This post has potentially manipulated dice roll results.
[I was going to let the rest of the party post first, as I didn't want to hog any more of the the fight, but it is after 1am where I am, so I will post now to hopefully help stop Lizardfolk 3 from escaping:]
Nub slams the flaming sphere into Lizardfolk 3 with his bonus action, 11 fire damage, Dex 14 for half damage.
For his action, Nub flicks his hand and a low metallic thudding sound comes out of his mouth, (hopefully) filling the Lizardfolk 3's head with the ear-splitting sound of a dolorous bell (Toll the Dead). Wis 14 saving throw, if it fails it takes 12 damage (2d12 rather than 2d8 because it will be missing some hp from the flaming sphere).
Terrible roll on the flaming sphere either way, great one on toll the dead if it fails the Wis saving throw.
Nub will then use his movement to run to 15 ft behind Lizardfolk 3.
Can Soar try to work with the vines she conjured to bind up the lizardfolk with her rope, for longer than the divine constriction might last? She’s rubbish at distance fighting and leaves the other one to the rest of her party. As she tries to tie up the lizardfolk near her, she speaks in draconic:
“Stay a while, I’ve got so many questions. Otherwise that terrifying terrapin who loves fire will deal with you and he’s more... dramatic than I am.”
In Common she says, “the other is all yours, but this one let’s talk to.”
(Athletics to bind the already-bound further? Intimidation to make him stop fighting? Lemme know what I should roll...)
I think Athletics to bind it, with advantage if someone is willing to help (let's assume they will).
That will get tied up, but not fully secure. After that it will make a save against the vines (it makes one at the end of each of its turns), and depending on the results of that, we'll see.
Jalt will make his way over to the Lizardfolk that Soar has trapped and say in draconic Stand down or be struck down. He points his war pick at him and will Ready a non lethal strike if he attempts to escape again.
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Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
She looks to the fleeing lizardfolk, and then back to Nate and Nub, and nods her head back at the lizardfolk and raises her eyebrows in a "let's not dawdle" sort of expression. :)
Soar, you try to tie up the Lizardfolk but it's wriggling and twisting and panicking, and you can't get the ropes to hold in place.
The creature looks at the looming dragonborn and half-elf, and seems terrified to stay and terrified to run. Either Soar or Jalt can make an Intimidation check, with advantage as the other is helping.
Lizardfolk 3 runs another 60 feet into the darkness.
Nate looks back at Soar with a bit of a worried/embarrassed look as Nate and Nub are about to let this Lizardfolk get away.
Nate will run up as far as he needs to for the spell to be in range, using the flaming sphere for light and will cast Hold Person again. "He's all yours, Nub!" Nate yells, hoping his spell kicks in.
Nub moves the flaming sphere away from Lizardfolk 3, then slams it back into Lizardfolk 3 with his bonus action, 11 fire damage (it is paralysed, so fails dex save).
For his action, Nub tries (Toll the Dead) again, Wis 14 saving throw, if it fails it takes 8 necrotic damage.
The bell rings its gloomy tone out across the swamp, and in the mind of the Lizardfolk it just shatters into a million shards of glass, each one screaming. The creature drops into the water, twisting and writhing in pain, but eventually goes still.
Lizardfolk 1 sees this and drops its weapons, surrendering.
You are out of initiative and combat. You have one apparently captured Lizardfolk, and are surrounded by the gently bobbing, mostly charred bodies of eight more. You also see their canoes, back at the main camp. The floating glowing sphere of flame is still lighting the swamp near you, though darkness surrounds beyond the reach of its magical glow.
This post has potentially manipulated dice roll results.
Nub is looking very tired, but keeps the flaming sphere up to check the charred remains of the lizardfolk (investigation 23 if allowed).
He then goes and sits down in the camp area (flaming sphere trailing behind him) and watches the others interacting with Lizardfolk 1, nodding off to sleep whist trying to stay awake.
Nub almost faceplants falling asleep whilst trying to listen in to what the others are saying, steadies himself and lays down and pops into his shell and goes to sleep. [I believe the lizardfolk arrived at the end of his watch shift, so hopefully that is ok with everyone else].
Soar tries to tie up the now-compliant lizardfolk much better than her first attempt, before the divine vines disappear. She begins to speak in Draconic, asking the following questions in sequence after the preamble (I’m giving all the ones I can think of now to avoid delays in posting back and forth - she’s not just blasting him with a monologue).
“So that didn’t pan out too well! Here’s where we are. My friends assuredly want to turn you into a cinder. I’d rather talk. The more questions you can answer well, the more helpful you can be, the better this will go for you. You mentioned orders to kill. Who gave the orders and what were they? What was your business this night with the tunnel and the crates of treasure? Where is Castle Naerytar and what is happening there? How is serving Tiamat working out for you and your kin? Do you get to keep the treasure? This trail, does it lead directly to the castle?”
