
bluedove |

As Wei Ji reveals himself, the druid's chanting changes as they give off the ritual and turn toward the intruder and begin casting. The two closest complete their casting and draw their quarterstaves, then grow to eight times their normal size!
A druid with a Yellow cast to her hair and features casts and a flaming sphere the size of a man appears and moves straight toward Wei Ji. Fortunately the Stalker's reflexes move him safely out of range of the thing's flaming surface.
The druid with Green markings in the back draws a scroll and casts from it.
Surprise Round
--------------------------
Quinn and Bacchus – casts guidance / hunts
Wei Ji – moves up
Odo – casts bless weapon
Marco – draws scroll
Frost – delay (move?)
Pan - Drink extract of Long Arm
--------------------------Round 1
Enemies:
Blue – casts, draws staff and grows Large!
Red – casts, draws staff and grows Large!
Yellow – casts, directs flaming sphere at Wei Ji, who saves
_WJ Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Green – draws scroll and casts
Quinn and Bacchus
Wei Ji
Odo
Marco
Frost
Pan
--------------------------Round 2
Enemies
Party is up!

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Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Out of curiosity, does the second spell start the briars on fire due to proximity?
"FLAMING SPHERE, and two got TALL! Bacchus, STRAW HAIR!"
The tengu steps up into the nearest (Blue) and slashes at her while maintaining defensive nature. She's kind of the cork at the moment and the rest of the party needs to be able to advance. Hopefully it's not time for a feast of crow...
Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8Welp, that's an AoO for Blue...
Cold Iron Bastard Sword-Fight Defensively: 1d20 + 8 - 4 + 1 ⇒ (10) + 8 - 4 + 1 = 151d10 + 3 ⇒ (5) + 3 = 8

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Odo sets out as quickly as his shorter legs in substantial armor will carry him.
Double move - yeah, I know I'm slow

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That actually might help out in this regard! Watch out for Evil Otto(Flame Sphere)

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Going to be at work for the next ten hours and it is in an informational Dark Age. No internet access. Botting instructions: As a result, defensive fighting and trying not to die, total defense (+1 for Acrobatics) if they hit through defensive fighting until party arrives, etc, etc. Go team!

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Quinn will move up to just short of where the fireball hit then takes a knee to get a stable base to engage Blue with a Adamantine Arrow.
Inside 30' w/ Bracers of lesser archery, guidance and Adamantine Arrow
Longbow ATK vs Blue: 1d20 + 3 + 1 + 1 + 1 + 1 ⇒ (13) + 3 + 1 + 1 + 1 + 1 = 20
Damage?: 1d8 + 2 ⇒ (7) + 2 = 9

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Bacchus is high on the air currents when he hears his avian friend say "Straw hair." Simple enough instructions from the priest who literally brought the hawk back from the brink.
Evil woman gets herselfs the beak!
Bite: 1d20 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12
Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

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Marco moves up to peer over the shoulders of those ahead of him at the bottleneck preventing the party from joining the attack.
"Well, it's a good thing we all came the same direction."
He then moves back and around the corner to avoid being caught in any area spells that may target the cluster of Pathfinders.
Double move.

