| GM Zoomba |
As the potions are handed out One to Malek and one to ???, unless there are objections?, Shenedryl opens the fallen gnomes mouth and pours the third elixir down his throat. After a moment, the small figure's eyes snap open and he sits up with a gasp as his injuries mend.
1d8 + 1 ⇒ (7) + 1 = 8
Huuuuuuuuh he gasps before looking around. That wasn't the....wait, you're not the,. Who are you all?
Spying the wayfinders dangling from Cerryl and Drukpa, his expression softens. Oh, Pathifnders. Well, just in time. Did you catch those thieves before they got away?
Vello Tiskan
|
Vello nods to the gnome. "Yes. The three are laying flat on their backs over there." He points to their general location.
"Do you know why they attacked you?"
Cerryl Grey
|
Cerryl continues to look through the gnomes garden for any other interesting herbs that would be useful in his alchemy experiments before making a quick look at the gnome.
It seemed they were just interested in your wolf's bane though not sure why they would burn the rest of your garden?
| GM Zoomba |
Rumors of lycanthrope activity always bring ruthless bounty hunters to the region, anxious to kill for coin. And with the rumors of animal-men south of Wispil those types have been flocking here. They were trying to rob me of all my belladonna just before you arrived. I guess they figured if they burned the rest, no one else could get any either. I can’t thank you enough for saving my life and my livelihood.
Falbin stands up and brushes soil from his clothes.
Of course the joke is that there aren't any lycanthropes around. You read the reports I sent back, yes? The druids of Briar Henge have been doing some ritual, and its changing humanoids into bestial mockeries! Their own twisted way of bringing people closer to 'nature'. These animal-men are incredibly tough, with creature-like faces and claws, but silver and belladonna won't do anything special against them. The transformation also seems to cause them to lose most of their wits. I tried to do some more research, and I think longer exposure and closer proximity to Briar Henge is enhancing the effects; I had to evade a trapper who lived only a few miles east of Briar Henge, and she was little more than a raving beast!
Vello Tiskan
|
Vello frowns. "Well. It is good news we won't have to face some werewolves but looks like we have some druids that have gone mad in their belief and taken some down with them."
Pondering for a moment, "I wonder if there would be a way to bring the victims back to sanity and return them to their normal form."
| GM Zoomba |
Well, there's the good news and bad news part. Falbin says to Vello. I’ve done a lot of research, and I’ve learned two important points. First, the effects of the ritual will be reversed if the Atavistic Splinter is removed from Briar Henge before the entire ritual is complete — then all the affected animal-men would return to normal. Otherwise, its a permanent change.
He frowns. But slow as the ritual is, the Briar Henge circle's been at this for a while. If my math is right, it will end at sundown the day after tomorrow. And Briar Henge is almost two days away from here!
Shenendril al-Ranginori
|
"Yes, speed is of the essence!" Shenendril chimes in.
"Can you provide us a map or guide us to Briar Henge?" she asks the gnome.
Before they leave, she'll scoop up the tanglefoot bags.
| GM Zoomba |
Of course! Falbin says, and begins briskly walking to his house. After a few moments he emerges with some parchment and a quill and begins sketching a route while continuing to talk.
Now the trail is fairly good for the first day or so.There’s a small logging camp here you can rest at too. He circles a spot on the trail just before the forest thickens. The loggers there are no friends of the druids, so you’re likely to receive a warm welcome if you mention you’re working against the Briar Henge circle . The Henge itself is another six-odd hours southeast. Narrow paths, but passable. The place itself looks like a palisade wall in a ring, but all made out of thorns. Green stretches maybe twelve feet up? I only saw one break in the wall when I scouted it from afar, but there weren’t any guards though, so that’s good!
He stops his drawing and gives his map a critical glance. Satisfied, he then hands it to Shenedryl. There, that should do it. Oh, and here. I want you to have this. It’s from my own special crop. For saving my life and all.
Falbin also hands you a beautiful flower blooming with large pink petals. He explains that this is a litheria blossom: quite rare, its pollen can help bridge the gap between life and death. Think of it like an inhaled potion/elixir. By removing the pollen and inhaling it (standard action) one creature gains the deathwatch and death ward effects for 10- minutes.
You can ask some more questions if you’d like. Otherwise, you will head out quickly (or later this evening in silly, RL time)
Drukpa Marpo
|
Apologies for being slow to post - real life has intruded the past several days...
As Drukpa's anger subsides his claws gradually recede back into his hands. Hearing Falbin's comments about beast-men with claws and not much wits, he sheepishly puts his hands behind his back and looks here and there.
