Wilm guides Max to jump over the trapped square. +14 to jump, therefore assuming auto success
He joins the others standing around the elf woman. Being of a gentler disposition he tries to calm her through reason.
W[we are fighting the curse, like you are... W-we go to the site of it to stop the druids. Let us help you, and maybe you can help us free the land from it's evil power...
diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
Graxzos, sadly, isn't much help, as he spends the time of the interview mostly running up and down the river bank, panting and looking excitedly around for the vanished crocodile.
Beromir speaks again in Druidic. "If we were dog-men, we would have killed you instead of healing you, don't you think? You better tell us who you are and where are the druid we are looking for."
Intimidate (aid): 1d20 - 1 ⇒ (1) - 1 = 0
Well, not very intimidating...
"Killing lycanthropes brings in the coin," the woman snaps back at Beromir in druidic. "Woman's gotta eat, right?"
Suddenly, she looks down into the river. "Where's my croc? What happened to Jumblegrin?" this time in common. She looks around at the pathfinders.
"JUMBLEGRIN!" She stands, not paying the pathfinders any mind. "There's a mess of druids that took over Briar Henge - if that's what you mean. Can't miss it, just up the trail a bit..." "Now, if you ain't gonna kill me, I need to find my Jumblegrin..."
With that she takes off down river, seeking after her beloved animal companion.
In her haste, she has dropped a case of scrolls containing 4 scrolls of cure light wounds.
Kelsier frowns at the woman as she retreats, but keeps his thoughts to himself.
He pauses to run his whetstone over his blades, then turns and starts walking up the trail.
Continuing along the trail, you enter an eerily quiet wood. The stillness in the air seems almost unnatural. The trail leads through to a parting of the trees to what looks to be a fortress of shrubbery. 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.
You can see, standing at what looks to be the entrance, a dog and a small winged creature, hovering in the air. They spot your group, but make no move.
Kelsier looks at his companions as he draws his Longsword and shield. "Negotiations?"
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let's give it a shot...
Wilm shocked by the violent attitude of the elf woman and the gathering darkness within him is quiet the rest of the journey.
When they arrive at the clearing and at Kelsiers suggestion he steps forward and calls.
greetings, who are you? We come to parley with the Druids within. We do not wish for violence. May we come past you?
diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6
oh well violence it is...
Graxzos follows the party with his gun cocked, carrying it in one hand but sometimes grabbing it in his teeth...and bounding awkwardly along the forest floor on all fours. He glances about nervously as they make progress and sometimes lets out a high-pitched whine.
When he sees the animals guarding the henge, he snarls. "Not want talk," he snaps, "want fight! Why y'talk, li'l man?"
waki, not sure which way this encounter will swing, heads east into the woods and tries to stay out of sight.
stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
The small fey creature spots Sam trying to be sneaky, but Waki gets away. (distance penalty and the fact that you're moving into the trees) As the others make ready for a fight, she orders her dog, "Sic 'em!" before turning invisible.
The dog moves forward menacingly.
Beromir: 1d20 + 2 ⇒ (8) + 2 = 10
Graxzos: 1d20 + 3 ⇒ (6) + 3 = 9
Kelsier: 1d20 + 3 ⇒ (6) + 3 = 9
Sam: 1d20 + 1 ⇒ (6) + 1 = 7
Waki: 1d20 + 6 ⇒ (16) + 6 = 22
Wilm: 1d20 + 5 ⇒ (8) + 5 = 13
dog: 1d20 + 2 ⇒ (7) + 2 = 9
??: 1d20 + 7 ⇒ (5) + 7 = 12
Waki & Wilm are up!
Beromir, Graxzos, Kelsier
Waki remains hidden and waits for the fey to move.
on phone can't load map :-( hope this is doable..
As Wilm was talking he was at the front of the group. Seeing the ineffectiveness of his words he hefts his lance and charges the dog.
grr, w-we need to get in there! S-stop curse!
lance: 1d20 + 6 ⇒ (3) + 6 = 9
dam: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Knowledge (nature): 1d20 + 7 ⇒ (5) + 7 = 12
"The winged creature is an atomie, a fey", Beromir says. "Only cold iron weapons can fully damage it."
