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Frankie the Flash gets into position to flank with his bestie Denny and stabs out at the bear defensively "Back I say... BACK!" Doing his best 'beast tamer' impersonation from the circus.
Melee +1 Mithril Dagger, Flanking, Defensively (+5AC): 1d20 + 10 + 2 - 4 ⇒ (15) + 10 + 2 - 4 = 231d3 + 5 + 2d6 ⇒ (3) + 5 + (5, 5) = 18
28AC for the round. Also if that is a sneak attack I'll reduce its chance to hit by 2. 4 vs Frankie. Also if it attacks and misses Frankie he'll use Underfoot Assault and move into its space.

Vosk Lazav |

Seeing the battle finally develop into a stand still between Frankie, Meredith, Denair, and the bear, Vosk takes a slow jog over. "Trusting you to finish this up Quang Chi!" he calls down the road as he goes. With the flick of his other wrist, another wand appears in his palm.
________
Maintain Silent Image, move closer to Meredith/Frankie, swift action a wand of Vanish into his other hand. If those rolls down the bear (skeptical, tbh) he'll move adjacent to Meredith and forego the concentration on his Silent Image.

GM Ladile |

Denair delivers a mighty slap to Orange as it gets up close and personal, but as she tries to fly around/over it, the bear gets a chance to slap back!
Orange AoO vs. Denair: 1d20 + 16 ⇒ (5) + 16 = 21
But the bear whiffs by the tiniest of margins!
Failure on that Acrobatics check.
About this time Meredith moves in and the pair are able to flank the creature. Working together, their strikes are true and they're able to bring the bear down! Unfortunately, it too explodes in a shower of gore, splattering poor Frankie who is directly adjacent.
Frankie - Please give me a Fort save.
Quang Chi is then able to put two more arrows into Red, which also pops like the world's biggest pimple in response!
Frankie and Vosk, who'd been planning more defensive and evasive maneuvers, get to breathe a sigh of relief. Well, mostly.
Combat Over!

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Man, I was hoping that would be a reflex save! Shucks.
Fort, Halfling Luck vs pimple juice: 1d20 + 3 + 3 ⇒ (13) + 3 + 3 = 19
Frankie gags a bit when the juice splashes him in the face "Bleh GROSS!" He quickly wipes it away with his shirt sleeve, then backs up in case it does it again.
"Well that was fun, other than that last bit!" He grins and wipes off his dagger and slides it back up his sleeve. "You can stop running logger people, we saved you!" He shouts and waves his arms.

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"Alright! Good job, Denair!" She goes for a high five... only to start wiping the filth off of Frankie. "Ugh, we need new clothes. Again. You okay, Frankie?" Meredith's long arms clean the crud off his back and front without her moving around. Which is kind of creepy, but she doesn't seem to care.

Meredith's Eidolon |

Denair is glad not a lot of grime got caught in her fur, but she is concerned about the loggers. Meredith has Frankie covered.
"We should... we should look for more survivors. What happened here?"

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Vosk's exhortation passes unnoticed as Quang Chi remains deeply in the moment. Only when both bears have popped - (That's not normal!) - does he lower his bow and take in the scene.
"Apologies, ..." he says trying to get the attention of a logger stumbling past. "Where did these creatures come from?"
He doesn't really expect a useful answer - these people are too traumatized for that - but it gives him a chance to observe the man more closely.
Perception: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Heal, Guidance: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

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As the last tainted bear crashes to the ground Annea ends her concentration on the flaming magical orb she had summoned just a few seconds earlier and offers a quick prayer of thanks.
"Oh blessed Goddess... thank you for guiding and protecting us."
As soon as she is done praying Annea quickly goes over and checks those who appear to have fallen to the bears wrath. If any of them are still clinging to life, she will use both magical and non-magical forms of healing.
Heal (Check for any signs of life): 1d20 + 6 ⇒ (19) + 6 = 25
Checking for additional victims.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

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"Why are you always trying to get me to wear new clothes? These are fine, just a bit dirty. I'm sure once they dry they'll be good as new!" With a shake of his head the last few gobs of goo fly off in all directions and he breaks free of the motherly grasp.
He quickly heads over to help calm and reassure the fleeing loggers. Frankie likes to keep people smiling and happy. They are much easier to talk to that way.
"Hey guys, guys? Can you come take a second to talk to us? We're here to help!" Diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33

Vosk Lazav |

Vosk raises an eyebrow at the grooming. "I've magic for just the occasion if you wish to relieve yourself of touching.... that," he offers. When Frankie makes good on his escape, he turns his head to follow him.
"It's true, you know? Your heroes only ask for but a minute of your time!" He says with a smile. He holds it for a moment before letting it fall from his face and beginning to sweep the camp for magic.
________
Auto aid Frankie! Detect Magic around the camp, then take a look in each of the tents.

