[OOC, I just realised that Create Bonfire requires one to see the ground. That makes it a much less useful 'lighting' spell. Instead, Nub will just have to:]
Pull a bit of tallow, a pinch of brimstone, and a dusting of powdered iron out of his component pouch and mutters “Woodbine remissible”, clapping his hands together and summoning a Flaming Sphere roughly 10 ft in front of him in the vague direction of the lizardfolk.
Oh, and I'm casting it at third level and using the light it creates to see and to ram it into the closest lizardfolk on my turn (or if that is a surprise round, right now).
[OOC: Oops, I forgot that Soar wanted to try talking to the lizardfolk, sorry.
It is after midnight here, so I wont be posting for a few hours. If I'm holding things up, I'm happy for someone else to puppet me (if fighting, nub will smash flaming sphere into nearest creature and cast shield to avoid getting hit; if not fighting, he will stand there looking adorable.) ]
This post has potentially manipulated dice roll results.
Nate jumps awake when Nub nudges him, and when he hears the draconic, he assumes that it must be the lizard freaks he met in the tunnel alone as a spider. Nate jumps up, prepared for battle and about to wildshape into a creature that can see in the dark, when he hears Soar try and deceive them. He sends a frown over to her and can only assume what she is saying, and just stands still, awaiting their response, squinting his eyes so he can see the best he can in the moonlight.
Initiative: 9
correction, with Nubs flaming sphere Nate should be able to see quite well!
As we go into initiative, nothing really has happened yet. Soar hasn't spoken, Nub hasn't cast his Flaming Sphere spell. There isn't a great deal of light to see your immediate area if you don't have darkvision, but several of the lizardfolk are carrying torches so you can see them quite clearly. You have all woken up. Soar, Jalt and Nate are prone, Nub is standing. As always, the fact that initiative has started does not necessarily mean that combat has started or is inevitable. No-one will have the surprised condition here - you were expecting the lizardfolk, and the lizardfolk are alert to the fact that someone was in their camp and are actively looking for you.
Round One Lizardfolk 7, 8 and 9 Nub Lizardfolk 4, 5 and 6 Soar and Nate Lizardfolk 1, 2 and 3 Jalt
Lizardfolk 7, 8 and 9 are up first. They continue to move in your general direction, but do not seem to have spotted you yet.
Nub is up.
(I would prefer to wait for MaxandDad to be back online, so that you have a clearer view of the situation and can choose to go with your planned action or change it.)
Not really, it was the best swamp map I could find. You can consider the whole of this to be under water, but shallow enough to move in without too much trouble.
Nub remembers Soar indicating she wanted to try talking, so will instead hold a Fireball and will cast it if there is any aggression from the lizardfolk at the largest cluster.
(OOC: Bearing in mind that if you ready a spell, you lose the spell slot even if you don't cast it...)
The lizardfolk seem to hear the verbal components of Nub's spell, and get their weapons ready to fight.
Lizardfolk 4, 5 and 6 move, weapons drawn, and get closer to you. One of them comes close enough to see Soar and Jalt, and calls out in draconic: Here, trespassers, here!
[OOC: Yep, and though I hope my Fireball isn't needed, I think Nub's assumption is that cultists=bad and so things are likely to go south very quickly.]
Lizardfolk 1 sees Soar's movement, and charges, weapon drawn, to make an attack.
So, first thing that happens is Nub's fireball goes off. Nub, where are you putting the centre of the fireball? The map is correct except that Soar and Lizardfolk 1 have moved.
(OOC: Sorry, it's great roleplaying that you would attempt to speak to them, but these guys are not talking.)
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It's in draconic, which Soar fortunately speaks.
Spread out, we can't waste too much time on this.
You're sure it's not Gezztar and her....
No, metal footprints. Human, elf, I think. Orders are to kill.
I know the sodding orders.
They are coming very close to you, and you have only moments before they see you.
Soar, your frog friend jumps onto your face, and then hops away into the Mere.
[OOC, I just realised that Create Bonfire requires one to see the ground. That makes it a much less useful 'lighting' spell. Instead, Nub will just have to:]
Pull a bit of tallow, a pinch of brimstone, and a dusting of powdered iron out of his component pouch and mutters “Woodbine remissible”, clapping his hands together and summoning a Flaming Sphere roughly 10 ft in front of him in the vague direction of the lizardfolk.