Knowing this, Beromir drawed his cold iron spear instead of his greataxe
crap. I realized the other day that spears are 2-handed weapons. Have to ditch the shield.
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ok, have just got to some broadband and can see the map. The dog is too close to charge... given that Signboy are you happy for me to move forward have my attack miss (using the roll above.) but attack with my AC?
if yes, then
max bite: 1d20 + 1 ⇒ (18) + 1 = 19
max bite: 1d6 + 4 ⇒ (6) + 4 = 10
free trip: 1d20 + 1 ⇒ (18) + 1 = 19
Sorry, busy weekend.
Wilm, that's fine with your AC attacking.
Mas, Wilm's trusty mount, takes a nasty bite out of the dog and manages to trip it!
From a few feet behind the dog, some high-pitched giggling is heard. Suddenly, the atomie pops back into view and points at Beromir, chanting some words.
Beromir, DC 15 Fortitude Save - reduce person
The dog remains prone on the ground and the atomie is flying and visible.
Waki & Wilm
Beromir, Graxzos, Kelsier are UP!
dog (10, prone)
Kelsier levels his shield horizontally, them flicks his arm to send his shield sailing towards the atomie. Then he steps up to the dog and slashes at it with his Longsword.
only just found out its an exotic weapon. How did I miss that. :-(
Longsword, attack, twf: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 for slashing: 1d8 + 4 ⇒ (3) + 4 = 7
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Fortitude save: 1d20 + 6 ⇒ (9) + 6 = 15
Paying no heeds to the fey's giggling and chanting, Beromir moves forward and attempts to stab the small creature with his spear.
Cold iron spear: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
I'm on my phone and unable to move my token, please move me 3 squares forward, thanks
Beromir's aim is true and hits the atomie, injuring the diminutive creature greatly. Suddenly, her laughing stops. "Ow, you guys play for keeps! This, this is getting to be too much for me. And Scruffy! Your wolf nearly killed him!"
The atomie flies down and lands on the prone dog, gingerly looking over the wound.
"Well, he's still alive. Looks like you guys one this game," the atomie takes to the air again.
"So, what do you say we call this a draw? Scruffy and I will go tend to our wounds elsewhere and you can join the druids inside. They've got that atavistic splinter thing and just about done with the little ceremony."
With that, she and the dog get ready to depart, unless you want to try and stop her.
I think I'll push things forward a little.
Searching around the perimeter of Briar Henge, you notice that the brambles that make up the 'walls' of the fortress could be penetrated, but Beromir deduces that trying to push through would result in some nasty injuries.
Beromir does spot a place in the wall that seems to be thinner, and while it would certainly scratch up whoever made their way through, it wouldn't be as severe. (1d6 instead of 2d6)
The easiest way to enter is the doorway that was previously guarded by the atomie and her dog. It is a false front of brambles - able to be opened without causing injury.
"Easiest, the doorway false would seem. No point in injuryy risking."
Fey c-creature, w-wwhat can you tell us of the druids within? Are there many of them? D-do they have magical creatures, a-are there more fey inside?
Turning to his companions.
w-we're nearly there- but running out of time. We must hurry. D-does anyone have a spare cold-iron weapon i can use i-in case we meet more feylings...
Wilm is happy to go with the front door suggestion to keep things moving.
Kelsier recovers his shield and straps it back to his arm. He nods at the suggestion to go through the front door.
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"Best prepare ourselves we should, if waiting for us these druids are"
unfortunately Waki does not have much in the way of buffs to offer
As you step through the false canopy, you are faced with what seems to be a hedge maze. Taking a left, you come across what appears to be a makeshift barracks. 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.
You spot a chest that is unlocked and find a birch wand of eagle eye with 12 charges remaining and a patterned leaf that acts as a scroll of grove of respite.
You also find a room with a large table, that seems to be strangely empty. 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. As you enter this room, you can hear the soft sounds of chanting coming from elsewhere in the bramble.