GM Ladile |
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Hours: 1d4 ⇒ 2
The remaining four survivors - for there is nothing to be done for the two men that fell to the bears - look at each other, clearly wary despite having just been delivered from certain death by your timely arrival.
"Here to help? How do we know you ain't with the-" one of them starts to retort, only for another to suddenly reach over and slap him upside the head.
"Really? You're gonna just look a gift horse in the mouth, Earl? They've got a damned kid with them, for crying out loud! And you think it's a fey trick? Give me a break..."
The man turns back to the lot of you. "Look strangers, I don't know who you are or why you're out here but you saved my life and I ain't gonna question it."
"You wanna know what happened? This camp used to be fifteen men strong until we had a skirmish with a bloody satyr patrol - lost six good men, we did," he scowls as he sits down and leans against a nearby stump. "So Fulch, he sent four of us off to hunt down the ones we missed. Here we are, out tracking these satyrs through the woods, and know what we find? We find a bunch of those crazy druid-beggars! Just out in the middle of the woods, playing gardener and acting like it's the most natural thing in the world to be doing."
He shakes his head. "They're near as crazy as the fey! Guess they weren't in the mood for company because they ran us off. We never did find the rest of that patrol, either, so we had to come back empty-handed. Fulch was as pissed as I've ever seen him..."
There's a pause and then the man's expression suddenly twists into a mask of both fear and sorrow. "And now...he's d-dead. I don't know what it was or where it came from...maybe's a curse of the fey...but nearly all of us that was left, we took sick. Fulch, he died first. The sick were too weak to bury him and the handful that weren't sick were too scared to touch him. He's still over there, in his tent," he points to a tent near the rear of the camp.
"Those what weren't sick, those bears got. Now there's just us four left. Four from fifteen..."
______________
Another post to follow, please stand by~

GM Ladile |

While you listen to the lumberjack's story, several of you also take pains to secure the area as well as examine it for any additional hazards or clues as to what's going on.
Neither Annea nor Quang Chi are able to locate any other men than the four you've just saved, though you do find two additional bodies bearing signs of having been mauled to death - which helps to back up the talkative man's claims. Quang Chi also tries to get a better look at the man's condition but is unable to get a good lead on what manner of illness afflicts him and his companions.
DC 20 Heal to learn more about his illness.
Meanwhile, Vosk makes a sweep around the camp and the tents, searching for magical auras. The four survivors don't appear thrilled with this but are clearly too weak and tired to make much of a protest about it. The four southern tents each hold two cots and unlocked chests containing the lumberjacks’ personal effects — clothing, tools, and mementos of their families. The northeastern tent holds only a single cot, on which a cold, pus-covered body lies. The northwestern tent appears to be used as an office and contains spare provisions, tools, and a desk covered in papers and cheaply-bound books.
Among all of these mundane things, Vosk does find one thing that's rather unusual. In a desk inside the 'office' tent he locates a small pouch that jingles with the sound of coin. But while the pouch itself is fairly small and nondescript, the interior appears much more spacious than is possible and contains a whopping 500 gold pieces. Yet...the bag doesn't radiate a magic aura. But it should, because this is clearly some manner of extradimensional space.

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Annea will proceed over and inspect Fulch's body being particularly careful not to touch anything.
Heal: 1d20 + 6 ⇒ (3) + 6 = 9
Annea looks perplexed, "I have never seen anything like this. I received training in many diseases and both humans and creatures... this is a rather disturbing illness. Do you see the pustules there and there. They look like they could burst at any moment."
Annea leaves the tent and returns to ask some questions of the lumberjacks. If any are injured in any way she will aid/cure them.
"So did I hear you say something about some druids living in the woods? Could you show us where or give us directions to their home?"
If given a chance to examine the magical pouch Annea will do so.
Spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16

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Quang Chi takes a seat on a stump and listens intently to the lumberjack's story. When the man finishes and seems ready to continue, he asks for some further details.
"Apologies, but can you tell us where you found these druids? We would like to speak to them, I think."
Following the lumberjack's answer, he follows up with, "And how are you feeling? Are you feeling any of the sickness like Fulch?"
♫♫♫ He's a lumberjack and he's okay...♫♫♫

