Doozey kept a wary eye on the mess that was the creature for a few moments longer, as one too many hunters tended to fall from lack of caution. The stoutling is however eventually drawn from the creature when Tater's weak squeaking gets the better of him. "Hmn! Not bad for first proper outing, eh Taters?" He asked, having kneeled down to be more on level with the beast, and even waits a moment as if expecting some reply.
The almiraj only snorts in answer, earning crooked grin as Doozey carefully pulled it in to better look over the wounds. After a few mumbled words and applying his own salve, Taters is put in the pack to rest while Doozey went about collecting at least the crossbow. Of the bullets and bolt still lodged in the mess, the hunter spared not a single thought of even trying to retrieving them on his way to the others. "Well, that was an unexpected surprise. Unfortunately, I don't think we can really spare an hour to rest. Mr. Graxx, if you think you could use a potion as well, I do have a few on hand. Unfortunately, I can't use my own salve again for a wee bit. Not before your body has naturally recovered, least it'll be little better than poison."
He then lightly punches Villonah on the shoulder in an attempt at friendliness and says, "I don't suppose you happen to have another one of those flaming blades on hand, would ya?"
-> Healer's Healing on Taters: 14 HP restored.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Tastes kind of like soap, Graxx. But better than whatever came out of that thing. My thanks Villonah."
Looking over the body of the giant, Utar gives it a cursory glance for pouches or useful items or might have carried. Although the smell. Oh Torm, the smell!
This post has potentially manipulated dice roll results.
Graxx groans as his rage subsides...
"No, you're right we don't have time to spare. Save your salves for now..."
Graxx gets out his [magicitem]Alchemy Jug[/magic] and holds it above his head. He uncorks the jug and pours 2 gallons of fresh water over his body washing away the blood and poison.
"That feels a bit better... Live and learn... I'll not go up close to something again as long as I have this Pike... No matter how bad I want it to focus on me..."
Graxx takes out one of his Great Healing Potions. He uncorks it and downs it.
Healing: 15
Graxx sighs a bit of relief.
"There that should hold me for now. I have another one in case we run into more trouble."
OOC: I see I'm getting flagged for dice rolls. Not sure what it is showing on everyones screen but the original roll was a 15 which it still shows for me.
"Considering where we yet need to go not unlikely to be dangerous, you may be needing another sooner than you think." Doozey jests halfheartedly. Despite the implied concern within it, he refrains from pressing the point, and instead takes a moment to gauge the others condition. "Right then. Let's get going. Unless any of you think purifying or all of this-..." He gestures to the strange alter. "-might help in some way, best we be on the proverbial trail again."
Once it looks ready to go, Doozey takes point.
(@Lerus: Not sure if you'd need a survival check for pressing on for the trial, but just in case: 25. As well as a perception check for Taters, who shall be focused on picking up in another surprises along the way ahead of time: 8 (Passive 17 if otherwise preferred)).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Villonah lets out a soft smile and responds to the joke about her flaming sword: "No, no... Just the one. I wish I knew earlier that fire would do the trick. Could've spared Graxx from some of that venom." She then turns to Graxx and accepts his refusal of her ointment: "Very well, but the offer stands. If you need some healing, I have enough for a few more applications."
Doozey uses some more of his healer's kit supplies, this time to treat Taters. The little bunny looks as good as new. (Taters heals for 14 HP.)
Utar looks over the defeated foe but quickly arrives at the conclusion that such a brute would carry little of value. Before turning his eyes though, the cleric ponders whether it is worth collecting some of its venomous blood. May they could weaponize it. Not the noblest of approaches, but it could serve as an extra edge in the fight to come. Or perhaps Neya could use it in combination with her herbalism kit to come up with an antitoxin of some kind.
After telling his companions to save their supplies, Graxx drinks one of his potions and watches as a few of his wounds magically close, just like the giant's. (Graxx heals for 15 HP.)
Neya collects her arrows, but those that hit the giant are broken. She manages to find 3 usable arrow out of the 7 she shot.
The party takes a couple of minutes to complete these tasks and catch their breath. Then, it is time to continue onward.
Doozey pats his pants and stands back up. Once everyone signals that they are ready, the halfling leads them out of the clearing and back towards the path. Following the map Dornal provided, Doozey is able to relocate their position along the marked path, following it for another 15 or so minutes. Eventually, the group arrives at a spot on the map where the path ends, while the path in front of them continues. This must mean that this was as far as the Lords' Alliance spies got in their survey of the area. From this point forward, CRAP must rely on their instincts alone.
