[Adventure]Curious & Curiouser (Judge: Stonegod)

"M'thinks we have been played."

Braddock turns and focuses on the last wood woad. As he was recently knocked to the ground, the purplish bolt misses the wood woad by scant inches.

[sblock=actions]
Minor: Warlock's Curse vs. wood woad #4
Standard: Eyes of the Vestige vs. wood woad: 1d20+11-2, 1d6+10+1d6+1d8 → ([10, 11, -2], [1, 10, 4, 8]) Roll Lookup Barely missed (19 vs will, 23 damage).
Movement: Move to P-19.
[/sblock]

[sblock=ministats] Braddock the Historian, level 6 Warlock
Status: +2 defenses versus ww#4, +1 NAD TENT, bloodied

Active Vestige: Xandor [sblock=Vestige of Xandor] Pact boon: Braddock can make a save. If nothing to save against, Braddock gains 5 THP.
Eyes of Vestige: Does additional 1d8 psychic damage.
[/sblock]
Init: +4 Speed: 5 Perception:13 Insight: 13
AC: 19 NAD: F: 20 R:19 W:16
HP: 16/57 Surges: 9/11 Surge Value: 14 AP: 1
Languages: Common, Dwarven, Elven, Draconic
Str:10 Dex:13 Wis:10 Con:20 Int:16 Cha:10
MBA: +13 vs. AC, 1d10+11

Powers:
At-Will: Eyes of the Vestige, Eldritch Strike, Warlock's Curse
Encounter: Clarion Call, Fortune Binding, Second Wind, Warp in the Weave, Use Vulnerability
Daily: Vestige of Thaxter, Charm of Hearts, Leather Armor of Dark Magesty, Vestige of Xandor

Benefits: +2 defenses against cursed enemies. +1 NAD after using Warlock's curse TENT.
[/sblock]
 

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PROTECTION: (will edit if Rikka says it's not deep): all allies have resist all 2 while adjacent to Orsik

OOC: [MENTION=88601]FourMonos[/MENTION], next time wait for Orsik's untyped +1 to hit :)
Everyone, did you include +2 from Orsik in your damage?


"Rikka, how deep is that hole? Will it kill it if it drops?"
He waits few moments for the answer before deciding which effect to apply on his attack.

He goes around Muzdum and slams Osvetnik directly down pushing the woad toward the hole. It digs it's woody claws into ground, keeping itself on the surface for the moment.

[sblock=Actions]
Free: when Muzdum is hit, activate vengeful maul
Move: T18
Standard: Divine Rune of Thunder vs Woad 5; damage with RoM and vengeful (1d20+12+2+2=23, 2d6+6+2+1d10=18) - if Rikka says it's deep then push (protection effect) into the hole else add 2 damage to the total - Woad 5 save vs fall (1d20=15) - no fall
[/sblock]
 
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Taboo Grove – Round 7
[sblock=Previous Rounds]Surprise Round
Round 1
Round 2
Round 3
Round 4
Round 5
Round 6 [/sblock]
Now that the battle was winding down, Rikka began to think ahead. She trotted over to the hole in the ground, then shifted back to her elven form to get something out of her pack. Looking down, she hurled a sunrod into the well...

Muzdum uses his superior body mass to push the woad down the hole in the dirt as well, and kill it the same way he killed the other one. "Down ye go lad!" the dwarf says, before a deaf noise of struggling. (MISS)
GM: [MENTION=51271]Voda Vosa[/MENTION]: You forgot to make the saving throw for Muzdum: 1d20-2=17 - MAKE

Quan reforms and quickly slides over to trip one woad while slamming the other to the ground. Rikka, where are you off to sweetie? (HIT)

"M'thinks we have been played." Braddock turns and focuses on the last wood woad. As he was recently knocked to the ground, the purplish bolt misses the wood woad by scant inches. (MISS)
GM: [MENTION=88601]FourMonos[/MENTION]: Quan already killed wood woad 4 with his last post. I’ll say that Braddock’s used his actions against wood woad 5. Still a miss.