If no one objects, Drukpa will drink one of the other potions of CLW, which fully heals him of his injuries.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
If any of the miscreants are still alive, Drukpa suggests that they be turned over to the town constabulary for justice with an eye to a Silver Crusade faction mission...
Drukpa Marpo
|
"So what can you tell us about these here Dudes that are living in Briar Patch?"
Vello Tiskan
|
Once Drukpa's question is answered, Vello urges everyone to get a move on. Since they are on a time restraint to save those victims of the druids.
Cerryl Grey
|
Just curious are the beast men more susceptible to anything and/or can we distract them with something.
Kinda speaking to himself.
The fewer we kill the better since the ritual can still be reversed.
| GM Zoomba |
Drukpa could certainly have stabilized the murderous thieves before they passed. And Wispil does have a sheriff and several deputies they could be handed off to.
Falsin strikes his beard. The ones I've seen - and run from? Not sure if they're any weaker. In fact, their skin even looks a bit tougher than normal. But the minds definitely go pretty hard towards the animal side: you might be able to trick or distract them if you can think of a way to get their attention somewhere else.
As for the Briar Henge druids? Oh, people around here try to avoid their type. They were creepy enough even before they started chanting and turning people into pig-people. He snaps his fingers. Oh! They're druids, but I don't think anyone's ever seen them hanging out with a druid pet. Does that help?
----
Whether it helps or not, Falbin knows unfortunately little more that he thinks might help you. So after quickly dropping the would-be thieves/also would-be murderers off with the local authorities, the five of you set out towards the depths of the Verduran Forest, towards Briar Henge.
Falbin's map looks clear enough, though for much of the day it seems mostly unneeded. A well-maintained road winds mostly straight to the southwest. As the hours pass, a tree here and copse there slowly becomes a more and more frequent sight as you head into more wooded terrain. The path is clear of trouble. Or people. In fact, while you walk the whole section of forest seems surprisingly quiet and clear of wildlife.
Drukpa, Cerryl, Malek, and Vello, can you each make me a Fort save (so basically everyone but Shenendryl)
Vello Tiskan
|
Fort Save: 1d20 + 6 ⇒ (12) + 6 = 18
Drukpa Marpo
|
Fort: 1d20 + 4 ⇒ (6) + 4 = 10 uh oh, this could be bad...
| GM Zoomba |
You continue along, wary of the unnatural calm of the surroundings. Still, as you crest a rise and spy the logging camp Falbin mentioned in the distance, none of you spy anything amiss.
...Except for Drukpa. As the nagaji walks, you begin to feel strange. slowly, your skin tightens and toughens, with new scales growing atop the old. Your teeth seem to elongate, while neatly trimmed claws grow out and sharpen into fine points. As you take in the changes twisting your body, your thoughts begin to dull. Looking at the men and woman walking with you, things start to simplify from the nuances of Pathfinding to 'friend' and 'foe'
Drukpa: you currently have the 'Bestial' template.
The good: your natural armor increases by 1, your Con by +2, and you get a bite (1d4) and two claws (1d3) as primary natural attacks.
The bad: these changes are taking a toll on your very psyche. Your thoughts and reactions are becoming more direct, simple, and brutish. You take 2 Int damage and 2 Charisma damage.
As Dukpa's changes are occurring, you see a decent sized-logging camp about 10 minutes ahead along the trail.
Drukpa Marpo
|
I doubt it will matter, but I should have mentioned that I have a +2 on saves vs mind-affecting or poison affects.
As the group walks on, Drukpa's ordinarily dim-witted conversation becomes - if possible - even more simplistic. By the time they near the logging camp, he is grunting and letting his knuckles drag across the ground. Some of his companions might note that he is acting as if he thinks he is a dragon; he frequently flexes his shoulder blades as if he expects to find wings there, and from time to time he breathes vehemently towards his nearest companion, almost as if he expects fire to gush forth.
With a starting INT of 5, 2 int damage is nearly half of his limited brains. Unless you advise me otherwise, going forward I'll be playing him as bordering on animalistic until he is restored.
When Drukpa rages he already gets 2 claw attacks - I assume that these do not stack with (or improve) the claws granted by the Bestial template?
