Entry Room
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Round A
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Rikka prowled the room restlessly, examining each corner. As she did, she spoke, her purring voice pitched loud enough for the others to hear. "There has to be some way out of here- that werebat flew in this way, and he's nowhere to be seen. The whole set-up reminds me of a tale I learned, when I spent a summer with the Greensingers as part of my training- it was a tale about the capricious nature of the fey. Thelanis, the great forest realm that some call the Feywild, is not a great unified realm- it exists as many little pockets, some ruled by powerful fey folk, and in many of these realms the rules of nature and magic can be rather strangely altered. In the tale, a girl followed a rabbit down a hole into one such pocket, and the rules of the place were quite confusing to her. We might be in just such a place now- those strange sensations we felt during our fall could mark such a transition..." She paused for a moment, and shifted back to her elven form just long enough to pile the doll-sized trinkets on the table- then she shifted back into her leopard-shape. "That tale, and many others, also have no good to say about such fey-touched trinkets..."
Braddock snorts loudly, "Ye be foolish to discount these pixie sized trinkets. They may not be meant for us, but they may be worth something in barter later." Braddock sweeps up Rikka's items and stores them for later should the group find need of them. "Eh, Quan? Want to trade this cloth armor for the leather ye found?" Taking in the fresh food and smoking items, Braddock states the obvious, "The were-bat meant for us to distract the Wicker man to waylay or mislead the guardians o' this place. Now we have to find them and undo what e'er they be doin now."
"This assumes we may need those, maybe we just robbed the graves of honored guardians and will run into trouble for taking them. For now, I'll keep them, but will not show them unless the situation asks for it." Orsik puts away his items and goes to study giant doors hoping to find some hint to what they are and where they are. After looking for giantish runes he walks toward the little door in a straight line, looking for some hint as to what connection these doors have to one another.
"Pfffffftt!! hehe..." Muzdum disregards Rikka's and Orsik's knowledge with little respect, as he handles and equips some of the trinkets, laughing as he does so. "Foolish of ye not taking advantage of what ye can. If I run inta trouble, I punch it in the ugly face! Lived 70 years with that philosophy mates, and I'm still kickin'. Or shoulda say punchin'? Ha!"
Quan moves over to Braddock and reaches out to grab the tiny cloth armor. Seeing that the warlock is too clever for that, he extends the tiny leather armor in trade.
As Rikka explores her new surroundings, she begins to notice the walls appear to be “flexing” almost as if the walls were breathing ever so slightly. As she nears the far side of the room, inspecting the corners and the giant double doors, the arcane energies make the hair on her neck begin to tingle. Small audible pops begin to sound off, and then suddenly, Rikka disappears.
Braddock starts to feel the subtle shift in eldritch energies, steadily growing. He starts to hear crackling, as if arcane lightning is arcing nearby, and then suddenly, he disappears.
Orsik approaches the large double doors, also noticing that the walls appear to be breathing, flexing in and out (concave and convex). Abruptly, the goliath is no longer within the room.
Muzdum, inspecting the miniature items, looks up and notices the others start to fade away until he too is not in the room any longer.
Quan sees his companions disappear, when suddenly, he isn’t there anymore either.
Each of you appears in a subterranean cavern system. Clusters of trees dot the cavern floors and a large pool dominates the middle of the large cavern. At your appearance, multiple creatures turn to face you. Startled, they advance on you, and you can tell immediately that they don’t have friendly intentions.
[sblock=Map]
Illumination: Bright (magical light)
Trees: only tree trunks are considered blocking terrain and can provide cover. Leaf canopy is approximately 15-feet above ground (not Difficult Terrain).
Sloped Embankment: surrounds cavern pool, considered difficult terrain
Cavern Pool: first square (near edges) is 10-feet deep; center is 25-feet deep; any non-water native creature must swim in any square.[/sblock]
[sblock=Combatants]
Macetail Behemoth: 82/82 hp; AC 23; Fort 22; Ref 18; Will 17; MBA (Tail Bludgeon): Reach 2; +14 vs. AC; 1d10+4 damage, and the target is marked TENT;
Tail Sweep: minor; Recharge 5-6; close burst 1; +10 vs. Reflex; 1d8+4 damage and the target is pushed 1 square and knocked prone (if medium-sized or smaller).
Macetail Behemoth (K3:L4):
82/82 hp; Status:
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Chuul: 93/93 hp; AC 24; Fort 22; Ref 17; Will 18; MBA (Claw): Reach 2; +15 vs. AC; 1d6+6 damage or 3d6+6 against an immobilized creature;
Double Attack: encounter; The chuul makes two claw attacks. If both claw attacks hit one target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack:+14 vs. Fortitude; the target is immobilized (save ends);
Tentacle Net: Any creature hit by the chuul’s opportunity attacks is immobilized (stopping movement) TENT.
Chuul (K9:L10):
93/93 hp; Double Attack; Status: in the water
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Cyclops Impaler: 85/85 hp; AC 22; Fort 21; Ref 18; Will 19; MBA (Spear): Reach 2; +13 vs. AC; 1d10+5 damage; RBA (Spear): Ranged 10/20; +13 vs. AC; 1d10+5 damage;
Impaling Volley: Recharge: 6; The Cyclops impaler makes two RBA spear attacks against different targets no more than 2 squares apart; Ranged 10; +13 vs. AC; 2d6+5 damage and ongoing 5 damage (save ends);
Evil Eye: minor; Range sight; The Cyclops gains a +2 bonus to ranged basic attacks made against the target. It can only designate one target at a time with its evil eye.
Cyclops Impaler (T7:U8):
85/85 hp; Status:
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Braddock (E8):
57/57 hp; HS 11/11; AP 1+1; Dwarven Resilience; Status:
Quan (i10):
42 /42 hp; HS 7/7; AP 1+1; Second Wind; Elven Accuracy; Status:
Orsik (W11):
53/53 hp; HS 10/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1], [2]; Status:
Muzdum (G12):
62/62; HS 12/12; AP 1; Dwarven Resilience; Status
Rikka (S11):
60/60 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy; Status:[/sblock]
GM: | Braddock: -
Quan: -
Orsik: -
Rikka: -
Muzdum: -
| |