Oh, and I'm casting it at third level and using the light it creates to see and to ram it into the closest lizardfolk on my turn (or if that is a surprise round, right now).
And that's initiative, please. :)
13 20 15
Nub initiative: 17
If Soar can speak out when she sees (assuredly before Nub can react given her darkvision)?
“Hello, we are new, here to help transport crates to the castle, are you on your way to roadhouse?“
If Nub gets off his spell, then she will add:
“My colleague here cannot see in the dark, shield your eyes!”
Soar initiative: 13
[OOC: Oops, I forgot that Soar wanted to try talking to the lizardfolk, sorry.
It is after midnight here, so I wont be posting for a few hours. If I'm holding things up, I'm happy for someone else to puppet me (if fighting, nub will smash flaming sphere into nearest creature and cast shield to avoid getting hit; if not fighting, he will stand there looking adorable.) ]
Initiative: 2
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Nate jumps awake when Nub nudges him, and when he hears the draconic, he assumes that it must be the lizard freaks he met in the tunnel alone as a spider. Nate jumps up, prepared for battle and about to wildshape into a creature that can see in the dark, when he hears Soar try and deceive them. He sends a frown over to her and can only assume what she is saying, and just stands still, awaiting their response, squinting his eyes so he can see the best he can in the moonlight.
Initiative: 9
correction, with Nubs flaming sphere Nate should be able to see quite well!
Unclear if Soar got her ploy off before combat time started, given she was the first one to be woken up?
As we go into initiative, nothing really has happened yet. Soar hasn't spoken, Nub hasn't cast his Flaming Sphere spell. There isn't a great deal of light to see your immediate area if you don't have darkvision, but several of the lizardfolk are carrying torches so you can see them quite clearly. You have all woken up. Soar, Jalt and Nate are prone, Nub is standing. As always, the fact that initiative has started does not necessarily mean that combat has started or is inevitable. No-one will have the surprised condition here - you were expecting the lizardfolk, and the lizardfolk are alert to the fact that someone was in their camp and are actively looking for you.
Round One
Lizardfolk 7, 8 and 9
Nub
Lizardfolk 4, 5 and 6
Soar and Nate
Lizardfolk 1, 2 and 3
Jalt
Lizardfolk 7, 8 and 9 are up first. They continue to move in your general direction, but do not seem to have spotted you yet.
Nub is up.
(I would prefer to wait for MaxandDad to be back online, so that you have a clearer view of the situation and can choose to go with your planned action or change it.)
Is there anything to the different colorations of the terrain?
Not really, it was the best swamp map I could find. You can consider the whole of this to be under water, but shallow enough to move in without too much trouble.
Nub remembers Soar indicating she wanted to try talking, so will instead hold a Fireball and will cast it if there is any aggression from the lizardfolk at the largest cluster.
(OOC: Bearing in mind that if you ready a spell, you lose the spell slot even if you don't cast it...)

The lizardfolk seem to hear the verbal components of Nub's spell, and get their weapons ready to fight.
Lizardfolk 4, 5 and 6 move, weapons drawn, and get closer to you. One of them comes close enough to see Soar and Jalt, and calls out in draconic: Here, trespassers, here!
Soar and Nate are up.
Soar gives talking a shot, in Draconic: “Hello, we are new here, looking to help transport crates to the castle, are you on your way to roadhouse?“
She stands and steps out of the boat to G4. Her hand is near the hilt of her sword but she hasn't drawn it yet.
[OOC: Yep, and though I hope my Fireball isn't needed, I think Nub's assumption is that cultists=bad and so things are likely to go south very quickly.]
Nate, following Soar's lead, will stand up, say nothing, and be ready to dodge in case things go awry.
Lizardfolk 1 sees Soar's movement, and charges, weapon drawn, to make an attack.
So, first thing that happens is Nub's fireball goes off. Nub, where are you putting the centre of the fireball? The map is correct except that Soar and Lizardfolk 1 have moved.
(OOC: Sorry, it's great roleplaying that you would attempt to speak to them, but these guys are not talking.)