Sad Rock
|
Round1, Init 20
Something about the twigjack ignites a fiery, inner rage in Sad Rock...a furious tide of rising anger and resentment starts to boil forth at the sight of the branchy beast.
"THAT IS UNNATURAL!!!" Sad rages and roils with anger.
Grabbing his club in two meaty hands, Sad stomps angry in place, building upon the rage he feels and runs over to club the twigjack...
...only to stop short as the twig is already splintered.
"Oh, nothing...nevermind."
That was uneventful.
Young Harrol
|
Oh, gods, I almost forgot...
Profession (farmer): 1d20 + 6 ⇒ (7) + 6 = 13
Harrol once again cocks his arm, ready for battle as Moblyd ends their foe with a crunch and makes down the trail. He brushes some splinters from his pilgrims garb with an exasperated sigh. His face a well-trained mask of patience, he can't quite hide his disappointment at the lack of a challenge.
| DM Panic |
With the pressure of time looming, the Pathfinders waste little time mourning the twigjack and hastily continue deeper into Briar Henge.
After following a twisting path through the brambles, you emerge into another "room".
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 woven bark appears to keep rain off the druid's goods. The stores include dried food, spare bedding, a washbasin, and so forth. The gourds contain fresh drinking water.
Rummaging about here uncovers a large leaf folded around a dozen goodberries. These goodberries are shaped like blueberries but are shiny green in color.
Beyond this room, another five-foot wide corridor through the brambles weaves deeper into Briar Henge...
| DM Panic |
For kicks, rolling for initiative for the druids individually...
Benjamin: 1d20 + 4 ⇒ (10) + 4 = 14
Damvorak: 1d20 + 2 ⇒ (10) + 2 = 12
Harrol: 1d20 + 2 ⇒ (5) + 2 = 7
Moblyd: 1d20 + 3 ⇒ (6) + 3 = 9
Ramli: 1d20 + 2 ⇒ (14) + 2 = 16
Sad Rock: 1d20 + 7 ⇒ (11) + 7 = 18
Druid #1: 1d20 + 5 ⇒ (17) + 5 = 22
Druid #2: 1d20 + 5 ⇒ (12) + 5 = 17
Druid #3: 1d20 + 5 ⇒ (15) + 5 = 20
Druid #4: 1d20 + 5 ⇒ (20) + 5 = 25
Druid #1 ranged touch vs Damvorak: 1d20 + 1 ⇒ (20) + 1 = 21 for 1d6 + 1 ⇒ (5) + 1 = 6
Druid #1 crit confirm ranged touch vs Damvorak: 1d20 + 1 ⇒ (4) + 1 = 5 for 1d6 + 1 ⇒ (2) + 1 = 3
On the bright side, I used up a lot of good rolls, right?
With some of your spells waning in duration, you make haste around the bend, hearing nothing but the wind as it rustles the thorny brambles about you.
Finally, Damvorak and Moblyd reach a last turn and finally gaze upon the megaliths that are the source of the evil druidic rituals.
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.
The four druids here appear prepared for your coming, all wearing stern expressions of hatred and scorn for your intrusion upon their bestial rituals.
One of them (let's say druid #4) cackles with glee as she spots out Badgermin and Ferretol among your ranks.
Their apparent leader (druid #1, of course) bellows out his threat.
"Fools! You are too late!"
The two closest druids set themselves, brandishing rather large-looking clubs in their hands.
One of the further ones, his long beard almost down to his ankles grins maliciously at Damvorak and juggles his massive club to an empty hand which alights in flame.
"You want a grand finale, orc? Here's your fireworks!"
He then hurls the fire directly at Damvorak and it explodes in a shower of heat and pain in the inquisitor's face (6 dmg to Damvorak)
Round 1
25 Druid #4 : Readies an action
22 Druid #1 : Readies an action
20 Druid #3 : Hurls a ball of flame at Damvorak for 6 dmg
18 Sad Rock : TBD
17 Druid #2 : Unfurls a scroll and casts a spell
16 Ramli :
14 Benjamin :
12 Damvorak :
9 Moblyd :
7 Harrol :
Now Up: Everyone!
