| Celebeth Quinciel |
Celebeth steps up next to Tove and slowly spreads her empty hands.
Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15
| Garethane Seregon |
No sooner than having landed and shaking his feathery head "no", the child's scream seems to reverberate through the delicate sound organs of the great horned owl that Garathane wears.
In response, the owl leaps back into the air, letting his two legged companions deal with the diplomacy. Having come this far, he is prepared to bodily interpose himself between the child and its potential dark fate. But first, he must gain altitude.
| Rhiannon Wyngarde |
Rhiannon sheathes her blade, a dark scowl across her features as she listens for further sounds of distress.
| DM Talomyr - Kingmaker |
At the gates:
The two guarding lizardfolk relax their throwing arms, while keeping a wary eye on Rhiannon and consider the combined efforts of Tove and Celebeth.
"Isss not for uss to decsss-ide, sssmooth ssskinss." one of them says, looking back over his shoulder. T
Turning back he says, "Leave your weaponsss...will take you to King Vesssket."
Kalaman what are you doing during this? As a side note, with Terri's departure from the game, I have removed her and a few of the potential enemies from the map.
| Kalaman Mar |
Kalaman will also speak with the lizard folk, stepping out of the shadows when they respond to Terri,
"they wish us to relinquish our weapons and follow them to their king. To negotiate the fate of the boy. I am disinclined to relinquish my blade, and have told them as such." kalaman relays to the party,
| DM Talomyr - Kingmaker |
"No weaponsss..." one lizardman plainly hisses, as the pair take more guarded stances with their javelins at the ready.
| Celebeth Quinciel |
Celebeth slowly shifts her hands to take her bow and place it on the ground, then does the same with her scabbarded thornblade. She then raises her hands again.
"Obviously if we leave our weapons here someone needs to stay and make sure they don't go anywhere. But I'll go in and negotiate if I need to. This is a kid, after all."
| Rhiannon Wyngarde |
Rhiannon considers the situation, taking in the pair of guards. "I'll stay here with the weapons. If needed, I'll cut a path to you."
| Tove Hellstrom |
“If you can’t part with your weapons Kalaman, perhaps you should stay here with Rhiannon?” Tove carefully hands the other woman her dagger and bow, then moves to stand beside Celebeth.
| Celebeth Quinciel |
Celebeth says something to Tove in Sylvan.
"I'm not gonna try to stop you if you insist on going, and you're a much better diplomat than I am in any case, just saying."
| Tove Hellstrom |
| Celebeth Quinciel |
Celebeth nods at Tove's reply and says, "Right. We're all in, then."
| Kalaman Mar |
intimidate: 1d20 + 8 ⇒ (20) + 8 = 28
that'll do it
| DM Talomyr - Kingmaker |
Seeing that the majority of the party has left their weapons behind, the two lizardfolk guard hop down and open the gates. Eyeing both Rhiannon, who chose not to disarm, and Kalaman, who has opened the negotiations in a rather aggressive nature, warily, they usher Tove, Celebeth, and Kalaman into the village.
Garethane, what are you doing at this point?
The pair lead you through the village, where you see at least seven distinct lizardfolk, and bring before the enormous lizardman who had just exited a hut.
Approaching the large lizardman, one of the guards says, "Король Деревнят, эти аутсайдеры хотят поговорить с вами о гладкой коже ребенка."
The large lizardman looks at each of you curiously before saying in a deep, booming voice, "SSspeak."
| Tove Hellstrom |
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Tove tenses her jaw, but forces herself to bow politely before the lizard king.
“Your majesty, my name is Tove Hellstrom, Baroness and Stag Lord of Elkmark. I come before you tonight on behalf of my people, one of whom you have with you here in that hut.” She nods toward the sound of the crying child.
“Our settlement on the shores of the Tuskwater is a peaceful one, and it is my desire to keep it that way. We have already forged alliances with the Svirfneblin and Kobold tribes of the Northern Greenbelt. I would hope that we might come to such an arrangement with yourself as well. However, that possibility would be greatly hindered if our young boy in there were to come to any further harm at the hands of your people...”
