This post has potentially manipulated dice roll results.
Hearing the word west mentioned twice now, Fang begins to look for any signs indicating anything has recently traveled that direction from where they are currently. He also tells his kinsman to do the same.
Come on dice roller. Also he would wait for glasses reply before searching. But I figure with him being a skilled hunter and the conversation being spoke openly he would have noticed.
Survival: 12
not too bad I hope. Though if it’s invisible or one another plane I probably won’t see much of anything anyway.
Asking to consult the Hag’s journal as they travelled, Snively tries to glean any clues about what nearby locations would be suitable for a ritual the magnitude of the one the Hag has planned.
Arcana: 9
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Professor, you're not able to glean any meaningful information from the journal, as you're being interrupted at regular intervals to help with translations, especially as travelers, grung, and lizardfolk all want to know where to head and what is going on. As you all head west though, the lizardfolk trackers, among them Fang, make a discovery.
The swampy ground was hidden among the mist and steam, but upon approaching, you can see a fairly wide channel, created by dragging something large through here. Unable to identify based on the drag marks, the Professor is able to deliver the information after consulting the journal's back pages: The hag had used the skull as a mobile base, moving around the lake and the nearby area to find a suitable location.
As you're heading onwards, following the tracks heading west away from the lake and into the forest, one of the grung hunters approaches the front of the formation, and says to the Professor and Berrus: "Group is going to Heroes' Rest, about another hour or so."
The sun has started to set, so you expect to reach the indicated place with the moon up in the sky.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"I can only hope we get there in time to stop the ritual," says the Professor as they follow the drag-track of the skull. "What can you tell us of this 'Heroes' Rest' place, {grung hunter #1}?" Snively asks.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Name of this one is K'ork. Heroes' Rest is big rock and old cave, where heroes of old lay buried." Professor, you don't recognise the feature as anything described in the Gazetteer, but the certainty with which the grung lead you forwards makes you confident, and you follow along the trail.
As you advance, the ground is getting rockier, lending credence to the fact that a cave system might be up ahead. Close to an hour of marching, and K'ork informs you that you're about a quarter mile from the entrance to the place. Shae, you feel almost slightly nauseous, as you feel Kam's presence strongly with you, but also sense the evil presence of the hag, reaching out towards you.
As you advance further, you spot the cave entrance to the location K'ork pointed out. Around the entrance is a small clearing, and off to the side you find the giant skull, confirming that the hag used it to travel here. Before you can begine to investigate the are though, you here rustling leaves, and see the shifting branches, and before long you spot at least a dozen or so of the vicious monkeys you all faced before.
Falx, with a grimly set face, shouts to Berrus and the Professor: "Leave me half the grung and the lizardfolk, and we'll deal with these foul creatures here, you press on and stop that bloody ritual!" Then, turning to the other members of the crew of the start goddess, he shouts "For Nhar!" As he gets ready to face them coming on. Cliff and Bertrand both look to the Professor, as if to ask for permission to stick close and help out against these beasts that slew one of your own.
Even if you all choose to heed Falx' words, I want everyone to roll initiative.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
having been particularily quiet throughout the journed constantly going through the plan in his head (not being a commander he has doubts) Berrus perks up at Falx and shouts
"Stay in th group- Shield bearers to the outside e'reyone else in th' middle archers get ready"
"Heroes of old," repeated Maxine, "buried". She emphasized the last word. "If that hag is not going to use those dead, you can call me grung." She did not finish the explanation how, in her opinion, the hag is going to do it, when the psychotic furballs appeared right above the party.
Maxine literally took most of the words out of Shae’s mouth. It’s her army... Fighting back the nausea, the scholar would clutch her tomb close, taking comfort in Kam’s presence. Although she felt slightly sickened by the hags magic effect on her, she needed to remind herself that her and Kam’s power also came with the moon and the night.
