An Ancient Evil

Game Master Celestial Healer

The kingdom of Leyland is in the midst of change. New technology and new social structures are taking the place of the old ways. In the midst of this, an ancient evil is awakening and threatening this prosperous nation. It falls upon a band of heroes to face this menace.


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Enraged by his bloodied waistcoat, Rhodes thrusts his rapier at the dryad, impaling her. She seems genuinely surprised at this development as she gasps her final breath and collapses to the forest floor.

Trina finally rouses Jerry from his magical slumber.

The other dryad, appears alarmed. "Perhaps you have chosen the wrong side, swordsman," she says to Rhodes. She gazes at him intently and attempts an enchantment.

Rhodes, DC 15 Will save vs charm.

MAP

Sylvia
Luce
Smitty
Caladrel
Rhodes
Jerry
Trina

Dryad


Male Human Rogue 4 (HP 23)

Rhodes pinches himself, hoping that will help focus his mind. He's always had trouble with peer pressure.

Will Save: 1d20 + 2 ⇒ (1) + 2 = 3


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"Freakin' militant alfalfa!" Sylvia wades through the entangling greenery with some difficulty, trying to avoid Jerry's enraged feline companion. "Stupid overgrown housecats!" she grumbles under her breath. Move at half speed to D7

She pulls a capped tube from her bandolier and swigs the contents. Drawing and drinking an extract -- fire breath -- as a standard action.

Tough to resist those Goth dryads.


46/46, AC 11

"Excuse me... mustn't sleep on the job." Jerry says groggilly looking through heavy lidded eyes at the scene. Sylvia's words pass straight over his head.

Picking himself up from the floor he looks to the dryad; "Now that was a touch rude. Perhaps you might want to consider leaving? Lest...."

Luce starts to lick her whiskers, trying to get the taste of sap out of her mouth - unhappy at this turn of events.

Move: Stand Up
Standard: Hold Action to sync with Luce


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Trina should begin this turn a step forward and right, between Jerry, Caladrel, and Rhodes. She moved there last round after spending her standard shoving Jerry awake.

Satisfied the warrior was back on his feet... metaphorically speaking, anyway... Trina pulls herself free at last of the gripping vines and weeds as she moves out of their reach, closing the gap between herself and the remaining opponent and taking a broad swing with her glaive.

Move to F6 and attack. Should be out of the entanglement now.
Swing: 1d20 + 7 ⇒ (10) + 7 = 17
Strike: 1d10 + 4 ⇒ (9) + 4 = 13
Glaive is silversheen, though I doubt that makes any difference.


Smitty and Caladrel are up.

To Rhodes, the dryad says, "You must choose your companions better. They bring such destruction with them." Her feigned distress is enough to elicit an eyeroll from most of you, but in Rhodes' state he is inclined toward some sympathy.

Rhodes: The charm is, of course, not enough to make you attack your allies, but it may be enough for you to be inclined to break up a fight between your companions (with whom you are only recently acquainted) and your new best friend, or at the very least refrain from engaging the dryad in combat.


Male Dwarf Gunslinger 4

"Ach! I must not be hitting the center of the damned tree!"

Attack with great blowing of stuff up: 1d20 + 9 ⇒ (1) + 9 = 10
Boom!: 1d8 + 1 ⇒ (6) + 1 = 7


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Male Dwarf Gunslinger 4

"Wrong damn tree, Bessie!"


Predator

Luce flinches back from the explosive cracks of the Smitty's weaponry. Looking on as the bark from the nearby tree explodes, splinters flying and pale rotten wood showing underneath.


Male Human Rogue 4 (HP 23)

"Destruction is a problem? Er, yeah... you know that's really... um, yeah... I hate destruction!" Rhodes says, not sure why he really cares what this dryad thinks.

Obvious lie is obvious.


46/46, AC 11

"Agreed, creation is more difficult and rewarding than destruction." Jeremiah says haughtily before turning to the dryad. "Surrender Madam. It's you forest that's been perverted not you."


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Sylvia's eyebrows come together in annoyance and confusion. "Why are we talking to killer trees?" she wonders aloud, flames dripping from between her lips.


46/46, AC 11

"Because they like the Smythes have been corrupted by the Darkness of the forest." Jerry says with some concern; "If we can save them too?!"


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"But Nature is killer by... er... nature. I was feeding this pigeon in the park once? And a falcon swooped by and boop! No more pigeon." Sylvia kicks at the entangling grass. "Trees just see us as fertilizer. Some more than others, perhaps."


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

Caladrel stops his chant. A small, augmented fire elemental appears behind the remaining Dryad (H5). The elemental tries to slam the dryad.