Taters in on watch duty as the party advances, but he picks up nothing of interest, it seems. The general area CRAP finds themselves in now is darker than the clearing was (dim lighting everywhere.) Several patches of fog drift about, lightly obscuring anything on the opposite side of them. Portions of the forest around the path are thick enough to seem impenetrable. Ahead of you, through patches of fog, you see a wide path where tree limbs and brambles have been cleared to allow passage further down the path. Small critters such as squirrels, forest rats, and small fowl, hop and fly about, taking a momentary interest in you as you pass, as they do with anything else moving or making noises.
As you finish taking stock of this patch of road around you, the stillness of the forest is interrupted by a muffled mixture of clacking and creaking sounds. They come from behind you, approaching from just about the direction you came. You surmise that these sounds can be identified as distant animal hooves and a cargo-laden wagon. You have some time to prepare your ambush.
This post has potentially manipulated dice roll results.
Doozey quickly runs a mental inventory over everything in his possession until landed upon a potion. Though it was with some hesitance that he downed the contents, with the magic at hand and back up of a still very much active alternative enchantment in mind, the stoutling turns to Neya.
"Think you got any tricks to help with the hiding portion of this ambush, what with these two here?"He ask, gesturing to Villonah and Utar. Though if Villonah so much as glare at him, he quickly raises his hands up in surrender, and then shrugs alongside a "Just say'n." Whether something comes of the request or not, Doozey would try to help Graxx at least with the log dragging portion of the plan, prior to finding a hiding spot 10ft from the others and further up the road.
This post has potentially manipulated dice roll results.
Utar considers whether his repertoire of divine spells would give them any edge and comes to the conclusion that his idiom might be best employed after they stop the cart.
"Aside from offering up prayers for a successful ambush? Nothing from me. Neya though, maybe?"
Offering help to anyone wanting to hide in the thickets and bushes alongside the road, Utar ponders where best to place himself. Electing to put himself at the rear, he guesstimates the likely length of the cart then selects a spot likely to obscure himself.
Stepping off the road he does now offer up a short prayer, seeking Torm's guidance.
Before everyone goes to their hiding spot, Neya has everyone gather for a moment.
She put her index finger and her thumb to her fore head and pinches of some wispy energy. She the blows gently on it and it spreads and settles around their feet, muffling movements (2 ki points used to cast pass without trace). She then moves into the shadows of the trees and waits for their target to arrive.
This post has potentially manipulated dice roll results.
Graxx quickly chugs a healing potion once he hears the sounds of the approaching wagon, though he spills a good portion of it. (Graxx heals for 8 HP.)
The barbarian then points out a fallen tree trunk that could be used as a road block. Doozey picks up on the idea and helps bring it to an appropriate spot. The halfling then drinks a potion of his own and reassures his magical mark is still active.
The group scrambles to look for suitable hiding spots. Neya catches their attention for a minute and calls on her shadow arts to facilitate everyone's hiding efforts. A nervous Villonah struggles to find a spot, but Utarpoints a foggy nook for her to crouch within. The cleric then asks Torm for guidance in finding a good spot for himself.
-> Villonah's stealth check (help cancels out armor disadvantage): 23
A large wagon loaded with cargo emerges from the fog. The horses that pull the cargo are unnaturally gaunt, their hide stretched over their skeletal frames. Four loosely-cloaked cultists either ride the wagon or walk behind it, while a large beastly ogre in chains follows behind all others. The cultists all have their hoods down, clearly not expecting to be interrupted in their simple supply run. You see the following figures:
A female human of bronzed skin controls the reins of two almost skeletal horses. She has short black hair and her several-layered leather armor shows beneath a loose fitting cultist hood-n-cloak. She carries a rapier by her side.
A female elf sits off-center at the back of the wagon, along with many supplies. She holds a quarterstaff and stares attentively at a golden apple she appears to be levitating in the air as some sort of pastime.
Behind the wagon, a half-orc male in open robes proudly displays his studded leather armor and scimitar. A prominent V-shaped scar traces most of his face.
A female human of long black hair and fair skin walks next to the half-orc. She seems quite small inside her set of black robes. She does not appear to be wearing any armor or be carrying any weapons.
A large male ogre covered in several spiked chains swings the end of one of its many-linked adornments threateningly. He is the last one in this convoy.
It is quite obvious that none of them have noticed you, partially due to Neya's magic, partially due to a number of squirrels and birds making their animal noises in this general area. As they approach the fallen tree, the wagon comes to a stop. The woman controlling the skeletal horses turns and says: "Dun-Dun, come and move this tree. I thought Millie was playing tricks on us again but it is not one of her illusions, it seems."
