| Simeek |
Simeek is torn. He clearly doesn't like it when his friends argue.
"But she's nice. And she gave us cookies."
Simeek thinks for a second then brightens.
"That means that we need to go and find her hedge trimmer. It's like a knightly quest!"
His smile gets even bigger as he turns and kneels before the old woman.
"I vow that we shall venture forth into the dark garden and brave its terrors to retrieve the precious hedge trimmers. Come along my companions."
He stands and exits the room.
| Quizrel the Rogue |
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We are the Seekers of the Garden Tools! Quizrel shouts triumphantly, holding her meat tenderizer high.
She grabs an old, rusty colander off the kitchen table, puts it on her head like a helmet, and marches like a dwarf (with a fluffy white beard) going to battle.
Do not worry, Granny! We will slay the dreaded lawn crawfish and return victoriously with the Mighty Hedge Trimmer of Weed-Whacking!
With the colander helmet occasionally slipping over her eyes, she salutes granny as she marches behind Simeek out the door.
She turns towards the others as she crosses the threshold.
Don't just stand there. C'mon, let's go!
She whispers loudly, waving her hand for them to follow.
Luke_Parry
|
Alright then!
Granny smiles myopically, and fondly waves you off.
"Good luck!"
The party is then able to bravely skulk out into the open air.
Granny’s neighbor, Jerren Fenn, lives in the residence two houses to the west of Granny’s abode; it is easy to determine which garden belongs to him - it is the one with the ridiculous garden hedge!
This nine-foot-tall hedge wall is absolutely covered in leaf-like magenta flowers. Three-inch-long thorns stick out from underneath the petals...
I need Acrobatics checks from everyone to climb over / through the hedge...
| Quizrel the Rogue |
Quizrel gets into a prone position and carefully shimmies underneath the hedge. Scrambling along the roots, she tries not to poke herself on any thorns.
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Luke_Parry
|
Rhin climbs through the hedge like a mongoose chasing a cobra!
Kane manages to impale himself on several enormous thorns, and bleeds profusely.
Kane: 1d6 ⇒ 5*2 = 10 damage.
Simeek, Izni, Precious, and Quizrel struggle through, but each get scratched up a bit...
Simeek: 1d6 ⇒ 1 damage.
Izni: 1d6 ⇒ 4 damage.
Precious: 1d6 ⇒ 3 damage.
Quizrel: 1d6 ⇒ 1 damage.
Eventually, however, the entire party makes it through!
You are in the north-western corner of the garden map on Slide 3.
These tall hedges are trimmed into geometric shapes and sprout foot-long red roses. White paths curve between them, creating a meditative path through the garden...
Let me know what you want to do :-)
| Simeek |
Simeek points into the hedge maze.
"Look over the hedges. You can just barely see the top of it. I think it's a castle. This is a quest so the hedge trimmers must be over there."
Simeek readies his halberd and heads into the hedge maze.
"Watch out for monsters. There's probably a dragon or an ogre guarding the castle."
| Quizrel the Rogue |
Kane got a bad owie. We need to fix him up.
--------------------------------
Quizrel follows the others, awestruck by the beautiful sights around her.
Wow! It's all so pretty! Look at all the colors!
She stops in her tracks when she catches a glimpse of a fountain through the hedge maze.
Looky over there! Water! Let's get some fresh water!
| Simeek |
After sufficient time passes for all the bandaging Simeek picks up his halberd and heads into the maze, trying to get to the 'castle' in the center.
"We've wasted enough time. Let's continue on to the castle. It's hidden somewhere inside this haunted maze."
Luke_Parry
|
Speaking of which...
After the first 10 minutes, there is a snuffling noise, and around the corner of a rose hedge comes a giant badger the size of a man!
The badger sniffs the air, and starts to salivate...
You have 1 round to 'distract' the badger with Deception or Nature checks, or it may decide to try and nibble on someone...
| Simeek |
"I knew it. It's an ogre! "
Simeek looks the badger over carefully.
"He must have changed himself into a badger."
He quickly uses his halberd to dig up the ground near him a bit, then backs away.
"Look here Mr. Ogre-badger. I bet there are some nice earthworms there for you."
Nature or Deception (same bonus): 1d20 + 1 ⇒ (16) + 1 = 17
| Quizrel the Rogue |
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Yeah, Mister Ogre-Badger. Those wormies look delicious. You better eat 'em up fast before they burrow away.
Deception: 1d20 + 4 ⇒ (12) + 4 = 16
Luke_Parry
|
Unfortunately, the party only succeeds in making themselves look tasty, so the badger moves forward to have an experimental nibble...
