It takes a few more passes over the surroundings just to feel secure, but eventually Doozey calls over Biscuit, and began climbing his way down and onto the blood covered dog. "The offer, is uh, appreciated. But I think I'm fit enough as it is, Mam!" He calls out to Exirsa, still distrusting the crones. "'nd I know its probably a no -- NOT that I would suggest just leave'n chil'ren's fate to... beings like that." He gestures over to any living or remains of the creatures from the Woods. "But, are there more creatures of the wood out there that might protect'em?" He asked of Lolmetta next after rejoining the others.
After which he hops off and sends Biscuit off to go retrieve the body of the "The Fattest Fish", and bring it over for inspection.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Normally I would say it's small world, Graxx, but it seems almost everyone's past is making a return." She says to Graxx.
"I'll take a drink out of that..." She moves over to the pot. "If we want to see another sunrise, we'll have to take all the help we can get."
"After that, I feel we need to help save the children. The Children of the Forest are capable, but even they could be overwhelmed, it seems." Referencing that two of the ones that came to help in the defense efforts had fallen.
Having himself up off the ground, Utar joins Neya in drinking from the pot. Speaking between gulps of water,
"Assuming that the cultist's boat is down at the landing and that's their way off this island... I guess either is fine... I mean we either fight the cultist's from the forest at the landing when they finish whatever they're doing... Or fight the cultist's at the landing at the landing once we're done in the forest..."
Wiping his mouth with his hand, Utar speaks the command word to hand the Driftglobe follow him. As it approaches, he reaches out a hand, plucking it from the air, before deactivating it and stowing it safely in his pack.
Following Graxx's lead, Utar moves to look over the bodies of the priestesses.
Doozey keeps an eye out for a few moments longer before feeling comfortable enough to come down and join the rest of the group. There are no other skirmishes happening any more, all cultists and their allies have either been dealt with or turned their attention away from the village proper. Some have gone into the woods after the group of children, others have taken prisoners to the landing.
The group spends the nest few minutes catching their breath, sharing Graxx's realization, and deciding on the next step. Graxx and Utar riffle though the pockets of the priestesses silky white robes (under their pitch black cloaks and hoods). The barbarian comes across a familiar looking potion, except this vial has a bulb like end to it, clearly housing more of the curative concoction (this is a Potion of Greater Healing). Utar finds nothing at first, until a random glint catches his eye. Poking around a bit more, he grabs a brooch or insignia of sorts, shaped like the bony claw of a dragon. At its very tip, a small amethyst it set in. A second purple glint betrays its magical nature, but without further examination, whatever boons it bestows shall remain unknown.
Graxx continues his examination of the nearby bodies but finds nothing but their weapons and some basic armor. None of them seem to carry any coin either, except the biggest of the Kuo-toa. Doozey comes back toward the group at this point from the other end of the village carrying the fishman's purse. It contains 48gp in it.
Looting completed, Neya and Utar decide to agree to Exirsa's offer. They both take a gulp of the bubbling water:
-> Neya gains 4temporary HP (they last until you take that same amount of damage or until 4 hours pass, whichever comes first).
-> Utar gains 6temporary HP (they last until you take that same amount of damage or until 6 hours pass, whichever comes first).
Lolmetta points to the surviving mound of walking flesh and answers Doozey: "Hmm... 'fraid not... The fightin' lady here has de right of it... Dey can be defeated... Dis un is de only Creature of de Wood left to protect us Folk. We can ask it to go with ye 'nd save de children, if ye'd like."
Seeing as dividing up the coin would take time, Doozey absently pockets the purse to handle after all is said and done. "Then it doesn't look like there's much of a choice then. Though the seem more interested in capture or killing, the children could still be used as a bargaining chip later. So.... We need to save them." Doozey states firmly. One glance at the Creature of the Wood remaining after and the halfling is grimacing once more. "As for that... Protector of yours. It might be best they go to the landing, and see about keep'em delayed, at the very least. If its only by seconds, it may be just enough for us to return in time."
With that said, he follows Neya's example, collecting what bolts; be they stuck in corpses, or even in cases on cultist.
Before they head out, Neya gathers as many of the arrows that missed their marks as she could. (Looking at the entire battle, Neya fired 8 arrows and 5 of them missed, so I guess she finds 2)
Graxx walks over and takes a drink of the bubbly healing water as well.
