Badger the Rover |
Badger moves to Blacklock and pulls the kid's face out of the water. He takes moment casts a short spell.
Cure Wounds: 1d8 + 2 ⇒ (1) + 2 = 3
"Come on kid. You got a ton more fight left in you."
Blacklock |
*cough sputter* ...the hell was that sound, man?!" clenching his fists and throwing daggers out of his ocular pupils in the frogs direction. See, the only defense to the terrible noise in the world of Blacklock Logic? ...kill them all as quickly as possible.
For a split second he somersaulted forward at such an impossible pace his entire crippled body was like a skipping stone across the surface of water...
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Dmg: 1d8 + 3 ⇒ (5) + 3 = 8
Martial Arts: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
...barreling off on a different trajectory after his strike.
DM Jubal |
Argyri dances toward the "last" frogman and spits him on her rapier. You take a few breaths and look at the piles of bullywugs around you. Then, you hear another long croak.
Another bullywug mounted on a giant toad leaps within twenty feet of you. He wears nicer hide armor and a shield and wields a nasty spear. He might be a king, because he doesn't have sh!t all over him.
He tries to communicate with you with harsh croaks and aggressive gestures, boasting of his prowess in battle. A dozen more bullywugs appear at the edge of the battlefield but do not approach.
Besides attacking, you can reply with DC 16 Charisma (Intimidation) or Charisma (Persuasion)
Party up!
Argyri Katrakis |
Argyri looks at the state of her companions–The Kid's up for now, but I swear a grasshopper could undo him at this point, and he's not in a state to care–and decides to see if further harm can be avoided.
She steps back with her hand raised in a placating gesture, saying, "We have no wish to kill more of your people. Why do you attack us? If you would save their lives–and your own–let's each of us go our own way. Otherwise, their blood will be on your hands."
Persuasion: 1d20 + 5 ⇒ (1) + 5 = 6
Wow, I really like that 5e Aid = Advantage!
Tarn Copperlocks |
”Aye!” Tarn said, planting his hammer into the soft ground and raising his hands in a peaceful gesture.
Aid given!
DM Jubal |
The bullywug raises his shield and spear up reciprocating the raising hands of Argyri and Tarn. He nods and croaks at Blacklock several times.
After an uncomfortable pause, he rips an enormous croak before he turns his giant frog mount which hops away rejoining his entourage. After a chorus of croaks they hop away from your sight.
You exhale a breath that you didn't remember holding during the tense standoff.
Combat over! What now?
Kwin Avassar |
Kwin wearily goes from friend to friend, calling his god's blessings on them.
Tarn: Cure wounds, 2nd level slot 2d8 + 3 ⇒ (3, 4) + 3 = 10.
Badger: Cure wounds, 1st level slot 1d8 + 3 ⇒ (7) + 3 = 10.
Drusilla: Cure wounds, 1st level slot 1d8 + 3 ⇒ (7) + 3 = 10.
Argyri: Cure wounds, 1st level slot 1d8 + 3 ⇒ (3) + 3 = 6.
Himself: Cure wounds, 1st level slot 1d8 + 3 ⇒ (8) + 3 = 11.
He'll ask the others [b]"Do you think those things are what the lizardfolk were worried about? What they were getting armed for?"[b/]
DM Jubal |
Each of the bullywugs wear hide armor and have a shield and spear.
Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.
Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader-a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor.
A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute.
Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them.
Captives are dragged before the king or queen-a bullywug of unusually large size-and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its "guests" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders.
Amphibian Allies.
Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system.
Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.
Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Badger the Rover |
"Well Bullywugs see them selves as top of the heap. So they are likely hostile to the Lizardfolk too." He continues talking about the bullywugs and lizard folk and runs through a pretty thorough run down. Not unlike what is written in the spoilers above but with more "I garuntee" at the end of his conclusion sentences.
Do the bullywugs wear distinctive jewelry? If so Badger is going to take the bracelets or necklaces from the fallen.
"If they are foes of the lizardfolk I want to show that we took some out. Seems less grizzly than frogs legs eh."