(OOC: If your plan is to attack, you get a full surprise round. If taking advantage of it, please go ahead and roll initiative as well.)
This post has potentially manipulated dice roll results.
Doozey's focus narrows upon the rider until apart of his senses became mystically bound to her form. 'Marked'He thought as the sling bullet is revved up to lethal velocity. In seconds, two bullets are flung right for Bronze's woman's head in hopes of dazing, if not killing and removing any hold the group may have on the unnaturally thin horses. "The Zhentarim sends there regards!," he calls out as well after in the hope of the scarred half-orc reacting favorably to the ambush.
Stepping out of his hiding place Utar's hand is already clutched around his amulet. Taking a second step towards the cart he casts spirit guardians and as his foot plants itself, he is joined by a Burga, Ilim and Grewalt, their forms shimmering in the dappled light.
Feeling the odds tip in his favour, he calls out in Orcish, "Chaab says hello. He also says it's time."
(I'm having the spirit guardians ignore CRAP, Villonah and the scarred half orc. I'll leave it up to DM's discretion as to how many cultists are in range. Damage is 14)
This post has potentially manipulated dice roll results.
(OOC: I'm posting Villonah's turns separate from me resolving everyone's posts later. @Ori: Is Taters doing anything?)
Following the rough plan, Villonah bursts out of her hiding spot while yelping: "Cantha!" Her sword lights up in flames as before and she attempts to pierce one of the undead horses:
Doozey kept a wary eye on the mess that was the creature for a few moments longer, as one too many hunters tended to fall from lack of caution. The stoutling is however eventually drawn from the creature when Tater's weak squeaking gets the better of him. "Hmn! Not bad for first proper outing, eh Taters?" He asked, having kneeled down to be more on level with the beast, and even waits a moment as if expecting some reply.
The almiraj only snorts in answer, earning crooked grin as Doozey carefully pulled it in to better look over the wounds. After a few mumbled words and applying his own salve, Taters is put in the pack to rest while Doozey went about collecting at least the crossbow. Of the bullets and bolt still lodged in the mess, the hunter spared not a single thought of even trying to retrieving them on his way to the others. "Well, that was an unexpected surprise. Unfortunately, I don't think we can really spare an hour to rest. Mr. Graxx, if you think you could use a potion as well, I do have a few on hand. Unfortunately, I can't use my own salve again for a wee bit. Not before your body has naturally recovered, least it'll be little better than poison."
He then lightly punches Villonah on the shoulder in an attempt at friendliness and says, "I don't suppose you happen to have another one of those flaming blades on hand, would ya?"
-> Healer's Healing on Taters: 14 HP restored.
When you realize you're doing too much: Signature.
"Tastes kind of like soap, Graxx. But better than whatever came out of that thing. My thanks Villonah."
Looking over the body of the giant, Utar gives it a cursory glance for pouches or useful items or might have carried. Although the smell. Oh Torm, the smell!
Investigation 11
Graxx groans as his rage subsides...
"No, you're right we don't have time to spare. Save your salves for now..."
Graxx gets out his [magicitem]Alchemy Jug[/magic] and holds it above his head. He uncorks the jug and pours 2 gallons of fresh water over his body washing away the blood and poison.
"That feels a bit better... Live and learn... I'll not go up close to something again as long as I have this Pike... No matter how bad I want it to focus on me..."
Graxx takes out one of his Great Healing Potions. He uncorks it and downs it.
Healing: 15
Graxx sighs a bit of relief.
"There that should hold me for now. I have another one in case we run into more trouble."
OOC: I see I'm getting flagged for dice rolls. Not sure what it is showing on everyones screen but the original roll was a 15 which it still shows for me.
"Considering where we yet need to go not unlikely to be dangerous, you may be needing another sooner than you think." Doozey jests halfheartedly. Despite the implied concern within it, he refrains from pressing the point, and instead takes a moment to gauge the others condition. "Right then. Let's get going. Unless any of you think purifying or all of this-..." He gestures to the strange alter. "-might help in some way, best we be on the proverbial trail again."
Once it looks ready to go, Doozey takes point.
(@Lerus: Not sure if you'd need a survival check for pressing on for the trial, but just in case: 25. As well as a perception check for Taters, who shall be focused on picking up in another surprises along the way ahead of time: 8 (Passive 17 if otherwise preferred)).
When you realize you're doing too much: Signature.
After grabbing a few of the errant arrows she can find (she loosed 5 arrows, so I think she finds 3?), Neya continues along with the rest of CRAP.
"Well, at the very least, we could expect the cultists not to be three times our size with quickly-healing wounds."