He takes the healing potion and holds it out.
"Are you tapped out friend? Is this all the healing we have left?." Graxx says to Utar.
Graxx looks at his companions.
"Are you all willing to die for these people? Because that's what going to happen if we charge into another battle right now." says Graxx.
Graxx looks around at the dead horses and at this hurting CRAP members.
"This is a suicide mission. If we live to fight another day we have a chance to stop this cult and save those taken prisoner. If we charge into their reinforcements then we die, the villagers die, everyone dies. I'm all for a death bathed in glory but this would be a stupid way to go." Graxx states bluntly.
"It's not like we have a lot of good choices in the matter... The raft that Warsh took us here with is at the landing, we know for a fact that there are cultists over there with some of the villagers. Swimming may also be more difficult with the storm going on, and who knows if more Kuo-toa are lurking around in the depths."
She crosses her arms, her head slightly tilted down, "Suicide mission or not, we may very well be stuck here."
"Wait, who said charging in was the only strategy? We're fighting the Cult of the Dragon, right? What condition are those robes in?" Neya asks, formulating a plan, raising her head again.
In answer to Graxx, Doozey glances over to Ulberto and the Crones, and a lowly growling Biscuit does the same to the 'Child of the Wood'. However, as soon as he began to open his mouth, his eyes widen as a thought reoccurs to him, then lowers it to the ground.
After a moment or two of silently looking at the earth as if searching for an answer, the stoutling shakes his head. "If'n I were to be honest... no. But, if we try to rest now, we'll be lucky if those that abconded to the forest come back through this way. Instead of meeting at some other point on the island, and possibly being well out of reach on a ship by the time we can act." He states calmly. "The landing is just convenient. Nothing more. Not only that. But I'd hardly consider what we've done so far a real set back for these... these Lunatics! I couldn't quite catch all your 'friends' there--" He gestures over to the fallen Berserkers. "Said. But I caught enough to know they got enough weird magic and... convincers on their side to turn those they caught into allies... or worse."
Doozey, at that final point, sits up straighter in Biscuits seat with a look of resolve on his face. "I'm sorry, Mr. Graxx. But I cannae wait... She's... They're counting on us" He bowed his head briefly. "Do what you must. And... if I do not return, see to it that the bastards pay fer all they've done." He requests, then looks to Neya with a faint smile.
"While I can see where ya goin' wit that. I didn't see many 'alflings among them. 'nd I'd sooner slit my own throat my own throat, or dare to call Big Mama the Big C 'fore I pretend to be a prisoner to folk as foul as these cultist." He adds for good measure. Unless restrained or convinced otherwise at this point, Doozey lingers only long enough for a final word, then looks to the storming weather. If it looks as if the worse had pass, or that a torch might survive it, he heads over to the cookfire to light one prior to taking off towards the woods.
Neya shakes her head, "No need to worry about that, Doozey... It wasn't what I had in mind anyway."
"I was thinking that they have no reason not to trust someone in their attire for the moment. I am thinking of trying to lure one or two at a time into ambushes and pick them off. I'm still ironing out some details, but I'm open to suggestions."
Looking to Graxx, Utar nods solemnly. "I think Torm can aid us no further here, and we should not be looking to engage in another battle as this."
Utar begins to walk over to the fallen body of Glühoof, kneeling beside it. "But Neya is right, if we cannot attack head on, we should ensure that when we strike it is on our terms. I would suggest we utilise what we have remaining here to best advantage."
With that Utar begins to tend to the body of Glühoof, flattening hair, closing eyes and wiping away spittle and blood. Quietly he adds,
"There is no more you could have done and no hero from the tales had a finer mount. I told you I would look after you if you would do the same for me. I cannot return you home, but I can ask that Torm guide your spirit onwards."
"Well of course not! Biscuit 'ere would never... let me... uh... What are doin'?" Doozey asked all wide-eyed from watching Graxx down a potion. What he hears next brings a pained smile to the Stoutling's face. But then after looking towards Utar and Neya next, that smile soon turned into a grim frown. "If circumstances were different, I'd be all over such an approach, Lady Neya. But this is a time sensitive matter. And we've already consumed a great deal of that debating on a plan of action. I cannae stay any longer. If'n yer dat dead set on try 'nd pick'em off, then I..... I s'pose me and Biscuit here can run ahead, and coax those whichever direction ya wish. Give'm eitha the whole sheep or rabbit trick. But, that will only work in the woods. 'nd, you'll need to keep one alive to convince'm 'bout where they'd be meet'n their folk. 'nd how long they got."