Initiative: 1
Shae’s eyes would go wide at the appearance of the monkeys. She’d feel her body tense in defence, and even feel a growl come up into her throat. Her heart would leap with anticipation and inspiration from Falx’s shout. Remembering the brave fighter and the hauntings of the hag, Shae would step forward, raising her hand and shout. “For Nhar!”
Hearing Rings(Berrus) say to stay in formation would tighten his grip on the spear, ready to throw it at the first creature to approach the formation. He also relays the command to his kin.
This post has potentially manipulated dice roll results.
Glasses:
The Professor relays the command to the grung, then readies to throw solid air at any incoming projectiles he can see from the monkeys (Gust will only give disadvantage against one missile weapon per recent ruling, so Snively will give priority to any headed towards Shae, Maxine, or himself). Snively then continues to follow Berrus to press on into the cave.
Initiative: 10
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
At Berrus's command and out of their own instinct, the five lizardfolk scaleshields get ready to use their shields against the incoming vicious monkeys. As the first five of the monsters launch themselves at your group, you suddenly see several grung drop their weapons and cluth their heads, as some of the monkeysbelt out a blood-curdling scream. Four of the furballs collide with the shields and start scratching and mauling at the lizardfolk warriors behind, and you notice several of them being wounded by the sharp claws and teeth of the vicious little beasts, but at least one of them is struck down by a lizardfolk spear square to the chest. Reorganising themselves, the five orange grung elites that joined the group ready their bows and let fly at another group of monkeys in the nearby trees, managing to shoot one of them down. Several of the purple grung join in, and pick off another one of the monkeys. The green grung contend with using the gaps of the shield wall to stab at the monkeys with their poisoned daggers, but you notice how one of them is struck across the jaw and drops, being immediately dragged out of the formation by the monkeys. Several of the grung want to chase after their fallen comrade, and are quickly joined by several lizardfolk who leap over their shield-bearing comrades to go wading into the monkeys with fang and claw. Despite the frantic melee, you're making good speed, and find most of the group inside the cave entrance, fighting off the monkeys behind you. Maxine picks out one of the monkeys and cripples it with a shot into its side, just below the lungs. Fang tries to stab at one of the monkeys, but the creature dodges his spear, only to be slammed in head with a spiked shield from one of the lizardfolk shield bearers. The Professor is desperately trying to keep the grung and lizardfolk from breaking formation and urges the group as a whole to make for the cave entrance. Shae meanwhile can sense the growing fear and frustration, but also the well in power with the bright moon overhead, and she gets one of the furballs straight in the chest with a blast of righteous anger.
After a frantic few seconds, you push into the cave entrance. At twenty feet of width, the group has to move through in phases, with the travellers and the grung elites fighting off the monkeys at the back, while the Lizardfolk with Berrus at the tip push into the cave. Professor, Shae and Maxine find themselves somewhere in the middle of the shifting mass of bodies.
As you fight your way into the cave, you immediately notice the shimmer of bioluminescent mushrooms and the shine of several torches towards the far edge of the cave. You can hear water in the background, across the ding of the fighting outside, and Berrus can make out the figure of the horned lady chanting in the middle of a ritual circle, partially hidden by a set of stalagmites in the middle of the cave. To your left, there's a muddy puddle, with several shambling figures behind it. At the height of the stalagmites, another group of shambling corpses is visible, and to your right at the far end of the cave you can spot another group.
For this combat, give me the intended target groups, unless they are uniquely identifiable (for example the hag). The squares you see represent five feet, for reference of distances. Without orders or direction, you can assume that the groups that travel with you will take care of the various groups of enemies to the best of their ability. I will be rolling for them at home to determine effects, but will only narrate the latter, without including dice rolls. It could therefore be possible for certain groups to become overwhelmed. As always, retreat is an option, even if it will have dire consequences for the region. I will keep updating the map as you move, so giving me a rough idea of where you are will be much appreciated.