bluedove |

Quinn strikes her target, but Bacchus is unable to harm the Yellow-haired elf. Wei Ji fumbles his attempt to avoid the Large druid's reach and pays for it dearly as she strikes the tengu with her oversize quarterstaff, hard. Wei Ji takes 19 damage!
Thankfully, it is the only blow he receives, even as the other overgrown druid moves up to swing at him as well. Behind the others, the druids take up flanking positions around Bacchus, though neither seems able to strike the wily little hawk. But he is unable to impede the elf's direction of the flaming sphere, which she rolls back into Odo. But despite his heavily armored appearance, he still has the luck and reflexes of his kin and narrowly avoids the flames.
The Briar Henge is all green and live, so it won't burn as easily as say a ship. The flaming sphere will scorch what it contacts, but won't start fires in here unless it merged with the wall for a full round or two. Also, remember you can freely pass each other and move through an ally's square, you just have to stop in an open square.
Surprise Round
--------------------------
Quinn and Bacchus – casts guidance / hunts
Wei Ji – moves up
Odo – casts bless weapon
Marco – draws scroll
Frost – move
Pan - drink extract of Long Arm
--------------------------Round 1
Enemies:
Blue – casts, draws staff and grows Large!
Red – casts, draws staff and grows Large!
Yellow – casts, directs flaming sphere at Wei Ji, who saves
Green – draws scroll and casts
Quinn and Bacchus – fires on Blue for for 9 damage / attacks Yellow, misses
Wei Ji – slashes Blue for 8 damage, provokes AOO
Odo – double move
Marco – double move
Frost – double move
Pan - drink extract of Alchemical Allocation
--------------------------Round 2
Enemies:
Blue – strikes Wei Ji for 19 damage
Staff AOO on WJ, shillelagh: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 3d6 + 5 ⇒ (2, 6, 6) + 5 = 19
Staff attack on WJ, shillelagh: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 3d6 + 5 ⇒ (1, 2, 4) + 5 = 12
Red – Staff attack on WJ, shillelagh: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 3d6 + 5 ⇒ (1, 6, 4) + 5 = 16
Yellow – Staff attack on B: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
_Odo Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Green – Staff attack on B: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Quinn and Bacchus
Wei Ji
Odo
Marco
Frost
Pan
--------------------------Round 3
Enemies
Party is up!

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The tengu grunts as he's hit with a telling blow, and goes into an almost 'turtle' mode as a response.
Total Defense, statblock adjusted
And then... he does something that probably isn't expected as he keeps up that turtle-ish method.
"Look. You're trying to force nature back into balance. Balance doesn't work that way. Please stop this!"
It just seems appropriate given what the expedition has encountered so far. Beast men in the one camp, but still humanoid. Huntress with her croc gone off the deep end and hunting people for trophies... Given that he's stopped attacking, would that be Diplomacy?
Regardless of outcome, it doesn't stop the rest of the party from advancing if they dare.
GM, incoming PM

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Sensing the pressure from behind, Bacchus will pump his wings and gain velocity and intensify his attack using his full arsenal of weapons against yellow.
Bite: 1d20 + 3 + 1 + 1 ⇒ (15) + 3 + 1 + 1 = 20
Damage?: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
Lf Talon: 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 16
Damage?: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
Rt Talon: 1d20 + 3 + 1 + 1 ⇒ (16) + 3 + 1 + 1 = 21
Damage?: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9

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Quinn, beginning to feel claustrophobic in the tight passageway, will speed through the melee at the opening to the alcove and stop just north of the alter. Here, she will try and use the alter to cover and conceal her as her companions enter the fray, keeping it between her and the Druids.
sort of brash, but it was the best thing I could think of to help expand the battlefield...
I am on my iPad, so if someone can move Quinn, that would be great

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Frost moves in, trying to avoid being struck at the end.
Acrobatics vs CMD 1d20 ⇒ 3 (Newp)

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I hope Odo can fit in that spot alongside Frost
Odo presses forward in an effort to close with the large druid. As he does do, he calls upon the power of Sarenrae to strengthen his might and defense.
Double move to reach that spot. Swift action to smite (really hoping she's evil, but I think that's pretty likely). If she is, his AC rises to 24.

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Double move to reach that spot. Swift action to smite (really hoping she's evil, but I think that's pretty likely). If she is, his AC rises to 24.
Whoops. Make that AC a 23. I went back and double-checked - still down 2 Charisma.

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I would like to recant my previous move... after reconsidering (and some divine intervention), it has been determined my brash move was predicated from inexperience and an under appreciation of the risks involved. I wish this post to represent my Round 2 action
With the Blue Druid towering over her companions, the Huntress draws another Adamantine Arrow and takes aim at the evil priestess's torso.
Longbow ATK vs Blue: 1d20 + 3 + 1 + 1 + 1 - 4 ⇒ (11) + 3 + 1 + 1 + 1 - 4 = 13
Damage?: 1d8 + 2 ⇒ (6) + 2 = 8

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I wasn't sure what to say about it, I was having a hard time picturing it though it was descriptively awesome. As a player *I* don't have issues with this? Considers as he looks at the changed playfield. Too late to risk the AOO Gauntlet of Death to shoot the rapids between the two biggies?

