GM-JZ |
No, lady, I meant I spread the name Duristan Silvio Ariseir wherever I go. In both word and deed so that all will know there is not a creature that cannot be hunted by my bow or blade! he says with a wide, amiable grin.
But my accomplishments must pale into insignificance to yours of course, real adventurers! My, my!
Vermundr |
"We don't have a title for our band", Vermundr growls in frustration. "But it would have something to do with the Lorrimor family name", he adds quietly.
"Tell us more about this werewolf you're hunting. Has he hurt someone? Stolen livestock? Is he a pureblood?"
GM-JZ |
The werewolf tribes in this region are savage and rampant. They are Beasts of the highest order but they are a most excellent quarry!
A party from the Lodge were out hunting a magnificent stag yesterday afternoon and they came upon it flayed and torn. Delgros is going to lead us to the kill site to see if we can track them!
Although young, perhaps in his mid twenties, Duristan has thinning brown hair and a plain face. He wears a large wolfskin cloak and wears an elegant rapier at his belt.
Hazel Stokes |
Hazel glances over her shoulder at Vermundr and the others and then gives a small shrug. She knew they likely wouldn't get inside the Lodge without humoring Duristan for at least a little bit, but she also knew some of the others might not be keen on hunting for sport.
_______
Hazel is prepared to go with Duristan to humor him but I'm giving everyone else a chance to weigh in first!
Vermundr |
Vermundr grunts in agreement.
Zed Ulmin |
Zed detaches himself from the shadows and speaks for the first time. "We will accompany you." If it's a rampant evil werewolf, they will need our help. If it is an innocent bystander, we will need to protect them. Either way we should go.
Hazel Stokes |
"No, just some web-spewing little gremlins," Hazel replies as they fall in line with Duristan's group. "But we did come across a pretty gruesome thing in a clearing not too terribly far from here - a man, lashed to a great tree with a silver hunting knife buried in his chest," she says, grimacing as she recalls the grisly scene. "His jaw was broken too, I guess so they could stuff those flowers in his mouth. I'm guessing he was a werewolf...or suspected of being one, anyway."
Now she turns a rather appraising look on the nobleman. "Was that your group's doing or are there other people out here hunting werewolves?"
GM-JZ |
Duristan lights up at talk of the slain man.
My trap! Did it work, were there other werewolves around it? Ingenious, I thought, and it'll show those other beasts that there is a master hunter on their trail. Haha!
I flushed that one out away from his pack, tracked him for miles through the woods before I cornered him. Werewolves are fearsome but to a silver blade and an iron will they are just a fantastic quarry - a deadly but wonderful quarry.
Web-spewing gremlins! Wow! The life of an adventurer must be truly wondrous!
With every small insight into your escapades he seems to become more enraptured and impressed.
Hazel Stokes |
Did this clown seriously manage to kill that man?
Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17
"Well! You seem to know a lot about werewolves, or at least the ones living around here," Hazel replies, trying to sound impressed. "Have they been causing any trouble lately - I mean, more than they usually would?"
Vermundr |
"I don't know that I'm convinced these werewolves need hunting", Vermundr says in agreement with Hazel, voicing his complaint. "Other than sport, why are you hunting them?"
GM-JZ |
Duristan looks confused as if the need to hunt was an end in and of itself. He looks as though he is about to speak, concerned that he might somehow have offended his new adventurer friends.
At this point the trail leads to a small clearing, where the trampled ground and snapped brush shows signs of a great struggle. The soil is soaked with blood, and more has splashed upon the tree trunks and leaves. Despite the telltale evidence, Delgros' jaw drops and his eyes dart wildly with shock at the situation. It's gone! he cries.
Duristan lights up immediately.
A werewolf kill site! Unmistakable!
GM-JZ |
He dismounts quickly and starts moving this way and that, examining tracks and drag marks.