Tove looks up at the king from under the weight of the Stag Helm, offering a silent prayer to Erastil that her words are well received.
Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
| Celebeth Quinciel |
Celebeth glances at her companions and slightly tilts her head in the direction of the hut from which the king recently came.
| Garethane Seregon |
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Is it possible for a owl to grit its teeth?
Knowing that diplomacy is likely the best way out for both the boy and the kingdom, the owl continues to circle despite the sobs carried by the wind.
If at any point the hostage situation looks to turn violent, he will dive into the hut in question, with an eye to dealing with that shaman first.
| DM Talomyr - Kingmaker |
The lizard king seemingly contemplates Tove's words for a few minutes before responding, "What sssort of pact isss it you ssseek, sssmooth ssskin?"
Hearing the conversation taking place, the lizardfolk shaman pokes his out of the hut from which the cries come and says, "Сир, Стисшак не будет доволен, если вы отдадите его игрушку."
| Celebeth Quinciel |
Celebeth will helpfully translate the Draconic for anyone who needs it.
| Tove Hellstrom |
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“To start with,” Tove annunciates clearly, “a pact of non-aggression. You return our boy to us alive, and refrain from committing further violence against my people, and in return, we will avoid any violent retaliations against you. If you deem that a pact worth keeping, we may be open to trade negotiations with your people, and in the future, perhaps a pact of mutual defence against the other more disruptive entities in the Kamelands.”
The Stag Lord looks to the Lizard King hopefully.
“Would such an arrangement be agreeable to you?”
Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
| DM Talomyr - Kingmaker |
| 1 person marked this as a favorite. |
"You know child, the only reason they back your fledgling nation is so that they have a buffer between themselves and the so-called River Kings, right?"
"The Swordlords fully intend to attack Brevoy and take advantage of the fractious nature of the Brevic noble houses, and with your kingdom on their southern border - as an ally...nay, vassal state, they can completely turn their attention north and leave you to deal with other 'River Kings'."
Overall, you are treated well during your short time (about a month and half) with Xegreus and he eventually sends you home. When you arrive back in Elkmark you find that the remaining Councilors have headed south, tracking a lost boy. Mounting up, you follow in pursuit. Some day and change later you catch up with them...or at least one of them as you see Rhiannon waiting outside the wooden gates of village set upon a land mass rising out of a swamp. Rhiannon has her gaze set upon the village, and seemingly the weaponry of your companions at her feet.
Outside the Gates:
Rhiannon continues to watch and listen for any signs of negotiations going poorly when out of the corner of her eye she notices a horse approaching. Turning briefly to assess the situation, Rhiannon sees a familiar face, that of Celebeth's sister, Azen.
Inside the Village:
The Lizard King seems to be contemplating the offer, and not unfavorably if what little emotion you can discern on his face is true, when the shaman speaks up again.
"My King, remember the Ancessstor. Ssshissstak will not be pleased! Sssend these sssmooth ssskinss away!"
| Celebeth Quinciel |
Celebeth adds, "What ancestor? What ancestor relishes the pain and suffering and misery of a child? Surely we can be better than that."
Diplomacy aid: 1d20 + 3 ⇒ (6) + 3 = 9
F!#*ing damn it. Always fails.
| DM Talomyr - Kingmaker |
The dice-bot just seems to hate you. I'll wait to see if Tove's reaction can help that out.
| Tove Hellstrom |
Tove flinches as Celebeth’s interjection falls flat.
“Please, your majesty, forgive my companion if she causes any offence. As a priestess myself, I can understand your desires to please the ancestral spirits. However, honouring traditions is not an intelligent excuse for dragging our people into open conflict. Please hear me when I offer this opportunity, peace between us will strengthen both of our tribes, and do honour to all of our ancestors.”
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
Dice gods why???
| Azen |
Outside the Gates:
Azen dismounts.