"But the rest of ya are gonna need to decide now. We hunt and maybe trap'em in the woods? Or, we hit the landing. Perhaps catch'em distracted, 'nd ultimately take the ship. Cut'n off any still stuck on the island from escape'n easily."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Hearing Doozey's need for action prompts Utar to stand. He looks down at the bodies of the cultists and after a moment of hesitation decides that the robes from other barbarian are more likely to fit.
"Guess we need to get moving then. Time for a walk in the woods."
The preparations and conversation continue. While collecting some of his ammunition back alongside Neya, the party's hunter pockets the gold he found and suggests that the surviving Creature of the Wood be sent to the landing as a distraction or delaying tactic. Lolmetta immediately protests: "We ain't sendin' our last protector to certain death like dat! It must survive, or... or..." Ulburto interrupts: "I'll go with de Creature of de Wood. It'll protect me 'nd I it." The matter seems to be settled after that.
-> Assuming Doozey was at least not blatantly obvious about the purse of coin he found (passive sleight of hand), then at least Utar noticed the pocketing of it (passive perception), if not some of the crones too.
Encouraged by most of his companions' attitude, Graxx steps forward and drinks some of the crones' water as well. The barbarian then chases that drink by downing the large potion he just found (Graxx heals for 14 HP). He and Utar each collect a black robe from a dead cultist and don their new impromptu disguise. Neya asks about the robes' condition and notices that they are dirty, cut, and bloodied... pretty standard for post-battle attire.
-> Graxx gains 5temporary HP (they last until you take that same amount of damage or until 5 hours pass, whichever comes first).
Doozey grabs one of the few torches that managed to survive the storm (must've had plenty of oil on it), and signals his desire to move into the woods within the next few precious seconds. Graxx shows his desire to follow and not waste any more time, but Neya keeps the two of them for a bit longer to discuss the details of the plan.
While this is happening, Utar takes a moment to both say his goodbyes to his former mount and see if he can gauge the usage of the brooch he found. He notices the little amethyst glints with a magical purple hue each time the group mentions their desire to fight further, but any more insight into the piece will require a more detailed examination.
(@MB: As per the rules for identifying magical items without using a spell, you'll need to study it over a short rest, at least).
After a bit more discussion, the group heads into the woods. For a small island with generations of inhabitants, the woods are oddly thick and dark. Filled with pines, walnuts, hawthorns, and dense underbrush of thorny plants, it is not a pleasant place to walk. A few squirrels and rodents manage to survive in it. The crones' explanation about not meddling into the woods comes to mind, as does Elisande. The girl would normally have piped up by now, introducing you to a new part of the island you hadn't explored earlier. The silence that follows the realization that she is not by your side this time feels a bit heavier than usual.
(OOC: At this point, I need a volunteer to lead the way for the party by rolling a survival check. Separately, it seemed to me that your plan is not exactly fully formed yet, so feel free to keep the discussion going as you thread through the woods. Also, I assume Graxx and Utar are wearing their disguises now, right?)
This post has potentially manipulated dice roll results.
If Doozey and Biscuit weren't already in the lead, the two instinctively drift forward to take point once the group make their way into the woods. And while still not the most pleasant trip, under the duo's guidance, the group almost always seem to find the lesser of two evils while traversing the woods for the group; be they natural paths forged by the 'Children of the Woods', natural breaks, or more. Aside from the occasional 'Boof!' from Biscuit, or almost lyrical but indecipherable mutterings of the halfling, the two are largely quiet and focused solely on the task at hand.
Though there are times in which the latter just freezes up for brief moments at a time, seeming lost in thought. But each time he visibly shakes off the paralysis, and presses on with an all the more determined look about his face. 'Just hold on, Elisande... Please...' He thought to himself before long. As time went on and the brush grew thick enough to warrant, Doozey eventually has to put away the crossbow, ending both the faint crackle of electricity across its string, and... strangely bringing back some vitality to his face.