Slam: 1d20 + 6 ⇒ (9) + 6 = 15, damage: 1d4 + 2 ⇒ (3) + 2 = 5

If the attack is successful, the Dryad also suffers 1d4 ⇒ 2 fire damage and must succeed on a DC 11 reflex save otherwise she catches on fire.

burn:
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature’s racial HD + burning creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Then Caladrel moves his flaming sphere over the dryad to further fan the flames. 3d6 ⇒ (2, 3, 5) = 10, DC 16 Reflex Save.

Now out of the trance of his conjuration, Caladrel listens with horror to Sylvia and Jerry's conversation. "Treated with care and respect, Trees see us as much more than fertilizer. We are revered as stewards of the natural world. It is when we turn away toward artificial devices that we lose our way and become a threat. All living creatures have the right to fight for survival."


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Male Human Rogue 4 (HP 23)

"I'd peel her birch," Rhodes says, then scratches his head wondering why he said that outloud.


Predator

Luce growls softly, as if emphasizing that nature is in fact deadly and uncaring of the niceties of etiquette. The gummy sap in her mouth, she's unsure if she wants to take another bite.


Reflex save vs flaming sphere: 1d20 + 9 ⇒ (17) + 9 = 26

The remaining dryad smartly dodges both the flaming sphere and the elemental's attack.

Trina's glaive strikes its mark and wounds the dryad. The twisted creature shrieks and lashes out at her assailant. 5 foot step to close the distance and full attack on Trina.

1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 ⇒ 5
damage: 1d6 ⇒ 6

The wounds sting greatly.

Trina, as you are trained in Heal, you can make a check, DC 15. Right now, this is only for you, since no one else is examining you, and the only other person wounded is Rhodes who is not trained in Heal.

Trina Heal check DC 15:
The wounds from the dryad's claws fester in an worrisome fashion. You can tell they will be difficult to heal.

Defiling Touch (Su)
The damage dealt by a debased fey’s natural attacks resists all magical healing (though it can be healed normally through rest). A creature attempting to cast a cure spell or a heal spell on a creature damaged by a debased fey’s natural attacks must make a successful caster level check, or the spell has no effect on the injured creature.

MAP

Sylvia
Luce
Smitty
Caladrel
Rhodes
(charmed)
Jerry
Trina

Dryad


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Sylvia winces as the tree-woman unleashes her fury on Trina, then inches past the beleaguered inquisitor. Remaining out of reach of the dryad, she takes a deep breath and spews a gout of fire in its direction.

Fire, Reflex DC 16 for half.: 4d6 ⇒ (6, 5, 4, 5) = 20

Move to E5. Standard: fire breath 4d6 in 15' cone aimed to right.


Reflex save: 1d20 + 9 ⇒ (11) + 9 = 20
The dryad's reflexes are quick, avoiding much of the fiery blast, but she is still badly burned.


46/46, AC 11

"Miss, please sit down...." Jerry says charging towards the dryad an slapping her in the thorax with the flat of the great-swords' blade. The strain of the swing relieves the last remnants of his sleep-infested eyes.

Move: to G7
Attack (Charge, Non-Lethal): 1d20 + 9 + 2 - 4 ⇒ (12) + 9 + 2 - 4 = 19
Damage (NL): 2d6 + 6 ⇒ (1, 5) + 6 = 12


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

1d20 + 10 ⇒ (2) + 10 = 12

She winces at the gashes, but mid-combat is not the best time to be looking into medical expertise; she'll have to examine the wounds later, under better circumstances, like not being slashed at.

In the meantime, she takes a step back and takes another swing at the fey, putting a bit more force into it.

5-ft step back, Power Attack.

Swing: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Strike: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14


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I will resolve Jerry's action first, since he is earlier in the initiative than Trina. I will treat the intervening PCs as delaying, since Jerry's rolls are good enough to end the fight.

With a thud, Jerry strikes the dryad and she collapses, unconscious from the blow.

That was enough non-lethal damage to knock her out.

Out of combat... depending always on what you plan to do with this passed-out dryad.*

*Yes, Rhodes, we know what you plan to do with the passed-out dryad and the answer is no.


Male Human Rogue 4 (HP 23)

Planning? Do I look like a guy with a plan?

By the way, have you seen the size of the knockers on the asylum doors? O_O


46/46, AC 11
Rhodes Rhomaino wrote:

Planning? Do I look like a guy with a plan?

By the way, have you seen the size of the knockers on the asylum doors? O_O

If you're looking for big knockers, maybe a dryad isn't the best bet. :whistle-innocently:

Jerry stands gasping over his downed foe; "Shall we tie her to a tree? Or suspend her above the ground?" he asks not wanting to end the life of the corrupted forest dweller. "For if we put to sleep this awakening being, the forest will need more guardians."