Benjamin Copperbottom
|
Benjamin prepares to draw his weapon just as the twigjack is destroyed. Given the close confines of this area and the teleporting properties of the creatures, he elects to keep his beatstick handy.
"Let's move this along, I'm not getting any smoother."
Moblyd Hyrdedottir
|
Round 1, Init 9 {>P32}
Mobled calls out, "Shut yer trap, ye radge dunderheed. I've a mind t' knock yer noggin off." She rushes forward and furiously attempts to do just that to D4.
Dorn dergar, rage; add +2 if a charge lane appears: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9
AC 16 (14 if charging) (10 +1 Dex +3 Wis +4 mage armor -2 rage)
CMD 20 (22 grapple)
CMB +6, +8 grapple
HP 20+4/20+4
Fort +9 Reflex +3 Will +7
(+3 v. spells, spell like abilities, poison)
Weapon Equipped unarmed strike & dorn dergar
Rage 3 of 12 rounds used
Stunning Fist 0 of 1 used
Benjamin Copperbottom
|
Round 1 Init 14
HP = 15/15
AC/T/F = 15/12/13
Speed = 20'
Weapon Equipped = Longbow
Bombs = 4/4 (1d6+1 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1
Status Effects = None
Benjamin will move up and throw a bomb at an unengaged druid.
Bomb Touch: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (4) + 1 = 5
Damvorak
|
Round 1, Initiative 12, Location: U32->S30
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 5/6
Judgements = 0/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (2/3): Command, Cure Light Wounds
The blow takes the breath out of him for a moment and Damvorak smiles. At last, the Druids!
He casts Cure Light Wounds for 1d8 + 1 ⇒ (7) + 1 = 8 of healing to himself and them moves into the room to threaten the Druid who hit him.
As a swift action, Damvorak will also judge the Druids selecting the Healing Judgement.
"What you are doing is wrong. It's wrong, and we're here to stop you. My god man - it's unnatural! And you're Druids!"
The inquisitor is surrounded by a healing light, gaining fast healing 1.
Ramli Il-Bahr
|
AC 16, touch 12, flat-footed 14
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects: mage armor, 2 first-level spells, 2 rays
"Ha, looks like we're in time, friends! Ramli calls out as he moves forward move to T-32.
"You think that's fireworks? Let me show you some fireworks, friend. Or ... at least some fire!"
He raises his arm and sets a jet of flame toward the druid in the rear.
Ray/ranged touch: 1d20 + 2 ⇒ (15) + 2 = 17
1d6 + 1 ⇒ (3) + 1 = 4
| DM Panic |
Looks like I mixed up Druid #1 and Druid #3's actions. I'll keep with my mix-up. Druid #1 hurls a flame at the first unobstructed person she sees, which is Ramli when he steps into T,32
Druid #1 readied flame: 1d20 + 1 ⇒ (5) + 1 = 6 for 1d6 + 1 ⇒ (3) + 1 = 4
The Pathfinders begin to file into the room.
Damvorak heals himself, and begins a judgement to keep it going.
Ramli and Benjamin concentrate their pyrotechnics on the apparent druid leader in the back, rendering him badly burnt.
Sad Rock's wood grows big.
Moblyd continues to wreck havoc with her deadly ball.