Over the course of the next hour, you interrogate the captured Lizardfolk. We'll play it out in a few stages. Having a list of questions is helpful, and I appreciate that it's a way of keeping the pace of the game up and avoiding delays. Balanced against that, the Lizardfolk of course has his own outlook, interests and agenda, and what he's willing to say is influenced by your behaviour and your responses to what he says. I can go several different ways. So let's start with the first three questions, and his responses. Then decide how your character will respond to those.
You mentioned orders to kill. Who gave the orders and what were they?
The dragon kneelers give the order. They always give orders. He looks sullen, and then a little hopeful. You do not like them, the dragon kneelers? They treat us badly, and they ally with the hated Bullywugs.
What was your business this night with the tunnel and the crates of treasure?
We take the crates from the human stone room and take them to the castle. The dragon kneelers take it inside. We do not see it again. They pay us, he says defensively.
Where is Castle Naerytar and what is happening there?
In the Mere. He nods in a general westerly direction. The dragon kneelers came and took control. They made alliances. With my people, the Scaly Death clan, and with the filthy Bullywugs too. They gather the crates and... I do not know more. They keep their secrets. We hunt their food and scout their lands and we are mud and filth to them. He spits angrily.
Soar translates everything to Nate and Nub as best she can.
“Nate it sounds like the lizardfolk, if this one is telling the truth, love the ‘dragon kneelers’ as much as you do. They are kept as servants by the cult and some group called the Bullywugs. I’m happy to translate if you want - I think you and they have a lot in common. We did kill everyone he was traveling with, but maybe we can convince them to work with us against the cult.”
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[I was going to let the rest of the party post first, as I didn't want to hog any more of the the fight, but it is after 1am where I am, so I will post now to hopefully help stop Lizardfolk 3 from escaping:]
Nub slams the flaming sphere into Lizardfolk 3 with his bonus action, 11 fire damage, Dex 14 for half damage.
For his action, Nub flicks his hand and a low metallic thudding sound comes out of his mouth, (hopefully) filling the Lizardfolk 3's head with the ear-splitting sound of a dolorous bell (Toll the Dead). Wis 14 saving throw, if it fails it takes 12 damage (2d12 rather than 2d8 because it will be missing some hp from the flaming sphere).
Terrible roll on the flaming sphere either way, great one on toll the dead if it fails the Wis saving throw.
Nub will then use his movement to run to 15 ft behind Lizardfolk 3.
The flaming sphere smashes into Lizardfolk 3. DEX save: 13
WIS save for Toll the Dead: 20
The creature is unable to avoid the sphere as it burns it. However, it is distracted and the second spell seems not to touch it.
Soar, Jalt and Nate are up.
Can Soar try to work with the vines she conjured to bind up the lizardfolk with her rope, for longer than the divine constriction might last? She’s rubbish at distance fighting and leaves the other one to the rest of her party. As she tries to tie up the lizardfolk near her, she speaks in draconic:
“Stay a while, I’ve got so many questions. Otherwise that terrifying terrapin who loves fire will deal with you and he’s more... dramatic than I am.”
In Common she says, “the other is all yours, but this one let’s talk to.”
(Athletics to bind the already-bound further? Intimidation to make him stop fighting? Lemme know what I should roll...)
I think Athletics to bind it, with advantage if someone is willing to help (let's assume they will).
That will get tied up, but not fully secure. After that it will make a save against the vines (it makes one at the end of each of its turns), and depending on the results of that, we'll see.
Nate smiles at Soar's comment that the other Lizardfolk is 'all ours'.
He raises his hand once again, and this time a shard of ice forms and Nate will hurl it at the Lizardfolk 3 (2nd level) Ice Knife
Attack: 19 Damage: 7 and then hit or miss, DEX save 15 or else 7 damage.
DEX save: 6
The lizardfolk, still recovering from being magically held, is struck by the knife but manages to evade the damage from the explosion.
Jalt is up. (And need a confirmed action from Soar)
Jalt will make his way over to the Lizardfolk that Soar has trapped and say in draconic Stand down or be struck down. He points his war pick at him and will Ready a non lethal strike if he attempts to escape again.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Okay, so Soar, make an Athletics or Sleight of Hand check to tie up the lizardfolk. It's a straight roll, as no-one is using their action to help you.
Soar athletics: 7
She looks to the fleeing lizardfolk, and then back to Nate and Nub, and nods her head back at the lizardfolk and raises her eyebrows in a "let's not dawdle" sort of expression. :)
Soar, you try to tie up the Lizardfolk but it's wriggling and twisting and panicking, and you can't get the ropes to hold in place.
