Graxx sees that Utar is still not feeling the best.
"Friend let me carry most of the load. My body now matches my mind and feels back to normal."
Graxx looks down at the handaxes on his side.
"It was strange going out hunting with my old handaxes. It's been so long since i used any weapon besides the cursed sword they felt foreign in my hands. They'll take some getting used to."
Graxx shrugs his shoulders and his backpack jingles with coin.
"Maybe when we get back to town I can use some of this gold to find a more suitable weapon. I know it won't be a true relic of Tempus like I would like to have at some point but I need something big... Something that takes two hands to swing..."
"You are not the only one with a feeling to get used to." Neya muses, "I feel as if I am somewhat in tune with the shadows around us. Not just the ones in the forest. But, also the rocks and, to a lesser degree, everyone's here. It's almost as if I can step into one shadow and come out from another."
This post has potentially manipulated dice roll results.
DM's Screen:
9812
The second day of traveling is easier than the first. The sun is still out making it a warm day outside, and carrying Biscuit is still an arduous task even for Graxx. Nonetheless, moods are better and the CRAPers feel stronger than they did the day before.
At some point in the late morning, Doozey notices something at the corner of his eyes. A door stands on one side of the road, a good 100 feet inland, but there is no sign of the rest of the house or shed it used to be a part of. It is also near some thick bushes, such that it is hidden to the view of anyone approaching it from the other side of the Iron Route. His curiosity piqued, the ranger spends a few minutes investigating the lonely door but finds nothing of interest. Whoever decided to build a structure in this desolate side of the road must have had a good reason for it, he hopes, but whatever that might have been, it now seems inconsequential.
After a quick break for lunch, the traveling continues. At some point in the mid-afternoon, just as the land around the Iron Route begins to turn into cultivated farms (spread about, not yet the dense farming land just outside Phlan), a group of three pilgrims appears in the horizon. They are traveling in the opposite direction, away from Phlan. One of them is quite old, but the other two are no older than Neya. When they approach, the older man nods and tips his hat. He looks at Utar when doing so, likely because the half-orc happens to be leading the traveling troupe when they cross paths. The two others simply avert their eyes. They all wear mundane travelers' clothes and have simple weapons by their sides. If any words are exchanged, they are not the ones initiating the conversation.
Utar returns a silent greeting to the travelers, giving a nod of his head but similarly not initiating conversation.
Musing on Graxx's earlier words, he responds,
"I think that whatever weapon you choose, you can through your actions and deeds begin creating a true relic of Tempus. I think that is an encouraging thought."
As one final check before leaving the door be, again the stoutling took a moment to reach into the primeval, and sought closeness of the fey. A pointless effort, perhaps, but the strangeness of the structure.... He walked away, but not without making a mental note of its position, and spending the remainder of the day racking his brain over any potential magics or fey bound to such curiosities.
Eventually at some point the stoutling had looked to the others with a want in his eyes; only to dismiss it with a shake of the head, and trundle on after them.
They could not afford delays. Not yet....
"... Sounds like you've been touched by the Unseelie Courts. A byproduct perhaps of the fey that taunted us that evening prior." Doozey comments, "Best keep on your toes. Their 'gifts' are never without their price." Noticing the pilgrims the stoutling forewarns in passing, "Mind your surroundings if'n you find yourself camping out close to forest a half a day's back. There be curious fey about that might taking more an active liking to ya than the did us."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM's Screen:
23
THE DOOR (MORNING)
Doozey: The door opens and closes like any other. You find only faint traces of magic on the door. It is old magic, certainly inactive for quite a long time. Too little to explore further. Too faint to draw any other conclusions. Too ancient to be of any consequence to your current pursuits. You primeval awareness fails to identify the presence of any fey nearby.
The halfling rejoins the rest of the group and suggests some sort of foul play by the fey, despite his failure to pinpoint any since the previous night. The warning is well taken nonetheless. Separately, Utar suggests that godly relics are sometimes not found, but made. Graxx becomes pensive, but does not immediately respond.