As for the labels: B =Berrus; F= Fang; G= Glasses; M= Maxine; S= Shae. The rest is labelled. Enemies are red, Allies are blue, PCs are black.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Berrus will move forward (2 squares) then position himself waving at those near him to form a line on either side --if there are any extra shield bearers he will tell Fang to have them do the same at the rear of the party (vs the monkeys)
Here we stand fer now till it thins out a bit
holding action til something gets close then swinging with his axe,
Protection is also active While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.
Anchoring your shield wall between the puddle and the right wall, Berrus and two shield bearers push forwards, while three of them stay behind to form a shield wall for the rest of the group to get behind at the narrowest part of the entry to the cave. Several of the monkeys tried to leap into the middle of the group, but they are smacked back by the shields and kept at bay with spears, as well as the daggers, and arrows of the grung elites.
As the shield wall starts to form up, the first group of zombies shuffles towards the forward shield wall, pushing around and through the puddle. As the zombies get stuck in the thick mud and have a much harder time moving forward, but eventually push through the mud. As soon as they are within range, one of the lizardfolk scaleshields swings his improvised club with such force, that he tears the zombie's skull clean off the rest of its body, just as Berrus slices through the uppor body of a second one. The satisfaction of cutting down these zombies quickly shifts to horror though, as the headless creature shambles forward, and both Berrus and the lizardfolk shield bearer are covered in burrowing maggots bursting forth from the zombies. You hear a load scream as the lizardfolk to the left of Berrus has several of these maggots burrow into his skin, where previous attacks had left gashes. As they are busy brushing off the maggots, the other three zombies start to claw at Berrus and the other shield bearers, without any success at the shield wall, as you keep pushing the zombies off.
Seeing the maggots, one of the lizardfolk shamans is horrified and shouts "Use fire!" for anyone that understands draconic, before fighting off a monkey that bit into its forearm. Several grung had managed to pin another one of the monkeys and are visciously stabbing it to death on the ground, as the rest of the group tries to provide cover with arrows and allow them to return back behind the shield wall.
For those of you looking towards her, you see the hag continuing her chant as she's moving behind the stalagmites and out of sight, but otherwise not engaging the fight.
The main body of lizardfolk and grung manage to kill off another monkey, but as they retreat behind the shields, a lizardfolk and another grung lie dead on the ground. You're horrified to see that their bloods seems to be seeping directly into the ground however, and shortly after the a red light starts to emanate from the ritual runes at the end of the hall.
The shield bearer to the right is being pressured by the second group closing in from the right, almost running at the shield wall and pushing the lizardfolk back with their combined weight. Seeing the maggots, the lizardfolk warrior is wary of slicing up the zombies, instead attempting to bash them back with his shield. He manages to push one over, but as he overextends, one of the zombies claws her across the right thigh, cutting a deep gash.
Maxine and Fang, you're up!
20 vs 15 and 2 vs 17
3 maggots infected the left shield bearer.
Legend: SB = Shield Bearer. The hag is no longer visible, that's why she's not on the map anymore.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
The Professor views the empowering of the ritual with violently shed blood and tries to intuit if there is any way he can stop it or slow it down. Failing that, perhaps a judgement of how Much time he has left to disrupt the ritual before it is too late.
Repeating the advice for those who do not speak Draconic, Snively yells, “Use Fire on the Zombies,” in both Common and Grung.
Shae would almost be spinning trying to keep an eye on the battle from all sides. She desired to make the most calculated of decisions to ensure the success of Berrus’ plan and the united efforts of the groups. First hearing the call for fire, the scholar’s mind would flash to some of their research early in the jungle. Her eyes would search to meet Maxine’s and then Professor’s. “Torchstalk! It could be risky, but should the right tactics carefully applied, it could help thin out the groups...“
Torchstalk: a one to two foot tall mushroom with a combustible cap, a single Torchstalk burns for 24hrs once lit. There is a 1 in 6 chance that a Torchstalk explodes when lit, bursting into a cloud of fiery spores. Creatures within 10 feet of an exploding Torchstalk take 3 1d6 fire damage.
