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For a Grippli, I have always wanted to make a Grippli Maneuver Master Monk with the Jumper and Glider alternate racial traits and the Agile Tongue feat to perform Disarm and Steal maneuvers from 10 feet away while on the walls or ceiling. Sounds hilarious in my mind.
Alternatively, a creepy touch-spell-based caster who delivers touch attacks through his tongue...
Where is this said and is it a special case just for Horses?
The final arrow drops the last Druid, ending their threat. With Mikhaere's expertise, you are able to extract the Atavistic Splinter from the standing stones and end the ritual. By the next day, Li Shuo and Uriel are their old selves again, though a craving for raw meat lasts for a week or two.
When you return to the logging camp, you find the loggers similarly cured and they are very grateful for your actions. Venture-Captain Brackett commends you for your actions in retrieving the Atavistic Splinter.
Combat over. Scenario over. Congrats! :D
Uriel steps up to the Druid menacing Li, and momentarily giving into his bestial curse, goes to savage the man with his new teeth and claws, and strikes him with the latter. The Druid crumples to the ground.
Li re-aims his fire, and with Daeris' arrow as well, another Druid falls to the ground.
Another Druid advances laughs to see Uriel's change. "Join us, brother! Give into your bestial nature and kill the interlopers!" he says before swinging at Li, striking him a bone-rattling blow with his staff. 11 damage to Li
The other Druid struggles against the vines holding him and fails to escape.
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (18) + 3 = 21
1d3 + 2 ⇒ (2) + 2 = 4
1d3 + 2 ⇒ (3) + 2 = 5
1d20 + 3 ⇒ (17) + 3 = 20
2d6 + 4 ⇒ (6, 1) + 4 = 11
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (4) + 2 = 6
Both sides were aware. No surprise round. And Uriel, at your speed, there's no way to get in and shoot this round.
Mikhaere begins the assault with his spell, resulting in the grass and vines of the area bursting into activity, trying to grasp anything standing in them. Two of the Druids are caught in the vines, while the other two try to get clear of the area. Daeris' arrow strikes home on one of the Druids. Then one succeeds in escaping the vines after the fact, and one remains caught.
One Druid makes it adjacent to Li and swings at him with his Quarterstaff, which shimmers with green light, missing badly. 1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 7 ⇒ (14) + 7 = 21
Mikhaere creeps down the passage, and as he rounds the final corner and beholds the standing stones from ground level, there is a cry of alarm from one of the Druids. Attuned to their surroundings, they have spied Mikhaere!
Mikhaere 1d20 + 4 ⇒ (15) + 4 = 19
Uriel 1d20 + 8 ⇒ (6) + 8 = 14
Li Shuo 1d20 + 6 ⇒ (9) + 6 = 15
Jorag 1d20 + 2 ⇒ (16) + 2 = 18
Daeris 1d20 + 4 ⇒ (5) + 4 = 9
Druids 1d20 + 5 ⇒ (19) + 5 = 24
The Druids begin by all chanting spells.
Mikhaere - Spellcraft DC 16:
They have all cast Shillelagh.
Initiative Round 1
With the wand's magic, Mikhaere gets a faraway look in his eyes.
The middle path that Uriel was investigating leads to an open space in the center of the henge that 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.
To the North path, it winds back to the entrance and circles around to join up with the space in the center. This path continues to the East where it enters another long, wide area that is partially roofed by a sheet of woven bark. There is a path joining the center area from here as well.
A path from this area and one from the place you are in now leads to the South into a wide area on the South side of Briar Henge that 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. Four humanoid figures in hide armor, grasping staves, stand before the gateway and seem to be chanting something.
Uriel creeps up the center passage and peeks into an open space.
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.
You hear soft chanting coming from somewhere in that direction.
Li and Daeris unleash a flurry of return fire. Two of their arrows strike home in the swirling melee of attacks from Mikhaere and Uriel. The Twigjack is rocked back by Daeris' shot, but Li's strikes the fey creature in its midsection, severing the vines that hold it together. The tiny figure drops to its knees as small twigs spill from its abdomen, its thorny hands trying to hold them in, before it collapses in an unrecognizable heap of kindling on the ground.
Two arrows stick into the Twigjack's twiggy body, and it hisses in a remarkably insect-like fashion before aiming its arms at Li, Jorag and Daeris, and a storm of thorns erupt from its limbs.
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 3 ⇒ (12) + 3 = 15
4d6 ⇒ (1, 4, 5, 5) = 15
Li, Daeris and Jorag take 7 damage each.
There's not actually any way to avoid the damage from the thorns in the scenario.
As the others post themselves at the entrances, Daeris examines the chests. No traps are found, but the larger chest of locked, but she does locate a key in the bottom of the smaller chest which fits the lock. Inside the larger chest she finds, among other things, a Wand and a Scroll.
The passages are very winding, and neither Mikhaere or Uriel can see very far. Then, after a few moments, emerging from the brambles themselves is a tiny, vaguely humanoid creature that seems to be made completely of bundles of sticks wound with thorny vines.
Knowledge: Nature DC 13:
This is a Twigjack, an evil Fey made entirely of twigs and thorns.
They are vulnerable to fire.
They are able to travel via brambles and undergrowth as by magic for a limited distance each day, and eject a spray of flaying thorns a few times each day.
I will allow Knowledge checks and speech before Initiative occurs.
Mikhaere 1d20 + 4 ⇒ (6) + 4 = 10
Uriel 1d20 + 8 ⇒ (4) + 8 = 12
Li Shuo 1d20 + 6 ⇒ (20) + 6 = 26
Jorag 1d20 + 2 ⇒ (12) + 2 = 14
Daeris 1d20 + 4 ⇒ (16) + 4 = 20
Twig 1d20 + 3 ⇒ (13) + 3 = 16
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 1
The Pathfinders push their way through the gap, suffering cuts and scrapes along the way, but ending up more or less safely on the other side.
Mikhaere suffers 2 dmg.
Six hammocks hang suspended from the thorns here, crisscrossing along the thorny walls. Two oaks provide shade and shelter from wind and rain. A few clothes hang from the thorny walls. The hammocks and clothes seem simply made. Near one of the tree trunks is a large, sturdy chest. Near the other is a smaller chest, whose open lid reveals several scrolls and tomes. Gaps in the walls allow exit to the northwest, north, and northeast.
Taking 10 won't do it, unfortunately.
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 8 ⇒ (3) + 8 = 11
Daeris moves cautiously closer and looks at the briar walls of the Henge. She figures it can be climbed, but not without suffering significant harm from the thorns. She does not find any traps, though in searching along the outside of the wall she does locate a point where the briars are particularly thin.
'S' on map
Leaving the Elf and her companion to their own devices, after having confiscated her weapons, the Pathfinders resume their trek to the Briar henge.
There are four scrolls that haven't been identified, by the way.
Approaching from the South, Briar Henge is a bristling fortress. The compound is roughly circular and approximately 100 feet across. The walls are made of tangled thorn bushes twelve feet high, although the compound does not appear to have a roof. The only break in the prickly wall is a gap five feet wide and eight feet high. Hanging ivy covers this doorway and blocks the view of the interior of the compound.
The entrance mentioned is on the North side.
I use Google Docs. What I do is I create a jpeg of the map, and jpegs of all the tokens I want to use (usually I go to the character page of the game and do a print screen, paste it into MS Paint, and cut each individual portrait out and create files for each of them). I then create a Drawing on Google Docs and then insert the image, then insert all the tokens and then scale them to the map grid. I then make sure I set all the preferences to Anyone Can Edit so people can add their own tokens (like Mikhaere did when he summoned that Eagle) and move them around.