"Rikka, how deep is that hole? Will it kill it if it drops?"He waits few moments for the answer before deciding which effect to apply on his attack. He goes around Muzdum and slams Osvetnik directly down pushing the woad toward the hole. It digs its wooden claws into ground, keeping itself on the surface for the moment. (HIT)

The hunters remain wary, scanning the surrounding forest in case more creatures have been drawn to the grove by the sounds of melee.

The wood woad struggles against the strong grip of the flame-haired dwarf. The goliath approaches and it can sense its doom. Striking out in futility, it tries to hit Muzdum and lands a powerful blow. (HIT)

Rikka peers over the edge of the pit, watching the sunrod plummet. It seems to drop a long way. Around 20-feet down, with an almost audible sigh, the sunrod winks out almost as if its magic was consumed. The astute elf druidess could just make out what appear to be niches carved into the circular walls of the vertical tunnel, starting approximately 30-feet down. The tunnel itself continues further down into darkness.
[sblock=Enemy/NPC Actions] Shifter Hunter 1 (Q16): nothing
Shifter Hunter 2 (R15): nothing


Wicker-Man:
Murder of Crows:
Wood Woad 1:
Wood Woad 2:
Wood Woad 3:
Wood Woad 4:
Wood Woad 6:

Wood Woad 5 (U17): Move: Escape vs. Muzdum’s Fortitude: 1d20+8=15 - Fail; Standard: MBA (Club) against Muzdum (AC 25): +13 vs. AC; 1d8+6 damage: 1d20+13=29, 1d8+6=14 HIT for 14 damage
[/sblock]
[sblock=Map]

Illumination: bright light; Early Afternoon
Trees: blocking terrain
Tunnel Shaft: 10-foot wide; if moved forcibly into the hole, the target can make a saving throw. If made, the target falls prone at the edge. [/sblock]
[sblock=Combatants]Wood Woad: 76/76 hp; AC 22; Fort 20; Ref 17; Will 20; MBA (Club): +13 vs. AC; 1d8+6 damage; Nature’s Judgment (Recharge 5-6; Reliable): +13 vs. AC; 2d8+6 damage and the target is immobilized and takes ongoing 5 damage (save ends both). When the target takes the ongoing damage, a fey or plant target nearest the original target regains an equal number of hit points; Nature’s Mystery (Minor; encounter): Close burst 2 – each enemy in burst; no attack roll; the target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends). A -2 penalty is applied to any save against this unless the target can make a Nature Check (DC 18) as a free action.
Wood Woad 1:
Wood Woad 2:
Wood Woad 3:
Wood Woad 4:
Wood Woad 5 (U17): 33/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery ; Status: grabbed until escape (Muzdum); BLOODIED
Wood Woad 6:
[sblock=Picture] URL=http://imgur.com/CcNI4]
CcNI4.jpg
[/URL][/sblock]

Wicker-Man
Murder of Crows:


Shifter Hunter – Level 5(+1): 64(+8)/64(+8) hp; Move: 6; AC 19(+1); Fort 17(+1); Ref 17(+1); Will 16(+1); MBA (Spear): +9(+1) vs. AC; 1d8+1(+1) damage; Longtooth Shifting: minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.
Shifter Hunter 1 (Q16): 24/72hp; Longtooth Shifting ; Status: BLOODIED
Shifter Hunter 2 (R15): 43/72hp; Longtooth Shifting ; Status:
Shifter Hunter 3:
Shifter Hunter 4:
[sblock=Picture][/sblock]