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Meredith makes sure Frankie is extra clean after hearing more grisly details. No way is he getting sick over this.
Sounds like Fulch lost himself to revenge... a bitter thought. I gotta make sure I don't do the same. She looks up to the lumberjacks.
"Thank you for your help. This... disease is exactly what we're trying to stop. We heard it's affecting the fey. It's clearing affecting animals. And now it's affecting humans?"
"Falcon's Hallow was unaffected, so far. We need to be careful and make sure this isn't contagious."
She walks up to Denair and begins casting. "It's important we learn everything we can about this disease. Denair, help Annea out."
Meredith casts Lesser Evolution Surge to grant Denair the Skilled evolution, giving her a +8 bonus to Heal checks for the next 6 minutes.
"Are any of you feeling sick? Do you know which way those druids came from? There is a cursed artifact we're looking for, and they may have some leads."
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

Meredith's Eidolon |
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Denair's glad the corrupted bears are gone. She keeps quiet and low profiled as the lumberjacks speak of hunting fey. Especially Earl, who made several glances in her direction before speaking of more fey tricks.
Sigh.
The boss does present a good idea, though. If she can recognize traits in Fulch, maybe she can recognize the same traits with the bears and eventually diseased fey.
She takes a look at Meredith after the spell takes hold. The Long Arm vines really did merge with her arms. She's rejecting them less and less now, like it is a part of her. Meredith's fatigue is all over the place- maybe she should get a full night of sleep after this adventure and not rely on the ring so much.
Frankie is a little grimy, but he's always dirty. No problems here.
So she flies over to Fulch and takes a look with Annea.
Heal: 1d20 + 0 + 8 ⇒ (20) + 0 + 8 = 28 Pfft, didn't even need the spell.
Yup, there's the missing ear. Nixies love a game called LosingAnEarSaysWhat. He must have fallen for it a dozen times before they dealt the ultimate punishment. Idiot.
There's something about this illness that seems... off. She wonders if it is contagious on contact, or touch, or what. The more she can identify in this brief time, the better.

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These men really reminded him of quite a few of Mom's friend's she'd have over from the tavern, kinda rough around the edges. They even talk like them, not like most of the Pathfinders he'd met. "What's a 'druid-beggar'? We saved a druid once from a forest fire, and his pet bear/dog thing.. what was it called again Meredith?"
Frankie takes a seat on his own stump, sure to keep himself at least six feet from the men. He isn't sure why, but he does it anyhow. "You guys want some cocoa? I can make you some if you do." He keeps his own cocoa skin to himself though, looking at them with some concern.

GM Ladile |
1 person marked this as a favorite. |

Try as she might, Annea isn't able to make heads or tails of the disease that clearly claimed Fulch's life, though she does note that the numerous pus-filled boils that cover the body do seem to be the final result of the disease's end stages. Denair, on the other hand, fares much better as she carefully examines the body...
A sinking feeling comes over you as you examine Fulch's body and consider all that you already know and the new information you've learned from the lumberjacks. And you realize that not only must this disease be highly contagious but it also must have a rapid onset time, leading to a progressive wasting of the body. While it's still most deadly to fey and fey-touched beings - such as gnomes - other humanoids will not fare much better.
Type - Disease (injury, inhaled, or ingested)
Onset - 1d4 hours
Frequency - 1/day
Effect - 1 Cha damage on first day, 1d2 Con damage & 1d2 Cha damage each day thereafter
Cure - 2 consecutive saves
Save DC - Fortitude DC 28 (DC 30 for creatures of the fey type, gnomes, and sorcerers with the fey bloodline)
After exiting the former overseer's tent, the witch immediately moves to look the four remaining survivors over. None of them appear injured...but all of them look rather pale and sickly and your worst fears are confirmed when all four of them nod weakly in response to the question posed by several of you - they're all feeling sick and have been ever since the foray out into the woods.
"Aye, I'll take you out to those druids if you think it'll help...but once you're done there, you gotta take me to Laurel's, okay? Me and the others," the most loquacious of the four men pleads. "I don't know that we'll make it back to town on our own, not if there're more fey or crazed critters lurking around out there! But if you'll go with us, we should be able to make it. And if there's anyone in town that can help us, it'll be Laurel. She's the town herbalist, y'know, runs a shop and everything. Her family's been in that line of work for generations so she's gotta know something that'll help!"
He seems pretty sincere. In fact, Frankie knows he's got to be telling truth because neither he nor any of the other three seem interested in the offered cocoa - and no one turns down cocoa when they're feeling fine!
"Th-thanks kid, but I'm really not that thirsty right now," he says with a shake of his head. "Maybe...later, alright? Maybe when we're back at Laurel's."
"Anyway, uh...the druid-beggars, that's just what they are. They wander the woods but sometimes they come into town, too, begging in the town square. Buncha kooks if you ask me..."

