear them before we spot them."
"I wouldn't count any drumming, but one can hope... But apart from that, aye. Camping would be good. Even continuing along the river by foot can be dangerous at best, and at worse, well, I've spoken my piece on that before loosely." Doozey said, prior to then turning to Biscuit and saying a few words in halfling. "Alrighty then. Together. Let's get this on the bank and bound. Preferably not too close to the carcasses they've been leaving behind them."
With that, short of any noncompliance or counterpoints from the Silent Wood Sisters, Doozey gives it his all in aiding in the docking of the boat on what he judged to be solid enough land for it. Biscuit almost immediately hops out at the point to begin setting up a loose perimeter as the party continued getting set up and settled. Unfortunately, unless Utar and Neya had been mindful in reminding Doozey about the salve they used last, both mastiff and Doozey would bear the inevitable that night should the rain let up long enough for mosquitos and such to have their way with the pair.
"They are not only going for farmers. They also have gone abducted rescue parties." Neya says. "A small team like us out in the wilderness by the river? We may not need to chase them."
Helping pull the boat ashore, Neya keeps an eye out for any activity. She is aware they are not exactly being quiet, so any nearby lizardfolk eyes might be on them.
After some active discussion on the next step, Utar suggests that the boating is not going fast enough to justify venturing into the night. They beach their vessel as best as they can and Doozey busies himself with finding a good enough spot to make camp. He finds one not too far from the river.
The night arrives before camp is fully set, and so do the drums. Four distinct thundering beats echo across surrounding lands, though it is obvious they are still quite distant. After a brief pause, a constant drumroll begins: the drums keep up a continuous low rumbling roll accented by louder staccato patterns and the occasional thundering boom. By the time CRAP finishes setting up camp, they can tell that the source of the sound is ever so slightly closer. Finding sleep in the dark, damp, noisy, rainy, semi-marshy land is likely to be a challenge.
Neya keeps an eye out for signs of immediate danger but does not spot any. Her ears are enough to confirm, nonetheless, that danger in approaching. Unable to fall asleep knowing that it might be just a matter of time before she finds herself in a scrap, Neya volunteers for the first watch. For the next couple of hours, the eldritch monk of the Silent Wood hears gradual but marginal increases in the volume of the constant drumroll. Eventually, Denae relieves her "sister."
The half-elf completes her shift and wakes up the next watcher. She communicates that the drumming has continued to get louder, but that things have remained calm otherwise. The steady rain continues to fall unrelentingly. Thankfully, the falling water has kept the mosquitoes away for now.
(@MB & @Ori: Please roll perception checks for your watches. @All: Feel free to take a step back and describe any camp preparations you made leading up to this attempt at long-resting.)
With the drums growing louder and louder, sleep is likely to be difficult to find and knowing they might need to break camp quickly, Utar opts to keep his armour on. It makes sleep difficult and uncomfortable, but there is no chance he'd be without it, not with a roving horde of lizardpeople on the prowl.
Doozey's Watch: 26. (Adv. applying only if Keen hearing/smelling would apply) (And he will readorn the mask for his watch)
"Huh... Seems I underestimated things a bit," Doozey quietly notes upon registering the drums, before returning to his work in securing some wiring about the campsite. Tethering a bell to the one end and a few softly spoken words in sylvan complete the spell, assuring few things would get the drop on the party without ringing the bell. At least nothing larger than small boar, in any case. With a few more silver string and a spare bell, a more silent alarm is arranged about the boat with similar restrictions. For though he hadn't much hope of anything less than light slumber with all the drumming, the thought of being awoken several times in the night because of bugs passing through made him thankful for having learned his lessons long ago about being 'specific' with his spell weaving!
But just in case all the same, he's sure to affix his mask piece in place before finding his rest in a makeshift lean to of his own making(if the materials are easy enough to gather).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
As the shadows lengthen and the drumbeats increase in volume, Neya waves her hand in front of her eyes, making her irises glow (2 ki points deducted) in case the group has some uninvited guests.
Preparations in place, CRAP carries on with their well-watched-over attempt at sleeping in horrid conditions.
Denae selects Utar as the next guard. She then finds a thick tree and leans on it, only partially using her bedroll as cover. Using a few waves of her hand, she controls the air around her in an attempt to clean the spot of any cumbersome debris, leaves, or accumulated water.