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Marco peeks around the corner. "How long does that stupid fire last!?" Ducking back behind cover, Marco casts the spell from his scroll, then pulls out another.
Casts expeditious retreat and then draws protection from evil.

bluedove |

Quinn fires again on the big druid blocking the path and narrowly strikes her. The elven druid is beginning to look weak indeed! Bacchus lashes out with a wildness that the druids themselves admire and sends the druid casting the flaming sphere down, bleeding from her wounds.
Suffering from her wounds, the druid heading the charge misses first Odo and then Wei Ji. But her overgrown fellow fares better against Frost as she advances, striking her hard with his staff. Frost takes 18 damage!
With his partner now fallen, the green faced druid steps away from the hawks reach and casts upon the trespassers. Gravel, soil and stones begin to fall from the sky, pelting Odo, Frost, Quinn and Pan! Everyone under my weird grey formation takes 9 bludgeoning damage! Quinn and Frost fall unconscious!
Surprise Round
--------------------------
Quinn and Bacchus – casts guidance / hunts
Wei Ji – moves up
Odo – casts bless weapon
Marco – draws scroll
Frost – move
Pan - drink extract of Long Arm
--------------------------Round 1
Enemies:
Blue – casts, draws staff and grows Large!
Red – casts, draws staff and grows Large!
Yellow – casts, directs flaming sphere at Wei Ji, who saves
Green – draws scroll and casts
Quinn and Bacchus – fires on Blue for for 9 damage / attacks Yellow, misses
Wei Ji – slashes Blue for 8 damage, provokes AOO
Odo – double move
Marco – double move
Frost – double move
Pan - drink extract of Alchemical Allocation
--------------------------Round 2
Enemies:
Blue – strikes Wei Ji for 19 damage
Red – attacks Bacchus, misses
Yellow – moves to flank, attacks Bacchus, misses
Green – moves to flank, attacks Bacchus, misses
Quinn and Bacchus – fires on Blue for for 8 damage / mauls Yellow for 27 damage, bringing her down.
Wei Ji – total defense
Odo – double move, provoking AOO
Marco – casts expeditious retreat and then draws scroll of protection from evil.
Frost – double move, provoking AOO
Pan – drinks and spits Potion of Good Hope
--------------------------Round 3
Enemies:
Blue – attacks, misses
Staff AOO on Odo, shillelagh: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 3d6 + 5 ⇒ (5, 2, 1) + 5 = 13
Staff attack on WJ, shillelagh: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 3d6 + 5 ⇒ (4, 3, 6) + 5 = 18
Red – strikes Frost for 18 damage
Staff AOO on Frost, shillelagh: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 3d6 + 5 ⇒ (2, 5, 6) + 5 = 18
Staff attack on WJ, shillelagh: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 3d6 + 5 ⇒ (6, 2, 5) + 5 = 18
Yellow – dying, unconscious Stabilize?: 1d20 + 5 ⇒ (14) + 5 = 19
Green – casts stone call Damage: 2d6 ⇒ (3, 6) = 9
Quinn and Bacchus
Wei Ji
Odo
Marco
Frost
Pan
--------------------------Round 4
Enemies
Party is up!

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The onslaught only stiffens the tengu's resolve.
Master of Masters, the horse will not drink...
The tengu squints at the second of the two tall druids (Red) and shakes his head.
That is the only clue he provides before laying into him. He keeps the shield in defensive status, though... some of the earlier hits were very close indeed.
"Odo, keep on yours!"
CIMW Bastard Sword: 1d20 + 8 ⇒ (11) + 8 = 191d10 + 3 ⇒ (6) + 3 = 9
Beak: 1d20 + 3 ⇒ (14) + 3 = 171d3 + 1 ⇒ (1) + 1 = 2

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Bacchus, frenzied from the taste of blood, glides up on the air currents far enough to gain momentum and slams into the back of the Green Druid.
Bite: 1d20 + 3 + 1 + 1 ⇒ (18) + 3 + 1 + 1 = 23
Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
-Posted with Wayfinder

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This is why I didn't really want to engage like this, it seemed like a terrible idea, it was.
Frost -7hp
Stab 1d20 ⇒ 9

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This is why I didn't really want to engage like this, it seemed like a terrible idea, it was.
What was the alternative? I didn't see anyone else post any suggestions.
Is the area spell ongoing?