Survival: 9, if at advantage from at least Biscuit'shelp: 26. (If Natural Explorer bonus would apply, add +3 to the roll)
(@Lerus: I'm not sure if anything involving Natural Explorer would actually come up for the woods. The reminder is in the spoiler)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
This post has potentially manipulated dice roll results.
Utar falls in behind the group, tugging the hem of the robes from time to time as the snag and catch of thorns and branches.
He casts his eyes about in the darkness, careful not to let his gaze linger too long on the torch carried by Doozey lest the bright flame impair his vision.
This post has potentially manipulated dice roll results.
Doozey can easily identify the recent tracks left by inexperienced forest explorers and/or frightened children. Biscuit can just as effortlessly pick up the needed scents. As the pair leads them in the proper direction, Utar keeps an eye open to see if any dangers await them, but can only spot a few squirrels here and there. Fifteen minutes later, the party arrives at a promising spot. Thinking back on Verik's notes, Neya knows this to be the right place.
By direction and time alone, CRAP knows they are now on the other side of the island after the walk through the thickest part of the dark wood. Filled with briars and nettles, there is a cave at the bottom of a water filled ravine. Climbing down to the cave could be a bit tricky. You can see some fresh blood on the banks of the ravine.
-> Those entering the cave will need to perform a successful athletics check {DC 10} to reach it, or think of another way to slide down to the mouth of the cave safely. Those staying behind to play wack-a-mole as enemies are lured outside, as per you plan, only need to perform the check is choosing to go into the ravine.
-> Those who fail the athletics check take 4bludgeoning damage on the rocks below.
It takes a few more passes over the surroundings just to feel secure, but eventually Doozey calls over Biscuit, and began climbing his way down and onto the blood covered dog. "The offer, is uh, appreciated. But I think I'm fit enough as it is, Mam!" He calls out to Exirsa, still distrusting the crones. "'nd I know its probably a no -- NOT that I would suggest just leave'n chil'ren's fate to... beings like that." He gestures over to any living or remains of the creatures from the Woods. "But, are there more creatures of the wood out there that might protect'em?" He asked of Lolmetta next after rejoining the others.
After which he hops off and sends Biscuit off to go retrieve the body of the "The Fattest Fish", and bring it over for inspection.
When you realize you're doing too much: Signature.
"Normally I would say it's small world, Graxx, but it seems almost everyone's past is making a return." She says to Graxx.
"I'll take a drink out of that..." She moves over to the pot. "If we want to see another sunrise, we'll have to take all the help we can get."
"After that, I feel we need to help save the children. The Children of the Forest are capable, but even they could be overwhelmed, it seems." Referencing that two of the ones that came to help in the defense efforts had fallen.
Extended Signature
Having himself up off the ground, Utar joins Neya in drinking from the pot. Speaking between gulps of water,
"Assuming that the cultist's boat is down at the landing and that's their way off this island... I guess either is fine... I mean we either fight the cultist's from the forest at the landing when they finish whatever they're doing... Or fight the cultist's at the landing at the landing once we're done in the forest..."
Wiping his mouth with his hand, Utar speaks the command word to hand the Driftglobe follow him. As it approaches, he reaches out a hand, plucking it from the air, before deactivating it and stowing it safely in his pack.
Following Graxx's lead, Utar moves to look over the bodies of the priestesses.
Investigation - 18
(Using Inspiration to re-roll...)
Investigation - 22
"I guess a trip into the forest is as good a plan as any, although, maybe we could make use of these robes as diguises, try to get the drop in them?"
Doozey keeps an eye out for a few moments longer before feeling comfortable enough to come down and join the rest of the group. There are no other skirmishes happening any more, all cultists and their allies have either been dealt with or turned their attention away from the village proper. Some have gone into the woods after the group of children, others have taken prisoners to the landing.
The group spends the nest few minutes catching their breath, sharing Graxx's realization, and deciding on the next step. Graxx and Utar riffle though the pockets of the priestesses silky white robes (under their pitch black cloaks and hoods). The barbarian comes across a familiar looking potion, except this vial has a bulb like end to it, clearly housing more of the curative concoction (this is a Potion of Greater Healing). Utar finds nothing at first, until a random glint catches his eye. Poking around a bit more, he grabs a brooch or insignia of sorts, shaped like the bony claw of a dragon. At its very tip, a small amethyst it set in. A second purple glint betrays its magical nature, but without further examination, whatever boons it bestows shall remain unknown.