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For the sake of clarity: How long of a trip was it from town to the cut yard? It might influence our order of events in dealing with everything going on here.
Frankie's eyes go wide as the men refuse sugary subsistence. "Hrm.. I'm sure we'll be happy to escort you all safely back to town." He shuffles a few extra stumps away and upwind of the sickly and obviously almost deceased men.
"We stopped in her shop! She was nice, smelled kinda funny though." He shrugs and looks to the others.

Meredith's Eidolon |

Carefully, Denair inspects Fulch's body, and the pus filled spores. The good news is that you don't catch the disease merely by touch. Plenty of bad news.
"Annea, don't inhale or eat the stuff. And don't smear it on a recent wound." Denair grabs some cloth and wraps it around her nose. Kind of hard to do when you need to speak out of your snout.
"Okay, it only takes a few hours for the bad stuff to happen. Drains your health and your willpower. Very hard to shake off, especially if you're linked to the First World. Fey, sorcerers, gnomes..." she trails off.
Feel free to read the GM's spoiler for the specifics.
"This can affect everyone. If we don't hurry, these lumberjacks will die or even worse, head to Falcon's Hallow and ruin there, too."

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"Yes, it's best if we take you directly to Laurel's. The last thing you want to do is spread a plague."
"Luckily, we were sent here to stop it. The sooner we find the source, the better. These druids may have a clue. Take us to them."

Vosk Lazav |

With nobody around to tell him no, Vosk slips the Pathfinder Pouch into his robes. This little thing will make an appearance soon enough, no sense in letting any delicate sensibilities deprive us of a little reward!
Good lads, helping us out even though they're going to end up like that guy on the cot! When he gets the chance, he tries to get a word in with the others. "We can't just waltz into town with four people as sick as they are. Once we head back, I say we bring Laurel and a priest out here to help these men," he suggests.
________
Spellcraft, DC 24: 1d20 + 15 ⇒ (9) + 15 = 24

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Annea is genuinely concerned for four men who are obviously in the early stages of the disease, "I know I am not a priest but I do know an elder enchantment that should be able to cure diseases both of the magical and non-magical varieties. I would need one day to prepare and then... I am sorry to say that my powers are somewhat limited and I can only attempt the ritual twice per day."
Annea ponders Denair's description of the severity of the disease and continues, "We do have a problem though, even if I perform the ritual and the Goddess grants me some small portion of her power there is no guarantee that it will work- or it may take multiple attempts before it is successful."
Knowledge (Arcana): 1d20 + 13 ⇒ (7) + 13 = 20 to determine if there are other curative forms of magic that might have a better chance of being effective than Remove Disease (which actually kind of sucks).

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Quang Chi remains seated on his chosen stump as he considers everything that has been said. He realizes that they do not know the name of the most loquacious lumberjack, so he inquires it of the man. After all, if they're taking him deeper into the forest in search of druids, they ought to know how to address him.
"We cannot let this spread like the Orc Flu that swept out of Minkai in my grandfather's time. The Baron makes an excellent point," Quang Chi acknowledges Vosk's comment with a short-bow. "If it has not yet reached Falcon's Hollow, we must not take it there."
"Apologies," he returns his attention to the lead logger, "but we must bring the healers here instead. To protect everyone."
Something else occurs to him, though, something they hadn't pursued before heading out here.
"Was there not also a temple in the town with another healer? We should enlist all aid available, yes?"

GM Ladile |

The scenario mentions that it's 'less than half a day's travel' from your general area to Falcon's Hollow, so I would guesstimate that it took probably 3 or 4 hours to get to the logging camp from town. That'd put the current time around 1 or 2pm.
"Name's Vanick Inor," the talkative lumberjack replies when Quang Chi inquires. At first he seems relieved when it looks like you plan to take him to Roots and Remedies as he asked but then his eyes grow wide and panicked as the consensus seems to shift towards making him - and the others - wait here at the camp for aid.
"No no no, you can't just leave us out here alone like this," he begs. "What if more of those bears show up? Or what if the satyrs come back? I'm probably the only one left with enough strength to heft an axe! And...and you'll be wandering around out here for hours trying to find that grove, you don't know the land around here like I do! Please, just get us back to town in one piece to see Laurel, or even that holy-roller Cirthana, please!"
The question of whether or not to bring the sick men back to Falcon's Hollow isn't the only one that you find yourselves wrestling with. Annea continues to wrack her brain, trying to determine if there's any other means of immediate (or potentially immediate) relief from this horrible disease besides attempting to remove it with magic. While it certainly could work...Denair's description of the disease strongly indicates that it would take a caster more powerful than herself to have a chance of removing it in that manner.
It's under the spoiler Denair got (which everyone may read) but the base save DC for this is a DC 28 Fort or DC 30 Fort for those with the fey type, gnomes, or sorcerers with the fey bloodline.
That said...now that you've gotten more information to go on, it might now prove possible for Laurel to help you in devising some sort of cure for the disease - or for you to help her. And surely by now Serge has had a chance to speak with Lady Cirthana at the Temple of Iomedae - maybe she will be able to lend some sort of assistance as well?
______________
I've seen some mention heading back to town right now (with or without the loggers) and others suggest going to find the druid grove. Which do you do?

