GM Baerlie |
Mikail runs into the maze and reaches a place in the center. This open space is roughly oblong, with three gaps in the thorny walls to the south, west, and north. To the east is a rough wooden table with a leather satchel lying atop it. The table is surrounded by six cut logs planed flat and turned endwise to serve as stools. Two stiff linen banners hang on stands placed along northwest and southwest walls, carefully placed a few inches away from the thorns to prevent tearing.
Mikail sees a fey hovering in this area. Currently she's not aware of you.
Mikail the Nimble |
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Mikail sneaks up behind the fey, and looks around to be sure the coast is clear, and there are no more of the litte buggers flitting around
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
and takes a swing
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak Attack Dmg: 1d6 ⇒ 1
Maldrek Methacan |
Maldrek enters into an opening as well prepared - he has his shield ready and held his cold iron warhammer in one hand.
Not mounted
GM Baerlie |
Zanu moves around the maze and waits near the other entrance to the place. Mikail moves closer to the fey and attacks out of the shadows. He hits, but does not deal much damage. Maldrek enters the opening and readies his shield and warhammer.
Ini Kardiv: 1d20 + 6 ⇒ (12) + 6 = 18
Ini Maldrek: 1d20 + 2 ⇒ (20) + 2 = 22
Ini Mido: 1d20 + 3 ⇒ (6) + 3 = 9
Ini Mikail: 1d20 + 5 ⇒ (5) + 5 = 10
Ini Sidney: 1d20 + 3 ⇒ (3) + 3 = 6
Ini Zanu: 1d20 + 9 ⇒ (9) + 9 = 18
Ini Twigjack: 1d20 + 3 ⇒ (6) + 3 = 9
Round 1
Maldrek
Zanu
Kardiv
Mikail
Mido
Twigjack -3HP
Sidney
Zanu Turok |
assuming that is not rough terrain, I move 15 feet acid splash: 4 + 1d20 ⇒ 4 + (20) = 24 vs touch
dmg: 1d3 ⇒ 2 acid
crit confirm: 4 + 1d20 ⇒ 4 + (9) = 13
crit dmg: 1d3 ⇒ 3 acid
Mikail the Nimble |
Frustrated with only clipping the little fey with his last swing, will have another go at it
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
but will trip over a root and miss
Sidney Moncrief |
Sidney moves into the inner ring near the fey. He slows down in time to give the creature a quick jab with his huge glaive.
glaive attack/damge: 1d20 + 6 + 1 - 1 ⇒ (16) + 6 + 1 - 1 = 222d8 + 7 ⇒ (8, 3) + 7 = 18
A quick splat appears on the end of the glaive, and he prepares to move further inside.
Kardiv Pern |
Kardiv, realizing that he's still at the entrance to the maze while his fellows have moved inwards, moves with all haste into the center, in the hopes of finding more action.
GM Baerlie |
Zanu throws a acid orb at the tiny creature, hitting it between the wings. Kardiv spent too much time examining the entrance and the killed fey and dog. He rushes behind the group as soon as he hears the sound of a battle. Mikail swings his weapon at the fey, but misses as the fey moved a bit from Zanu's hit. Mido moves deeper into the maze.
The fey is already wounded but still has enough life left to fly into melee with Mido and attack him with it's claws.
Claws: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Confirm: 1d20 + 6 ⇒ (4) + 6 = 10
With a mighty swing of his glaive, Sidney hits the fey. The tiny creature drops to the floor, it's wings stop to move.
combat over
Sidney Moncrief |
Sidney scoops up the body of the fey and moves into the maze. In his addled state he is trying to think of some way to use the inert fey as a resource.
Master Mido |
Double move. We should try to act as a unit here. Afterall this is the boss fight...
Mido moves on through the maze as quite as a mouse.
Stealth1d20 + 12 ⇒ (4) + 12 = 16
Maldrek Methacan |
Maldrek hated to walk. He was slow in his armor and always late, when he was walking. Last time friends were in great danger, fighting strange flying heads in museum, while he was trying to catch them. So, he was trying to move as fast as possible and catch others, before they found druids.