Vello Tiskan
|
Vello approaches the log cabin and calls out, "Hello. Anywhere inside. Falsin sent us."
| GM Zoomba |
A curse/transmutation effect, so the nagaji radials won’t help I’m afraid. And the claws will not stack, though you now have 1d3 claws even when not bloodraging (and presumably higher damage claws when angry)
You approach the logging camp, the slowly setting sun casting a warm glow over the area as you near. A main path runs straight through a small collection of buildings deep in the forest. This place appears to be a successful lumber camp— nearly a small village—but seems abandoned. A few open doors bang softly in the wind, hanging askew on their hinges.
Drukpa
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Malek
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Shenendryl
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Vello
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Vello calls out in the quiet empty town, but his voice only echoes eeriely. Shortly after however, you hear shuffling and rustling by several buildings. Several men are beginning to break from the alleys and hedges towards you - snarling men with furred skin, clawed hands, and roaring slavering maws!
Bear: 1d20 ⇒ 3
Rat: 1d20 ⇒ 3
Cerryl Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Drukpa
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Malek
Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Shenendryl
Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Vello
Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative
Vello
Drukpa
Malek
Shenedryl
Cerryl
Them
New map added. Apparanlty the affliction has also thrown off their reaction times ;)
Shenendril al-Ranginori
|
Ha! Saved by my type. That template would have actually hindered Shenendril. I think it may make Drupka even more powerful.
As they continue their trip, Shenendril begins to worry about Drupka. He'd never been the sharpest arrow in the quiver, but now he seemed incapable of even stringing a simple sentence together.
She had to admit, he did look very much like a humanoid dragon, now, though. And even more dangerous than he had previously.
"Have a care. It looks like the Druids' magic is powerful enough to reach even here," she says quietly to the rest of the group, nodding toward their altered comrade.
She is wary as they enter the village. Everything since they left the gnome's farm has been too quiet and this camp was no exception. It was almost a relief when enemies burst out of hiding at them. And how often did she have a chance to use her bow without having to be careful not to hit her comrades.
She takes a step to the side, drawing bow and arrow and firing at the wolf thing across the fountain from her.
Longbow: 1d20 + 3 ⇒ (1) + 3 = 4
Arrow: 1d8 ⇒ 7
Drukpa Marpo
|
Is this a new day from our earlier fight? (Drukpa used one round of rage during that fight so just asking if I should reset my counter).
Also, when you have GM spoiler tags as in the post above, are these secret or should we look at them?
The sight of these bestial foes sends Drukpa into a snarling, draconic rage and he moves forward towards the nearest one, drawing his bardiche as he does. @GM, if you think a 5 INT character with 2 points of INT damage would not be smart enough to use his weapon, I'll accept that. I have some doubts myself, but ultimately decided that, as a trained warrior, use of his weapon is pretty second-nature to him by now.
Attack, bloodrage: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d10 + 10 ⇒ (9) + 10 = 19
Cerryl Grey
|
Sorry for the delay in posting work has been a little crazy the last couple weeks. Going back in time slightly before the combat.
Seeing Drukpa start to change Cerryl casts Detect Magic just to make sure that there isn't a localized source.
Would be good to incapacitate any beastmen we see since there is a chance the process can be reversed.
However, upon seeing the current ones charging at the group.
Maybe a little too much to hope to stop them without killing them. Guess lets finish the one that has the arrow sticking out of it.
Casts Force Missile at the same one Malek attacked.
Force Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Vello Tiskan
|
Vello moves to a position to better take aim at the raging beastmen as the come forward. "Unfortunately, I don't think we have the option to knock them out without getting ourselves killed."
Double Move
| GM Zoomba |
Before combat Drukpa's transfromation unnerves the party, but Cerryl can't detect any simple source targetting the nagaji. Instead, a faint transmutation aura lingers in the air, currently radiating especially heavily on the bloodrager. Which in its own way is only more concerneing: the warping magic is everywhere.
And still the same day as the garden fight.
---
As the bestial loggers break from their cover, the party reacts quickly. Falbin seems to not have been lying about the magic affecting their wits, as the 'ambush' prepared for you has left the attackers far too spread out across open ground. Shenendryl fires across the way, missing, but Maelk and Cerryl cooperate to injure a boar-like figure as it charges towards the mage.
Would be good to incapacitate any beastmen we see since there is a chance the process can be reversed.
Unfortunately, Drukpa reacts almost as instinctively as the loggers, eschewing subtlety for a savage slash that drops one of the men where he stands.
Drukpa, I'm going to say yes you can still wield a weapon at Int 3, as your training causes you to be very familair with it. However, you won't be able to do anything fancy with it
Initiative
Vello
Drukpa
Malek
Shenedryl
Cerryl
Them: ('boar' -5hp, 'wolf, bleeding unconscious -19 hp)
Vello Tiskan
|
Vello conjures up his cold blast and sends it streaking toward the 'boar'.