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Frankie looks back and forth between the adults, cocoa skin in his face as he drinks and ponders a solution "We need to take them back, they're way too sick! Maybe we can bring them back just outside of town and then the healers can come out and see them." He tries to moderate a solution that best keeps everyone safe.
"We can come back out to find the druids after right?" He suggests.

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Denair runs up to Meredith, but keeps quiet after giving the prognosis.
Meredith thinks carefully. "We need a place in Falcon's Hallow that we can keep you guys in for now. Laurel can look after you, and your family can visit. But we have to make sure this disease doesn't spread. So we'll bring you right outside the town and then talk to Laurel and Cirthana about finding you shelter."
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13
Meredith doesn't want to say quarantine, but she does want a quarantine.

Vosk Lazav |

”I respect your attempt at addressing me by my title, but I am a mere Baronet,” Vosk explains, genuinely pleased with Quang Chi.
”I’ve no qualms with taking them closer, however they do seem eager to show us the way. Who are we to force aid on them? Perhaps a compromise can be reached: they provide us with instructions and we will escort them to the edge of Falcon’s Hollow, where they will wait for the best form of healing available,” he suggests, inspecting his clothes for any bear-bits.

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"Apologies. Taldane is most confusing. I thought Baronette to be a term for females."
He bows along with his apology, but Meredith knows from her bowing lessons that this is clearly not a bow of true contrition. It certainly doesn't help that Quang Chi is smiling when he straightens up.
Bluff, Take 10 to auto-fail: 10 - 2 = 8
"Mister Inor, please gather your men. We will take you to the town and arrange healing. Then you will lead us to the druids, please."

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Rather than debating various permutations of the plan Annea simply agrees, "Right, let's take them back so they can get medical attention then off to find the druids."

GM Ladile |

"Fine, if you'll at least get us back to town then I can give you directions to find the grove from this camp," Vanick sighs, clearly having resigned himself to taking whatever help he can get. "And if you think there's...a big risk to the town, well...there're some empty shacks on the outskirts. Probably won't be much more'n a roof and four walls but we can wait there while you fetch Laurel."
With a rough plan decided upon, you gather up the four remaining survivors from the logging camp and begin to make your way back towards Falcon's Hollow...taking cure to keep a respectable distance from the men, lest you risk infection yourselves. But for at least one of you, it's too little, too late. About two hours in during your trek back, Frankie starts to feel a little under the weather...and when he looks down at his hands, he notices the beginning of what looks like boils or pustules beginning to form.
Frankie, you take 1 Cha damage.
Now, with the stakes being that much higher and more personal, you hasten your steps. By the time you reach the outskirts of Falcon's Hollow evening's long shadows are beginning to form and you know that sunset is only a few hours off. After finding the most suitable hovel available for the sick lumberjacks you (presumably) send one of your number to fetch Laurel - and probably Serge and Lady Cirthana, too. It takes probably half an hour but eventually you've got everyone rounded up and in one place; Serge, Laurel with her medicine bag and a thick, heavy tome tucked under one arm, and another regal-looking woman that you presume must be Lady Cirthana.
"We're here, such as we are," Laurel huffs, glancing a bit awkwardly over at Lady Cirthana. You remember Brickasnurd had mentioned Laurel being the town favorite over Lady Cirthana when it comes to seeking aid for injury or malady and Vanick's insistence on seeing the herbalist over the priestess seems to bear this out. "You say this might be that mystery sickness you were going on about earlier? Have you learned anything else? Every detail is vital if we're going to work out a proper treatment for the sick."

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"Right. Denair and Annea figured out most of the diagnosis. You can't contract it by touch, but don't breathe it, don't eat it. And... watch out for open cuts."
Meredith describes the disease to the best of her ability. "It's... very difficult to get rid of."

Meredith's Eidolon |

Denair has been buzzing near Frankie, talking about the trees and animals nearby.
She takes a close look at hands, and tears off some of her own leaves. She casts [i]prestidigitation[i/] and forms them into thin but flexible gloves. "Here you go, Frankie. Wear this for now. I'll try to make more after an hour, okay?"
She takes Frankie's hand -gently- and walks with him to Falcon's Hallow.