Graxx continues his examination of the nearby bodies but finds nothing but their weapons and some basic armor. None of them seem to carry any coin either, except the biggest of the Kuo-toa. Doozey comes back toward the group at this point from the other end of the village carrying the fishman's purse. It contains 48gp in it.
Looting completed, Neya and Utar decide to agree to Exirsa's offer. They both take a gulp of the bubbling water:
-> Neya gains 4 temporary HP (they last until you take that same amount of damage or until 4 hours pass, whichever comes first).
-> Utar gains 6 temporary HP (they last until you take that same amount of damage or until 6 hours pass, whichever comes first).
Lolmetta points to the surviving mound of walking flesh and answers Doozey: "Hmm... 'fraid not... The fightin' lady here has de right of it... Dey can be defeated... Dis un is de only Creature of de Wood left to protect us Folk. We can ask it to go with ye 'nd save de children, if ye'd like."
Seeing as dividing up the coin would take time, Doozey absently pockets the purse to handle after all is said and done. "Then it doesn't look like there's much of a choice then. Though the seem more interested in capture or killing, the children could still be used as a bargaining chip later. So.... We need to save them." Doozey states firmly. One glance at the Creature of the Wood remaining after and the halfling is grimacing once more. "As for that... Protector of yours. It might be best they go to the landing, and see about keep'em delayed, at the very least. If its only by seconds, it may be just enough for us to return in time."
With that said, he follows Neya's example, collecting what bolts; be they stuck in corpses, or even in cases on cultist.
When you realize you're doing too much: Signature.
Before they head out, Neya gathers as many of the arrows that missed their marks as she could. (Looking at the entire battle, Neya fired 8 arrows and 5 of them missed, so I guess she finds 2)
Extended Signature
Graxx walks over and takes a drink of the bubbly healing water as well.
He takes the healing potion and holds it out.
"Are you tapped out friend? Is this all the healing we have left?." Graxx says to Utar.
Graxx looks at his companions.
"Are you all willing to die for these people? Because that's what going to happen if we charge into another battle right now." says Graxx.
Graxx looks around at the dead horses and at this hurting CRAP members.
"This is a suicide mission. If we live to fight another day we have a chance to stop this cult and save those taken prisoner. If we charge into their reinforcements then we die, the villagers die, everyone dies. I'm all for a death bathed in glory but this would be a stupid way to go." Graxx states bluntly.
"It's not like we have a lot of good choices in the matter... The raft that Warsh took us here with is at the landing, we know for a fact that there are cultists over there with some of the villagers. Swimming may also be more difficult with the storm going on, and who knows if more Kuo-toa are lurking around in the depths."
She crosses her arms, her head slightly tilted down, "Suicide mission or not, we may very well be stuck here."
"Wait, who said charging in was the only strategy? We're fighting the Cult of the Dragon, right? What condition are those robes in?" Neya asks, formulating a plan, raising her head again.
Extended Signature
In answer to Graxx, Doozey glances over to Ulberto and the Crones, and a lowly growling Biscuit does the same to the 'Child of the Wood'. However, as soon as he began to open his mouth, his eyes widen as a thought reoccurs to him, then lowers it to the ground.
After a moment or two of silently looking at the earth as if searching for an answer, the stoutling shakes his head. "If'n I were to be honest... no. But, if we try to rest now, we'll be lucky if those that abconded to the forest come back through this way. Instead of meeting at some other point on the island, and possibly being well out of reach on a ship by the time we can act." He states calmly. "The landing is just convenient. Nothing more. Not only that. But I'd hardly consider what we've done so far a real set back for these... these Lunatics! I couldn't quite catch all your 'friends' there--" He gestures over to the fallen Berserkers. "Said. But I caught enough to know they got enough weird magic and... convincers on their side to turn those they caught into allies... or worse."
Doozey, at that final point, sits up straighter in Biscuits seat with a look of resolve on his face. "I'm sorry, Mr. Graxx. But I cannae wait... She's... They're counting on us" He bowed his head briefly. "Do what you must. And... if I do not return, see to it that the bastards pay fer all they've done." He requests, then looks to Neya with a faint smile.