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Odo lashes out at the large (blue) druid with his scimitar but misses.
+1 iron scimitar: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
"Try to get her out of reach! I will do my best to hold this villain's attention!"
I don't think the damage is ongoing, Marco, but difficult terrain is.

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Marco peeks around the corner and sees the flame sphere is gone. He steps around and moves forward stepping gingerly through the conjured rocks. His spell still enables him to make up enough ground to cast another spell, though. "Lubrica!" he exclaims as he draws the arcane symbols and points at the quarterstaff in the hands of the enlarged druid guarding the entrance of the ritual clearing.
Cast grease on the blue druid's quarterstaff. DC 15 or she drops it, and the same saving throw each round she tries to use it or pick it up.

bluedove |

Yes, the area is difficult terrain for rounds 3, 4 and 5.
Marco's grease proves effective again as the druid fumbles her weapon and must retrieve it before she can attack. (Wei Ji and Odo both get Attacks of Opportunity on Blue)
The reddish druid attacks Wei Ji again, but cannot penetrate his defenses. Green face joins his companions by growing large stepping away from Bacchus and casts upon his staff.
Surprise Round
--------------------------
Quinn and Bacchus – casts guidance / hunts
Wei Ji – moves up
Odo – casts bless weapon
Marco – draws scroll
Frost – move
Pan - drink extract of Long Arm
--------------------------Round 1
Enemies:
Blue – casts, draws staff and grows Large!
Red – casts, draws staff and grows Large!
Yellow – casts, directs flaming sphere at Wei Ji, who saves
Green – draws scroll and casts
Quinn and Bacchus – fires on Blue for for 9 damage / attacks Yellow, misses
Wei Ji – slashes Blue for 8 damage, provokes AOO
Odo – double move
Marco – double move
Frost – double move
Pan - drink extract of Alchemical Allocation
--------------------------Round 2
Enemies:
Blue – strikes Wei Ji for 19 damage
Red – attacks Wei Ji, misses
Yellow – moves to flank, attacks Bacchus, misses
Green – moves to flank, attacks Bacchus, misses
Quinn and Bacchus – fires on Blue for for 8 damage / mauls Yellow for 27 damage, bringing her down.
Wei Ji – total defense
Odo – double move, provoking AOO
Marco – casts expeditious retreat and then draws scroll of protection from evil.
Frost – double move, provoking AOO
Pan – drinks and spits Potion of Good Hope
--------------------------Round 3
Enemies:
Blue – attacks Odo and Wei Ji, misses
Red – strikes Frost for 18 damage
Yellow – dying, unconscious, stabilized
Green – casts stone call dealing 9 damage Odo, Frost, Pan and Quinn
Quinn and Bacchus – dying, unconscious / moves, bites Green for 7 damage
Wei Ji – full attacks Red for 11 damage
Odo – attacks Blue, misses
Marco – moves, casts grease on Blue’s staff causing her to drop it
_Blue Reflex: 1d20 + 1 ⇒ (1) + 1 = 2
Frost – dying, unconscious
Pan – casts CLW on Frost, heals 4 hp and stabilizes her
--------------------------Round 4
Enemies:
Blue - picks up staff, provoking AOO's from Odo and Wei Ji Blue Reflex: 1d20 + 1 ⇒ (17) + 1 = 18
Staff attack on Odo, shillelagh: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 3d6 + 5 ⇒ (5, 3, 5) + 5 = 18
Red – Staff attack on WJ, shillelagh: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 3d6 + 5 ⇒ (6, 4, 1) + 5 = 16
Yellow – dying, unconscious, stabilized
Green – grows large, steps back and casts shillelagh
Quinn and Bacchus
Wei Ji
Odo
Marco
Frost
Pan
--------------------------Round 5
Enemies
Party is up! Quinn, you need to roll to stabilize.
To give some more mobility options, you may move into squares that appear blocked by stones.