Braddock (P19): 16/57 hp; HS 9/11; AP 1; Dwarven Resilience; Status: BLOODIED
Quan (T16): 34 /42 hp; HS 7/7; AP 1 (+1); Second Wind; Elven Accuracy ; Status: -2 penalty to attack rolls, all defenses, and saving throws (save ends)
Orsik (T18): 32/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [1] , [2]; Status:
Muzdum (T17): 17/62; HS 11/12; AP 1 ; Dwarven Resilience ; Status BLOODIED
Rikka (V14): 49/60 hp; HS 7/8; AP 1 ; Second Wind; Elven Accuracy ; Status:
[/sblock]
[sblock=Controlling the Shifter Hunters]During this encounter, you will be able to use your extra actions (thus losing that action that round) to direct the movements of the shifter hunters. Each round, the hunters will have ONE Standard action. This can be converted to a move action or be used as a melee basic attack (including charge). You can spend your character’s extra actions to give the hunter additional actions as listed below. To be able to direct the shifter hunter’s actions, you MUST be within 2 squares of the hunter your character wishes to control.

(your) Minor Action -> (hunter’s) Move Action (shift, run or move) OR Minor Action (Longtooth Shifting power)

(your) Move Action -> (hunter’s) Move Action (shift, run or move)

(your) Standard Action -> (hunter’s) Move Action (shift, run or move) AND Minor Action (Longtooth Shifting power)

*NOTE: Shifter Hunters are considered allies and as such, they can flank with the characters or other shifters. They can also be healed and they are able to use any effects that can effect a PC (i.e. Orsik’s Rune of Mending, etc).

**NOTE: Getting to Know the Hunters: Grants Orsik the ability to give two commands to the shifter hunter he is directing (i.e. initial Standard Action and either a MOVE or MINOR - without needing to spend Orsik's action). The targeted shifter hunter cannot make two attacks during the same given round.

***NOTE: All normal combat rules apply to these creatures.[/sblock]
GM: Summary: I’ll keep track of all OG damage and MBAs by hunters
Shifter Hunter 1: -
Shifter Hunter 2: -

Braddock: -
Quan: -2 penalty to attack rolls, all defenses, and saving throws (save ends)
Orsik: -
Rikka: -
Muzdum: 14 damage
 

"Can't tell how deep," Rikka growled softly. "More than twenty feet- might be some kind of magical darkness. Looks like maybe some openings in the side walls, but no stairs or anything..."

[sblock= OOC]
>How big are the openings in the walls?

>Did it seem more like the sunrod hitting a darkness effect, or like a dispel? Since a sunrod is nominally an item, I would guess it is darkness rather than dispel, but the answer is important (if there is any way to tell)...

[/sblock]
 

More than twenty feet, huh. Can you still fly? asks Quan as he kicks absently at the Wood Woad. His kick lands and he follows up with a push. Or he could check for us... Quan shoves the Woad towards the hole.

[sblock=OOC]Standard: Dragon's Tail HIT for 14 damage and knock prone
Free: Centered Flurry 5 more damage and try to slide into hole U16
He get's a save.... jsb420
Quan's save?
[/sblock]
 
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Muzdum hacks at the thing, angry that his plan to push it didn't work. The blow connects solidly, and Muzdum follows up with a punch, but he fails to connect this time.

Hit for 13 dmg Did you roll STR for the woad to avoid the push? It was already grabbed so I didn't need to hit it's AC or something.
 

Braddock stands back, not getting close again to the thorny guardians. He blasts away with his eldritch energy.

[sblock=actions]
Standard: Eyes of the Vestige vs. wood woad: 1d20+11-2, 1d6+10+1d6+1d8 → ([16, 11, -2], [2, 10, 4, 8]) Roll Lookup Hit will 25 for 24 damage.
[/sblock]

[sblock=ministats] Braddock the Historian, level 6 Warlock
Status: +2 defenses versus woodwoad, bloodied