Secured by Doozey's previously set alarms, Utar uses his shield-enhanced vision to ensure no one is approaching camp. Perhaps somewhat strangely, not even wild animals seem to be attracted to the warmth the humanoids produce. The half-orc counts the minutes until it is time to pass on the metaphoric torch to Doozey, the approaching drum beats ironically helping him pass the time.
Well supplied with natural materials around him, Doozey keeps watch with the aid of his powerful olfactory sense. He is only minimally surprised when, without triggering his alarms, a group of lizardfolks quietly approach camp ahead of the drummer (i.e., the drums feel close but not close enough to be within your field of vision; nonetheless, some lizardfolk have arrived.) Doozey spots four hulking figures who have obviously caught sight of camp, though they seem to not have realized their stealthy approach has been beaten by the ranger's senses.
Despite the nugget of concern in the back of his mind, Doozey retained enough wherewithal to shake a doozing mastiff awake. "Rise and shine, brother. Need'ja ta raise bit of hell on my signal." He says as his own voice deepened from the oncoming transformation from halfling to werebadger. Though a bit confused at first, once Doozey complimented his words in gesturing subtle to the approaching figures, the beast nods and kept low but on his feet. In the meantime, Doozey pulled out his slingshot and whistling bullet... before letting loose on the closest hulking figure, knowing Biscuit would take it as the signal to start barking and baying and generally causing too much of a raucous to ignore.
Initiative:13. (Figured why not while at it)
Bonus Action: Enter Hybrid Form.
(OOC: And if able to get off the shot)
Action: Sling-cinati at closest Hulking Figure. (Lethal, Short Range, Whistling)Sling - Attack: 29 Damage: 6 non-magical bludgeoning. Hit or miss, target must also make Wisdom Save(DC 10) or become Frightened of Doozey until the end of his next round. (If attack would be at adv: 16)
(Ooc: And if a stealth check is needed to get off this psuedo-surprise round attack, see spoiler. Otherwise ignore it if unnecessary)
This post has potentially manipulated dice roll results.
DM's Screen:
4
(@Ori: As they are not surprised, I'll say we'll go into initiative the second Doozey goes into his Hybrid Form. You are welcome to keep that action and rolls for your first turn.)
Doozey clenched his jaw as the rush of primal instincts began to truly gnaw at the nerves, and loosed the first whistler right for the skull of a lizardfolk for maximum effectiveness. Catching the sound, Biscuit immediately began baying and woofing and leaping about on the spot to rouse everyone else, before barrelling off to at least slow the advance of the lizardfolk. By the time he reaches them, Doozey had already sent yet another whistler flying, before repositioning more to shield his allies.
"You won't be finding easy prey here, scaled ones! So 'less you here to trade or talk, I'll be feasting on your hearts 'fore the night has ended!"Doozey declares in draconic, half-figuring and hoping the worlds would less likely fall on deaf ears. As if to further emphasis the threat behind his words, he puts away the sling and flexes clawed finger tips.
Action(Doozey): Slingcinati some lizardfolks! Attack #1(See results here), targeting Lizardfolk(Q8) Biscuitsheld barking then goes off. (Lethal, Short Range, Whistling, Favoring)Sling - Attack #2: 19 Damage: 12 non-magical bludgeoning to Lizardfolk(S7). Hit or miss, target must also make Wisdom Save(DC 10) or become Frightened of Doozey until the end of his next round. Also Favored Foe if hit.
Favored Foe: When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d6.
Movement(Doozey): To Q6(or if only one or neither lizardfolks are feared, moving to R7 instead.)
This post has potentially manipulated dice roll results.
Already transformed, Doozey uses his the momentary advantage to quickly whip the heads of two approaching lizardfolk scouts. The projectiles whistle loudly as they travel through the air, but the trick is not enough to instill fear in the hearts of seasoned swamp-dwellers. (Lizardfolk Scout#4 {Q-8} takes 6 bludgeoning damage; Lizardfolk Scout#2 {S-7} takes 12 bludgeoning damage and is marked as Favored Foe.)
As Doozey steps forward {Q-6}, Biscuit let's out the bark he was holding back, bringing all other CRAPers out of their slumber. (Neya, Utar, and Denae are no longer sleeping.)