Hey Rhiannon, what's up? Where's Celebeth? In there I guess?
She smiles and greets the guard.
Hey, I'm with them, can I go in?
Diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32
| Rhiannon Wyngarde |
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Slinging Tove’s and Celebeth’s bows over her shoulder, and strapping the thornblade and dagger around her waist, she stares at Kalaman’s weapon for a bit, wondering what would happen if she were to pick it up, should negotiations break down.
Turning to see Azen riding up to the gates, the warrior feels a touch of relief, as the odds shift ever so slightly in the group’s favor. ”Yes, she’s in there with the others. I’m keeping an eye on the weapons in the meanwhile.”
Current heavy load is 600lbs, so I right now look like the stereotypical 'golfbag of weapons' fighter
| DM Talomyr - Kingmaker |
At the Gates
The lizardman guard's eyes narrow, trying to understand what is being said to him. Eventually, he seems to understand the message being conveyed and comes down and opens up the gate, allowing Azen in.
After he closes and bars the gate again, he calls for another lizardfolk to man the gates while he ushers Azen to the meeting before the King.
In front of the Lizard King
The body language of the Lizard King takes a more aggressive pose, but says nothing at the moment as he seems to be leaning toward taking the advice of the shaman.
I'll give you folks one more chance to save this from violence.
| Azen |
| 3 people marked this as a favorite. |
After a brief huddle with her sister and Tove, Azen addresses the king, in Common, with pausing for translation by Celebeth for the parts that might be hard to understand.
Great and mighty king, I greet you. I am Azen of Elkmark, recently returned from communing with my people who live in all of the lands that surround us. You are most wise in the ways of your people, but let me tell you a small thing about the ways of our people that might assist you in your judgement.
To us, our children are holy, untouched by evil and revered by all. Later, when they grow up and learn evil, then they become corrupt and an individual death is just an individual death, but because we worship our children as beings of innocence and purity, any harm that comes to just one of them can be answered by all, with impunity. If my son were killed, for instance, my whole tribe and people in the surrounding lands would be outraged and desire to end the life of those who committed the atrocity.
We know that you are powerful, and we would be foolish to try to scare you with these words. Our settlement is small, and our leader is before you, unarmed. We do not wish to fight you. We would rather learn of your ways and trade with you, and grow rich together. Perhaps, though, in knowing the strength of our religious conviction and how all humans feel about their young, you will understand us better and be able to make a wiser choice in this thing. If you have religious requirements in this, perhaps you could tell us what they are, and we could think of an alternative that would satisfy your gods without offending ours.
Thank you, O King, for allowing me to speak before you, and offer what little wisdom I have. Should you release the boy to us, I have also brought extra foodstuffs. Perhaps we could have a feast tonight in honor of our friendship, and I could sing for you, and we could learn of each other's people.
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25
Note that this is diplomacy and not bluff... Azen really believes that humans have a religious feeling towards their children, so she is just trying to translate that understanding for the king, not "fool" him.
| DM Talomyr - Kingmaker |
The Lizard King looks around at the faces of his subject that have gathered during the conversation, seeing mixed reactions. He is about to make a proclamation when an echo-like voice says from inside the hut that boy is presumed to be in, "Vesssket, you dare consider sssiding with outsssidersss over your own kind! Over your ancessstorss!"
The look on the Lizard King's face grows sterner as he says, "Ssshissstak is right, you have no sssay here."
| Azen |
Sense Motive: 1d20 + 4 ⇒ (1) + 4 = 5
Azen is disgusted with this behavior.
So, you are choosing war with all of humankind over our proffered friendship, choosing the death of your clan instead of letting go of one child. That's not wise, King. You should change your mind, before you choke on your decision and can't take it back. Even if you kill us, the rest of the humans will hunt your kind forever over something like this.
Azen then, instead of continuing to argue, sprints for the tent where the boy is, giving her sister a look so that she knows she is about to do something dramatic and needs her to play interference.