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Trina leaves Jeremiah and Caladrel to deal with the living dryad, and makes her way over to the one she presumes is dead. She kneels by the body and gives it a cursory examination, attempting to assure whether or not it's still alive; if her examination confirms it's dead, she begins her ritual yet again. If it's alive, she'll attempt to stabilize it then bind it, then see what the gentlemen have decided to do with them.

Heal: 1d20 + 10 ⇒ (10) + 10 = 20

If it's dead:

Trina kneels by the slain dryad, curling her tail around her body and removing her gloves, then lays her hands over the slain fey's corpse, a few inches away. Much like the encounter with the ranger the day before, the gnawing mouths that dot her palms and fingers begin chewing away and gaping hungrily at something invisible in the air. Trina's expression contorts in a grimace of pain momentarily, then settles into a calm, almost meditative state as she begins quietly chanting.

"Mi petas faciligi kaj ripozon nun al vi, rompitaj filino de arbaro.
Venu ne malsupren la reloj aŭ en nia herbejoj, malaperos tiu ligno en paco al sferojn trans.
Estu vi liberigita el la teno de teruro kaj malico, kiu tenas vin, la taint kiu ligas vin, la malbeno, kiu tordas vin.
Kaj por via paco mi empeñar mia propra animo. Amen."

Using Eat Sin; using it on the corpse of something the Sin Eater helped kill heals the inquisitor. Takes 1 minute.
1d8 + 4 ⇒ (2) + 4 = 6 HP regained

Translation (Halfling):
"I ask ease and rest now to thee, broken daughter of woodland.
Come not down the lanes or in our meadows, depart this wood in peace to realms beyond.
Be ye freed from the grasp of terror and malice that holds thee, the taint that binds thee, the curse that twists thee.
And for thy peace I pawn my own soul. Amen."


Trina: The other dryad is dead. With enough time to address your wounds, you would be able to take 10 on the Heal check and read the spoiler in my earlier post. I will rule that your Eat Sin can work normally here, since the spoiler I gave you is pretty specific about what types of healing may not work.

For the rest of you:

Knowledge (Nature) or (Local) DC 13:
Dryads are rare. They were once more common and treated as the guardians of their woodlands. In the modern age, they are a special sight only to be found deep within old growth forests.

Decide as you will, of course.


46/46, AC 11

Firstly, placing his weapon back in the shoulder sheathe, he looks to the others.

Stopping his stomach heaving at Trina's ritual, he'd seen some strange rituals in the desert but they always brushed against his delicate educated sensibilities. Instead he concentrates upon the lady in front of him, getting out some rope from his backpack. Then he pauses unsure how to put his hands upon the lady.

Know (Local): 1d20 + 4 ⇒ (2) + 4 = 6


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"Urg. This is worse than that hot pepper stew in the city," Sylvia belches, flame dripping from her mouth. She purses her lips and blows fire into the nearby entangling vegetation until the fiery brew is exhausted.

She has 2 more rounds of fire breath that she'll use to burn away the shrubberies. Let me know if you want damage rolls.


46/46, AC 11

'I've felt like that after curried goat before...' Jerry thinks reminiscing about his University days, he looks to the bound and unconscious dryad and the others.

"Shall we be off? Dryads are usually guardians of the woodland, maybe they were perverted to be guardians of the Devils' Hole." Jerry moves over to Luce and mounts up, preparing to move forward to follow the river.

'Must be a sink hole, that drains part of the river and thus creates an underground cave network. It might even connect into an existing network.' he wonders.


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Trina rises from her prayer with a wince, and quickly tugs her gloves back on before picking up her glaive and hobbling back toward the rest of the group, leaning slightly on the weapon like an oversized cane. She always feels a little drained after performing that ritual; for many the last line may be simple formality of the act, of metaphorically taking the sins of the slain upon one's self to assure peaceful passage into whatever afterlife awaits for the deceased, but for Trina it always felt real. Specifically, like something that the aberrant part of her fed on, which while it mended her wounds and strengthened her also left her feeling disoriented and twisted up inside.

"The other is dead, I'm afraid," she announces to no one in particular. "I've done all I can for her; whatever afterlife awaits the fey I hope it's a peaceful one, as I doubt they obtained whatever instigated this corruption willingly." She winces again as a spasm rocks through her back, causing the half-formed wings underneath her cloak to twitch and shudder, then does her best to shake it off. "At least it seems we're heading in the right direction." She forces herself to stand upright then looks around at the group. "Did they manage to injure anyone else? Their claws have some sort of venom or toxin in them that inhibits magical healing. I may have difficulty tending to anyone's wounds they caused, until we're safely out of this wood and back where I can use more mundane medicine and attend to long-term care."