Denae is the first to jump to her feet (no longer prone), her longbow already in hand. She whispers a few words and draws an arrows from seemingly thin air. The missile warps the air around it as it travels. A second arrow follows:
-> Bonus Action: Activate Planar Warrior on Lizardfolk Scout#4 {Q-8}
-> Action Attack -> Planar Arrow vs. Lizardfolk Scout#4 {Q-8}: Attack: 25 Damage: 11 -> Planar Arrow vs. Lizardfolk Scout#4 {Q-8}: Attack: 16 Damage: 8 -> First attack that hits deals extra damage: 3 (if crit, add: 1).
Denae's first arrow impacts with an outworldly thud, disappearing upon impact and leaving behind no puncture wound. (Lizardfolk Scout#4 {Q-8} takes 13 force damage.)
Denae's second arrow behaves more mundanely, so much so that it ricochets off the scout's tough lizard scales.
The Red Plume agent then moves unhindered to a better vantage point {L-8}.
Once the two vessels are detached, CRAP quickly prepares for their departure into the marshland. Taroo observes from the gravel bar, waving and ensuring the group he'll see them back at Romsan's later.
Traveling down the river without Taroo is a bit more difficult, but as the guide had promised, the Trank River is relatively easy to navigate, with no whitewater and only a few rapids. It is mid-afternoon by the time CRAP sets forth.
@Utar: Activating your shield, you focus your four eyes on the waterway ahead. Apart from the few sections where the river picks up speed, the only other hurdle you spot is the fact that some sections are deeper than others. Your poles have to be gripped a little harder, but this is nothing that constitutes any real problem. By late afternoon, a steady cold rain begins to pour.
@Doozey: From the boat, you don't expect to spot footprints on the banks of the river since the assumption is that the lizardfolk also used vessels of some kind. What you do find, nonetheless, are the grizzly signs of their passage though the area. Along the river, you occasionally discover the corpse of a pig or cow that didn't make it, but never any people. Additionally, noticing the rain around you, you doubt that it is anywhere near coming to an end.
@Neya: Your mapping skills allow you to map the path taken by your keelboat confidently. This could be vital if the group becomes separated or leave the immediate area of the river. You are certain that you can lead the group back the way you came should you be afforded an uninterrupted retreat. Working together with Denae as cartographer and navigator, you keep an eye on your existing map of the region and calculate that the edge of the Twilight Marsh is about seven and a half miles downstream from your starting point. You estimate that in the first two hours of travel you have already navigated the first five miles of the river-trek. By this time, however, the dusk is already taking over the sky.
As the night arrives, the rain continues to come down. You gather another two or two-and-a-half miles still remain as, unfortunately, the strength you applied to those poles as a group was not sufficient to gain any advantages in shortening your ride. You have also noticed that, in this last bit, the current slows significantly. The river suddenly seems to take forever to traverse. You are making progress but you think you may still be at least a couple of hours away from the marsh's northern edge at your current pace.
(OOC: How would you like to proceed?)
"Getting real dark. Might not be the best idea to caught out on the river when whatever has been taking folk and animals away come up from the marsh. If they've hit these farms they might need to come further up the river for their next targets. What say we make what camp we can and keep a watch? If they're still banging those drums we should be able to hear them before we spot them."
"I wouldn't count any drumming, but one can hope... But apart from that, aye. Camping would be good. Even continuing along the river by foot can be dangerous at best, and at worse, well, I've spoken my piece on that before loosely." Doozey said, prior to then turning to Biscuit and saying a few words in halfling. "Alrighty then. Together. Let's get this on the bank and bound. Preferably not too close to the carcasses they've been leaving behind them."
With that, short of any noncompliance or counterpoints from the Silent Wood Sisters, Doozey gives it his all in aiding in the docking of the boat on what he judged to be solid enough land for it. Biscuit almost immediately hops out at the point to begin setting up a loose perimeter as the party continued getting set up and settled. Unfortunately, unless Utar and Neya had been mindful in reminding Doozey about the salve they used last, both mastiff and Doozey would bear the inevitable that night should the rain let up long enough for mosquitos and such to have their way with the pair.
When you realize you're doing too much: Signature.
"They are not only going for farmers. They also have gone abducted rescue parties." Neya says. "A small team like us out in the wilderness by the river? We may not need to chase them."
Helping pull the boat ashore, Neya keeps an eye out for any activity. She is aware they are not exactly being quiet, so any nearby lizardfolk eyes might be on them.
Perception: 23
Extended Signature
DM's Screen:
5 4
(@Drache: I'll extend your check into the first watch shift.)
After some active discussion on the next step, Utar suggests that the boating is not going fast enough to justify venturing into the night. They beach their vessel as best as they can and Doozey busies himself with finding a good enough spot to make camp. He finds one not too far from the river.