This post has potentially manipulated dice roll results.
(Berrus did not add +1 to his armour! Please, do so)
The number of dead right from the start was terrifying, but this time Maxine deemed herself prepared better. Attackers were coming together - good. Maxine got an opportunity to test her new magic.
Reaction: Blood Curse on the fallen armed combatant near the enemy, that is still fighting (preferably, monkey), not amplified.
When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.
This post has potentially manipulated dice roll results.
Fang opens his mouth about to translate the message from the shamans and hears glasses relay the message and his mouth snaps shut. Focusing on the task at hand plants his spear in the ground, unslings his bow and knocks an arrow. Stands ready with his head on a swivel ready to loose his arrow at the first creature that attempts to breakthrough either of the shield walls.
Readied action 10 damage if hit 7 creature is wounded 7 extra damage
If attacked in melee after shooting his arrow fang while use his net as a reaction.
Maxine turns around, and focussing upon the power and the dark urges within her mind, she focusses on one of the fallen monkeys, and to the surprise of its former tribe, motivate it to start slashing at one of the other monkeys still engaged with the shield wall. Fang, seeing the viscious creature be surprised by the surprise attack to its rear, lets fly his arrow. It strikes the creature straight in the eye, and with a wet thud, you see it collapsing together with its animated brother. Next, Maxine hurls a small pouch of some sulphuric compound, and within moments, a small fire erupts behind the right hand group of zombies, burning some and killing several of the maggots in the area.
With only nine monkeys remaining, two of them grab hold of the fallen grung and leap back out of the cave entrance and towards the trees.
Professor, you're up!
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
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Hearing the word west mentioned twice now, Fang begins to look for any signs indicating anything has recently traveled that direction from where they are currently. He also tells his kinsman to do the same.
Come on dice roller. Also he would wait for glasses reply before searching. But I figure with him being a skilled hunter and the conversation being spoke openly he would have noticed.
Survival: 12
not too bad I hope. Though if it’s invisible or one another plane I probably won’t see much of anything anyway.
Glasses:
Asking to consult the Hag’s journal as they travelled, Snively tries to glean any clues about what nearby locations would be suitable for a ritual the magnitude of the one the Hag has planned.
Arcana: 9
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Professor, you're not able to glean any meaningful information from the journal, as you're being interrupted at regular intervals to help with translations, especially as travelers, grung, and lizardfolk all want to know where to head and what is going on. As you all head west though, the lizardfolk trackers, among them Fang, make a discovery.
The swampy ground was hidden among the mist and steam, but upon approaching, you can see a fairly wide channel, created by dragging something large through here. Unable to identify based on the drag marks, the Professor is able to deliver the information after consulting the journal's back pages: The hag had used the skull as a mobile base, moving around the lake and the nearby area to find a suitable location.
As you're heading onwards, following the tracks heading west away from the lake and into the forest, one of the grung hunters approaches the front of the formation, and says to the Professor and Berrus: "Group is going to Heroes' Rest, about another hour or so."
The sun has started to set, so you expect to reach the indicated place with the moon up in the sky.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Glasses:
"I can only hope we get there in time to stop the ritual," says the Professor as they follow the drag-track of the skull. "What can you tell us of this 'Heroes' Rest' place, {grung hunter #1}?" Snively asks.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Name of this one is K'ork. Heroes' Rest is big rock and old cave, where heroes of old lay buried." Professor, you don't recognise the feature as anything described in the Gazetteer, but the certainty with which the grung lead you forwards makes you confident, and you follow along the trail.
As you advance, the ground is getting rockier, lending credence to the fact that a cave system might be up ahead. Close to an hour of marching, and K'ork informs you that you're about a quarter mile from the entrance to the place. Shae, you feel almost slightly nauseous, as you feel Kam's presence strongly with you, but also sense the evil presence of the hag, reaching out towards you.