Active Vestige: Xandor [sblock=Vestige of Xandor] Pact boon: Braddock can make a save. If nothing to save against, Braddock gains 5 THP.
Eyes of Vestige: Does additional 1d8 psychic damage.
[/sblock]
Init: +4 Speed: 5 Perception:13 Insight: 13
AC: 19 NAD: F: 20 R:19 W:16
HP: 16/57 Surges: 9/11 Surge Value: 14 AP: 1
Languages: Common, Dwarven, Elven, Draconic
Str:10 Dex:13 Wis:10 Con:20 Int:16 Cha:10
MBA: +13 vs. AC, 1d10+11

Powers:
At-Will: Eyes of the Vestige, Eldritch Strike, Warlock's Curse
Encounter: Clarion Call, Fortune Binding, Second Wind, Warp in the Weave, Use Vulnerability
Daily: Vestige of Thaxter, Charm of Hearts, Leather Armor of Dark Magesty, Vestige of Xandor

Benefits: +2 defenses against cursed enemies. +1 NAD after using Warlock's curse TENT.
[/sblock]
 
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Taboo Grove (and beyond) – Round 8
[sblock=Previous Rounds]Surprise Round
Round 1
Round 2
Round 3
Round 4
Round 5
Round 6
Round 7 [/sblock]
"Can't tell how deep," Rikka growled softly. "More than twenty feet- might be some kind of magical darkness. Looks like maybe some openings in the side walls, but no stairs or anything..."

More than twenty feet, huh. Can you still fly? asks Quan as he kicks absently at the Wood Woad. His kick lands and he follows up with a push. Or he could check for us... Quan shoves the Woad towards the hole. (HIT & slide)
GM: save vs. falling in pit 1d20=1- FAIL

[MENTION=51271]Voda Vosa[/MENTION]: Your attempt to Bull Rush the remaining wood woad failed. The push is your strength roll (17) against the wood woad’s Fortitude (20), so no push.

The wood woad is eerily silent as it plunges down the tunnel shaft and is soon lost from even the keen elf-druidess’ eyesight.
GM: [MENTION=48394]pathfinderq1[/MENTION]: The little niches are at the farthest edge of Rikka’s vision. She would need to be closer in order to gain more information on them.
The light just seemed to phase out. One second there; the next second it is gone. Although she can assume that this is some type of arcane effect, without training in Arcana, she wouldn’t be able to determine the cause.

[sblock=Experience]Milestone: 1 (Gain 1 Action Point)

600xp Wicker-Man
1000xp Wood Woadx5
250xp murder of crows
1850xp Sub-Total
3700xp Doubled
740xp each

Braddock: 7944*+760(Village)+240(SC)+740=9684XP
Quan: 6059*+760(Village)+240(SC)+740= 7799 XP GAIN ONE LEVEL
Orsik: 11646*+760(Village)+240(SC)+740=13496 XP GAIN ONE LEVEL
Rikka: 11747*+760(Village)+240(SC)+300(RP)+740=13487 XP
Muzdum: 10756*+760(Village)+240(SC)+740=12496 XP

[sblock=Time XP/gp]
Start: October 10, 2011
Current: November 21, 2011
Awarded 1 RP[/sblock][/sblock]
Orsik reclaims his battle standard while the other heroes gather and bind their wounds. The surviving shifters tend to their dead, and then voice their desire to return to the village. They pledge to return with Tortoruan and more warriors. That said, they make their way from the forbidden grove.

Braddock and Orsik move closer to the mouth of the vertical tunnel and begin to inspect the glyphs carved into the stone ring. Flowing curved lines form an almost cuneiform, vaguely Elvish in appearance, except that whereas the elven script tends to be more graceful and eye-catching, this script doesn’t promote the same feelings, it lends a more foreboding and oppressive nature.
[sblock=History (DC 24) – Trained only]From a dusty old tome you read, you can recognize the ancient text. Bending your mind to the task, you can divine a rough translation.
[sblock=Translation]This childe of fey, lette her bodie nourishe this tree
The tree of this bodie, lette it growe as it nourishe
The spirit of this tree, to them lette it return as it grewe
Thus the havoc bearer sleepe, the sleepe of no rest
Thus the sorrow bringer sows, the seeds of their ruine
Thus the deathe marker kille, the daughter of their kine
[/sblock][/sblock]
As the heroes near the stone ring, everyone hears a faint female voice. ”They arrive!".