Note: DM, in story no one ever took away my weapons, but I know you may have meant that to be a requirement. Do I have them or not? It won't change me rushing in there... I mean, a child in danger really is a situation where my character's life would be offered willingly, but I don't want to just start using them and argue about it.
(If I *do* have them, we can share... I have a bow, a morningstar, and two daggers.)
Azen is going to try to get the boy free and take his place if necessary... as long as someone can get him out it doesn't matter. She hopes that the king will understand her attacking the one person (I think) who is holding the boy, but if it means a smackdown with the whole tribe, i honestly don't see how we can not at least try. A child in danger--you can't walk away from that.
| Tove Hellstrom |
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Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21
Tove glares daggers at Vesket and shakes her head before Azen begins to sprint toward the hut. Tove is hot on her trail, stopping only to call down a burst of radiance on the lizardfolk gathered around their king. She's hoping to buy the bard some time without the need for unnecessary bloodshed, as well as to signal to those outside that the negotiations have failed.
Area marked on Roll20. This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 ⇒ 3 rounds, or dazzled for 3 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 5d4 ⇒ (3, 1, 2, 4, 2) = 12 points of damage, whether they succeed at the Reflex save or not.
(I also moved Tove to the door of the hut. I'm assuming it's the right one)
| DM Talomyr - Kingmaker |
[dice=Sense Motive]1d20+4
Note: DM, in story no one ever took away my weapons, but I know you may have meant that to be a requirement. Do I have them or not? It won't change me rushing in there... I mean, a child in danger really is a situation where my character's life would be offered willingly, but I don't want to just start using them and argue about it.
(If I *do* have them, we can share... I have a bow, a morningstar, and two daggers.)
I'll compromise on that one. The morningstar and the bow were left outside, but you managed to sneak the daggers in.
Further update coming a bit later.
| Celebeth Quinciel |
Sense Motive: 1d20 + 1 ⇒ (12) + 1 = 13
Celebeth isn't sure exactly what her sister is up to, but she knows about fights breaking out against spellcasters, and she casts grease right under the shaman.
Ref save DC 14.
We probably need initiative order at this point.
| DM Talomyr - Kingmaker |
Initiative, Azen: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Celebeth: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative, Garethane: 1d20 + 6 ⇒ (14) + 6 = 20
Initiative, Kalaman: 1d20 + 9 ⇒ (10) + 9 = 19
Initiative, Rhiannon: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative, Tove: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative, Lizard King: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Blood Caiman: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative, Shaman: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative, Shistak: 1d20 + 15 ⇒ (7) + 15 = 22
Initiative, Lizardfolk Red: 1d20 + 0 ⇒ (12) + 0 = 12
Initiative, Lizardfolk Purple: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative, Lizardfolk Blue: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative, Lizardfolk Green: 1d20 + 0 ⇒ (3) + 0 = 3
Initiative, Lizardfolk Yellow: 1d20 + 2 ⇒ (11) + 2 = 13
Okay, I go with this as "surprise round actions listed above for Tove and Azen and then enter the initiative order. Celebeth, the shaman is not currently visible to you as he is in the hut and was calling out to the King, please choose a new target or move to where you can see the Shaman. Garethane, getting to ground level won't be a problem, so there's a move action, what else are you doing?
Azen, tired of the conversation that was obviously going nowhere, bolts for the hut. Tove catching Azen out of the corner of her eye drops a flash of blinding light on the Lizard King and his two pet blood caimans before rushing for the door as well. The Lizard King simply snarls, but his two pets thrash around wildly, deprived of their sight.
Reaching the door, Tove looks in to see the shaman, a young boy curled up in the fetal position, whimpering along the far wall, and a floating lizardfolk skull, wreathed in green flame. The floating skull glides over to Tove and zaps her with a bolt of electricity before winking out, no longer within the vision of the priestess.
