[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

jbear

First Post
As the adventurers push their way stubbornly through the small breech provided by Wat's effort to blast through its thorny branches. But the hedge is not a normal hedge. As each of you squeezes through the gap the thorns shift and move subtly, like hungry claws reaching out sustenance, tearing at clothes, piercing through protective layers and drawing blood from torn skin. Even the wee pixie snags its wings in the reaching thorns and Daphne snags her fur and yelps in pain as she passes through.

But finally they emerge onto the other side, albeit tired and a little worse for wear. Sir Flib is quick to realise that the space is different from what he had perceived when he peeked through the gap.

GM: You each lose a healing surge


Thr group stand in a clearing occupying the maze's center. In the middle of this clearing, a short stone pillar, fashioned in the shape of a dragon's claw, supports a square stone sundial. Depressions shaped like different plants-shamrock, oak, mistletoe, and
rose decorate the sundial, one at each corner.
 

log in or register to remove this ad

Neil1889

First Post
Rain takes time to tend to the scratches from the thorns.

Then, when she and the others are ready, she approaches the sundial.

Stopping at the appropriate place, she reaches into her pouch to select and then delicately place the first key in its allotted place, "This is Master Rhymer's first key, the shamrock."

Rain moves around the sundial, "Robin gave us this oak leaf at his master's behest. Rosaline gave us the mistletoe."

She then looks towards Wat and Sabynha, "Orlando gave you the rose for Sabynha, Wat."

Rain moves to one side, the spellblade ready in her hand.
 

Nemesis Destiny

Adventurer
Sabynha also prepares herself for conflict following Rain's example, and moves to the appropriate side of the square sundial. With her shield hand, she reaches for the rose, preparing to lay it down.

The vistani looks to the others for a reaction, and checks the scenery for signs of danger before laying it down in its place as Rain had with her shamrock.
 

jbear

First Post
When you retrieve the keys from your packs, you notice that they have turned to silver and taken the exact shape of one of the depressions in the sundial.


As you place the leaves in the grooves, the leaves glow and hum in unison. Then, two dark holes limned in purple light appear in the air, and blue-gray clawed hands reach out of the holes. Each one snatches a different key. Several paces away, you spot the rest of the creatures, each a foul little goblin like monster reaching half its arm into another hole in space.


Both yank their arms back, clutching your keys, and sprint into the maze, laughing gleefully.
[sblock=Arcana (Passive DC 13); If you have modifier +3 or more you know this!]: These creatures are boggles, evil fey that like to torment people. [/sblock]

GM:
Pursuing the Boggles: Group Check DC 13

Each make a roll using either Athletics, Endurance, Insight or Perception
 

Nemesis Destiny

Adventurer
[sblock=Insight]1d20+11=29[/sblock]
OOC: I can use Inspire Competence for +2 on one skill if everyone has one that you all want to use, and I can boost one roll for someone by +4 if one of you feels your chances with any of those skills is bad.
 

Mewness

First Post
Daphne growls most fiercely as she is scratched by the thorns, fixing her green eyes accusingly on Sir Flibbertigibbet, as though he is solely responsible for her pain.

"Never mind that!" says Sir Flibbertigibbet impatiently as the little men run away. "Where did they go, did you observe? Daphne, do you smell them?"

[sblock=Perception]Perception, looking for boggles
9(1d20) +6 = 15


I thought I might get Daphne to use her Perception to track them if I can. If that seems reasonable, then add 2 to the roll (her Perception is +8).[/sblock]
[sblock=Sir Flibbertigibbet]Sir Flibbertigibbet
Male Pixie Hexblade 3
Initiative: +5, Passive Perception: 16, Passive Insight: 11, Senses: Low-Light Vision
AC:19 (--), Fort:15 (--), Reflex:16 (--), Will:17 (--)
HP:37/37, Bloodied:18, Surge Value:9, Surges left:7/8
Action Points: 1
:bmelee: Icy Skewer +9 vs. AC, 1d10+9 cold damage and Sir Flibbertigibbet gets a +2 power bonus to all defenses against the target’s attacks until EoNT.
:branged: Eldritch Bolt +6 vs. Reflex, 1d10+9 force damage, range 10
Eldritch Bolt, Icy Skewer, Soul Step
[o] Pixie Dust
[o] Shrink
[o] Piercing Shard
[o] Piercing Shard
[o] Ethereal Stride
[o] Second Wind
[o] Action Point

[o] Armor of Winter’s Grasp
[o] Vanguard Weapon daily


Conditions: none

Full sheet: Sir Flibbertigibbet[/sblock]
 
Last edited:


jbear

First Post
[sblock=OOC] There is no additional bonus for Daphne increasing the score further past 13. Sir Flib is already successful. But I am fine with Daphne tracking (taking the perception roll instead of her master) in this situation as it makes perfect sense, for what it's worth.

3 of a possible 5 successes so far. Just need a roll from Rain and Zuri. [/sblock]
 

Neil1889

First Post
Both Zuri and Rain appear to have had more life sapped from them than they first thought by the thorny hedge.

[sblock=rolls]Rain's Endurance check to pursue the Boggles = 12.

Zuri's Athletics check to pursue the Boggles = 10.

OH, ffs.
[/sblock]
 

jbear

First Post
The creatures finally give up running from you. Laughing they turn to fight. Echoes of their laughter come from other parts of the maze, suggesting they have friends nearby.

GM: Roll initiative!

Edit: I think the Boggles have won initiative hands down: 29 Initiative (Nat 20)

Proceeding with boggles turn. Below the map shows the boggles initial position before moving.


Both boggles make a rude gesture with their knotted hands and turn the corner out of sight. The rustling you hear indicates they can not have gone too far, but for now they have the drop on you and their precise location is frustratingly unclear. No doubt they mean to fight, but with the advantage of a surprise attack.

Boggles Start.PNG

[sblock=Combat]
Both Boggles move out of line of sight and hide. What actions they take from there is unknown.
[/sblock]

[sblock=Features of the Area]Illumination: Bright daylight.
Hedge Walls: The bushes on the map represent hedge walls. which are blocking terrain that is 15 feet high and bristling with thorns. [/sblock]


GM: You're up. Below is what you see after the boggles go and hide. Obviously you can`t see all of it from where you are, but it is easier for me to show you all of it so you can decide where you want to go. Naturally hidden enemies have not been placed on this map yet.


Boggles Round 1.PNG
 

Remove ads

Top