Round 1
25 Druid #4 : Readies an action
22 Druid #1 (-9): Readies an action
20 Druid #3 : Hurls a ball of flame at Damvorak for 6 dmg
18 Sad Rock : Moves to S33, casts shillelagh
17 Druid #2 : Unfurls a scroll and casts a spell
22 Druid #1 (-9): (readied) Hurls a ball of flame at Ramli, misses
16 Ramli : Moves to T32, flame jet at D#1 for 4 dmg
14 Benjamin : Moves up, bombs D#1 for 5 dmg
12 Damvorak : Heals, judges, moves to S30
9 Moblyd : Moves to P32, smashes D#4 for 9 dmg
7 Harrol : TBD
Now Up: Harrol
| DM Panic |
D4 vs M: 1d20 + 3 ⇒ (11) + 3 = 14 for 2d6 + 4 ⇒ (1, 5) + 4 = 10
D3 vs D: 1d20 + 3 ⇒ (14) + 3 = 17 for 2d6 + 4 ⇒ (4, 3) + 4 = 11
Posting druids #3 and #4 since likely Harrol's action will not change theirs.
One the druids steps up to Moblyd and tries to smash her back with his oversized club, but the extra protection afforded by her arcane armor keeps her safe.
Damvorak is not as lucky, as the druid he has approached swing his oversized club directly into the inquisitor's head. (-11 dmg to Damvorak, triggering his ferocity I'd wager)
The other pair of druids appear ready to dogpile onto Moblyd with their massive clubs.
Round 1
7 Harrol : TBD
Round 2
25 Druid #4 : Misses Moblyd
20 Druid #3 : Hits Damvorak for 11 dmg
18 Sad Rock : TBD
17 Druid #2 :
22 Druid #1 (-9) :
..
Now Up: Harrol and Sad Rock
Sad Rock
|
Round 2, Init 20
Sad stomps to Q34 and swings at D4.
1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 to hit;
2d6 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13 damage.
"Stop making monster. No like being monster!"
Pot crit:
1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 to hit;
2d6 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 14 damage
| DM Panic |
The druidess who cackled at Badgermin and Ferretol's state of bestiality gives Sad Rock an mocking look as he approaches.
"And what exactly are you supposed to be? Some sort of ro---grrrglrpllmm..."
Whatever the cultist was thinking and saying is rendered incomplete as her head, neck and shoulders are rendered into a fine paste suitable for spreading on freshly baked bread.
| DM Panic |
D2 vs M: 1d20 + 3 ⇒ (1) + 3 = 4 for 2d6 + 4 ⇒ (1, 3) + 4 = 8
1d8 + 1 ⇒ (2) + 1 = 3
One of the druids keeping his eyes on Moblyd steps forward while calling to the woman, "Lynda, step up and flank the dwarven lad with me... ohmygodwhatdidyoudotoHERHEAD!!"
While he should be considering how to crush Moblyd in an equally gruesome manner, he is instead distracted by the sight of so much gore oozing from the lone druid woman among three druid men (imagine the capers they had!) and he swings his shillelagh at Moblyd like a six-year old gnome girl.
The cult leader, seeing the destructive prowess of the Pathfinders, wisely quaffs a potion before he advances into melee with both Moblyd and Sad Rock.
His words ring out in the grove, but there now a slight hint of worry can be detected. "You'll NEVER stop OUR ritual, Pathfinder-scum!"
Round 1
7 Harrol : TBD
Round 2
25 Druid #4 : Misses Moblyd
20 Druid #3 : Hits Damvorak for 11 dmg
18 Sad Rock : Crushes druid #4 into putty
17 Druid #2 : Misses Moblyd
22 Druid #1 (-6) : Uses a potion for 3HP
16 Ramli :
14 Benjamin :
12 Damvorak :
9 Moblyd :
7 Harrol :
Now Up: Ramli, Benjamin, Damvorak, Moblyd and Harrol twice
Moblyd Hyrdedottir
|
Round 2, Init 9 {P33}
Mobled stands her ground. "Ye've made a grave mistake, makin' beasts o' me boys 'ere. Now. Shut! It!" The last two words coincide with kicks and headbutts directed first at the leader, then at the other adjacent druid. The kick goes wide, causing her to step over the dead druid's body while her head smacks into the druid's ribs.