Before anyone can react, dark ropey tendrils burst from the mouth of the tunnel. Although apparently constructed of smokey vapors, they feel solid enough as the wrap each hero and pull them into the tunnel. You are helpless (even considering the combined might of the gathered adventurers) as you plunge into the tunnel!

The tendrils release you and dissipate, leaving you unmarked as you and your allies continue to plunge deeper into the earth, eventually passing the point where Rikka’s sunrod disappeared. Once past this point, a strange sensation comes over each of you, a tingling in your limbs and your stomach lurches as if dropping a great distance. Anyone familiar with magical travel can determine that you have passed through some type of magical gate. Once through this gate, you continue your fall. Rather than falling at breakneck speeds, approaching terminal velocity, curiously, you begin to slow as if aided by magic. You also have determined that you are unable to halt your descent. Far below, you can see a glowing circle that steadily grows in size as you fall.
[sblock=Map]

Illumination: soft white magical light [/sblock]
The niches that Rikka glimpsed while still above come into greater detail now. As you speed past, you catch small details from the hundreds of niches carved into the walls. Each niche appears to contain a small mausoleum, a tomb but constructed for someone who is only about 6-inches tall! As you pass then, you can see what looks like glittering treasure, many gold and silver weapons of war, glittering wands and staves, and other fabulous items displayed before an intricate sarcophagus. Each of you reaches out and quickly grab a couple of items from the niches as the glowing portal below you swallows you and then you know no more. Darkness takes you.
GM: Please roll 1d20 four times (use EN World’s roller please) and include them on your next post.

You awaken in a large room of quarried stone, feeling strangely refreshed. The feeling of tremendous weight looms above; you know that you must be miles below the surface, wherever here may be. The room is roughly 80-feet by 60-feet, and the ceiling soars high above you, at least 30 or more feet high. Pillars are placed around, holding up the ceiling. There are two medium-sized doors, one in the north and one in the south walls. A large-sized set of double doors sits in the middle of the east wall. A tiny-sized door rests in the western wall nearest you. Next to you is a table and a chair (both medium-sized). The table is empty except for an almost drained earthen cup, a loaf of unleavened bread, resting on a trencher and a curious smoking device.
GM: You have gained the benefits of an Extended Rest.

[sblock=Entry Room Map]

Illumination: soft white magical light
Ceiling: 30-feet
Pillars: Blocking terrain
Table and Chair: blocking terrain; can provide partial cover if crouched behind
Tiny door (west): unknown metal, locked
Medium door (North and South): wooden, locked
Large double door (East): stone, locked[/sblock]
[sblock=Stats]Braddock: 57/57 hp; HS 11/11; AP 1+1; Dwarven Resilience; Status:
Quan: 42 /42 hp; HS 7/7; AP 1+1; Second Wind; Elven Accuracy; Status:
Orsik: 53/53 hp; HS 10/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1], [2]; Status:
Muzdum: 62/62; HS 12/12; AP 1; Dwarven Resilience; Status
Rikka: 60/60 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy; Status:[/sblock]
GM: Braddock: -
Quan: -
Orsik: -
Rikka: -
Muzdum: -
 

OOC: Is there an opening in the ceiling of the room (corresponding to the tunnel/gate)?


As soon as she awoke, Rikka shifted immediately into her preferred leopard form. She scanned the room warily, expecting some sort of trap.
 

GM: NOTE: The dotted line on the map shows where the opening would have been. The tunnel shaft has been closed over and there are no signs of where it was located (i.e. no outline, indentation, no seams, etc).
 

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