"We should move on before more happens here."
Blacklock |
Blacklock watched as Kwin healed literally everyone but himself, shrugging it off and generally feeling like more of a piece of sh*t than he already did.
Nature: 1d20 - 1 ⇒ (14) - 1 = 13
Nature: 1d20 - 1 ⇒ (11) - 1 = 10
The ways of the swampfolk were foreign to the streetfighter, his mind and heart far out to sea.
Tarn Copperlocks |
"Aye. With the way that the lizardfoookers were acting, I wouldn't put it past them to be working with the frogs." Tarn said, pausing to nod a thanks for the healing he had received. "If we go back with the bodies, it be equal chances that they'll just kill us for defending ourselves against their allies. Rotten bastiches, the lot of them!"
Badger the Rover |
"Could be allies. Could be why the lizards have moved so close to us. Could be something has rallied or bribed them to work together. Could be now that we stopped their weapons purchase they turned to the Bullywugs."
He looks around, "We're beat half to the hells. Lets get to a safe spot and lick wounds and figure next steps."
Blacklock |
After looking around a while...
Survival: 1d20 + 3 ⇒ (20) + 3 = 23
"Wait...what the hell?" Blacklock squinted towards a mound of muck. A mound of muck that on closer inspection was actually the mouth of a shallow cave, concealed by hanging mosses and near a fresh water spring. The perfect campsite. "Badger, look...that ridge is stone, not sod? Am I right? There's a little grotto, no?"
DM Jubal |
As you settle into the perfect campsite, you discover treasure in the back of the shallow cave. You count 325 platinum coins in three leather bags and fancy brass helmet that is decorated with shells and obvious symbols of the ocean.
While others are preparing the camp and supper, after an hour, Drusilla identifies the magical helmet as a Helm of Underwater Action.
Short Rest complete
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
I'll take the outdoor marching order as the watches, unless you create another watch list in the Discussion. I'll give a day to confirm and Thanksgiving before we try to Long Rest and post Saturday.
Drusilla Orizorwyn |
Drusilla will meditate for a couple of hours after she identifies.
Hit Die: 2d6 + 4 ⇒ (1, 5) + 4 = 10
As she does she will focus on recharging her mind and a spell slot
Arcane Recovery on a 1st level slot
DM Jubal |
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (15) + 4 = 19
On Tarn's watch after six hours bedding down, he is reflecting on the evil scheming lizardfolk when he hears a noise, like a twig snap. He swivels his head and looks directly into the shiny yellow eyes of a lizardfolk who shows as much surprise as the dwarf to be seen.
The lizardfolk is 60 feet away holding a spear and shield.
Tarn is up!
Tarn Copperlocks |
1 person marked this as a favorite. |
Persuasion: 1d20 + 4 ⇒ (16) + 4 = 20
Tarn shot to his feet, his eyes wide. In doing so, he completely forgot to grab his hammer, which lay at his feet. Granted, he would be able to summon it to his hand quite easily, but that moment of hesitation made him reflect. Was this reptilian creature alone? It wasn't attacking. Would it call for aid? Would they be overwhelmed by hordes of ravenous, flesh-eating monsters? Or was this what they were looking for, someone they could talk to and get some real information.
With his hammer to his left, he slowly bent down and reached to his right, picking up some rations. Not trusting the lizardfolk to speak common, he made a show of offering the food, thinking that if there was one thing that was common in all languages, it was that offering to share food was a friendly gesture.
DM Jubal |
You are camped in a perfect campsite found by Blacklock. A mound of muck that on closer inspection was actually the mouth of a shallow cave, concealed by hanging mosses and near a fresh water spring. So, Tarn is at the mouth of the cave.
The weather is cool and damp. Thin clouds randomly cover the stars. A few large moss-filled trees cast shadows in the water-logged field of view.
So, it's all darkness. Tarn saw the Lizardfolk at the extent of his Darkvision
Seeing the dwarf offer food, the lizardfolk slowly looks side to side and then starting cautiously approaching.