Kick, rage: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
rage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Headbutt, rage: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
rage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
AC 16 (10 +1 Dex +3 Wis +4 mage armor -2 rage)
CMD 20 (22 grapple)
CMB +6, +8 grapple
HP 20+4/21+4
Fort +9 Reflex +3 Will +7
(+3 v. spells, spell like abilities, poison)
Weapon Equipped unarmed strike & dorn dergar
Rage 4 of 12 rounds used
Stunning Fist 0 of 1 used
Damvorak
|
Round 2, Initiative 12, Location: S30->T30
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 5/6
Judgements = 0/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (1/3): Command, Cure Light Wounds
"whoa… Druids… huh..."
The follow up blow nearly crumples Damvorak where he stands. He musters what he has of his half-orc heritage to step back and cast another Cure Light Wounds for 1d8 + 1 ⇒ (1) + 1 = 2. He also heals 1hp from his Judgement.
He grips his staff and uses it to just hang on to the world a little while longer...
| DM Panic |
Moblyd's forehead finds a druid to punish, rocking itself against his thick bark-like skin.
Tiny ethereal badgers and ferrets orbit Moblyd's sore noggin' as she blinks them out of her field of vision.
--
Round 1
7 Harrol :
Round 2
.. (bunch of stuff) ..
16 Ramli :
14 Benjamin :
12 Damvorak : Heals 3 from CLW and judgement
9 Moblyd : Headbutts druid #2 for 7 dmg
7 Harrol :
Now Up: Ramli, Benjamin and Harrol twice
Ramli Il-Bahr
|
AC 16, touch 12, flat-footed 14
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects: mage armor, 3 first-level spells, 2 rays
Seeing Damvorak badly injured, Ramli lets loose a stream of curses: "Get away from him you badger-loving, leaf-licking piece of Gozreh defecation!"
He quickly casts his favorite spell and a fiery dragon again zooms toward the half-orc's foe, blowing up in the druid's face. 3 hp, dazzles 1 hp; DC 13 Reflex for half damage and no dazzle
1d4 ⇒ 3
Young Harrol
|
Round 1: Harrol moves to R32 and lets a stone fly at Druid #2 (not-yet in melee).
Magic Stone + Point Blank Shot: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
_________
Round 2:
Harrol's eyes will dart around the melee, unable to find a target and seeing Damvorak staggering on his feet. "Oh no you don't..." the Halfling says, rushing behind him to T30 and jabbing him between the ribs with his wand. "Inheritor, give your strength to this man, as you gave your blood to free your sworn servants. Let him fight on for a year and a day, as you did, and conquer any foe."
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
| DM Panic |
Reflex DC13: 1d20 + 1 ⇒ (7) + 1 = 8
Benji Longbow: 1d20 + 2 + 1 - 4 ⇒ (14) + 2 + 1 - 4 = 13 for 1d8 + 1 ⇒ (2) + 1 = 3
1d20 ⇒ 3
1d20 ⇒ 2
Harrol's magic stone misses, but his wand provides the certainty of healing that Damvorak is needing as the half-orc's wounds knit up further.
Moblyd's wild flailing (some would claim precision flailing) claims the druid "leader", who drops unconscious when his skull proves to be more malleable than the dwarf's.
While Benjamin finds little solace in another miss from his longbow, Ramli's fireworks weave through the air and give the druid harassing Damvorak pause.
Round 1
7 Harrol : Moves to R32, magic stone misses
Round 2
25 Druid #4 : Misses Moblyd
20 Druid #3 : Hits Damvorak for 11 dmg
18 Sad Rock : Crushes druid #4 into putty
17 Druid #2 : Misses Moblyd
22 Druid #1 (-6) : Uses a potion for 3HP
16 Ramli : Fireworks D3 for 3HP and dazzles
14 Benjamin : (DMPC) Draws longbow, fires at druid #3, misses
12 Damvorak : Heals 3 from CLW and judgement
9 Moblyd : Headbutts druid #1 for 7 dmg (13 total), drops druid #1
7 Harrol : Moves to T30, wands Damvorak for 7HP
Round 3
25 Druid #4 (NA): --
20 Druid #3 : Misses Damvorak, 5ft step to
18 Sad Rock :
17 Druid #2 : 5ft step, misses Moblyd
22 Druid #1 (NA) : --
16 Ramli :
14 Benjamin :
12 Damvorak :
9 Moblyd :
7 Harrol :
Now Up: Everyone!