Double move... I have skipped couple of rounds, so I just move myself somewhere behind Master Mido, hope that's OK
GM Baerlie |
Zanu searches the area and finds some interesting things:
A leather satchel containing a wax tablet with a crude map of this area of the Verduran Forest. The map is marked with overlapping circles radiating outward from Briar Henge in no discernible pattern. The logging camp and Wispil are both clearly indicated on the map. Various unintelligible symbols also dot the map, but there is no key on the tablet to indicate what the symbols mean.
Two tapestries, coarse linen saturated with beeswax and then dried to render the linen waterproof. The banner between the north exit and the west exit contains a skillfully painted image. The left side of the picture depicts several dejected humans crowded by buildings (mills, inns, houses, and similar structures). On the right side, as though stepping out from the claustrophobic alleys on the left, are several bestial humanoids, standing tall and proud in an open meadow surrounded by blooming vegetation. This painting has been “improved” by a twig jack, who has scrawled a trio of cavorting stick-figure twig jacks in the background of the meadow.
The banner between the west exit and the south exit depicts a complicated lunar calendar. The calendar is covered with symbols that depict phases throughout the lunar year.
You correctly match the banner’s symbols to the symbols on the wax tablet map. Together, the two pieces present a specific timeline for the ritual’s effect. In the first few weeks, the ritual expands slowly out from Briar Henge. In the last few weeks, it expands to encompass nearby logging communities (including the lumber camp you passed through on your way to Briar Henge). In the final day, the ritual is powerful enough to affect the residents of Wispil.
The rest of the group moves further along the path. Around the corner you enter another area. This long, wide area is partially roofed by a sheet of woven bark. Under the bark sheet rest several casks, boxes, and simple pieces of furniture. Gourds dangle from the thorny walls as though hung on hooks. Three breaks in the bramble walls lead west, south, and east.
The Briar Henge druids use this room for storage, relying on the woven bark to keep rain off their goods. The stores include dried food, spare bedding, a washbasin, and so forth. The gourds contain fresh drinking water. You also uncovers a large leaf folded around a dozen berries. These berries are shaped like blueberries but are shiny green in color.
While you search the druid's stuff Kardiv moves along the other path hoping to catch the druids from behind.
Mikail the Nimble |
Mikail continues to move forward into the maze, senses on high alert for what may be hiding around every turn and twist. Double move again
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
Sidney Moncrief |
Sidney grabs the berries and offers them to all who want one. Sidney eats one seeing what will happen.
"I don't know much about much, but I think killing the druids inside will probably save me and the other poor victims."
Sidney thinks for a second, and notes: "I am becoming one of them, they may listen to me!!"
Sidney plans on running out with the injured fey in his arms to the druids and snarling as a nasty beast. He figures that will get him close to a druid.
After the group prepares for the final push, Sidney plans just that, running out first as a huge beast asking for the druids to heal the crushed fey. Sidney stows his glaive, as he wants to use his claws and teeth.
I think we are in the home stretch!! Effects: Alter self lizardman and enlarge person -- reach
GM Baerlie |
Well, you are not really 'in combat' any more I would say. The druids don't know yet that you are there so you have enough time to translate the text.
Mido is able to match the banner's symbols to the symbols on the wax tablet map and read timeline for the ritual’s effect. Sidney eats one of the berries and feels fed. He alters himself to a big lizard-style man.
Mikail moves further, scanning the area for possible threats and finally reaches the druid's ritual area. This wide area on the east side of Briar Henge has a roughly circular shape. Four tall, thin spires of ancient stone thrust up from the ground at irregular intervals like malformed teeth. To the west, two thicker stones are capped with a third horizontal stone, forming a crude gateway. A thick piece of charred bark is suspended in this gateway by a web of crackling energy. The crackling energy pulses outward from the bark into the dolmen stones, and from there into the ground.
These megaliths predate the construction of the thorn walls and hold a special connection to Gozreh. Four standing stones (menhirs) stand near the three stones forming the gateway (dolmen stones). The megaliths resonate with Gozreh’s blessing, which improves lightning effects in this area. Any creature adjacent to a megalith deals an additional 1 point of damage with any spell or effect causing electricity damage.
The menhirs are 12 feet tall and about 3 feet in diameter. The dolmen stones are 10 feet wide and 10 feet tall. Normally, characters can pass under the arch of the dolmen stones, but the gateway is currently blocked by the waves of energy radiating outward from the Atavistic Splinter.