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Annea smiles as Meredith gives her a portion of the credit of having researched the disease and its properties, "You are most kind Meredith, but the lion's share of credit goes to Denair, who as a creature of the First World herself, was able to figure out the nature of the disease."
Addressing Laurel and Cirthana directly, "My knowledge of diseases and medicine crosses both the naturalistic and magical realms and I am sorry to report that even magic, at least at my level of arcane skills, will not be able to cure this affliction. It would take a practitioner much greater than myself to have any chance of curing this disease by magical means."
A few minutes later, "Laurel, can I trouble you for an elixir or tonic that will help stave off the effects of the disease? It might be prudent to prepare an ample supply in anticipation of what might be an outbreak among the human population. I am sure Frankie and the rest of my group would be interested as well."
Bowing before both, "I firmly believe it will take your combined abilities... both from nature and the gods to heal this plague. If I, an initiate of the Goddess, can be of any help to either of you please let me know."

GM Ladile |

After being appraised of the situation - and taking some precautions while examining the ill lumberjacks and the newly symptomatic Frankie - both Laurel and Cirthana return to confer with you privately. And both look quite troubled.
"You're correct in your assessment, Miss...?" Cirthana begins quietly, primarily addressing Annea but also making sure to make the briefest of eye contact with the rest of you. "The nature of this disease is extremely virulent and deadly. It would take a priest or priestess of greater power than my own to have a chance of removing it magically - and I believe you are and I fairly well matched in power, at that."
Laurel nods, her own expression grim. "Aye. Not to say that the power of the gods doesn't have its place, but our best chance for quick, actionable results is to rely on our own knowledge of disease and the land."
"My heirloom recipe book doesn't have the answers to everything, but it does have notes and formulae that have been passed down through my family over the years," the herbalist continues. "Some of us even think it might contain original recipes concocted by the witches of Irrisen themselves. So! It's a good a place to begin as any - but I'll need your help if we're going to whip up that tonic," she nods at Annea.
______________
Another post to follow shortly, please stand by~

GM Ladile |

Though Laurel actually is a skilled herbalist and healer, the fact that this disease is new and unfamiliar means that it's going to be nigh impossible for her to effectively use her Heal skill to treat disease as-is. This is where the rest of you come in.
Laurel starts at a negative modifier on her Heal skill and each successful Aid by one of you knocks off some of the penalty. Some suggestions given to help her out are Craft: Alchemy, Heal, Kn. Nature and Survival but creativity is also encouraged and if you can think of a good application of another skill, please feel free to run with it.
The primary limits here these:
- Each PC may attempt to use more than one skill, but each PC may only attempt to use a particular skill once. So everyone can try using Heal, for example, but only once per person.
- Take 10 is permitted, but Take 20 is not.
- Your target DC to Aid Laurel is the same as the save DC for the disease as appropriate to your race. So DC 28 for Frankie, Quang Chi, Vosk, and Annea but DC 30 for Denair and Meredith due to their fey connections.
______________
Everyone go ahead and give me two skill attempts for now and we'll see how things go.

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Annea will try to use her knowledge of nature and survival skills to identify plants, fungi and other items from the surrounding forest that might possibly aid Laurel in her attempts to heal the lumberjacks.
Knowledge (Nature): 1d20 + 13 ⇒ (16) + 13 = 29
Survival: 1d20 + 8 ⇒ (5) + 8 = 13

Vosk Lazav |

Vosk racks his brain as he flips through Laurel's heirloom recipe book looking for signs of any hidden magic or missed tidbits that could be used to combat the disease, but it is simply not his area of expertise. Blast, dealing with this sort of predicament is the kind of work I outsource to a content expert!
________
Spellcraft: 1d20 + 15 ⇒ (3) + 15 = 18
Arcana: 1d20 + 15 ⇒ (4) + 15 = 19
Holy hell, that's a rockin' DC we've got to hit! At least we have one success so far...

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Well, I can't hit those DCs. I will attempt to aid, though.
GM, can Meredith cast Lesser Evolution Surge to give Denair a +8 bonus for 6 minutes? Can Meredith use Guidance for a +1 bonus for 1 minute?
"All of you are much better at medicines and the natural world than I. But I do know about natural trails- the rarest of plants would grow away from there."
Survival, Aid: 1d20 + 8 ⇒ (15) + 8 = 23
Heal, Aid: 1d20 ⇒ 1
Something about this disease worries Meredith. Maybe it's Denair's vulnerability. Maybe it's the fey community and their level of suffering.
And where did Frankie get those gloves from, anyway?