Tove takes 18 electricity damage before the skull goes invisible
Reflex Save BC1, DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex Save BC2, DC 15: 1d20 + 4 ⇒ (1) + 4 = 5
Reflex Save Lizard King, DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Shishtak Zap vs touch AC: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 2d8 ⇒ (7, 5) = 12
Shishtak Zap vs touch AC Confirm?: 1d20 + 18 ⇒ (16) + 18 = 34
Extra Damage: 2d8 ⇒ (2, 4) = 6
Initiative Order (bolded may go)
Shistak (invisible)
Garethane
Celebeth
Lizardfolk Purple
Tove
Kalaman
Rhiannon
Lizard King
Lizardfolk Yellow
Lizardfolk Red
Blood Caiman (blinded)
Azen
Shaman
Lizardfolk Blue
Lizardfolk Green
| Celebeth Quinciel |
Ok, moved on the map.
As soon as Azen starts bolting, Celebeth is hot on her heels, and when she sees the scene in the hut, she lobs her grease spell under the shaman.
Knowledge (arcana): 1d20 + 11 ⇒ (3) + 11 = 14
Is the floating flaming skull thing a spirit or what? I guess it doesn't really matter since I'll never make a roll.
| DM Talomyr - Kingmaker |
Celebeth rushes behind Tove and just manages to see the floating skull wink out of sight before greasing the ground beneath the shaman's feet, causing the priestly lizardfolk to fall flat on his back.
Reflex Save DC 14 Shaman: 1d20 + 3 ⇒ (10) + 3 = 13
Garethane is up.
| Celebeth Quinciel |
| 1 person marked this as a favorite. |
Knowledge (dungeoneering): 1d20 + 7 ⇒ (12) + 7 = 19
Holy crap, something worked.
| Kalaman Mar |
dungeoneering: 1d20 + 12 ⇒ (6) + 12 = 18
On kalamans turn, he will use his supernatural ability, darkness (CL 5) on himself as a swift action, and then cast enlarge person on himself as well, it seems everyone has charged away and it falls to kalaman to Waylay the forces of the lizards until reinforcements arrive, as he is done with his spell he yells as loud as he can to hopefully signal rhiannon to bring the weapons.
Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
darkness:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
don't remember what time of day we showed up at and where the current light level is at, but unless the lizards have lowlight/dark vision, they have at least a 20% miss chance up to 50%, and having dark vision, kalaman is unaffected by the drop in light levels
| Garethane Seregon |
Knowledge (Dungeoneering): 1d20 + 4 ⇒ (2) + 4 = 6
Scary skull is scary.
Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17
The wind must have carried the words of the spell to his ears.
The elf flies over to the boy, seeming to cover him in his feathers as he lands. Second move action to fly into the hut, avoiding the greased areas he knew to look out for.
| DM Talomyr - Kingmaker |
Kalaman, you arrived early in the morning.
Garethane flies down and into the hut, shielding the young boy from the horrors of the hut.
Three lizardfolk wearing purple sashes move in closer to the confrontation, one even getting right next to Celebeth.
Kalaman drops a globe of darkness over himself and begins casting another spell on himself.
Initiative Order (bolded may go)
Shistak (invisible)
Garethane
Celebeth (fatigued - See post #4829 and 4833)
Lizardfolk Purple
Tove (fatigued - See post #4829 and 4833)
Kalaman (fatigued - See post #4829 and 4833)
Rhiannon
Lizard King
Lizardfolk Yellow
Lizardfolk Red
Blood Caiman (blinded)
Azen
Shaman
Lizardfolk Blue
Lizardfolk Green
Tove and Rhiannon are up, and yes, Rhiannon, you've certainly heard enough to start making your way to the rest of the group, if you can get passed the barred gate.
| Rhiannon Wyngarde |
As the sounds of chaos erupt, Rhiannon quickly downs a potion, drawing her sword as she pulls Kalaman's blade out of the ground.
Drink potion of Enlarge and draw my weapon, while picking up Kalaman's.