The creature looks at the looming dragonborn and half-elf, and seems terrified to stay and terrified to run. Either Soar or Jalt can make an Intimidation check, with advantage as the other is helping.
Lizardfolk 3 runs another 60 feet into the darkness.
As before, everyone is up.
Nate looks back at Soar with a bit of a worried/embarrassed look as Nate and Nub are about to let this Lizardfolk get away.
Nate will run up as far as he needs to for the spell to be in range, using the flaming sphere for light and will cast Hold Person again. "He's all yours, Nub!" Nate yells, hoping his spell kicks in.
WIS 15
Lizardfolk WIS save: 7
Lizardfolk 3 locks in place, at the very outer edge of the ring of light provided by the sphere.
[OOC: Mwahahaha, fiery doom.]
Nub moves the flaming sphere away from Lizardfolk 3, then slams it back into Lizardfolk 3 with his bonus action, 11 fire damage (it is paralysed, so fails dex save).
For his action, Nub tries (Toll the Dead) again, Wis 14 saving throw, if it fails it takes 8 necrotic damage.
WIS save for Lizardfolk 3: 13
The bell rings its gloomy tone out across the swamp, and in the mind of the Lizardfolk it just shatters into a million shards of glass, each one screaming. The creature drops into the water, twisting and writhing in pain, but eventually goes still.
Lizardfolk 1 sees this and drops its weapons, surrendering.
You are out of initiative and combat. You have one apparently captured Lizardfolk, and are surrounded by the gently bobbing, mostly charred bodies of eight more. You also see their canoes, back at the main camp. The floating glowing sphere of flame is still lighting the swamp near you, though darkness surrounds beyond the reach of its magical glow.
Nub is looking very tired, but keeps the flaming sphere up to check the charred remains of the lizardfolk (investigation 23 if allowed).
He then goes and sits down in the camp area (flaming sphere trailing behind him) and watches the others interacting with Lizardfolk 1, nodding off to sleep whist trying to stay awake.
You don't find anything of interest on the Lizardfolk, Nub.
Nub almost faceplants falling asleep whilst trying to listen in to what the others are saying, steadies himself and lays down and pops into his shell and goes to sleep. [I believe the lizardfolk arrived at the end of his watch shift, so hopefully that is ok with everyone else].
Soar tries to tie up the now-compliant lizardfolk much better than her first attempt, before the divine vines disappear. She begins to speak in Draconic, asking the following questions in sequence after the preamble (I’m giving all the ones I can think of now to avoid delays in posting back and forth - she’s not just blasting him with a monologue).
“So that didn’t pan out too well! Here’s where we are. My friends assuredly want to turn you into a cinder. I’d rather talk. The more questions you can answer well, the more helpful you can be, the better this will go for you. You mentioned orders to kill. Who gave the orders and what were they? What was your business this night with the tunnel and the crates of treasure? Where is Castle Naerytar and what is happening there? How is serving Tiamat working out for you and your kin? Do you get to keep the treasure? This trail, does it lead directly to the castle?”
Over the course of the next hour, you interrogate the captured Lizardfolk. We'll play it out in a few stages. Having a list of questions is helpful, and I appreciate that it's a way of keeping the pace of the game up and avoiding delays. Balanced against that, the Lizardfolk of course has his own outlook, interests and agenda, and what he's willing to say is influenced by your behaviour and your responses to what he says. I can go several different ways. So let's start with the first three questions, and his responses. Then decide how your character will respond to those.
You mentioned orders to kill. Who gave the orders and what were they?
The dragon kneelers give the order. They always give orders. He looks sullen, and then a little hopeful. You do not like them, the dragon kneelers? They treat us badly, and they ally with the hated Bullywugs.
What was your business this night with the tunnel and the crates of treasure?
We take the crates from the human stone room and take them to the castle. The dragon kneelers take it inside. We do not see it again. They pay us, he says defensively.
Where is Castle Naerytar and what is happening there?
In the Mere. He nods in a general westerly direction. The dragon kneelers came and took control. They made alliances. With my people, the Scaly Death clan, and with the filthy Bullywugs too. They gather the crates and... I do not know more. They keep their secrets. We hunt their food and scout their lands and we are mud and filth to them. He spits angrily.
Soar translates everything to Nate and Nub as best she can.
“Nate it sounds like the lizardfolk, if this one is telling the truth, love the ‘dragon kneelers’ as much as you do. They are kept as servants by the cult and some group called the Bullywugs. I’m happy to translate if you want - I think you and they have a lot in common. We did kill everyone he was traveling with, but maybe we can convince them to work with us against the cult.”