Madame Trunchsnuffle: 1d20 + 8 ⇒ (13) + 8 = 21.
Izni: 1d20 + 6 ⇒ (15) + 6 = 21.
Kane: 1d20 + 4 ⇒ (16) + 4 = 20.
Quizrel: 1d20 + 6 ⇒ (15) + 6 = 21.
Rhin: 1d20 + 5 ⇒ (5) + 5 = 10.
Simeek: 1d20 + 6 ⇒ (1) + 6 = 7.
Jaws: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.
Jaws: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
...taking a big bite out of Simeek, with obvious relish!
A Hungry Badger, Round 1:
Madamage Trunchsnuffle (-)
Izni (-)
Precious (-)
Quizrel (-1)
Kane (-10)
Rhin (-)
Simeek (-11)
Party is up!
| Simeek |
"You'll have to do better than that to stop me from completing my quest you foul ogre!"
SImeek moves further into the maze then turns and stabs at the ogre-badger twice with his halberd.
halberd-IC vs flat footed: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
damage-piercing: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11
halberd-IC vs flat footed: 1d20 + 9 + 1 - 5 ⇒ (14) + 9 + 1 - 5 = 19
damage-piercing: 1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10
| Quizrel the Rogue |
Quizrel shifts over to get into a flank with Precious, even though precious always looks grumpy. She pulls out her meat tenderizer and gives the badger a good bonk on the rear.
Shoo! Go away, meanie ogre-badger!
Meat Tenderizer: 1d20 + 7 ⇒ (1) + 7 = 8
bludgeon: 1d4 + 4 ⇒ (1) + 4 = 5
sneak dmg: 1d6 ⇒ 1
You're lucky I missed! Now, scram!
Triple Ones. How awesome.
Luke_Parry
|
Izni chills the giant badger, but Precious misses.
Quizrel tries to smack it with the meat tenderiser, but the swing goes wide.
Kane gives it a light acid bath.
Rhin beans it on the head with a rock.
Simeek, despite his injuries, smacks it *hard* with his halberd.
Reeling, the Badger tries to tear Precious apart...
Jaws: 1d20 + 11 ⇒ (18) + 11 = 29, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.
Jaws: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.
...then burrows down into the soil, never to be seen again.
Izni (-)
Precious (-11; Unconscious; Dying 1)
Quizrel (-1)
Kane (-10)
Rhin (-)
Simeek (-14)
Technically out of combat, so you can go back to healing, now.
I do, however, need a Will save, and Perception check (in that order) from Simeek...
| Izni - Druid 1 |
The druid begins bying healing Precious and refocus.
Heal animal, 2 actions:1d8 + 8 ⇒ (7) + 8 = 15
Then he patches the others.
Medicine. Treat wounds. DC 15. Quizrel: 1d20 + 6 ⇒ (17) + 6 = 23
Damage healed:2d8 ⇒ (8, 1) = 9
Medicine. Treat wounds. DC 15. Kane: 1d20 + 6 ⇒ (13) + 6 = 19
Damage healed:2d8 ⇒ (1, 3) = 4
Medicine. Treat wounds. DC 15. Simeek: 1d20 + 6 ⇒ (6) + 6 = 12
Damage healed:2d8 ⇒ (2, 6) = 8
| Quizrel the Rogue |
Oooooh. Look at my wound close up. Quizrel says looking in astonishment as the cut heals from the druid's medical expertise.
Thank you, Izni.
Luke_Parry
|
Rhin and Izni spend time (trying to) patch the party up.
Izni (-)
Precious (-)
Quizrel (-)
Kane (-6)
Rhin (-)
Simeek (-14)
Meanwhile, I need a Will save, and a Perception check, from Quizrel.
What would you like to do now?
| Quizrel the Rogue |
Will save: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Okay. Let's move to the castle in the middle. We can look at fountain later.
| Simeek |
Okay. Let's move to the castle in the middle. We can look at fountain later.
Finally back to full strength, Simeek picks up us halberd and holds it before him resolutely, before heading off into the hedge maze.
"Yes. Let's head to the castle."
Luke_Parry
|
Everyone else in the party is surprised when Quizrel's suddenly turn a shade that can only be described as 'neon pink'...
Moving on to the Gazebo at the centre...
The party is able to work its way through the 'rose maze' without any trouble, eventually reaching the gazebo.
This strange building lacks any walls, and has only a round, sloped roof held up by a ring of pillars around the edges. At the center of the structure is a glass-enclosed interior, with a few couches and a locked closet.
I'll take a Thievery check to unlock it, or a Strength check to bust it open...