THE PILGRIMS (AFTERNOON)
Though Utar does his best to let the pilgrims pass undisturbed, the rest of the group seems to yearn for some contact with the civilized world after a long period of time dealing with lonely travels, infernal beasts, evil cultists, strange villagers, and a peculiar bronze dragon. Doozey's interest in them seems to be satisfied with a simple warning about fey trickery in the area, similar to what he had said to his own companions that morning. Graxx and Neya, are more interested in getting verbal responses.
The old man is the only one who talks. He looks at Graxx, even though he is walking closer to Neya when he starts speaking: "Phlan is becoming more and more dangerous these days. Be careful upon your return, strangers." He says nothing else as he continues to walk past CRAP along with his two younger companions. The dragging of a large canine beast causes one of the younger pilgrims to turn his head in curiosity, but he does not dillydally. Other than that, they don't look back and simply continue moving down the Iron Route.
TRAVELLING CONTINUED
The group continues on their path as well, for another three or so hours. At that point, the sun begins its final decent for the day, moving into hiding beyond the horizon. Graxx's general skills in navigating his geography (Wanderer feature) indicate that the party should be no more than a day away from Phlan at this slow pace they have been traveling (~8 more hours of walking slowly while dragging Biscuit). This would be a good time to stop for the night, though the party could try to push into the night a bit such that they'd arrive in Phlan the next day in time to still catch some sunlight in the city.
(OOC: If deciding to take your long rest for the day, please go ahead and describe what you do to set up camp, your watches' order, and anything special you might want to focus on during the long rest).
Graxx squints toward the general direction of Phlan.
”Bout 8 more hours I’d say. We should bed down for the night. Sounds like we might need our strength when we finally make it to Phlan.”
Graxx to Doozey as he motions at Biscuit.
”I never realized how stout Biscuit was before. Hefty fella. Rest assured this’ll be one of the first things we do seeing to Biscuit.”
Graxx to Utar.
”You’re right Utar... Every eventual relic had to start as a simple weapon somewhere. I’m just not sure if these handaxes are it. The black blade felt so good in my hands... It was like it and I were one. It’s just the taking over my mind I have a problem with... Haha...” says Graxx with a forced laugh as he strives to accept that he was once again manipulated.
Graxx to Neya.
”Tell me more about how you feel in twined with the shadows. Are you sneakier than before? Can you see in the dark?” Asks Graxx
OOC: No conversations are secret and are loud enough where anyone can partake in them.
Doozey had nodded solemnly in agreement to Graxx. Though at the follow-up directed at Utar, the stoutling winced, reminded again of his own failings. However, he would say nothing, and just continue to quietly along behind the others.
Once the group is readying to bed down for the night, Doozey tried to spy a location with either plenty an open view to make noticing an approach easier, or one with a high enough elevation. Failing that, if there were tall enough trees near the selected campsite, then he'd take to them for first watch, "borrowing" his rope once more to make the descent easier in an emergency case. Of course until the case comes about, he made a point of keeping the unbound end pulled up.
He also spends a few moments gathering whatever dry twigs he could nearby, and formed a loose ring them outside the camp by fifteen feet. If at any point he hears of Neya being able to see in the dark, or more pointedly, potential grant the gift to others, Doozey briefly asks about being granted it for his watch. But otherwise, the stoutling is fairly mute without being engaged, preferring to toil in silence as if in penance for something.... or just not having anything to say; including that of the lack of 'help' from Utar's old friend.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar will busy himself with making camp, collecting firewood and discussing a watch order with the others. Happy to take any watch, he unloads the rations left from his pack for meal time.
"Being able to see in the dark and making myself and others more sneaky is something I've been able to do for a while. It takes a bit of effort on my part, since I am essentially convincing my body to see in the dark, or those around me to be more sneaky. I could even go as far as convince everyone, myself included, that there is no seeing, or hearing and speaking in small areas." Neya explains.