If I were a betting man, I'd bet this is the last round of combat this scenario.
Moblyd Hyrdedottir
|
Round 3, Init 9
Moblyd flails at Tres, but finds that all of her headbutting has left her dizzy.
More enraged kicking: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
More enraged headbutting: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Damvorak
|
Round 3, Initiative 12, Location: S30->R30
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 5/6
Judgements = 0/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (1/3): Command, Cure Light Wounds
Damvorak, given his second (third?) wind by Harol, follows the druid trying to down Moblyd and strikes him twice.
"I'm not down yet, we're not done dancing my friend!"
Quarterstaff: 1d20 + 2 ⇒ (6) + 2 = 8 for damage: 1d6 + 4 ⇒ (1) + 4 = 5
Quarterstaff: 1d20 + 2 ⇒ (10) + 2 = 12 for damage: 1d6 + 4 ⇒ (5) + 4 = 9
He also heals 1hp from his judgement.
Alas, my grip on reality is not what it should be...
| DM Panic |
Sad Rock's shillelagh crushes into one of the druids, who glances down in shock at his mid-section, patting it in disbelief that he's still in one piece before returning the oread's look of frustration.
Druid #2 still up. Ramli and Harrol still to go. Assuming we won't see a Benjamin post this weekend.
Ramli Il-Bahr
|
AC 16, touch 12, flat-footed 14
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects: mage armor, 4 first-level spells, 2 rays
Ramli casts his final spay of the day, sending the now-familiar blazing dragon toward the last of the druids. 2 hp, dazzled; Reflex save DC 13 for half damage and no dazzle.
"It's not too late to surrender, fool!"
1d4 ⇒ 2
| DM Panic |
Reflex DC13: 1d20 + 1 ⇒ (15) + 1 = 16
Benjamin Longbow: 1d20 + 2 + 1 - 4 ⇒ (2) + 2 + 1 - 4 = 1 for 1d8 + 1 ⇒ (1) + 1 = 2
Druid #3 vs Moblyd: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 for 2d6 + 4 ⇒ (3, 6) + 4 = 13
Druid #2 vs Moblyd: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 for 2d6 + 4 ⇒ (3, 6) + 4 = 13
Looks like round 4 is happening.
The Pathfinders continue to try to stop the druids, but only Sad Rock is truly able to land a solid blow on a cultist, who stumbles forward but continues to live on.
"I may die, but I'll take one of you with me..."
The cultists circle Moblyd and attempt to coordinate their strikes but are unable to strike the nimble dwarf.
Round 3
20 Druid #3 (-3): Misses Damvorak
18 Sad Rock : Clubs druid #2 for 11
17 Druid #2 (-12): 5ft step, misses Moblyd
16 Ramli : Fireworks to druid #2 for 1
14 Benjamin : DMPC->Misses with longbow
12 Damvorak : 5ft step to R30, misses
9 Moblyd : Misses
7 Harrol : Misses druid #3 (no flank available since Damvorak in R30)
Round 4
20 Druid #3 (-3): 5ft to Q32, misses Moblyd
18 Sad Rock : TBD
17 Druid #2 (-12): Misses Moblyd
16 Ramli :
14 Benjamin :
12 Damvorak :
9 Moblyd :
7 Harrol :
Now Up: Everyone!
Damvorak
|
Round 4, Initiative 12, Location: R30->Q31
Weapon Equipped = Staff
Conditions = none
Hand of the Acolyte = 5/6
Judgements = 0/1
Spells
Cantrips DC 13: Create Water, Detect Magic, Guidance, Stabilize
First Level DC 14 (1/3): Command, Cure Light Wounds
Damvorak steps up and swings with both ends of his staff hoping to do better than his poor showing of last round.