Whilst it's true that the werewolf tribes have attacked and killed travellers in these woods, either devouring them or turning them into their kind, I must confess it is the sport for which I hunt them rather than any sense of justice. Imagine a creature with the strength and savagery of a dire wolf but the cunning and intelligence of man! A truly worthy adversary. he replies.
He pauses haltingly and says;
It is a shame you do not share my passion but I would be glad to host you at the Lodge nonetheless. But for now, I want to find this stag!
Constantin Ionescu |
"We have never had the opportunity to do battle with an actual werewolf," says Constantin, "though we have dealt with all manner of other strange beasts and undead. If a stag-hunt is to your appetite at this time, of course, I will not look askance at venison and an invitation to the Lodge!"
Zed Ulmin |
Zed decides that it's time to stop dancing around the question. "Duristan. Have you ever considered the possibility that there can be a werewolf who wants to live in peace?" He steps forward, bringing his own face more into the light. "We don't all choose how we're born, it's what we do with our lives that determines who we are."
GM-JZ |
Duristan looks confused at the question. He sees Zed's pale and pallid demeanour but if he can identify the inquisitor's lineage he doesn't let on.
Rather he replies:
They are animals. he shrugs, Apex predators with all the cunning of man but none of the compunction. I came here to test myself against the best, having hunted every other animal you can name.
I never seen one.Delgros offers. But I seen enough of what they leave behind. Bodies torn apart not for food but for fun. Or maybe cos they came to close to their grounds who knows? the woodsman shrugs as he scours the grounds for signs of exactly what transpired here. I don't share 'my lord's' fascination with hunting 'em, but you won't see me cryin' over 'em either.
Anyone helping to determine what happened here?
Vermundr |
Satisfied enough with Delgros's answer for the time being, Vermundr gets to business studying the site of the 'werewolf attack'.
Profession (trapper): 1d20 + 7 ⇒ (13) + 7 = 20
Survival: 1d20 + 10 ⇒ (15) + 10 = 25
Hazel Stokes |
Hazel frowns, filing away her impression for a later time when it can be discussed privately. "I won't lie, everything I've ever heard about werewolves pretty well matches up with what Delgros is saying," she admits. "But Zed's got a point - anything's possible and it could be that there's werewolves out there that try not to hurt anyone and just want to be left alone."
She looks around at the blood-spattered ground and sighs. "That's not really a good debate to be having right here and now, though. Let's see if we can learn anything about what happened here..."
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Survival: 1d20 + 6 ⇒ (5) + 6 = 11
GM-JZ |
Mmmmhmmmm... Duristan says distractedly, bending down to examine an area of flattened grass and broken shrubbery.
The trail leads this way. Vermundr and Delgros agree.
Duristan pushes back the bushes and follows in, happy to lead and actaully displaying some skill at tracking to back up his hunting claims.
The tracks that Vermundr and Delgros identify are not consistent with normal lycanthrope hybrid prints, seeming more like dire wolf tracks, though with strange elongated claws.
The bushes part into a second clearing, this one occupied by a trio of hugely fat snuffling boars that dig hungrily into the carcass of the great stag Duristan has been looking for.
They look up angrily with blood covering their tusks and snouts, beady eyes fixed on the interlopers.
Kazamir Rhuul |
Side question (That I apologize I did not have time to frame this weekend.) Is lycanthropy itself illegal or usual grounds for kill-on-site in Ustalav? If it helps:
Lore:ustalav: 1d20 + 1d6 + 14 ⇒ (17) + (4) + 14 = 35
GM-JZ |
Interesting question. I think it's treated as a disease in more civilised parts. But don't forget that Ustalav is an incredibly superstitious and fearful place. In the vast majority of places, werewolves would be seen as nothing more than monsters to be eradicated.
You're as likely to find werewolf hunters as vampire hunters and in most instances no one would question a wolf hunt.