Cold Blast (Range Touch) vs Boar: 1d20 + 3 ⇒ (20) + 3 = 23
Cold Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Critical Threat: 1d20 + 3 ⇒ (2) + 3 = 5
Critical Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Drukpa Marpo
|
Drukpa roars with anger and the bloodlust of the fight, quickly moving towards his next foe.
attack: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d10 + 10 ⇒ (8) + 10 = 18
... but in his befuddled state he barely remembers how to swing his bardiche.
Cerryl Grey
|
Glancing over his shoulder while the boar rushes towards him.
Honestly this is more of an insert 4 letter word.This is not where I want to be.
Before making a quick side step in hopes that the boar will just rush past him; Cerryl calls out while casting another force missile at the boar in his face.
Tanglefoot...Tanglefoot
Force Missile: 1d4 + 1 ⇒ (3) + 1 = 4
Shenendril al-Ranginori
|
Shenendril pulls out one of the tanglefoot bags she picked up from the raiders back at the farm and hands it to Belthelgior.
She then follows Malek's lead, drawing another arrow and sending it hurtling toward the boar.
Longbow: 1d20 + 3 ⇒ (1) + 3 = 4
Arrow: 1d8 ⇒ 1
Wow...two 1's to hit in a row. Maybe Shenendril doesn't know how a bow works...
| Belthelgior |
Belthelgior looks at the bag it's been handed, then at the two remaining beastmen. He peeps out a protest but then visibly gathers up his courage and springs into action.
He darts out, skimming across the surface until he is 10' away from the wolf (cat?) man and flings the bag. He barely waits to see the results before turning around and dashing back to hide in Shenendril's hair.
Tanglefoot Bag vs. Touch: 1d20 + 7 ⇒ (16) + 7 = 23
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed.
| GM Zoomba |
stable: 1d20 + 2 ⇒ (11) + 2 = 13
bear reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Assuming the tanglefoot bag was on the creature towards the bottom of the map: the 'bear'ish one.
With the feral loggers among them, the party begins to pull back while still peppering your attackers. In a panic, several shots and swings go wide. But Shenendryl's nervous elemental companion manages to lands it's bombing of one of the loggers, we seems stuck fast in place.
The creature, looking quite bear-like, roars and tries to break free of the sticky morass, but only entangles himself further. Meanwhile, the other logger steps towards the mage blasting him with force missiles and mauls at him in a frenzy of claws and bites.
'bear' Str: 1d20 + 2 ⇒ (5) + 2 = 7
'boar' claw 1: 1d20 + 3 ⇒ (19) + 3 = 22 for damage: 1d3 + 2 ⇒ (1) + 2 = 3
'boar' claw 2: 1d20 + 3 ⇒ (12) + 3 = 15 for damage: 1d3 + 2 ⇒ (1) + 2 = 3
'boar' bite: 1d20 + 3 ⇒ (10) + 3 = 13 for damage: 1d3 + 2 ⇒ (2) + 2 = 4
Initiative
Vello
Drukpa
Malek
Shenedryl
Cerryl -10 hp
Them: ('boar' -13hp; 'bear' entangled, stuck; 'wolf, unconscious -19 hp)
Shenendryl, as you fmailair is interacting in combat, could you place it on the map please?
Drukpa Marpo
|
Drukpa once again attempts to clobber the stuck bear with his bardiche.
attack: 1d20 + 9 ⇒ (4) + 9 = 13 I'm guessing that would normally miss but maybe with him being entangled it will hit?
damage: 1d10 + 10 ⇒ (7) + 10 = 17
If this drops the bear-man, Drukpa will move north to engage the boar.
Cerryl Grey
|
While being mauled by the boar; Cerryl again attempts to gain a little more distance.
5 Ft. step away from the group and the boar.
Praise Desna for her mercy in the little guy having a good aim.
Now if only this guy will fall cause I won't survive another round of going toe to toe with him.
While thinking this Cerryl launches another Force Missile at the boar that is determined to send Cerryl to an early grave.
Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Vello Tiskan
|
With the bear entangled, Vello decides to continue to focus on the boar and sends another cold blast of energy at the boar.
Cold Blast (Range Touch) vs 'Boar': 1d20 + 3 ⇒ (4) + 3 = 7
Cold Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Shenendril al-Ranginori
|
Seeing that Belthelgior did a fine job with the bear man, and suspecting that their own dragon man would chop him down soon enough, Shenendril also focuses on taking out the boar man who is harrying their wizard.