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AoO on Blue CIMW B. Sword: 1d20 + 8 ⇒ (12) + 8 = 201d10 + 3 ⇒ (9) + 3 = 12
Wei takes a hefty slash at the fumbling druid in a stunning spin move to keep his shield presented against the one striking at him!
And then he turns his attention to his proper opponent, unleashing upon him once more the restrained assault.
CIMW B. Sword: 1d20 + 8 ⇒ (7) + 8 = 151d10 + 3 ⇒ (5) + 3 = 8
Beak: 1d20 + 3 ⇒ (14) + 3 = 171d3 + 1 ⇒ (2) + 1 = 3

bluedove |

The druid falls, shrinking back to her normal proportions.
Two down! Two to go!

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What was the alternative? I didn't see anyone else post any suggestions.
Probably not many, it just seems a bit railroady walking into an obvious ambush via a well engineered chokepoint :p
I'd prefer that it was us doing the choking - but we seem to be doing ok :)

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i know she's going down due to Wei Ji's AoO, but I want to roll mine in case I actually succeed at getting my smite in...
AoO: 1d20 + 2 + 8 ⇒ (10) + 2 + 8 = 20
Damage: 1d4 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Yay. Now I don't feel so sad... Though now without smite.

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Bacchus sees his former target (Green) grow and this unsettles the bird, but the sight of Wie Ji in combat with Red spur the hawk into attacking the Druid from the back, giving (and receiving) a flanking bonus.
I can't move Bacchus's icon currently, so if someone would move him to the back of Red, outside of the reach of Green, closer to the alter. Thanks,
Bite Red: 1d20 + 3 + 1 + 1 + 2 ⇒ (14) + 3 + 1 + 1 + 2 = 21
Damage?: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9

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Done

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Odo drops his scimitar for the moment and reaches out to Frost. "The Light heals and keeps Darkness at bay."
Lay on hands: 3d6 ⇒ (4, 2, 3) = 9
Then he picks up his scimitar again and takes a step forward (and out of the rough terrain).
free action to drop the scimitar, standard to lay on hands, move to pick up the scimitar, and 5' step in clear terrain... Which I can't do currently from my iPad.

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Frost 6/20
Next action
Lay hands 1d6 ⇒ 6/Swift action.
Pick up sword (move)
Stand (move) (if out of AOO reach!)

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Reaching over with his long arms, he taps Quinn on the shoulder with his wand.
UMD: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
1d8 + 1 ⇒ (5) + 1 = 6
After it goes off, he rushes off, getting into position to aid his companions further. Lashing out with his claw to hit aiding Wei to hit the red druid.
Effortless Aid: 1d20 + 2 + 3 ⇒ (11) + 2 + 3 = 16 +5 to hit him
With a lion-mawed snarl, he lets out in Tien.