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"I'm fine. I didn't get anywhere near those things," Sylvia announces, as if that settles the matter of injuries for the entire group. She hawks and spits the last of the flaming potion in a most unladylike manner.

"So those things are guardians of the forest? I guess it doesn't like us here," she muses speculatively, peering with interest at the fallen forms before she hastens to retrieve the mule, which is pawing through the layer of leaves in search of food.


46/46, AC 11

Patting the flank of his feline companion; "Luce and I are fine. I was just a bit sleepy that's all." Jerry adds with a hint of self-rebuke at his performance. Then looks around the group to see how everyone else is, glad that the fire-breathing academic is fine.

"I think it's just that which lies beneath that doesn't wish us to continue..." he adds cautiously.
Know (Nature): 1d20 + 4 ⇒ (16) + 4 = 20


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"Hmph." Sylvia leads Chanticleer back by his reins, the mule dancing sideways in response to her tugging. "And you, Mister Rhomaino. When did you become such a nature lover?" She squints curiously at the rake.


Rhodes was the only other PC injured by the dryads' claws.

The blackened stream runs past. It almost seems to devour what little ambient light reaches its surface, but then this is a miserably lightless place to begin with. You are able to follow its route downstream, winding among stones and fallen trees, their trunks blackened by the forest blight. After a lengthy trek, you can hear ahead the sound of falling water.


46/46, AC 11

'Looks to me that Mr. Rhodes is a natural lover.' Jerry thinks wryly, remembering his own university days.

He whispers to the others; "Shall we sneak up towards the waterfall and the sink hole? There maybe more guardians. It might be more fortuitous than stumbling upon the scene like some vaudeville buffoon."

Jerry keeps low upon Luces' flank, looking around the area before the watery sound.
Survival (for tracks?): 1d20 + 6 ⇒ (4) + 6 = 10


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

"Waterfall?" Sylvia peers ahead, stopping at Jerry's whisper.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


46/46, AC 11

"Well where the water ends in the sink-hole maybe, I'm not a geologist or naturist." Jerry says quietly asking; "Is that your speciality?"


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Sylvia snorts. "I mix things and make them go boom."


As you continue, your eyes confirm what your ears suspected: the stream tumbles over a small, but rather tall, waterfall. Exactly as Gindel said, there is a game trail that diverges from the path of the stream near the top of the waterfall to wind its way down. The trail is heavily shaded by close branches and dense undergrowth. Puddles and rivulets make for a muddy mess beneath your feet.

Perception checks, please.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Perception, llv: 1d20 + 8 ⇒ (1) + 8 = 9
Survival if it's of any use: 1d20 + 8 ⇒ (3) + 8 = 11


Male Human Rogue 4 (HP 23)

perception: 1d20 + 7 ⇒ (1) + 7 = 8


46/46, AC 11

Luce pads softly through the thick underrgrowth, whilst Jerry keeps low upon her back as the branches flick at his face. 'Move quietly, a silent approach may befuddle the other guardians.' he thinks, not daring to speak.

Cautiously he moves further towards the water source, hoping not to lose the cover.

Perception: 1d20 ⇒ 7


Female Tiefling (Motherless) Inquisitor [Sin Eater, Preacher] 4 [HP: 25/28] [AC: 16 | T: 11 | FF: 15]

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

the database reset ate my posts yesterday.. Rerolling

knowledge (nature): 1d20 + 10 ⇒ (3) + 10 = 13

Caladrel shakes his head, "So sad that such a rare guardian of the forest can be corrupted like this. I agree we must take care less we are surprised by more such tainted creatures."

perception: 1d20 + 13 ⇒ (2) + 13 = 15


On the path in front of you, Trina notices a puddle that is unlike the others. It is exceptionally murky, and as you near it, the surface itself rises into a terrible, gelatinous pseudopod. It will be difficult to circumvent this obstacle.

Trina can act in the surprise round. Everyone should roll initiative.


F Elf Alchemist 4 {Init +3; Perception +8 (llv); HP 25/35}

Init: 1d20 + 3 ⇒ (18) + 3 = 21


Male Human Rogue 4 (HP 23)

init: 1d20 + 5 ⇒ (16) + 5 = 21


46/46, AC 11

From atop his mounts back Jerry looks on, altering his weight upon her saddle to edge her forward. Thus his reactions are a touch slow as they crest the rough cover of the shrubbery.

Initiative (Jerry & Luce): 1d20 + 1 ⇒ (6) + 1 = 7


M Elf Druid 4 {AC 19, T 13, FF 17, HP 28/28}

initiative: 1d20 + 6 ⇒ (4) + 6 = 10

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