Quarterstaff: 1d20 + 2 ⇒ (8) + 2 = 10 for damage: 1d6 + 4 ⇒ (1) + 4 = 5
Quarterstaff: 1d20 + 2 ⇒ (19) + 2 = 21 for damage: 1d6 + 4 ⇒ (1) + 4 = 5
"You'll not take any of us with you - you fiend!!"
Moblyd Hyrdedottir
|
Round 4, Init 9
Kick: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Kick: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Moblyd kicks ideally out at her foes, still a bit dizzy from her headbutting...
| DM Panic |
Damvorak steps up to the lone remaining druid, who feints left and right hoping to throw off the inquisitor. His moves confuse the dizzy Moblyd, but the half-orc connects with a solid hit.
Druid #3 (-8 HP) is still up and threatening. Ramli, Benjamin and Harrol to go, and hopefully end this before Round 5.
Round 4
18 Sad Rock : Hits druid #2 for 14 dmg
17 Druid #2 (-26): Is gone, gone, gone
16 Ramli : TBD
14 Benjamin : TBD
12 Damvorak : Whacks druid #3 for 5 dmg
9 Moblyd : Whiffs at druid #3
7 Harrol : TBD
Benjamin Copperbottom
|
Round 4 Init 14
HP = 15/15
AC/T/F = 15/12/13
Speed = 20'
Weapon Equipped = Longbow
Bombs = 3/4 (1d6+1 DC 13)
Alchemist (Grenadier) Spells Prepared (CL 1):
1
Status Effects = None
Longbow: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 31d8 ⇒ 4
| DM Panic |
And it looks like despite all odds, round 5 is happening!
Druid #3 vs Moblyd: 1d20 + 3 ⇒ (8) + 3 = 11 for 2d6 + 4 ⇒ (3, 3) + 4 = 10
The lone druid stands strong, ducking and dodging all attempts to bring him down, yet he continues to be able to land a telling blow on Moblyd.
However, his words, possibly the last he will speak, take on a manic tone of desperation.
"My faith protects me! You will not stop our ritual!"
Round 4
20 Druid #3 (-8): Misses Moblyd
18 Sad Rock : Hits druid #2 for 14 dmg
16 Ramli : Whiffs
14 Benjamin : Whiffs
12 Damvorak : Whacks druid #3 for 5 dmg
9 Moblyd : Whiffs
7 Harrol : Whiffs
Going into Round 5.
Now Up: Everyone!
Moblyd Hyrdedottir
|
Round 5, Init 9
Desperate to be done with the madness of Briar Henge, Mobled takes a step back and whirls her mighty wrecking ball.
1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14
. . . . .
During the travels back to Almas, Moblyd roasts many a fowl over fires lit with twigjack kindling. She manages to vomit on Ramil only twice, and misses Sad Rock altogether. 'E's too sad, 'at one. Maybe a scone'll do 'im good."
Scone making for Sad Rock: 1d20 + 7 ⇒ (10) + 7 = 17
| DM Panic |
CRUUUUUUUNCH!
The lone druid stands for a few moments, unsure what exactly has happened here today, moments from the completion of their ritual.
Looking down, he sees a bloody orb on the ground. Covered in brain.
His brain.
Oh, that's what just happened.
As the last druid drops to the ground in a heap, Benjamin and Young Harrol both realize they aren't quite recovering yet from their new bestial tendencies.
A stone splinter floats in the gateway formed by the dolmen stones in this room, spinning in an orbit as electricity crackles across its surface.
One last step before scenario completion...
Young Harrol
|
Harrol wrinkles up his face, whiskers twitching in agitation. "I'm still a... We're..." he begins, exasperated, before turning to the splinter. "Oh."
Harrol will step up to the splinter, gingerly reaching out and grasping it before stuffing it into the folds of his robe.