What's the gate made of? Also not sure how to make my token large
| Tove Hellstrom |
Tove winces as the skull shocks her, but it seems to blink out of existance before she can react. Moving into the hut, she struggles to catch a glimpse of where it might have dissapreared to, or if it's still around.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Yeah okay, she has no idea if it's even still in there.
Turning her focus to the foe she can see, she tries to take him out of action before anybody gets too badly hurt.
Admonishing Ray (Touch): 1d20 + 5 ⇒ (2) + 5 = 7
Nonlethal Damage: 4d6 ⇒ (5, 5, 3, 4) = 17
These dice tho...
| DM Talomyr - Kingmaker |
I've enlarged both Rhiannon and Kalaman (note, Kalaman you won't actually be large until the beginning of your next turn)
The gates are made of wood. Each log in the construction is about 8-10 inches (20 - 25 cm) in diameter and roughly 8 feet (~2.5 m) high.
The Lizard King lumbers toward Celebeth, and to the half-elf's surprise, uses his massive trident to throw one of his own people away from the sisters.
"Ssshisstak mussst go!" he bellows.
One of the red shashed lizardfolk make it out of Kalaman's darkness to try and club Azen, but misses wildly. Meanwhile the blood caimans continue to thrash around, unable to see.
The yellow lizardfolk have taken their turn, but Kalaman's darkness is blocking that from sight
R1 Club @ Azen: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Initiative Order (bolded may go)
Shistak (invisible)
Garethane
Celebeth (fatigued - See post #4829 and 4833)
Lizardfolk Purple
Tove (fatigued - See post #4829 and 4833)
Kalaman (fatigued - See post #4829 and 4833)
Rhiannon (enlarged)
Lizard King
Lizardfolk Yellow
Lizardfolk Red
Blood Caiman (blinded)
Azen
Shaman
Lizardfolk Blue
Lizardfolk Green
Azen is up.
| Celebeth Quinciel |
Celebeth manages to catch a glimpse of the fire-skull before it vanishes and lets out a short, barking laugh.
"HAH! Shistak isn't even a spirit! It's just a will-o'-wisp running a con on these folks!"
| Azen |
Drawing both of the daggers she took from the cultist woman, Azen throws herself furiously on the Shaman who has been torturing the kid, hoping that is who the king is referring to, and that he is on their side.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Dicebot wants the shaman to die... just the poor dagger is limited in how much damage it can do.
Also, Azen can't do two weapon fighting or anything... she's just mad and *wants* to. :)
| DM Talomyr - Kingmaker |
The shaman howls in pain as the dagger strikes true. Narrowing his beady eyes, he begins casting a spell at his assailant, but the attempt fizzles as his concentration is spoiled by the furious woman over his prone body.
Concentration DC 19: 1d20 + 9 ⇒ (7) + 9 = 16
Outside the hut, more lizardfolk come into view, a pair with blue shashes and another pair with green shashes.
Inside the hut the floating skull briefly shows itself, just long enough to zap Azen before winking out of sight again.
Azen take 14 points of electricity damage.
WoW Zap @ Azen vs FF AC: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24 (attacking from invisible)
Damage: 2d8 ⇒ (8, 6) = 14
Round 2 Initiative Order (bolded may go)
Shistak (invisible)
Garethane
Celebeth (fatigued - See post #4829 and 4833)
Lizardfolk Purple
Tove (fatigued - See post #4829 and 4833)
Kalaman (fatigued - See post #4829 and 4833)
Rhiannon (enlarged)
Lizard King
Lizardfolk Yellow
Lizardfolk Red
Blood Caiman (blinded)
Azen
Shaman
Lizardfolk Blue
Lizardfolk Green
Garethane and Celebeth are up.
| Celebeth Quinciel |
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Celebeth says, "Azen, grab him and go!" She snaps her fingers and says an arcane word and Azen disappears.
"You have thirty seconds!"
Casting vanish on Azen.
Concentration: Cast Defensively: 1d20 + 8 ⇒ (13) + 8 = 21
| Kalaman Mar |
with kalamans darkvision, can get see what the yellow lizardfolk are doing in his darkness?