Longbow: 1d20 + 3 ⇒ (7) + 3 = 10
Arrow: 1d8 ⇒ 6
| GM Zoomba |
Third time proves to be the charm for Shenendryl, whose aim improves significantly…and still goes wide. But only a bit this time! She’s not alone: Vello and Malek fail to strike their targets too. Drukpa also delivers a wild swing, but as its unable to dodge out of the way his target takes a hard hit from the polearm and slumps over, blood mingling with the sappy glue below him.
Panicking, Cerryl backs up and launches yet another burst of force at the snarling snout in front of him. The pig-man grunts in pain but steps forward to pursue, taking a lunging bite at the wizard…
Attack: 1d20 + 3 ⇒ (1) + 3 = 4 for damage: 1d4 + 2 ⇒ (1) + 2 = 3
…before slumping over, unconscious.
COMBAT OVER!!!
Cerryl -10hp
Drukpa Marpo
|
With the battle over, Drukpa's rage fades and he feels - at least for a short while - terribly tired. Once he catches his breath, however, he approaches each of the fallen enemies and sniffs at them.
Drukpa doesn't actually have any abilities related to scent, but it seems like an appropriately bestial thing to do...
Shenendril al-Ranginori
|
Shenendril looks at her bow accusingly, as though blaming it for her bad aim. She is rather impressed by the pig-man's ferocity and dedication in literally fighting himself unconscious.
She crosses over to Cerryl, drawing her wand as she moves. It takes little to activate the power in it.
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
Good Cerryl or you want another hit?
"Can anyone tell if any of them need to be stabilized? I have a spell, but don't want to waste them on someone who doesn't need it."
Vello Tiskan
|
Vello goes around to each beastman and sees if he can stabilize them.
Heal (Stabilize) DC10 vs Bear: 1d20 + 1 ⇒ (3) + 1 = 4
Heal (Stabilize) DC10 vs Boar: 1d20 + 1 ⇒ (6) + 1 = 7
Heal (Stabilize) DC10 vs Rat: 1d20 + 1 ⇒ (9) + 1 = 10
"I could only stabilize the rat-looking one. The others were beyond my skill which isn't much."
Cerryl Grey
|
Collapsing to the ground after the boar's last attempt.
That was close...Hmm...Mage armor is looking like I need to add it to the spells tonight.
After receiving the wand charge.
Think that should be good though next time I will let someone else volunteer to be the chew toy/scratching post/what ever a boar does...Though it maybe worthwhile to stabilize all of them and then get out of here before more arrive.
Seeming to think it over a little more.
Oh meant to say something after Drukpa's slight transformation but it appears the reach of the druid's spell is increasing...was originally thinking it was a targeted effect based on the briefing.
Taking a few more minutes to regather himself before standing up.
Guess lets see if there is anything useful or interesting in this outpost before we move on.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Just wondering how long are we assuming based on the Gnome's information was the trip time was from the outpost to the goal.
| GM Zoomba |
Bear: 1d20 + 2 ⇒ (11) + 2 = 13
Bear: 1d20 + 2 ⇒ (16) + 2 = 18
Contrary to Vello's confident statement, by the time Shenendryl manages to reach each body the sylph finds all three bestial loggers bloodied and out, but stable for now.
Searching around the camp nervously, Cerryl finds no signs of more of the loggers who once lived and worked here. Whether they also transformed and moved into the woods or fled at the sight of their companions is unclear. But whatever happened most of the camp left quickly: the mage finds in one of the buildings a paybox still lying open with over fifty gold pieces in the till.
Per Falbin's directions, form here Briar Henge is another 8-10 hours away 'as the feet walk'. Pressing on would mean entering the thicker forest in rapidly approaching night, and after a days journey already further travel would become a forced march before too long.
Cerryl Grey
|
Glancing up at the sky and consulting his notes.
On second thought it maybe best to camp here for the night...though may want to find some rope to tie up our friends here just in case they regain awareness.
At least this will give me a chance to refresh my spells.
Which building do yall think we should camp out in...Think I want fewer windows/doors so we cant be surrounded as easily...Guessing we will need to set a watch also for the night?
Malek Huk
|
I will be first on the watch if you all are OK with that!?"
Before everyone goes to sleep, Makel will check that there are no fresh traces around.
survival: 1d20 + 4 ⇒ (2) + 4 = 6