- RUN AWAY!
You immediately bolt toward the north, Helen moving to follow.
Eira shouts, "Skate!" - but it's the Paladin whose feet move slightly out of the muddy ground, allowing her to speed up.
Quick calculation in your head… You slow down just a bit, letting Eira get ahead. She looks worried for a second - before your wings appear.
The Lizardfolk slow down, wary of you suddenly - can't blame them. You aren't exactly intimidating, but as they pile in - you slam your hands together, a burst of thunder knocking them back. And then you launch off - which unfortunately opens you to two sword swings…
(18 vs. AC - hit! 2 damage. 14 HP remains.)
(Natural 1 - miss!)
… One catching you on the leg before you launch forward.
Eira's already manifested Skate a second time to speed herself up by the time you're caught up to her - freeing all three of you to outrun the Lizardfolk easily.
Upon reaching the river, you move into position… And grasp Helen and Eira's hands, pulling them up at just the right moment as they jump-
(Senaz's Athletics check to assist Helen and Eira: 11 - grants both Helen and Eira advantage)
(Helen's assisted Athletics check to jump as much of the river as she can: (15,19)+3 = 22)
(Eira's assisted Athletics check to jump as well: (6,11)-1 = 10)
- Helen gets some ways in, landing smoothly in the water. Eira, however, doesn't go quite so far, splashing maybe twelve feet into the river and hissing at the cold.
The Lizardfolk are still chasing - you're sure they can handle the water better than you. But with this position…
The river's deep enough that you realize they're going to have to swim - though Eira keeps skating as far as she can, Helen switches to swimming faster. This at least makes them both less of a target for javelins…
Which leaves you the target. Again. Crap.
(Natural 1 again - Miss!)
(21 vs. AC - hit! 2 damage, 12 HP remains.)
That is in your other leg. Even with your natural damage resistance, that hurts.
Still, they slow down as your team gets into the water… And once you're most of the way across, they stop entirely, deciding you are no longer a threat. For now at least.
Another minute or so of kjeeping up with your teammates, making sure they don't drown in the river, and getting washed a bit down… And they make it to the side, both gasping from the surge of work.
You immediately glance around… No one else around. Door opened, both take the cue to step in, you step in and close the door.
Helen quickly goes over your wounds - you shake your head. "I'll be fine. Get dry, both of you." You do break out the first aid kit to clean the wounds off a bit, hissing at the sting, while they shuffle to their rooms, Helen thinking to grab a towel from the rack in the bathroom…
… Leaving Eira to step out, naked, a few seconds later, to grab hers. You nod respectfully at the eyeful you receive. Her adrenaline stops her from trying to flirt in response - instead slipping back in to dry off. Thankfully, neither shows signs of hypothermia.
… Helen is the first to speak, through the door. "Let's. Catch our breath for a few."
"Yeah," You respond. That should be enough for healing to kick in…
(Short Rest. 1 hit die spent: 7 - returned to full health.)
And, more importantly, for everyone to be a bit better.
"Risks of the adventure?", Eira asks, as she starts back out.
You nod, as Helen replies, "Risk of the adventure. Given their fiendtouch, they may be associated with our primary foe, or may just be an independent hazard. Still… If there's more, they could be a threat to the keep."
You nod, considering what to do about this...
[ ] (Lizardfolk Mitigation Plan) Ignore them and keep looking for signs of the direct cult action.
[ ] (Lizardfolk Mitigation Plan) With time to prep, try to take them down right away. (Warning: This is a potentially deadly encounter.)
[ ] (Lizardfolk Mitigation Plan) Signal the city watch, let them be prepared for it - or take action themselves.
[ ] (Lizardfolk Mitigation Plan) Signal the watch… Later.
[ ] (Travel Direction, if applicable) Switch to east, along the road.
[ ] (Travel Direction, if applicable) Southeast, staying north of the river.
[ ] (Travel Direction, if applicable) Southeast, then cross the river well east of the Lizardfolk's likely grounds.
[ ] (Travel Direction, if applicable) North, into the woods.
---
Each of the party gains 100 XP for escaping the encounter safely, bringing you to 434. Level up in 466 XP.
To be clear, the reference was specifically Mind Control University version of Daphne, who is linked in the first post (and who hasn't exactly been conquering civilizations but has brought down a couple evil ones so far), yes. (And whose plot complexity levels regularly cross into the disconcerting.)
Joking references and that one weird segment with Tammy (same quest as Daphne) and Another World Online's Deedee meeting Senaz which is explicitly a weird dream thing aside, you do not need to have read any of the other quests to get this one by intention.
Good thinking re the Bardic College... And given that 20 is supposed to be the hardcap for ability scores, I don't think I'm going to let it raise further. Senaz's modifier is already Bonkers, haha.