The night arrives before camp is fully set, and so do the drums. Four distinct thundering beats echo across surrounding lands, though it is obvious they are still quite distant. After a brief pause, a constant drumroll begins: the drums keep up a continuous low rumbling roll accented by louder staccato patterns and the occasional thundering boom. By the time CRAP finishes setting up camp, they can tell that the source of the sound is ever so slightly closer. Finding sleep in the dark, damp, noisy, rainy, semi-marshy land is likely to be a challenge.
Neya keeps an eye out for signs of immediate danger but does not spot any. Her ears are enough to confirm, nonetheless, that danger in approaching. Unable to fall asleep knowing that it might be just a matter of time before she finds herself in a scrap, Neya volunteers for the first watch. For the next couple of hours, the eldritch monk of the Silent Wood hears gradual but marginal increases in the volume of the constant drumroll. Eventually, Denae relieves her "sister."
-> Denae's perception check: 23 (23)
The half-elf completes her shift and wakes up the next watcher. She communicates that the drumming has continued to get louder, but that things have remained calm otherwise. The steady rain continues to fall unrelentingly. Thankfully, the falling water has kept the mosquitoes away for now.
(@MB & @Ori: Please roll perception checks for your watches. @All: Feel free to take a step back and describe any camp preparations you made leading up to this attempt at long-resting.)
Utar's watch - 24
With the drums growing louder and louder, sleep is likely to be difficult to find and knowing they might need to break camp quickly, Utar opts to keep his armour on. It makes sleep difficult and uncomfortable, but there is no chance he'd be without it, not with a roving horde of lizardpeople on the prowl.
Doozey's Watch: 26. (Adv. applying only if Keen hearing/smelling would apply)
(And he will readorn the mask for his watch)
"Huh... Seems I underestimated things a bit," Doozey quietly notes upon registering the drums, before returning to his work in securing some wiring about the campsite. Tethering a bell to the one end and a few softly spoken words in sylvan complete the spell, assuring few things would get the drop on the party without ringing the bell. At least nothing larger than small boar, in any case. With a few more silver string and a spare bell, a more silent alarm is arranged about the boat with similar restrictions. For though he hadn't much hope of anything less than light slumber with all the drumming, the thought of being awoken several times in the night because of bugs passing through made him thankful for having learned his lessons long ago about being 'specific' with his spell weaving!
But just in case all the same, he's sure to affix his mask piece in place before finding his rest in a makeshift lean to of his own making(if the materials are easy enough to gather).
When you realize you're doing too much: Signature.
As the shadows lengthen and the drumbeats increase in volume, Neya waves her hand in front of her eyes, making her irises glow (2 ki points deducted) in case the group has some uninvited guests.
"Good thing they're not subtle."
Extended Signature
Preparations in place, CRAP carries on with their well-watched-over attempt at sleeping in horrid conditions.
Denae selects Utar as the next guard. She then finds a thick tree and leans on it, only partially using her bedroll as cover. Using a few waves of her hand, she controls the air around her in an attempt to clean the spot of any cumbersome debris, leaves, or accumulated water.
Secured by Doozey's previously set alarms, Utar uses his shield-enhanced vision to ensure no one is approaching camp. Perhaps somewhat strangely, not even wild animals seem to be attracted to the warmth the humanoids produce. The half-orc counts the minutes until it is time to pass on the metaphoric torch to Doozey, the approaching drum beats ironically helping him pass the time.
Well supplied with natural materials around him, Doozey keeps watch with the aid of his powerful olfactory sense. He is only minimally surprised when, without triggering his alarms, a group of lizardfolks quietly approach camp ahead of the drummer (i.e., the drums feel close but not close enough to be within your field of vision; nonetheless, some lizardfolk have arrived.) Doozey spots four hulking figures who have obviously caught sight of camp, though they seem to not have realized their stealthy approach has been beaten by the ranger's senses.
Everyone else is asleep. The rain still falls.
@Ori: What happens next?
Despite the nugget of concern in the back of his mind, Doozey retained enough wherewithal to shake a doozing mastiff awake. "Rise and shine, brother. Need'ja ta raise bit of hell on my signal." He says as his own voice deepened from the oncoming transformation from halfling to werebadger. Though a bit confused at first, once Doozey complimented his words in gesturing subtle to the approaching figures, the beast nods and kept low but on his feet. In the meantime, Doozey pulled out his slingshot and whistling bullet... before letting loose on the closest hulking figure, knowing Biscuit would take it as the signal to start barking and baying and generally causing too much of a raucous to ignore.