"While I can see where ya goin' wit that. I didn't see many 'alflings among them. 'nd I'd sooner slit my own throat my own throat, or dare to call Big Mama the Big C 'fore I pretend to be a prisoner to folk as foul as these cultist." He adds for good measure. Unless restrained or convinced otherwise at this point, Doozey lingers only long enough for a final word, then looks to the storming weather. If it looks as if the worse had pass, or that a torch might survive it, he heads over to the cookfire to light one prior to taking off towards the woods.
When you realize you're doing too much: Signature.
Neya shakes her head, "No need to worry about that, Doozey... It wasn't what I had in mind anyway."
"I was thinking that they have no reason not to trust someone in their attire for the moment. I am thinking of trying to lure one or two at a time into ambushes and pick them off. I'm still ironing out some details, but I'm open to suggestions."
Extended Signature
Holding the broach in one hand, Utar lightly touches his amulet, casting guidance. It glows weakly as Utar investigates it further.
Arcana 15 plus 3
Looking to Graxx, Utar nods solemnly. "I think Torm can aid us no further here, and we should not be looking to engage in another battle as this."
Utar begins to walk over to the fallen body of Glühoof, kneeling beside it. "But Neya is right, if we cannot attack head on, we should ensure that when we strike it is on our terms. I would suggest we utilise what we have remaining here to best advantage."
With that Utar begins to tend to the body of Glühoof, flattening hair, closing eyes and wiping away spittle and blood. Quietly he adds,
"There is no more you could have done and no hero from the tales had a finer mount. I told you I would look after you if you would do the same for me. I cannot return you home, but I can ask that Torm guide your spirit onwards."
Graxx shrugs his shoulders and walks over and removes the cloak from one of his tribesman and places it on his shoulders.
"You'll not fight alone, Doozey..."says Graxx.
Graxx chugs the Potion of Greater Healing recovering 14 health points.
Graxx wipes his mouth.
"If ya'll need bait. I'm going to be the one in front." says Graxx.
"Well of course not! Biscuit 'ere would never... let me... uh... What are doin'?" Doozey asked all wide-eyed from watching Graxx down a potion. What he hears next brings a pained smile to the Stoutling's face. But then after looking towards Utar and Neya next, that smile soon turned into a grim frown. "If circumstances were different, I'd be all over such an approach, Lady Neya. But this is a time sensitive matter. And we've already consumed a great deal of that debating on a plan of action. I cannae stay any longer. If'n yer dat dead set on try 'nd pick'em off, then I..... I s'pose me and Biscuit here can run ahead, and coax those whichever direction ya wish. Give'm eitha the whole sheep or rabbit trick. But, that will only work in the woods. 'nd, you'll need to keep one alive to convince'm 'bout where they'd be meet'n their folk. 'nd how long they got."
"But the rest of ya are gonna need to decide now. We hunt and maybe trap'em in the woods? Or, we hit the landing. Perhaps catch'em distracted, 'nd ultimately take the ship. Cut'n off any still stuck on the island from escape'n easily."
When you realize you're doing too much: Signature.
Hearing Doozey's need for action prompts Utar to stand. He looks down at the bodies of the cultists and after a moment of hesitation decides that the robes from other barbarian are more likely to fit.
"Guess we need to get moving then. Time for a walk in the woods."
The preparations and conversation continue. While collecting some of his ammunition back alongside Neya, the party's hunter pockets the gold he found and suggests that the surviving Creature of the Wood be sent to the landing as a distraction or delaying tactic. Lolmetta immediately protests: "We ain't sendin' our last protector to certain death like dat! It must survive, or... or..." Ulburto interrupts: "I'll go with de Creature of de Wood. It'll protect me 'nd I it." The matter seems to be settled after that.
-> Assuming Doozey was at least not blatantly obvious about the purse of coin he found (passive sleight of hand), then at least Utar noticed the pocketing of it (passive perception), if not some of the crones too.
Encouraged by most of his companions' attitude, Graxx steps forward and drinks some of the crones' water as well. The barbarian then chases that drink by downing the large potion he just found (Graxx heals for 14 HP). He and Utar each collect a black robe from a dead cultist and don their new impromptu disguise. Neya asks about the robes' condition and notices that they are dirty, cut, and bloodied... pretty standard for post-battle attire.