As you advance further, you spot the cave entrance to the location K'ork pointed out. Around the entrance is a small clearing, and off to the side you find the giant skull, confirming that the hag used it to travel here. Before you can begine to investigate the are though, you here rustling leaves, and see the shifting branches, and before long you spot at least a dozen or so of the vicious monkeys you all faced before.
Falx, with a grimly set face, shouts to Berrus and the Professor: "Leave me half the grung and the lizardfolk, and we'll deal with these foul creatures here, you press on and stop that bloody ritual!" Then, turning to the other members of the crew of the start goddess, he shouts "For Nhar!" As he gets ready to face them coming on. Cliff and Bertrand both look to the Professor, as if to ask for permission to stick close and help out against these beasts that slew one of your own.
Even if you all choose to heed Falx' words, I want everyone to roll initiative.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
having been particularily quiet throughout the journed constantly going through the plan in his head (not being a commander he has doubts) Berrus perks up at Falx and shouts
"Stay in th group- Shield bearers to the outside e'reyone else in th' middle archers get ready"
Initiative: 21
Laissez les bons temps rouler
Looking to Rings(Berrus) “Shall I stay here and help? Or stick with you to fight hag?” As he holds his spear at the ready.
initiative 8
"Heroes of old," repeated Maxine, "buried". She emphasized the last word. "If that hag is not going to use those dead, you can call me grung." She did not finish the explanation how, in her opinion, the hag is going to do it, when the psychotic furballs appeared right above the party.
Maxine's initiative: 8
Meili Liang Lvl 5 Monk
Dice
still yelling
"Stay in th formation an keep moving, archers harass them critters an drive them off
Laissez les bons temps rouler
Maxine literally took most of the words out of Shae’s mouth. It’s her army... Fighting back the nausea, the scholar would clutch her tomb close, taking comfort in Kam’s presence. Although she felt slightly sickened by the hags magic effect on her, she needed to remind herself that her and Kam’s power also came with the moon and the night.
Initiative: 1
Shae’s eyes would go wide at the appearance of the monkeys. She’d feel her body tense in defence, and even feel a growl come up into her throat. Her heart would leap with anticipation and inspiration from Falx’s shout. Remembering the brave fighter and the hauntings of the hag, Shae would step forward, raising her hand and shout. “For Nhar!”
just an unstable unicorn.
Hearing Rings(Berrus) say to stay in formation would tighten his grip on the spear, ready to throw it at the first creature to approach the formation. He also relays the command to his kin.
Glasses:
The Professor relays the command to the grung, then readies to throw solid air at any incoming projectiles he can see from the monkeys (Gust will only give disadvantage against one missile weapon per recent ruling, so Snively will give priority to any headed towards Shae, Maxine, or himself). Snively then continues to follow Berrus to press on into the cave.
Initiative: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
At Berrus's command and out of their own instinct, the five lizardfolk scaleshields get ready to use their shields against the incoming vicious monkeys. As the first five of the monsters launch themselves at your group, you suddenly see several grung drop their weapons and cluth their heads, as some of the monkeysbelt out a blood-curdling scream. Four of the furballs collide with the shields and start scratching and mauling at the lizardfolk warriors behind, and you notice several of them being wounded by the sharp claws and teeth of the vicious little beasts, but at least one of them is struck down by a lizardfolk spear square to the chest. Reorganising themselves, the five orange grung elites that joined the group ready their bows and let fly at another group of monkeys in the nearby trees, managing to shoot one of them down. Several of the purple grung join in, and pick off another one of the monkeys. The green grung contend with using the gaps of the shield wall to stab at the monkeys with their poisoned daggers, but you notice how one of them is struck across the jaw and drops, being immediately dragged out of the formation by the monkeys. Several of the grung want to chase after their fallen comrade, and are quickly joined by several lizardfolk who leap over their shield-bearing comrades to go wading into the monkeys with fang and claw. Despite the frantic melee, you're making good speed, and find most of the group inside the cave entrance, fighting off the monkeys behind you. Maxine picks out one of the monkeys and cripples it with a shot into its side, just below the lungs. Fang tries to stab at one of the monkeys, but the creature dodges his spear, only to be slammed in head with a spiked shield from one of the lizardfolk shield bearers. The Professor is desperately trying to keep the grung and lizardfolk from breaking formation and urges the group as a whole to make for the cave entrance. Shae meanwhile can sense the growing fear and frustration, but also the well in power with the bright moon overhead, and she gets one of the furballs straight in the chest with a blast of righteous anger.