Heading North, you come across another empty 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.
From your explorations, you've determined where the chanting is coming from. You have two choices - enter the room from the north or the south.
Go ahead and place yourselves where you want to be on the MAP.
let's use the Eagle Eye wand to peak at the Druids.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
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Wilm is jumpy and on-edge as they move through the henge.
Q-quick, it's getting w-worse. I can feel it... ch-changing me.
perception: 1d20 + 4 ⇒ (5) + 4 = 9
He doesn't have much idea about which entrance they should use, although he seconds the suggestion that Bermoir uses the wand to check the room out. If there are lycanthropes within then he uses his silver-sheen on his lance.
W-what, can you seee Bermoir? Are there many of them?
The open air structure of Briar Henge allows for Beromir to use the wand of eagle eye to get a view of the last remaining room.
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.
Four half-elf druids circle each of the thin columns, seemingly entranced in their ritual. They carry simple quarterstaffs.
Are we assumed to have made it down to the western entry to the area where the 4 druids are or where we are arranged already?
Waki will follow behind the others, looking for an opportunity to hide and be sneaky if a confrontation is about to ensue.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Beromir tells what he saw in the ritual area, using the wand of eagle eye. "There doesn't seem to be any lycanthropes, at least in appearance."
"Its now time to end all of this. I will enter the room from the north", he says before drawing his axe and walking up to the room roofed by a sheet of woven bark. From there, he closes his eyes for a few seconds and, suddenly, thick brown, bear-like fur sprouts from his skin. He then enters the thorny corridor leading to the ritual area.
I use the Totem Transformation from the Bear Shaman archetype, which gives me +2 natural armor bonus to AC (and the Endurance feat).
put me in southern oval please. We'll hit them from both sides
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I'll go with Kelsier, g-good to know they don't have any lycanthropes. Let's not forget what the f-fey thing said about surprises. How will we time our attack? I could make max howl in 100 breaths time, does that work?
Wilm stows his lance and readies his great axe, pats Max on the head and whispers. Don't worry my friend, i'll be bac-back to normal soon. i-i promise
Kelsier moved you to south out of sight.
out of sight? Is everyone else starting out of sight also? I would like to be able to charge as my first action once the fighting starts. My understanding is that the Druids are distracted.
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The druids do not notice you - as they are in the midst of their ritual. Essentially, their eyes are closed in concentration/elation as part of the ritual. I don't think you need to roll Stealth unless you try to jump or climb or do something that has the potential to be loud like that.
So, I put Kelsier in charging position. Looks like we're still waiting for Graxzos, Sam and Waki to place themselves.
Waki will move in from the west or which ever side to even up party.
either is fine...cannot update map fro
Out of sight Sam uses his wand of shield and wand of infernal healing to buff himself. Then he enters the circle and unleashes the fire in his blood. I have a transssformation for you people too.
Burning Hands targeting yellow and red: 5d4 + 5 ⇒ (3, 3, 4, 1, 3) + 5 = 19
Reflex DC16 for half. Current AC 17
4d20 ⇒ (1, 3, 2, 19) = 25
One of the druids, the red one, hears the sorcer's cry. He's able to keep his head about him and cast shillelagh on his quarterstaff.
Counting that as surprise round.
Red Ref: 1d20 ⇒ 18
Yellow Ref: 1d20 ⇒ 12
The yellow druid falls dead from Sam's flames, the red one looks badly burned, but is still standing.
Graxzos: 1d20 + 3 ⇒ (14) + 3 = 17
Kelsier: 1d20 + 3 ⇒ (5) + 3 = 8
Sam: 1d20 + 1 ⇒ (5) + 1 = 6
Waki: 1d20 + 6 ⇒ (4) + 6 = 10
Wilm: 1d20 + 5 ⇒ (19) + 5 = 24
Druids: 1d20 + 5 ⇒ (11) + 5 = 16
Wilm, Beromir and Graxzos are UP!
Then Druids (Red 9)
Then Waki, Kelsier and Sam