GM-JZ |
Vermundr: 1d20 + 0 ⇒ (16) + 0 = 16
Vala: 1d20 + 2 ⇒ (10) + 2 = 12
Constantin: 1d20 + 1 ⇒ (8) + 1 = 9
Kazamir: 1d20 + 0 ⇒ (6) + 0 = 6
Hazel: 1d20 + 3 ⇒ (15) + 3 = 18
Zed: 1d20 + 5 ⇒ (10) + 5 = 15
12.6
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (11) + 4 = 15
12
Round 1 - Heroes
Map to follow, three Dire Boars about 30 feet ahead.
Zed Ulmin |
Zed glances around at the party, then rolls his eyes. At least we will eat well tonight. He draws his weapon and suddenly shatters his quiet demeanor. "BURN SWINE!"
Intimidate: 1d20 + 13 ⇒ (17) + 13 = 30
Fire Damage: 1d10 ⇒ 9
Casting Blistering Invective on all of the boars. If the intimidate check is successful, they are demoralized and take 9 fire damage. Then they must make a DC 14 reflex save or catch on fire.
Valavastra Cross |
As the boars wheel around and turn on the group, Vala throws her hand out and conjures up a cloud of scintillating motes to rain down amongst the boars, threatening to rob the angry beasts of their vision. "Not today!"
glitterdust, Will Save DC 17 or blinded!
10ft radius spread, would like to get all 3 boars if possible!
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: Hazel
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 17: glitterdust [X], lesser restoration* [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: fly [ ], lightning bolt [X], locate object* [ ], spiritual weapon (extended) [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [ ], spiritual ally [ ]
Ongoing Effects
glitterdust: 1/7 rounds
GM-JZ |
Yeah you'll get them all. I'm away for a long weekend so may not have the time to get a decent map together but it shouldn't matter if these glitterdusts land.
Will save: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
Will save: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Will save: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Well.... who knew boars were so resistant
Boar 3 is blind. All of them are shaken and on fire
Vermundr |
Vermundr conjures a ward and steps into position alongside Constantin to intercept the monstrous boars when they charge.
Shield. Move to stand adjacent Constantin they have to run into his spear.
GM-JZ |
Duristan rips his rapier from his belt, cursing the lack of a boar spear. He drops into a low fencing stance that suggests either he has some skill with the blade or at least is able to pretend that is so.
Delgros pulls his bow from his back and fires quickly at one of the beasts but the arrow flies wide and he growls in frustration.
Delgros: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Damage: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10
GM-JZ |
Round 1 - Enemy
Wreathed in flame, the boars screech horribly. They run around the clearing almost aimlessly, rolling in the bloody grass every now and then trying to put the flames out.
Is it a full round to extinguish automatically or does it require a reflex save?
Ref: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Ref: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Ref: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Round 2 - Heroes
Zed Ulmin |
They must make a DC 15 reflex save to put out the fire which takes their turn, but rolling on the ground gives a +4 to the bonus. However they should take the fire damage at the beginning of the round before they can do that.
Fire Damage: 1d6 ⇒ 2
Vermundr |
Vermundr closes on the nearer of the panicked boars and takes a mighty swing with his two-handed blade.
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage (arcane strike): 2d6 + 6 + 2 ⇒ (5, 5) + 6 + 2 = 18
Bodyguard Rolls: 3d20 ⇒ (3, 5, 1) = 9
Valavastra Cross |
Vala adds her own flames to Zed's, conjuring a dancing tongue of fire to hand before hurling a stream at the distant, screeching boar.
Produce Flame: 1d20 + 5 ⇒ (3) + 5 = 8for: 1d6 + 5 ⇒ (5) + 5 = 10
Ranged Touch vs Red
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: Hazel
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 17: glitterdust [X], lesser restoration* [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: fly [ ], lightning bolt [X], locate object* [ ], spiritual weapon (extended) [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [ ], spiritual ally [ ]
Ongoing Effects
glitterdust: 1/7 rounds
produce flame: 1/8