The dolmen stones fill their squares almost completely, and creatures can not squeeze into squares occupied by dolmen stones as they can into squares containing menhirs.
Four Briar Henge druids chant and circle the stones as a part of their enigmatic ritual.
Mikail the Nimble |
Mikail waves at the others coming up behind him and gestures that they should be as quiet as possible. He decides to put away his mace and take out his sling and waits for the others to join him. He can see Zanu across the way, and realizes that the party must have split up to come at the druids from wither side. This may just work! he thinks to himself.
Sidney Moncrief |
Sidney rushes out with the fey cradled in his arms, and approaches the nearest druid. His glaive slung on his back, but his claws and teeth still will make weapons.
"Healing, Healing!" he shouts in guttural common, over emphasizing his bestial nature as to appear one of them.
Zanu Turok |
stealth: 10 + 1d20 ⇒ 10 + (16) = 26 as I move 10 feet
acid splash: 5 + 1d20 ⇒ 5 + (15) = 20 vs touch and ff at the nearest target
dmg: 1d3 ⇒ 2 acid I'm attempting a surprise round
Mikail the Nimble |
Seeing the Zanu attack, Mikail whirls his sling into the mix, aiming for the nearest druid
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Sneak attack: 1d6 ⇒ 3
Zanu Turok |
whoa, we aren't in init yet there mikail, if you too are going for a surprise round, you too would have to roll stealth. The good news is that you have +11, so their perceptions to notice you as you appear around the corner is not likely
Maldrek Methacan |
Maldrek tried to catch the fast halfling, but he couldn't manage to do that in his armour.
Double-moved myself somewhere closer
GM Baerlie |
I put Sidney's token closer to the druids.
Sidney rushes into the area and asks for healing for the fey. The druids react amused. "Look at him, it seems the ritual is already taking it's first victims." one of them says with a smile. He attempts to have a closer look at what Sidney carries but the situation changes.
I just saw that Mikail already rolled steath before and did not move after that, I just ignored it in my post so I will do the druid's perception rolls now. -2 for being distracted by Sidney, if there is a rule for that with different modifiers, please tell me.
P. red: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
P. blue: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
P. yellow: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
P. green: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Two of the druids spot Mikail in the gateway but Mikail is still fast enough to shoot a sling bullet before the druids can get their weapons out. Zanu uses his chance and throws a acid orb at the closest druid.
Ini Kardiv: 1d20 + 6 ⇒ (15) + 6 = 21
Ini Maldrek: 1d20 + 2 ⇒ (13) + 2 = 15
Ini Mido: 1d20 + 3 ⇒ (1) + 3 = 4
Ini Mikail: 1d20 + 5 ⇒ (9) + 5 = 14
Ini Sidney: 1d20 + 3 ⇒ (20) + 3 = 23
Ini Zanu: 1d20 + 9 ⇒ (13) + 9 = 22
Ini red: 1d20 + 5 ⇒ (5) + 5 = 10
Ini blue: 1d20 + 5 ⇒ (19) + 5 = 24
Ini green: 1d20 + 5 ⇒ (7) + 5 = 12
Ini yellow: 1d20 + 5 ⇒ (15) + 5 = 20
One of the druids acts fast and takes out his quarterstaff while mumbling a few words.
Round 1
Druid blue
Sidney
Zanu
Kardiv
Druid yellow -2HP
Maldrek
Mikail
Druid green -3HP
Druid red
Mido
Sidney Moncrief |
Sidney steps next to the yellow druid, and he is easily within Sidney's ten foot reach as Sidney drops the fey and begins attacking. His enlarged teeth and bite rip into the druid.
claw: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 5 ⇒ (2) + 5 = 7
claw: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 5 ⇒ (1) + 5 = 6
bite: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 5 ⇒ (6) + 5 = 11
AC 14 enlarged
Kardiv Pern |
Kardiv, realizing that he's now behind the group and alone in the maze, sprints until he finds his way into the opening where Sidney and Zanu are standing, where he pauses to catch his breath.