"This feeling, however, is almost instinctual. I suppose a demonstration would be easier than explaining. In fact, the lengthening shadows thanks to the setting might make it more easy to do so." She will walk to the nearest large rock or tree, step into its shadow and disappear. She then reappears at another rock's/tree's shadow within 60 feet of the original shadow.
Upon hearing Doozey inquire whether she could bestow the ability to see in the dark to another, she responds, "I suppose it's possible. Nobody had volunteered to have the enhancement applied to them. Let's give it a go." (4 ki points for 2 castings of darkvision, one for Doozey and one for her)
This post has potentially manipulated dice roll results.
DM's Screen:
10
Following Graxx's suggestions, the group decides to settle down for the night. Dozzey spends a few minutes looking for a suitable, defensible spot, but can't quite find a perfect location. He eventually suggests not going near the woods this time and instead, sticking close to the road. It is the most open area in this vicinity and would lend itself to an early visual warning if needed. Anyone travelling at night down the Iron Route would surely carry torches with them, so there is less to worry about in terms of dangers from those directions.
Utar goes off to gather some firewood. The halfing accompanies him but instead gathers dry twigs. The former will serve as fuel for the campfire, the latter as another type of early warning trick. Upon returning, the cleric joins Graxx in setting up camp, while Doozey approaches Neya with a request. She takes advantage of it, as well as the barbarian's earlier question, to try and explain some of the gifts she has gained through her specialized and secretive training. She even gives the group a little demonstration, appearing to be involuntarily sucked into the shadow of a nearby rock, just to appear as if jumping out of the shadow of another rock a good 35 or 40 feet away. Were they not tired, the other CRAPers might have even clapped.
A meal is shared, as is some conversation. The watch order is maintained from the previous night and Doozey takes place atop the rock Neya used for her trick earlier as to take the first watch. He feels even more prepared than usual this time, given his temporary ability to see in the dark. This is a feeling Doozey is not used to. He has learned to rely on his other senses when in the dark, but even this gradient of gray shades is quite the extra boon.
Graxx, Utar, and Neya are all asleep for a good hour-and-a-half by the time Doozey picks up some movement from behind him. He hear them first, snagging dry twigs just a dozen or so feet away. A turn of his neck is all he needs in order to make eye contact as the creatures can only approach by walking out in the open this time. His special hunter senses are not needed either, as all of his careful planning bears fruit. Three large quadrupedal creatures approach with their heads low, ready to attack. Doozey recognizes their mixture of lupine bodies and humanoid faces as belonging to Yeth Hounds once more.
ROLLING FOR INITIATIVE
Yeth Hounds: 8
Doozey: 13
Utar: 3
Neya: 26
Graxx: 5
(OOC: Another 4 rations need to be used up to represent supplies and food for the whole day. It sounds like @MB is taking care of all 4 this time if he has enough of them, is that right?)
This post has potentially manipulated dice roll results.
Currently unaware of how close the enemies are, Graxx continues to sleep.
Two of the hounds immediately make for Doozey, recognizing the halfling as the most immediate threat. They looks at each other as if communicating their plan of action, though no words are uttered. The third hound instead runs upward, stepping on air as if it were solid ground. It files 15 feet up, and is now not too far from a sleeping Neya. This one seems to be biding its time for now.
-> Bite vs. Doozey: Attack: 9 Damage: 16 piercing.
-> Bite vs. Doozey: Attack: 13 Damage: 7 piercing.
Each hound pulls on one of the stoutling's leg, drawing plenty of blood on the process (Doozey takes 15 piercing damage). The sounds of struggle begin to wake the other members of CRAP, though it will take them a few seconds to properly join the fight.
(Neya and Utar are still considered surprised for now, so Doozey is next).
(OOC: Okay, so @MB is deducting 2 rations. We need to account for 2 more. Volunteers?)
This post has potentially manipulated dice roll results.