Meredith's Eidolon |

K. Nature: 1d20 + 7 + 8 ⇒ (15) + 7 + 8 = 30
GM Reroll, if needed: 1d20 + 7 + 8 + 2 ⇒ (13) + 7 + 8 + 2 = 30
K. Nature, Aid: 1d20 + 7 ⇒ (18) + 7 = 25
Heal (Aid): 1d20 ⇒ 9

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Quang Chi quietly flips through the recipe book. So different, and yet some things are the same as back home. This plant, we call it 'Daikitsu's golden ear tips.' What do they call it here? 'Golden abundance' it says. Not a very elegant name. But they are not a very elegant people here. Hmmm, perhaps it might help though.
Kn(Nature), guidance: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
"Meredith, could you help me with something? I would like to try to find some of this 'golden abundance' nearby."
He rubs the wayfinder that Master Kae gifted him as they step out the door together. "Baroness, we will return shortly." he says to Vosk on their way out.
Survival, guidance: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
If Meredith's Aid applies to QC's Survival, then I think we've got a success!

Vosk Lazav |

Vosk sighs at Quang Chi's second, likely intentional, mistake. Why must he be so insolent? I make no attempts to lord my status over my fellow Agents, yet he insists on insulting me. "Quang Chi, again, it is Baronet. Not a female Baron, but a little or lesser Baron," he explains as the man walks out. I'm sure he didn't hear me either.
The large man gives out a long sigh before straightening his ponytail and returning to his fruitless work.

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Frankie can't stop itching his hands. He rubs them together, he rubs them on tree trunks, he rubs them on the soft cool moss when they pass some. "Thanks Denny. I dunno what this stuff is, its worse than poison ivy!" He slides on the little gloves but it doesn't take long for him to wear them out ragged from itching.
When it comes down to helping the healers figure out the tonic, Frankie tries to put his small hands and typically fine motor skills to use. "I can help mix and measure stuff! Oh come on, lemme help!" He tries to help but mostly just follows directions.
Sleight of Hand? DC28: 1d20 + 13 ⇒ (5) + 13 = 18
Heal Aid, DC10: 1d20 - 1 ⇒ (13) - 1 = 12

GM Ladile |

Though some of you are rather skeptical about how helpful you'll be to the process you all throw yourselves into helping Laurel work towards finding or developing a cure or something to help fight this terrible disease. For the fey of the Darkmood Wood! For Frankie! For the people of Falcon's Hollow!
(Admittedly one could make the case that Falcon's Hollow brought it on themselves, but that's neither here nor there, at least at the moment.)
But the going is tough and slow. Vosk wracks his brains and Laurel's recipe book to try and find any useful tidbits or flashes of insight but nothing jumps out at him; this sort of thing is rather outside his usual wheelhouse. Frankie tries to do what he can to help out with the delicate art of measuring out ingredients but he can't seem to put his predicament out of his mind, which makes him more anxious and shaky than you've ever seen him.
Yet for all of the difficulty you face, there is progress. Both Annea and Denair are able to use their respective knowledge of nature's many forms to help Laurel to better understand how the disease functions and how it affects both fey and human.
By my understanding the Skilled evolution can apply to Knowledges and I couldn't find any evidence or arguments to the contrary so yes, Lesser Evo. Surge --> Skilled --> Kn. Nature will work. Guidance spam is also fine.
What's more, working together allows Quang Chi and Meredith to find a patch of golden abundance out in the forest. Some of the notes contained in Laurel's book reference the herb's many restorative properties and having a large supply on hand is sure to prove vital before it's all said and done.
You're also not the only ones working. While the rest of you work more directly with Laurel, Lady Cirthana busies herself with tending to Vanick and the other sick lumberjacks. She fetches water, cleans and dresses any burst boils as best as she can, and otherwise does her best to make them as comfortable as possible. This also affords her a good opportunity to watch for any noticeable progression of symptoms.
______________
Annea & Denair each got a success using Kn. Nature, QC & Meredith together got a success with Survival, and Lady Cirthana gives a Heal success. Go ahead and give me another posting round of up to two skill checks.

GM Ladile |
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By the way, I know that the DC for this is really high. That said, there's a lot of flexibility allowed for skill use in this section. Per the scenario author himself from one of the GM Discussion threads...
Ultimately, PCs should be encouraged to look at their character sheets and see what they're good at, and then find a way to use those skills to help Laurel. If that means they use Survival or Knowledge (nature) to go out and find rare components in the woods, or that they use Perception to help her find a particular reagent that she "just knows she has around here somwhere," or that they use Diplomacy to talk some annoying peasants away who keep coming and insisting to speak to Laurel, or that they use Sleight of Hand to help cut extremely fine slivers of a particular mushroom, or etc., etc., etc., as long as they hit the target DC, they should be able to assist.
So, hopefully the above helps if anyone is having trouble getting creative!