Extended Signature
Villonah lets out a soft smile and responds to the joke about her flaming sword: "No, no... Just the one. I wish I knew earlier that fire would do the trick. Could've spared Graxx from some of that venom." She then turns to Graxx and accepts his refusal of her ointment: "Very well, but the offer stands. If you need some healing, I have enough for a few more applications."
Doozey uses some more of his healer's kit supplies, this time to treat Taters. The little bunny looks as good as new. (Taters heals for 14 HP.)
Utar looks over the defeated foe but quickly arrives at the conclusion that such a brute would carry little of value. Before turning his eyes though, the cleric ponders whether it is worth collecting some of its venomous blood. May they could weaponize it. Not the noblest of approaches, but it could serve as an extra edge in the fight to come. Or perhaps Neya could use it in combination with her herbalism kit to come up with an antitoxin of some kind.
After telling his companions to save their supplies, Graxx drinks one of his potions and watches as a few of his wounds magically close, just like the giant's. (Graxx heals for 15 HP.)
Neya collects her arrows, but those that hit the giant are broken. She manages to find 3 usable arrow out of the 7 she shot.
The party takes a couple of minutes to complete these tasks and catch their breath. Then, it is time to continue onward.
Doozey pats his pants and stands back up. Once everyone signals that they are ready, the halfling leads them out of the clearing and back towards the path. Following the map Dornal provided, Doozey is able to relocate their position along the marked path, following it for another 15 or so minutes. Eventually, the group arrives at a spot on the map where the path ends, while the path in front of them continues. This must mean that this was as far as the Lords' Alliance spies got in their survey of the area. From this point forward, CRAP must rely on their instincts alone.
Taters in on watch duty as the party advances, but he picks up nothing of interest, it seems. The general area CRAP finds themselves in now is darker than the clearing was (dim lighting everywhere.) Several patches of fog drift about, lightly obscuring anything on the opposite side of them. Portions of the forest around the path are thick enough to seem impenetrable. Ahead of you, through patches of fog, you see a wide path where tree limbs and brambles have been cleared to allow passage further down the path. Small critters such as squirrels, forest rats, and small fowl, hop and fly about, taking a momentary interest in you as you pass, as they do with anything else moving or making noises.
As you finish taking stock of this patch of road around you, the stillness of the forest is interrupted by a muffled mixture of clacking and creaking sounds. They come from behind you, approaching from just about the direction you came. You surmise that these sounds can be identified as distant animal hooves and a cargo-laden wagon. You have some time to prepare your ambush.
WHAT DO YOU DO?
Graxx quickly pops the cork of his last greater healing potion.
Healing: 8
Graxx looks to the others.
"Quickly... We do not have much time. Spare the horses pain if you can. I'll grab a tree to try to block the road.
Graxx will try to find a suitable fallen tree to drag across the road.
Survival: 21
Graxx will then try to drag said tree across road in timely fashion.
Athletics: 8
Graxx will then try to retreat to the bush on the side of the road and hide.
Stealth: 11
Doozey quickly runs a mental inventory over everything in his possession until landed upon a potion. Though it was with some hesitance that he downed the contents, with the magic at hand and back up of a still very much active alternative enchantment in mind, the stoutling turns to Neya.
"Think you got any tricks to help with the hiding portion of this ambush, what with these two here?" He ask, gesturing to Villonah and Utar. Though if Villonah so much as glare at him, he quickly raises his hands up in surrender, and then shrugs alongside a "Just say'n." Whether something comes of the request or not, Doozey would try to help Graxx at least with the log dragging portion of the plan, prior to finding a hiding spot 10ft from the others and further up the road.
Taters is stationed closer to Villonah.
Doozey's Stealth: 9 (+10 if PoWT is applied)
Tater's Stealth: 28 (+10 if PoWT is applied)
.
When you realize you're doing too much: Signature.
Advantage to Athletics with Doozey's Help: 21
Utar considers whether his repertoire of divine spells would give them any edge and comes to the conclusion that his idiom might be best employed after they stop the cart.
"Aside from offering up prayers for a successful ambush? Nothing from me. Neya though, maybe?"
Offering help to anyone wanting to hide in the thickets and bushes alongside the road, Utar ponders where best to place himself. Electing to put himself at the rear, he guesstimates the likely length of the cart then selects a spot likely to obscure himself.
Stepping off the road he does now offer up a short prayer, seeking Torm's guidance.
Stealth - 9 plus 3
(OOC Have applied disadvantage due to Utar's armour.)
(OOC 2 Might really need that pass without trace bonus...)
Before everyone goes to their hiding spot, Neya has everyone gather for a moment.