Doozey lets out a sylvan curse as his furious kicks and shifting about eventually allowed him to slip the proverbial noose that was hounds. "Oh ho ho! I knew there'd be more of ya foul ones! Everyone! Wake up! More hounds!" He calls out as a handle fiddled about for flask at his belt. Eventually he pulls it free while narrowly evading further harassment, and downs most of its contents. The rest he spews not only into the air above, but also into the face of the closest hounds.
"Ihg Mif Eremith! The black seekith shelter among the shade, and amidst the white! But woe be unto them. Woe be unto all who pay not homage, or tthink not of the Grey boundaries." He intoned, as eyes glowed with a golden hue, and sounding near the end as if two voices spoke from the same being at once; one old and harsh, and the other young and cheery. But with the words came a power -- a feeling as the air about the Stoutling subtly shifted into something unwelcoming and painful for the fey to focus in, let alone approach without care.
(@Lerus: So, this is up to you whether Doozey would've remembered to get the holy water back from Utar or not after previously sensing fey in the area the other night. If not, go with the spoiler action. But if so, he casts the spell and does the thing.)
Bonus Action: Activate Slayer's Prey on Closest Yeth Hound.
Doozey kicks his way out of the maws of the hounds and yells at his companions to wake up without looking at them. The screamed words are enough to wake both Neya and Graxx, but a still tiredUtar only shifts from one side to the next. The hunter then grabs a flask of holy water and quickly downs it before uttering some strange incantations. The well prepared stoutling feels well protected to face this fight now.
Still atop the rock, Doozey then locks his eyes on one of the close by hounds and prepares to fight with rapier in hand.
Graxx sees that Utar is still not feeling the best.
"Friend let me carry most of the load. My body now matches my mind and feels back to normal."
Graxx looks down at the handaxes on his side.
"It was strange going out hunting with my old handaxes. It's been so long since i used any weapon besides the cursed sword they felt foreign in my hands. They'll take some getting used to."
Graxx shrugs his shoulders and his backpack jingles with coin.
"Maybe when we get back to town I can use some of this gold to find a more suitable weapon. I know it won't be a true relic of Tempus like I would like to have at some point but I need something big... Something that takes two hands to swing..."
"You are not the only one with a feeling to get used to." Neya muses, "I feel as if I am somewhat in tune with the shadows around us. Not just the ones in the forest. But, also the rocks and, to a lesser degree, everyone's here. It's almost as if I can step into one shadow and come out from another."
Extended Signature
DM's Screen:
98 12
The second day of traveling is easier than the first. The sun is still out making it a warm day outside, and carrying Biscuit is still an arduous task even for Graxx. Nonetheless, moods are better and the CRAPers feel stronger than they did the day before.
At some point in the late morning, Doozey notices something at the corner of his eyes. A door stands on one side of the road, a good 100 feet inland, but there is no sign of the rest of the house or shed it used to be a part of. It is also near some thick bushes, such that it is hidden to the view of anyone approaching it from the other side of the Iron Route. His curiosity piqued, the ranger spends a few minutes investigating the lonely door but finds nothing of interest. Whoever decided to build a structure in this desolate side of the road must have had a good reason for it, he hopes, but whatever that might have been, it now seems inconsequential.
After a quick break for lunch, the traveling continues. At some point in the mid-afternoon, just as the land around the Iron Route begins to turn into cultivated farms (spread about, not yet the dense farming land just outside Phlan), a group of three pilgrims appears in the horizon. They are traveling in the opposite direction, away from Phlan. One of them is quite old, but the other two are no older than Neya. When they approach, the older man nods and tips his hat. He looks at Utar when doing so, likely because the half-orc happens to be leading the traveling troupe when they cross paths. The two others simply avert their eyes. They all wear mundane travelers' clothes and have simple weapons by their sides. If any words are exchanged, they are not the ones initiating the conversation.
(OOC: Anything you'd like to do at this point?)
Utar returns a silent greeting to the travelers, giving a nod of his head but similarly not initiating conversation.
Musing on Graxx's earlier words, he responds,
"I think that whatever weapon you choose, you can through your actions and deeds begin creating a true relic of Tempus. I think that is an encouraging thought."