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Sense Motive vs Vosk: 1d20 + 14 ⇒ (12) + 14 = 26
"Meredith, I think I have upset Vosk," Quang Chi confesses as he snips off another bunch of golden abundance. "I made a mistake with his title, then played a small joke, but then made another honest mistake."
He places the sappy cutting into the basket that they borrowed from Laurel before continuing. "Taldane is not my native tongue. But that is no excuse. When I apologize to him, watch the bow I make if you still wish to learn the, mmmm, how do you say, nuances of bowing."
When the pair return with their abundance of golden abundance, the now more humble monk asks Vosk if he may speak to him.
"Deepest apologies, my friend. I did not mean to offend with my jokes and mistakes. I will do my best to address you correctly in the future. Please forgive my bènzhuō de shétou, my 'clumsy tongue.'"
He bows to a full ninety degrees, chest perfectly level to the floor. His hands are flat against the sides of his thighs, and his eyes see only the ground. Vosk, Meredith and the others wait as Quang Chi holds that position for the span of 10 long breaths before he rises.
"Let us now put our energies to helping these men," he finishes and makes his way to where Lady Cirthana tends for the sick. Initially, he intends to help her....
Heal: 1d20 + 9 ⇒ (1) + 9 = 10
...but he soon finds that he is just getting in her way. He steps away to take stock of the situation when he hears a small 'mrrrp' at his feet. "You should not be out here, little one. This place is not safe," he tells Little Guì Fù. She wrinkles her nose at him in the cutest little gesture, head butts his leg, and then runs off back toward town.
Of course! Animals can smell disease! Inspired by his little friend, he calls upon the form of a wolf. His nose extends slightly, and...
Perception, Scent: 1d20 + 15 + 8 ⇒ (19) + 15 + 8 = 42
..he is suddenly aware of the strong, acrid odor of the men's unhealthy tissues. He steps in to point out spots that Lady Cirthana had missed in her treatments.
Wolf Aspect grants Scent. "Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent." This post was inspired by news of NHS trials to see if dogs can be trained to sniff out people infected with the coronovirus.

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"Huh." Meredith tries to study Chi as he bows.
Perception: 1d20 ⇒ 8
He... held it for a while. Something about his... she's not sure. Still, he seemed sincere.
"Alright, let's see what we can do here. Maybe there is another path we can use to harvest."
Survival: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Meredith can't really make heads or tails of the new paths. Maybe that was the only supply of Golden Abundance out here.
She returns to the infirmary and decides to calm the infected down. "Okay, okay. We'll get you through this, no problem. Just relax and breathe. That's it."
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Her words have no effect, though. This is clearly an ordeal she just isn't used to. The land has kept her healthy and hearty.

Meredith's Eidolon |

Denair is busy following Frankie and repairing and replacing his leafy gloves. "Hold on, we don't want the boils to burst everywhere." She lets the leaves contain most of the goo as she replaces them.
Stupid Falcon's Hallow. No way are they gonna take Frankie!
Knowledge(Nature), Aid: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Denair is able to help with the natural effects of the disease.
Performa (Oratory), Aid: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Denair tries to help Meredith and give stories of the fey and how non-violent they are when everyone cooperates. But she's way too forceful.

Vosk Lazav |

Vosk is a little taken aback when he gets such a solemn and formal apology. "All is forgiven Quang Chi. The whole thing is new, is all," he explains. "I don't expect Agents to be treating me much differently than before, however, just some basic acknowledgement would be appreciated. Water under the bridge now though! Let's see what else we can do for these people then."
Seeing as he is mostly useless in helping the sick directly, he turns his attention to Falcon's Hollow itself. Leveraging Laurel's reputation around town, he manages to keep Lady Cirthana's stock of equipment high and fresh.
________
Diplomacy: 1d20 + 18 ⇒ (18) + 18 = 36
Bluff: 1d20 + 18 ⇒ (3) + 18 = 21

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"You need more reagent things for your medicine stew? Frankie the flash is on the CASE!" Frankie drags away a singing Denny to see what they can't come up with from the Gnome's store of goodies...
The pair sneak inside a dusty back room and start hunting for useful stuff! Its like hide and seek but BETTER!
Perception: That's totally gotta be helpful right?: 1d20 + 14 ⇒ (14) + 14 = 28
Disable Device: A dusty old lockbox has just what we're looking for!: 1d20 + 15 ⇒ (14) + 15 = 29