Initiative: 13. (Figured why not while at it)
Bonus Action: Enter Hybrid Form.
(OOC: And if able to get off the shot)
Action: Sling-cinati at closest Hulking Figure.
(Lethal, Short Range, Whistling)Sling - Attack: 29 Damage: 6 non-magical bludgeoning. Hit or miss, target must also make Wisdom Save(DC 10) or become Frightened of Doozey until the end of his next round.
(If attack would be at adv: 16)
(Ooc: And if a stealth check is needed to get off this psuedo-surprise round attack, see spoiler. Otherwise ignore it if unnecessary)
Stealth: 7.
When you realize you're doing too much: Signature.
DM's Screen:
4
(@Ori: As they are not surprised, I'll say we'll go into initiative the second Doozey goes into his Hybrid Form. You are welcome to keep that action and rolls for your first turn.)
(@All: Please roll initiative.)
Utar: 20
Neya: 25
Extended Signature
Denae: 13
(Everyone may take their turns.)
Doozey clenched his jaw as the rush of primal instincts began to truly gnaw at the nerves, and loosed the first whistler right for the skull of a lizardfolk for maximum effectiveness. Catching the sound, Biscuit immediately began baying and woofing and leaping about on the spot to rouse everyone else, before barrelling off to at least slow the advance of the lizardfolk. By the time he reaches them, Doozey had already sent yet another whistler flying, before repositioning more to shield his allies.
"You won't be finding easy prey here, scaled ones! So 'less you here to trade or talk, I'll be feasting on your hearts 'fore the night has ended!" Doozey declares in draconic, half-figuring and hoping the worlds would less likely fall on deaf ears. As if to further emphasis the threat behind his words, he puts away the sling and flexes clawed finger tips.
Action(Doozey): Slingcinati some lizardfolks!
Attack #1(See results here), targeting Lizardfolk(Q8)
Biscuits held barking then goes off.
(Lethal, Short Range, Whistling, Favoring)Sling - Attack #2: 19 Damage: 12 non-magical bludgeoning to Lizardfolk(S7). Hit or miss, target must also make Wisdom Save(DC 10) or become Frightened of Doozey until the end of his next round. Also Favored Foe if hit.
Favored Foe:
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d6.
Movement(Doozey): To Q6(or if only one or neither lizardfolks are feared, moving to R7 instead.)
Movement(Biscuit): To S4.
Action(Biscuit): Defensive Posturing.
When you realize you're doing too much: Signature.
DM's Screen:
11 3
(@Ori: First attack is indeed with advantage.)
Neya is still sleeping...
Already transformed, Doozey uses his the momentary advantage to quickly whip the heads of two approaching lizardfolk scouts. The projectiles whistle loudly as they travel through the air, but the trick is not enough to instill fear in the hearts of seasoned swamp-dwellers. (Lizardfolk Scout#4 {Q-8} takes 6 bludgeoning damage; Lizardfolk Scout#2 {S-7} takes 12 bludgeoning damage and is marked as Favored Foe.)
As Doozey steps forward {Q-6}, Biscuit let's out the bark he was holding back, bringing all other CRAPers out of their slumber. (Neya, Utar, and Denae are no longer sleeping.)
Denae is the first to jump to her feet (no longer prone), her longbow already in hand. She whispers a few words and draws an arrows from seemingly thin air. The missile warps the air around it as it travels. A second arrow follows:
-> Bonus Action: Activate Planar Warrior on Lizardfolk Scout#4 {Q-8}
-> Action Attack
-> Planar Arrow vs. Lizardfolk Scout#4 {Q-8}: Attack: 25 Damage: 11
-> Planar Arrow vs. Lizardfolk Scout#4 {Q-8}: Attack: 16 Damage: 8
-> First attack that hits deals extra damage: 3 (if crit, add: 1).
Denae's first arrow impacts with an outworldly thud, disappearing upon impact and leaving behind no puncture wound. (Lizardfolk Scout#4 {Q-8} takes 13 force damage.)
Denae's second arrow behaves more mundanely, so much so that it ricochets off the scout's tough lizard scales.
The Red Plume agent then moves unhindered to a better vantage point {L-8}.
(Utar is up next. He is prone but awake.)