-> Graxx gains 5 temporary HP (they last until you take that same amount of damage or until 5 hours pass, whichever comes first).
(another post incoming).
Doozey grabs one of the few torches that managed to survive the storm (must've had plenty of oil on it), and signals his desire to move into the woods within the next few precious seconds. Graxx shows his desire to follow and not waste any more time, but Neya keeps the two of them for a bit longer to discuss the details of the plan.
While this is happening, Utar takes a moment to both say his goodbyes to his former mount and see if he can gauge the usage of the brooch he found. He notices the little amethyst glints with a magical purple hue each time the group mentions their desire to fight further, but any more insight into the piece will require a more detailed examination.
(@MB: As per the rules for identifying magical items without using a spell, you'll need to study it over a short rest, at least).
After a bit more discussion, the group heads into the woods. For a small island with generations of inhabitants, the woods are oddly thick and dark. Filled with pines, walnuts, hawthorns, and dense underbrush of thorny plants, it is not a pleasant place to walk. A few squirrels and rodents manage to survive in it. The crones' explanation about not meddling into the woods comes to mind, as does Elisande. The girl would normally have piped up by now, introducing you to a new part of the island you hadn't explored earlier. The silence that follows the realization that she is not by your side this time feels a bit heavier than usual.
(OOC: At this point, I need a volunteer to lead the way for the party by rolling a survival check. Separately, it seemed to me that your plan is not exactly fully formed yet, so feel free to keep the discussion going as you thread through the woods. Also, I assume Graxx and Utar are wearing their disguises now, right?)
If Doozey and Biscuit weren't already in the lead, the two instinctively drift forward to take point once the group make their way into the woods. And while still not the most pleasant trip, under the duo's guidance, the group almost always seem to find the lesser of two evils while traversing the woods for the group; be they natural paths forged by the 'Children of the Woods', natural breaks, or more. Aside from the occasional 'Boof!' from Biscuit, or almost lyrical but indecipherable mutterings of the halfling, the two are largely quiet and focused solely on the task at hand.
Though there are times in which the latter just freezes up for brief moments at a time, seeming lost in thought. But each time he visibly shakes off the paralysis, and presses on with an all the more determined look about his face. 'Just hold on, Elisande... Please...' He thought to himself before long. As time went on and the brush grew thick enough to warrant, Doozey eventually has to put away the crossbow, ending both the faint crackle of electricity across its string, and... strangely bringing back some vitality to his face.
Survival: 9, if at advantage from at least Biscuit's help: 26.
(If Natural Explorer bonus would apply, add +3 to the roll)
(@Lerus: I'm not sure if anything involving Natural Explorer would actually come up for the woods. The reminder is in the spoiler)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
When you realize you're doing too much: Signature.
Utar falls in behind the group, tugging the hem of the robes from time to time as the snag and catch of thorns and branches.
He casts his eyes about in the darkness, careful not to let his gaze linger too long on the torch carried by Doozey lest the bright flame impair his vision.
Perception 19
Doozey can easily identify the recent tracks left by inexperienced forest explorers and/or frightened children. Biscuit can just as effortlessly pick up the needed scents. As the pair leads them in the proper direction, Utar keeps an eye open to see if any dangers await them, but can only spot a few squirrels here and there. Fifteen minutes later, the party arrives at a promising spot. Thinking back on Verik's notes, Neya knows this to be the right place.
By direction and time alone, CRAP knows they are now on the other side of the island after the walk through the thickest part of the dark wood. Filled with briars and nettles, there is a cave at the bottom of a water filled ravine. Climbing down to the cave could be a bit tricky. You can see some fresh blood on the banks of the ravine.
-> Those entering the cave will need to perform a successful athletics check {DC 10} to reach it, or think of another way to slide down to the mouth of the cave safely. Those staying behind to play wack-a-mole as enemies are lured outside, as per you plan, only need to perform the check is choosing to go into the ravine.
-> Those who fail the athletics check take 4 bludgeoning damage on the rocks below.
Neya positions herself to an angle where the entrance of the cave is most visible and hides behind a nearby tree with her ready for action.
She gives a nod, letting everyone know she's ready.
Extended Signature