Stealth (move 30 ft): 1d20 + 4 ⇒ (14) + 4 = 18
Lizardfolk is 30 feet away. Tarn up again
Tarn Copperlocks |
Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Somehow Tarn kept the lizardfolk in sight. He made no movement, besides for slowly lifting his own rations and beginning to eat.
DM Jubal |
The lizardfolk quietly approaches cautiously closing the distance to Tarn. When he arrives in front of the dwarf, the lizardfolk grounds his spear into the mud to free his clawed hand, which he uses to reach out for what Tarn is offering.
Lizardfolk is adjacent to Tarn who is at the mouth of the small cave where his companions are sleeping.
Tarn Copperlocks |
Tarn silently passed over the food, placing it before the Lizardfolk, and then continued eating his own. Once the Lizardfolk took a bite, he said ”Ye speak common?”
Blacklock |
@DM, are you using XGtE sleep rules?
Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.
Blacklock would qualify for waking if the environment was right.
DM Jubal |
@DM, are you using XGtE sleep rules?
Quote:Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.Blacklock would qualify for waking if the environment was right.
Sure. I'm game. So, Kwin and Blacklock would awake
Blacklock |
The fighter's keen senses heard the *bark* of the lizardman and stirred from his slumber. With one eye open and one eye closed, carefully and methodically tossed a pebble first into Badger's face. The old man razzled from old man dreams, with a smile and one vertical finger over his lips proceeded to finger-flick small pebbles into the faces of Drusilla and Argyri as well.
Tarn Copperlocks |
Seeing that they didn't speak the same language, Tarn pointed at Kwin. He made a thumb's up motion towards the elf, hoping that it conveyed that he too was a friend. Taking some of his ration, he tossed it at the elf's head. In an even tone of voice, he said "Oi, Kwin. Got us a friendly lizardfolk here. He's somewhat skittish, but seems right enough. Don't make any sudden moves, and say hello, aye?"
Badger the Rover |
Badger wakes with a start and sputter but gathers himself. "Oo." He waves to the lizard folk and gives a sheepish greeting hoping he isn't scaring the skittish one, "Greetings. My friends want to know if you speak the human tongue."
Drusilla Orizorwyn |
Having come out of her Reverie, she sees the Lizardman and nods as she pulls out a spell book and begins to read. As she does she speaks to her group.
"Does anyone have a nip of alcohol salt or sugar to offer them? If not a fish?" She speaks softly realizing she would need her light spell to read.
DM Jubal |
The lizardfolk watches the companions awake with curiosity. He obviously understands when Badger and Kwin speak to him in Draconic and barks a reply, "Жоқ, мен сенің тіліңді білмеймін. Әрине, сен мені ренжітпейсің. Мен бірінші сені өлтірер едім."
Through a couple of attempting to be subtle waves of his clawed hands, you surmise that he is not alone.
Drusilla Orizorwyn |
Drusilla chuckles as she hears the Lizardfolk and looks up."They have a point"
Insight: 1d20 ⇒ 3
Badger the Rover |
Badger looks to Tarn, "He's not as skittish as you think. He's the scout and he's not alone."
Badger nods and speaks in Draconic to the lizard folk.
Totally gauging the reaction for how this guy feels about the Bullywugs.
Tarn Copperlocks |
"Oh." Tarn said. "Can't really read them, ye know? The way their faces look, all lizard-like." Lifting a drink, he motioned out towards the wilderness and made a motion gesturing for whomever was out there to come over. "Tell them to come, eat and drink with us!" He said. "How're anyone supposed to be all friend-like if they be out there hiding?"
Insight: 1d20 - 1 ⇒ (15) - 1 = 14
Persuasion: 1d20 + 4 ⇒ (14) + 4 = 18
DM Jubal |
The lizardfolk watches the companions awake with dispassion. "Друсилла Оризорвин, мен жүздің болатындай Витпін. Бізде қысқарақ есімдер бар."
"Иә. Біз жолдар мен денелерді көрдік. Жақсы жұмыс. Бұзақылар."
"Aye. We saw the tracks and bodies. Good work. Bullywugs."
It spits on the ground after the last word.