As one final check before leaving the door be, again the stoutling took a moment to reach into the primeval, and sought closeness of the fey. A pointless effort, perhaps, but the strangeness of the structure.... He walked away, but not without making a mental note of its position, and spending the remainder of the day racking his brain over any potential magics or fey bound to such curiosities.
Arcana: 14.
Eventually at some point the stoutling had looked to the others with a want in his eyes; only to dismiss it with a shake of the head, and trundle on after them.
They could not afford delays. Not yet....
"... Sounds like you've been touched by the Unseelie Courts. A byproduct perhaps of the fey that taunted us that evening prior." Doozey comments, "Best keep on your toes. Their 'gifts' are never without their price." Noticing the pilgrims the stoutling forewarns in passing, "Mind your surroundings if'n you find yourself camping out close to forest a half a day's back. There be curious fey about that might taking more an active liking to ya than the did us."
When you realize you're doing too much: Signature.
"Good afternoon, how fares your travels?" Neya greets the pilgrims as the two respective groups approach each other.
Extended Signature
“And any word from Phlan? We have been off taking care of some business.” Adds Graxx to the conversation.
DM's Screen:
23
THE DOOR (MORNING)
Doozey: The door opens and closes like any other. You find only faint traces of magic on the door. It is old magic, certainly inactive for quite a long time. Too little to explore further. Too faint to draw any other conclusions. Too ancient to be of any consequence to your current pursuits. You primeval awareness fails to identify the presence of any fey nearby.
The halfling rejoins the rest of the group and suggests some sort of foul play by the fey, despite his failure to pinpoint any since the previous night. The warning is well taken nonetheless. Separately, Utar suggests that godly relics are sometimes not found, but made. Graxx becomes pensive, but does not immediately respond.
THE PILGRIMS (AFTERNOON)
Though Utar does his best to let the pilgrims pass undisturbed, the rest of the group seems to yearn for some contact with the civilized world after a long period of time dealing with lonely travels, infernal beasts, evil cultists, strange villagers, and a peculiar bronze dragon. Doozey's interest in them seems to be satisfied with a simple warning about fey trickery in the area, similar to what he had said to his own companions that morning. Graxx and Neya, are more interested in getting verbal responses.
The old man is the only one who talks. He looks at Graxx, even though he is walking closer to Neya when he starts speaking: "Phlan is becoming more and more dangerous these days. Be careful upon your return, strangers." He says nothing else as he continues to walk past CRAP along with his two younger companions. The dragging of a large canine beast causes one of the younger pilgrims to turn his head in curiosity, but he does not dillydally. Other than that, they don't look back and simply continue moving down the Iron Route.
TRAVELLING CONTINUED
The group continues on their path as well, for another three or so hours. At that point, the sun begins its final decent for the day, moving into hiding beyond the horizon. Graxx's general skills in navigating his geography (Wanderer feature) indicate that the party should be no more than a day away from Phlan at this slow pace they have been traveling (~8 more hours of walking slowly while dragging Biscuit). This would be a good time to stop for the night, though the party could try to push into the night a bit such that they'd arrive in Phlan the next day in time to still catch some sunlight in the city.
(OOC: If deciding to take your long rest for the day, please go ahead and describe what you do to set up camp, your watches' order, and anything special you might want to focus on during the long rest).
Graxx squints toward the general direction of Phlan.
”Bout 8 more hours I’d say. We should bed down for the night. Sounds like we might need our strength when we finally make it to Phlan.”
Graxx to Doozey as he motions at Biscuit.
”I never realized how stout Biscuit was before. Hefty fella. Rest assured this’ll be one of the first things we do seeing to Biscuit.”
Graxx to Utar.
”You’re right Utar... Every eventual relic had to start as a simple weapon somewhere. I’m just not sure if these handaxes are it. The black blade felt so good in my hands... It was like it and I were one. It’s just the taking over my mind I have a problem with... Haha...” says Graxx with a forced laugh as he strives to accept that he was once again manipulated.