Zanu Turok |
move 20 feet closer to red and hit: 5 + 1d20 ⇒ 5 + (5) = 10 vs touch and ff unless they got a size modifier or something else, 10 is a hit vs touch and ff against most things.
dmg: 1d3 ⇒ 2 acid as I attempt a acid splash against him.
Mikail the Nimble |
Mikail lets loose with another sling stone at the Green druid.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d3 + 2 ⇒ (2, 3) + 2 = 7
It sails in unerringly to smack hard against the druid
Maldrek Methacan |
Maldrek walked into opening, bearing his shield and warhammer.
"By the name of a common laws of Andoran, the ritual you are participating is illegal. It's transforming people into animals without their concent is against Andoran laws. Stop that immidiatelly and surrender or you gonna be forced to obey the laws of the country you are in!"
Double moved myself
GM Baerlie |
While Kardiv and Maldrek move into the ritual area Zanu and Mikail attack the druids. Both hit and the druid with the green robe stumbles already.
The druid with the red hat mumbles something and you can see his quarterstaff change it's shape. The druid with the green robe simply tries to hit Maldrek with his quarterstaff but misses.
Quarterstaff: 1d20 + 2 ⇒ (12) + 2 = 14
Round 1
Druid blue
Sidney
Zanu
Kardiv
Druid yellow dead
Maldrek
Mikail
Druid green -10HP
Druid red -2HP
Mido
GM Baerlie |
Mido moves closer to the druids and prepares for an attack. The druid with the blue shirt moves up to Maldrek and tries to hit him with his quarterstaff but his old hands are shaking.
Quarterstaff: 1d20 + 3 ⇒ (11) + 3 = 14
Round 2
Druid blue
Sidney
Zanu
Kardiv
Maldrek
Mikail
Druid green -10HP
Druid red -2HP
Mido
Kardiv Pern |
Kardiv takes a pathetic shot at the man in green, who has already taken a considerable beating, and the arrow spirals off somewhere into the hedges.
Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Sidney Moncrief |
Sidney positions himself where he can attack all the druids and hits the badly injured druid (green one).
claw: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 6 ⇒ (6) + 6 = 12
GM Baerlie |
Kardiv shoots an arrow at the man in green but hits only the green behind the druid. Zanu concentrates on the druid with the red hat and is able to melt parts of the man's skin. Sidney defeats the green robed druid with his claws.
Round 2
Druid blue
Sidney
Zanu
Kardiv
Maldrek
Mikail
Druid green defeated
Druid red -4HP
Mido
Master Mido |
Mido moves into position to flank one of the Druids and discharges evil energies he had been storing in his fingertips for just this ocassion for quite some time.
Move into flanking position and Chill Touch the green Druid versus his touch attack. 1d20 + 4 ⇒ (3) + 4 = 7 Damage 2d6 ⇒ (5, 3) = 8
DC 14 FORT save or -1 STR
Mikail the Nimble |
Mikail drops his sling and draws his mace, swinging at the blue druid.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
And misses, nearly clipping Maldrek in the process. He shoots an embarassed look at the warrior, hoping he didnt see the horrible swing.
Sidney Moncrief |
nat1: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 171d6 + 6 ⇒ (4) + 6 = 10
nat2: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 61d6 + 6 ⇒ (4) + 6 = 10
nat3: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 231d6 + 6 ⇒ (1) + 6 = 7
Sidney attacks the last druid.
Maldrek Methacan |
Maldrek paid no attention to Mikail miss, since that could happen to everyone and just hit with his hammer the druid confronting him. But his blow was not placed well and he couldn't reach his opponent.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11 DMG: 1d8 + 3 ⇒ (1) + 3 = 4
GM Baerlie |
Maldrek swings his hammper at the druid in front of him, but like Mikail he misses.
The red druid tries to hit Sidney.
Staff: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Sidney in return hits the druid twice and the old man stumbles and falls.
The remaining druid swings his quarterstaff at ltr: 1d3 ⇒ 2 Maldrek.
Staff: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Round 2
Druid blue
Sidney
Zanu
Kardiv
Maldrek
Mikail
Druid red defeated
Mido
Master Mido |
Mido with one more charge of deathly energy remaining moves to flank the last druid standing.
Attack Flank versus touch AC1d20 + 6 ⇒ (8) + 6 = 14 Damage 2d6 ⇒ (6, 4) = 10