After a frantic few seconds, you push into the cave entrance. At twenty feet of width, the group has to move through in phases, with the travellers and the grung elites fighting off the monkeys at the back, while the Lizardfolk with Berrus at the tip push into the cave. Professor, Shae and Maxine find themselves somewhere in the middle of the shifting mass of bodies.
As you fight your way into the cave, you immediately notice the shimmer of bioluminescent mushrooms and the shine of several torches towards the far edge of the cave. You can hear water in the background, across the ding of the fighting outside, and Berrus can make out the figure of the horned lady chanting in the middle of a ritual circle, partially hidden by a set of stalagmites in the middle of the cave. To your left, there's a muddy puddle, with several shambling figures behind it. At the height of the stalagmites, another group of shambling corpses is visible, and to your right at the far end of the cave you can spot another group.
For this combat, give me the intended target groups, unless they are uniquely identifiable (for example the hag). The squares you see represent five feet, for reference of distances. Without orders or direction, you can assume that the groups that travel with you will take care of the various groups of enemies to the best of their ability. I will be rolling for them at home to determine effects, but will only narrate the latter, without including dice rolls. It could therefore be possible for certain groups to become overwhelmed. As always, retreat is an option, even if it will have dire consequences for the region. I will keep updating the map as you move, so giving me a rough idea of where you are will be much appreciated.
As for the labels: B =Berrus; F= Fang; G= Glasses; M= Maxine; S= Shae. The rest is labelled. Enemies are red, Allies are blue, PCs are black.
Berrus, ou and the shield bearers are up!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Berrus will move forward (2 squares) then position himself waving at those near him to form a line on either side --if there are any extra shield bearers he will tell Fang to have them do the same at the rear of the party (vs the monkeys)
Here we stand fer now till it thins out a bit
holding action til something gets close then swinging with his axe,
attack roll if needed Attack: 13 Damage: 4
Laissez les bons temps rouler
Anchoring your shield wall between the puddle and the right wall, Berrus and two shield bearers push forwards, while three of them stay behind to form a shield wall for the rest of the group to get behind at the narrowest part of the entry to the cave. Several of the monkeys tried to leap into the middle of the group, but they are smacked back by the shields and kept at bay with spears, as well as the daggers, and arrows of the grung elites.

As the shield wall starts to form up, the first group of zombies shuffles towards the forward shield wall, pushing around and through the puddle. As the zombies get stuck in the thick mud and have a much harder time moving forward, but eventually push through the mud. As soon as they are within range, one of the lizardfolk scaleshields swings his improvised club with such force, that he tears the zombie's skull clean off the rest of its body, just as Berrus slices through the uppor body of a second one. The satisfaction of cutting down these zombies quickly shifts to horror though, as the headless creature shambles forward, and both Berrus and the lizardfolk shield bearer are covered in burrowing maggots bursting forth from the zombies. You hear a load scream as the lizardfolk to the left of Berrus has several of these maggots burrow into his skin, where previous attacks had left gashes. As they are busy brushing off the maggots, the other three zombies start to claw at Berrus and the other shield bearers, without any success at the shield wall, as you keep pushing the zombies off.
Seeing the maggots, one of the lizardfolk shamans is horrified and shouts "Use fire!" for anyone that understands draconic, before fighting off a monkey that bit into its forearm.