Graxx to Neya.
”Tell me more about how you feel in twined with the shadows. Are you sneakier than before? Can you see in the dark?” Asks Graxx
OOC: No conversations are secret and are loud enough where anyone can partake in them.
Doozey had nodded solemnly in agreement to Graxx. Though at the follow-up directed at Utar, the stoutling winced, reminded again of his own failings. However, he would say nothing, and just continue to quietly along behind the others.
Once the group is readying to bed down for the night, Doozey tried to spy a location with either plenty an open view to make noticing an approach easier, or one with a high enough elevation. Failing that, if there were tall enough trees near the selected campsite, then he'd take to them for first watch, "borrowing" his rope once more to make the descent easier in an emergency case. Of course until the case comes about, he made a point of keeping the unbound end pulled up.
He also spends a few moments gathering whatever dry twigs he could nearby, and formed a loose ring them outside the camp by fifteen feet. If at any point he hears of Neya being able to see in the dark, or more pointedly, potential grant the gift to others, Doozey briefly asks about being granted it for his watch. But otherwise, the stoutling is fairly mute without being engaged, preferring to toil in silence as if in penance for something.... or just not having anything to say; including that of the lack of 'help' from Utar's old friend.
When you realize you're doing too much: Signature.
Utar will busy himself with making camp, collecting firewood and discussing a watch order with the others. Happy to take any watch, he unloads the rations left from his pack for meal time.
"Being able to see in the dark and making myself and others more sneaky is something I've been able to do for a while. It takes a bit of effort on my part, since I am essentially convincing my body to see in the dark, or those around me to be more sneaky. I could even go as far as convince everyone, myself included, that there is no seeing, or hearing and speaking in small areas." Neya explains.
"This feeling, however, is almost instinctual. I suppose a demonstration would be easier than explaining. In fact, the lengthening shadows thanks to the setting might make it more easy to do so." She will walk to the nearest large rock or tree, step into its shadow and disappear. She then reappears at another rock's/tree's shadow within 60 feet of the original shadow.
Upon hearing Doozey inquire whether she could bestow the ability to see in the dark to another, she responds, "I suppose it's possible. Nobody had volunteered to have the enhancement applied to them. Let's give it a go." (4 ki points for 2 castings of darkvision, one for Doozey and one for her)
She will take second shift, same as last night
Extended Signature
DM's Screen:
10
Following Graxx's suggestions, the group decides to settle down for the night. Dozzey spends a few minutes looking for a suitable, defensible spot, but can't quite find a perfect location. He eventually suggests not going near the woods this time and instead, sticking close to the road. It is the most open area in this vicinity and would lend itself to an early visual warning if needed. Anyone travelling at night down the Iron Route would surely carry torches with them, so there is less to worry about in terms of dangers from those directions.
Utar goes off to gather some firewood. The halfing accompanies him but instead gathers dry twigs. The former will serve as fuel for the campfire, the latter as another type of early warning trick. Upon returning, the cleric joins Graxx in setting up camp, while Doozey approaches Neya with a request. She takes advantage of it, as well as the barbarian's earlier question, to try and explain some of the gifts she has gained through her specialized and secretive training. She even gives the group a little demonstration, appearing to be involuntarily sucked into the shadow of a nearby rock, just to appear as if jumping out of the shadow of another rock a good 35 or 40 feet away. Were they not tired, the other CRAPers might have even clapped.
A meal is shared, as is some conversation. The watch order is maintained from the previous night and Doozey takes place atop the rock Neya used for her trick earlier as to take the first watch. He feels even more prepared than usual this time, given his temporary ability to see in the dark. This is a feeling Doozey is not used to. He has learned to rely on his other senses when in the dark, but even this gradient of gray shades is quite the extra boon.