bluedove |

Sorry if you felt railroaded, the group had seemed clear they didn’t want to risk encountering any sleeping druids to go round to the sleeping area so this was the approach left.
Bacchus moves to flank with Wei Ji and together they bring down the great ruddy elf. No longer threatened, Odo drops his sword and tends to Frost, laying hands to get her back in the fight. He then regains his sword and stands, stepping forward.
Marco targets instead the last druid with his grease spell but the green-faced elf is prepared for Marco’s grease tactic, having seen it done but a moment ago. As he feels the slippery arcane substance begin to form, he grips his staff tightly and snatches it from the magic’s hold. But his next attack is ineffectual against Odo's defenses.
Surprise Round
--------------------------
Quinn and Bacchus – casts guidance / hunts
Wei Ji – moves up
Odo – casts bless weapon
Marco – draws scroll
Frost – move
Pan - drink extract of Long Arm
--------------------------Round 1
Enemies:
Blue – casts, draws staff and grows Large!
Red – casts, draws staff and grows Large!
Yellow – casts, directs flaming sphere at Wei Ji, who saves
Green – draws scroll and casts
Quinn and Bacchus – fires on Blue for for 9 damage / attacks Yellow, misses
Wei Ji – slashes Blue for 8 damage, provokes AOO
Odo – double move
Marco – double move
Frost – double move
Pan - drink extract of Alchemical Allocation
--------------------------Round 2
Enemies:
Blue – strikes Wei Ji for 19 damage
Red – attacks Wei Ji, misses
Yellow – moves to flank, attacks Bacchus, misses
Green – moves to flank, attacks Bacchus, misses
Quinn and Bacchus – fires on Blue for for 8 damage / mauls Yellow for 27 damage, bringing her down.
Wei Ji – total defense
Odo – double move, provoking AOO
Marco – casts expeditious retreat and then draws scroll of protection from evil.
Frost – double move, provoking AOO
Pan – drinks and spits Potion of Good Hope
--------------------------Round 3
Enemies:
Blue – attacks Odo and Wei Ji, misses
Red – strikes Frost for 18 damage
Yellow – dying, unconscious, stabilized
Green – casts stone call dealing 9 damage Odo, Frost, Pan and Quinn
Quinn and Bacchus – dying, unconscious / moves, bites Green for 7 damage
Wei Ji – full attacks Red for 11 damage
Odo – attacks Blue, misses
Marco – moves, casts grease on Blue’s staff causing her to drop it
Frost – dying, unconscious
Pan – casts CLW on Frost, heals 4 hp and stabilizes her
--------------------------Round 4
Enemies:
Blue - picks up staff, provoking AOO's from Odo and Wei Ji, falls
Red – dying, unconsious
Yellow – dying, unconscious, stabilized
Green – grows large, steps back and casts shillelagh
Quinn and Bacchus – unconscious, stable / moves to flank, bites Red for 9 damage
Wei Ji – full attacks Red for 11 damage, bringing him down
Odo – drops sword, lays hands on Frost healing 9 hp, picks up sword and steps out of stoned area
Marco - casts grease on Green’s staff, but he saves
_Green Reflex: 1d20 + 1 ⇒ (17) + 1 = 18
Frost – lays hands on self for 6hp, picks up sword and stands
Pan – casts CLW on Quinn for 6 hp, Aids Wei Ji
--------------------------Round 5
Enemies:
Blue – dying, unconscious, Stabilize?: 1d20 ⇒ 1
Red – dying, unconscious, Stabilize?: 1d20 ⇒ 20
Yellow – dying, unconscious, stabilized
Green – Staff attack on Odo, shillelagh: 1d20 + 6 ⇒ (5) + 6 = 11 Damage: 3d6 + 5 ⇒ (2, 2, 4) + 5 = 13
Quinn and Bacchus
Wei Ji
Odo
Marco
Frost
Pan
--------------------------Round 6
Enemies
Party is up! Quinn, you and Frost are both conscious again.

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Not your fault! :) It's typical of some of the early maps, they feature itty bitty rooms or tight corridors :p

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The tengu attempts to do exactly what Pan has requested, at possible great personal risk to himself.
Wei does keep his shield up and ready as he does so, though.
Wei invokes 2 AoO if Green has Combat Reflexes
CIMW B. Sword(Defensive): 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 211d10 + 3 ⇒ (4) + 3 = 7
And admittedly, Wei was the conductor of the train because he was worried about losing the blossom effects.

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Odo presses in opposite Wei Ji in an effort to hem the large druid in.
+1 scimitar: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Crit Threat! and thanks to bless weapon, if the druid is evil, that threat is an auto-confirm - let me know if I have to roll it
Crit Damage: 2d4 + 6 ⇒ (1, 1) + 6 = 8 +2 more points of fire damage as a flash of flame erupts from the scimitar.

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Did you get the damage on the first part, or was that all together in the Crit Damage roll?

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I rolled the damage all together. I'm betting these druids are plenty evil. Darn snake eyes on the d4s, though...

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Hey, you still got 25% of the damage, which is better than rolling 1's on d10s...

bluedove |

Wei Ji moves in, drawing an attack that barely warrants the name.
The tattooed druid does indeed detect as evil, and Odo's strike has it's full intended consequences. The last druid is looking weak indeed.
Green – AOO on Wei Ji, shillelagh: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 3d6 + 5 ⇒ (6, 3, 4) + 5 = 18