She put her index finger and her thumb to her fore head and pinches of some wispy energy. She the blows gently on it and it spreads and settles around their feet, muffling movements (2 ki points used to cast pass without trace). She then moves into the shadows of the trees and waits for their target to arrive.
Stealth: 27
Extended Signature
Graxx quickly chugs a healing potion once he hears the sounds of the approaching wagon, though he spills a good portion of it. (Graxx heals for 8 HP.)
The barbarian then points out a fallen tree trunk that could be used as a road block. Doozey picks up on the idea and helps bring it to an appropriate spot. The halfling then drinks a potion of his own and reassures his magical mark is still active.
The group scrambles to look for suitable hiding spots. Neya catches their attention for a minute and calls on her shadow arts to facilitate everyone's hiding efforts. A nervous Villonah struggles to find a spot, but Utar points a foggy nook for her to crouch within. The cleric then asks Torm for guidance in finding a good spot for himself.
-> Villonah's stealth check (help cancels out armor disadvantage): 23
-> Everyone's final stealth rolls:
A large wagon loaded with cargo emerges from the fog. The horses that pull the cargo are unnaturally gaunt, their hide stretched over their skeletal frames. Four loosely-cloaked cultists either ride the wagon or walk behind it, while a large beastly ogre in chains follows behind all others. The cultists all have their hoods down, clearly not expecting to be interrupted in their simple supply run. You see the following figures:
It is quite obvious that none of them have noticed you, partially due to Neya's magic, partially due to a number of squirrels and birds making their animal noises in this general area. As they approach the fallen tree, the wagon comes to a stop. The woman controlling the skeletal horses turns and says: "Dun-Dun, come and move this tree. I thought Millie was playing tricks on us again but it is not one of her illusions, it seems."
(OOC: If your plan is to attack, you get a full surprise round. If taking advantage of it, please go ahead and roll initiative as well.)
Graxx roars out "TEMPUS!" from the brush.
Bonus Action: Graxx begins to Rage!
Movement: Graxx will charge out coming up to the back of the wagon standing 10 feet away from the back.
Graxx raises his Pike and jabs it at the female elf floating the golden apple recklessly and with great weapon mastery. He does this twice!
Attack: 20 Damage: 21
Attack: 7 Damage: 22
Divine Fury Radiant Damage to first hit: 8
CRIT DAMAGE TO DIVINE FURY RADIANT: 5
VICIOUS PIKE DAMAGE DUE TO CRIT: 7 PIERCING!
OOC: Making new post as scared to mess up those good dice rolls.
Initiative: 2
Doozey's focus narrows upon the rider until apart of his senses became mystically bound to her form. 'Marked' He thought as the sling bullet is revved up to lethal velocity. In seconds, two bullets are flung right for Bronze's woman's head in hopes of dazing, if not killing and removing any hold the group may have on the unnaturally thin horses. "The Zhentarim sends there regards!," he calls out as well after in the hope of the scarred half-orc reacting favorably to the ambush.
Bonus Action: Move Hunter's Mark onto Bronze Woman.
Action: Sling Barrage at Bronze Woman(Driver).
Shot #1 - Attack: 29 Damage: 14 of non-magical bludgeoning.
Shot #2 - Attack: 25 Damage: 8 of non-magical bludgeoning.
Initiative: 19.
When you realize you're doing too much: Signature.
Utar's Initiative: 1
Stepping out of his hiding place Utar's hand is already clutched around his amulet. Taking a second step towards the cart he casts spirit guardians and as his foot plants itself, he is joined by a Burga, Ilim and Grewalt, their forms shimmering in the dappled light.
Feeling the odds tip in his favour, he calls out in Orcish, "Chaab says hello. He also says it's time."
(I'm having the spirit guardians ignore CRAP, Villonah and the scarred half orc. I'll leave it up to DM's discretion as to how many cultists are in range. Damage is 14)
(OOC: I'm posting Villonah's turns separate from me resolving everyone's posts later. @Ori: Is Taters doing anything?)
Following the rough plan, Villonah bursts out of her hiding spot while yelping: "Cantha!" Her sword lights up in flames as before and she attempts to pierce one of the undead horses:
-> Flaming Shortsword vs Zombie Horse #2: Attack: 26 Damage: 35
-> Flaming Shortsword vs Zombie Horse #2: Attack: 18 Damage: 13
DM's Screen:
5 22 7 12 21 12
-> Villonah's Initiative: 7
Seeing the attack commencing, she appears from behind the tree and fires her shortbow at the driver twice.
Shortbow Attack: 25 Damage: 9
Extra Shortbow Attack: 18 Damage: 9
Initiative: 20
Extended Signature