Graxx, Utar, and Neya are all asleep for a good hour-and-a-half by the time Doozey picks up some movement from behind him. He hear them first, snagging dry twigs just a dozen or so feet away. A turn of his neck is all he needs in order to make eye contact as the creatures can only approach by walking out in the open this time. His special hunter senses are not needed either, as all of his careful planning bears fruit. Three large quadrupedal creatures approach with their heads low, ready to attack. Doozey recognizes their mixture of lupine bodies and humanoid faces as belonging to Yeth Hounds once more.
ROLLING FOR INITIATIVE
(OOC: Another 4 rations need to be used up to represent supplies and food for the whole day. It sounds like @MB is taking care of all 4 this time if he has enough of them, is that right?)
OOC I think Utar has two, we're going to need two from another source if we can.
YETH HOUNDS... AGAIN:
NOTE: Red sun-like token represents your campfire. It provides enough light for you to fight unhindered within a 30-foot radius.
(Graxx would go first, but he is snoring right now...)
Currently unaware of how close the enemies are, Graxx continues to sleep.
Two of the hounds immediately make for Doozey, recognizing the halfling as the most immediate threat. They looks at each other as if communicating their plan of action, though no words are uttered. The third hound instead runs upward, stepping on air as if it were solid ground. It files 15 feet up, and is now not too far from a sleeping Neya. This one seems to be biding its time for now.
-> Bite vs. Doozey: Attack: 9 Damage: 16 piercing.
-> Bite vs. Doozey: Attack: 13 Damage: 7 piercing.
Each hound pulls on one of the stoutling's leg, drawing plenty of blood on the process (Doozey takes 15 piercing damage). The sounds of struggle begin to wake the other members of CRAP, though it will take them a few seconds to properly join the fight.
(Neya and Utar are still considered surprised for now, so Doozey is next).
(OOC: Okay, so @MB is deducting 2 rations. We need to account for 2 more. Volunteers?)
Doozey lets out a sylvan curse as his furious kicks and shifting about eventually allowed him to slip the proverbial noose that was hounds. "Oh ho ho! I knew there'd be more of ya foul ones! Everyone! Wake up! More hounds!" He calls out as a handle fiddled about for flask at his belt. Eventually he pulls it free while narrowly evading further harassment, and downs most of its contents. The rest he spews not only into the air above, but also into the face of the closest hounds.
"Ihg Mif Eremith! The black seekith shelter among the shade, and amidst the white! But woe be unto them. Woe be unto all who pay not homage, or tthink not of the Grey boundaries." He intoned, as eyes glowed with a golden hue, and sounding near the end as if two voices spoke from the same being at once; one old and harsh, and the other young and cheery. But with the words came a power -- a feeling as the air about the Stoutling subtly shifted into something unwelcoming and painful for the fey to focus in, let alone approach without care.
(@Lerus: So, this is up to you whether Doozey would've remembered to get the holy water back from Utar or not after previously sensing fey in the area the other night. If not, go with the spoiler action. But if so, he casts the spell and does the thing.)
Bonus Action: Activate Slayer's Prey on Closest Yeth Hound.
Action: Cast Begone Spirits! on self.
Bonus Action: Remains the same.
Action: Rapier - Attack: 14 Damage: 16 of non-magical piercing damage at marked Yeth Hound. (Forgot to mark for re-rolling ones: 23.)
Movement: To BX-22, accepting 2 OoA.
When you realize you're doing too much: Signature.
OOC to make it official: Graxx will deduct 2 rations.
Doozey kicks his way out of the maws of the hounds and yells at his companions to wake up without looking at them. The screamed words are enough to wake both Neya and Graxx, but a still tired Utar only shifts from one side to the next. The hunter then grabs a flask of holy water and quickly downs it before uttering some strange incantations. The well prepared stoutling feels well protected to face this fight now.
Still atop the rock, Doozey then locks his eyes on one of the close by hounds and prepares to fight with rapier in hand.
END OF INITIATIVE ROUND 1
YETH HOUNDS... AGAIN:
NOTE: Red sun-like token represents your campfire. It provides enough light for you to fight unhindered within a 30-foot radius.
(Graxx is up next).