Several grung had managed to pin another one of the monkeys and are visciously stabbing it to death on the ground, as the rest of the group tries to provide cover with arrows and allow them to return back behind the shield wall.
For those of you looking towards her, you see the hag continuing her chant as she's moving behind the stalagmites and out of sight, but otherwise not engaging the fight.
The main body of lizardfolk and grung manage to kill off another monkey, but as they retreat behind the shields, a lizardfolk and another grung lie dead on the ground. You're horrified to see that their bloods seems to be seeping directly into the ground however, and shortly after the a red light starts to emanate from the ritual runes at the end of the hall.
The shield bearer to the right is being pressured by the second group closing in from the right, almost running at the shield wall and pushing the lizardfolk back with their combined weight. Seeing the maggots, the lizardfolk warrior is wary of slicing up the zombies, instead attempting to bash them back with his shield. He manages to push one over, but as he overextends, one of the zombies claws her across the right thigh, cutting a deep gash.
Maxine and Fang, you're up!
20 vs 15 and 2 vs 17
3 maggots infected the left shield bearer.
Legend: SB = Shield Bearer. The hag is no longer visible, that's why she's not on the map anymore.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Glasses:
The Professor views the empowering of the ritual with violently shed blood and tries to intuit if there is any way he can stop it or slow it down. Failing that, perhaps a judgement of how Much time he has left to disrupt the ritual before it is too late.
Repeating the advice for those who do not speak Draconic, Snively yells, “Use Fire on the Zombies,” in both Common and Grung.
Arcana on the Ritual: 22
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shae would almost be spinning trying to keep an eye on the battle from all sides. She desired to make the most calculated of decisions to ensure the success of Berrus’ plan and the united efforts of the groups. First hearing the call for fire, the scholar’s mind would flash to some of their research early in the jungle. Her eyes would search to meet Maxine’s and then Professor’s. “Torchstalk! It could be risky, but should the right tactics carefully applied, it could help thin out the groups...“
Torchstalk: a one to two foot tall mushroom with a combustible cap, a single Torchstalk burns for 24hrs once lit. There is a 1 in 6 chance that a Torchstalk explodes when lit, bursting into a cloud of fiery spores. Creatures within 10 feet of an exploding Torchstalk take 3 1d6 fire damage.
just an unstable unicorn.
(Berrus did not add +1 to his armour! Please, do so)
The number of dead right from the start was terrifying, but this time Maxine deemed herself prepared better. Attackers were coming together - good. Maxine got an opportunity to test her new magic.
Reaction: Blood Curse on the fallen armed combatant near the enemy, that is still fighting (preferably, monkey), not amplified.
When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.
Bonus action: Sanctuary on Shae
Action: Create Bonfire on the zombie she can see. Forgot: DEX 15 save, damage 3
Meili Liang Lvl 5 Monk
Dice
Fang opens his mouth about to translate the message from the shamans and hears glasses relay the message and his mouth snaps shut. Focusing on the task at hand plants his spear in the ground, unslings his bow and knocks an arrow. Stands ready with his head on a swivel ready to loose his arrow at the first creature that attempts to breakthrough either of the shield walls.
Readied action 10 damage if hit 7 creature is wounded 7 extra damage
If attacked in melee after shooting his arrow fang while use his net as a reaction.
Maxine turns around, and focussing upon the power and the dark urges within her mind, she focusses on one of the fallen monkeys, and to the surprise of its former tribe, motivate it to start slashing at one of the other monkeys still engaged with the shield wall. Fang, seeing the viscious creature be surprised by the surprise attack to its rear, lets fly his arrow. It strikes the creature straight in the eye, and with a wet thud, you see it collapsing together with its animated brother. Next, Maxine hurls a small pouch of some sulphuric compound, and within moments, a small fire erupts behind the right hand group of zombies, burning some and killing several of the maggots in the area.

With only nine monkeys remaining, two of them grab hold of the fallen grung and leap back out of the cave entrance and towards the trees.
Professor, you're up!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms