
Grokar |

Grokar stands quiet and surly listening to the task at hand. As if in a trance he says little and is instead thinking of how funny it is that they seem to be caught up helping the fey, but hey it it pays he doesn't mind cracking some skulls. "sorry ma'am, I am Grokar Shaman of my own tribe. I will help." the words come out choppy as if he is unsure of himself as he speaks.

Lady Cirthana of Iomedae |

"Grokar Shaman, thank you for helping in this investigation." She addresses the group "I know that you adventure for glory, but mostly for the rewards. I am certain Syntira will reward you with all she can, as will I. The church is not wealthy, as you know, but I will come up with what I can."
Cirthana leads you out back. Jardregg and Kibbo are trying to do something with a dark brown pony, who is just standing there ignoring them. It is saddled and bridled. Cirthana puts some hay in the saddle bags. "There. Rhen Vemsa, your mount awaits you. Gentlemen, please excuse me as I have duties to attend to. May Iomedae be with you."

Igar The Terrible |

After hours of travel, you enter the woods. The light in Darkmoon Wood is dim under the thick forest canopy, and an eerie mist blankets the damp forest floor. A humble cutyard fills this manmade clearing. Thick darkwood stumps cover the ground and the scent of sawdust lingers in the air. Two rows of tents line a central path strewn with abandoned axes, saws, chains, and coils of rope. Over the unnatural silence of the forest, sounds of terrified screaming and ripping canvas carry from the far side of the camp. Two lumberjacks are behind the wolves on the ground and not moving.
roll initiative
Grokar 1d20 + 4 ⇒ (13) + 4 = 17
Mox 1d20 + 3 ⇒ (15) + 3 = 18
Bulgard 1d20 + 4 ⇒ (7) + 4 = 11
Rhen 1d20 + 4 ⇒ (17) + 4 = 21
lumberjack white 1d20 ⇒ 1
lumberjack red 1d20 ⇒ 10
lumberjack green 1d20 ⇒ 8
lumberjack black 1d20 ⇒ 11
lumberjack blue 1d20 ⇒ 5
lumberjack grey 1d20 + 10 ⇒ (10) + 10 = 20
dire wolf plague zombie 1d20 + 1 ⇒ (6) + 1 = 7
dire wolf plague zombie red 1d20 + 1 ⇒ (19) + 1 = 20
Round 1
Rhen <====
Lumberjack grey, dire wolf plague zombie red
Grokar, Mox, Bulgard and Khador, Lumberjack red, lumberjack red, lumberjack green, lumberjack black,
dire wolf plague zombie
lumberjack blue, lumberjack white

Igar The Terrible |

A lumberjack moves to the huge zombie wolves. He swings a greataxe at the first wolf.
PA greataxe v AC 13: 1d20 + 10 - 2 - 1 ⇒ (6) + 10 - 2 - 1 = 13
damage: 1d12 + 6 + 6 - 1 ⇒ (6) + 6 + 6 - 1 = 17
He cleaves the second wolf
PA greataxe v AC 13: 1d20 + 10 - 2 - 1 ⇒ (15) + 10 - 2 - 1 = 22
damage: 1d12 + 6 + 6 - 1 ⇒ (3) + 6 + 6 - 1 = 14
The wolf attempts to bite and slam the logger
bite: 1d20 + 9 ⇒ (9) + 9 = 18
slam: 1d20 + 9 ⇒ (19) + 9 = 28
slam damage: 1d8 + 5 ⇒ (4) + 5 = 9
Grokar, Mox, Bulgard and Khador, Lumberjack red, lumberjack green, lumberjack black <=======
dire wolf plague zombie
lumberjack blue, lumberjack white

Mox Decker |

Mox strides forward, pulling his crossbow from his belt. He positions himself against a stump and scans the group of combatants with his Soul Seer ability.
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch (https://www.d20pfsrd.com/magic/all-spells/d/deathwatch) at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Igar The Terrible |

Mox senses nothing near death within 30 feet of him. Three lumberjacks (red, green, and black) flee into the woods. Bulgard moves to get a clear shot the forward wolf. Khador moves into a position to protect Bulgard. Bulgard lets two arrows loose.
arrow: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
arrows damage: 1d8 + 3 ⇒ (2) + 3 = 5
arrow: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
arrows damage: 1d8 + 3 ⇒ (1) + 3 = 4

Grokar |

Grokar runs forward to aid the lumberjacks, but is too slow to get all the way to them as he charges he raises his Becky and screams "We kill them all!" Not the most unique battle cry, but it does the job every ally within 30 ft receives a +1 to attack and damage rolls.
Battle Spirit 1/2 rounds

Igar The Terrible |

A wolf bites and slams at the lumberjack in white.
bite: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d8 + 5 ⇒ (5) + 5 = 10
slam: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 5 ⇒ (2) + 5 = 7
The lumberjack in white goes down stained in blood.
The lumberjack in blue flees into the woods.
Round 2
Rhen <====
lumberjack in grey, dire wolf plague zombie red
Grokar, Mox, Bulgard and Khador
dire wolf plague zombie
lumberjack white

Igar The Terrible |

The red zombie wolf moves 5 feet, flanking the lumberjack in grey. He bites and slams the prone lumberjack in white.
bite: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d8 + 5 ⇒ (4) + 5 = 9
slam: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d8 + 5 ⇒ (1) + 5 = 6
Pieces of the lumberjack in white fly in every direction.
The lumberjack in grey swings his greataxe at the red wolf
PA greataxe v AC 13: 1d20 + 10 - 2 - 1 ⇒ (4) + 10 - 2 - 1 = 11
damage: 1d12 + 6 + 6 - 1 ⇒ (4) + 6 + 6 - 1 = 15
He misses the wolf
Round 2
Rhen
lumberjack in grey, dire wolf plague zombie red
Grokar, Mox, Bulgard and Khador <====
dire wolf plague zombie

Igar The Terrible |

As if one, Bulgard and Khador move closer to the undead targets. You notice that the husks of these wolves have been stuffed with bright red flowers.
1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage: 1d8 + 3 ⇒ (3) + 3 = 6
1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage: 1d8 + 3 ⇒ (8) + 3 = 11
A bolt and two arrows miss their targets.
Round 2
Rhen
lumberjack in grey, dire wolf plague zombie red
Mox, Bulgard and Khador
Grokar <====
dire wolf plague zombie

Grokar |

Grokar steps forward and bellows swinging Becky in a huge arc down at the red wolf. 5ft NW
Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 6 ⇒ (9) + 6 = 15
His battle cry stays in effect and all who hear it continue to be bolstered.
+1 att and dam ends at the beginning of my next turn

Igar The Terrible |

Grokar removes a good portion of the red zombie wolf.
The other wolf attacks the lumberjack in grey.
bite: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
damage: 1d8 + 5 ⇒ (8) + 5 = 13
slam: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
damage: 1d8 + 5 ⇒ (7) + 5 = 12
The wolf fails to penetrate the lumberjack's armor.
Round 3
Rhen <====
lumberjack in grey, dire wolf plague zombie red
Mox, Bulgard and Khador, Grokar
dire wolf plague zombie

Igar The Terrible |

The lumberjack swings his greataxe with deadly intent at the farthest wolf.
1d20 + 10 - 2 - 1 + 1 ⇒ (14) + 10 - 2 - 1 + 1 = 22
damage: 1d12 + 6 + 6 - 1 + 1 ⇒ (2) + 6 + 6 - 1 + 1 = 14
He takes a 5 ft step. The wolf is in tatters.
The red wolf takes a 5 foot step and attacks the logger
bite: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d8 + 5 ⇒ (1) + 5 = 6
slam: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d8 + 5 ⇒ (6) + 5 = 11
confirm: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 5 ⇒ (2) + 5 = 7
The lumberjack takes another 18 hps of damage
Bulard lets off two more rounds
1d20 + 8 - 2 + 1 ⇒ (13) + 8 - 2 + 1 = 20
damage: 1d8 + 3 ⇒ (2) + 3 = 5
1d20 + 8 - 2 + 1 ⇒ (16) + 8 - 2 + 1 = 23
damage: 1d8 + 3 ⇒ (6) + 3 = 9
As the second arrow hits it, the red wolf explodes, leaving a cloud of white dust. The adjacent logger is engulfed and the cloud quickly dissipates.
Round 3
Rhen
lumberjack in grey, dire wolf plague zombie red
Bulgard and Khador
Mox, Grokar <===
dire wolf plague zombie

Grokar |

You kill good the half orc exclaims moving forward again and swinging at the creature.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Confirm: 1d20 + 7 ⇒ (11) + 7 = 18
Crit Damage: 2d10 + 10 ⇒ (8, 8) + 10 = 26
Mox still gets a +1 to attack and damage if within 30 ft but then it's done.

Seldlron |

With the threat gone, the lumberjack drops to a knee and leans on his greataxe. Looking up at you he addresses the group. "Your timing is...I know you...Yes, I attempted to make your acquaintance at the Sitting Duck. Kitani was with you. I am Seldlron. two Ls, no I, font makes it difficult. I work for the consortium. They send me out to keep safe whoever needs protection. What in the world brings you to this cursed site? Did the consortium hire you too?"
Seldlron is sweating profusely. He has small white pustules on all of his exposed skin.
"Those flowers stuffed in the zombie wolves grow at a farm run by cultists." He takes note of Mox's appearance and shudders. "Thought I had seen it all. I reckon ye don't do so well with the womenfolk."
Knowledge local for information on the cult.

Grokar |

"You fought good" Grokar says a bit saddened that the fighting did not last longer. He steps aside to allow their new companion to take a closer look and spits when the masked man passes.
Is that cool, a little inter-party trust issues?

Igar The Terrible |

Seldlron grips his axe, not trusting the masked stranger. He does allow Mox to inspect him.
The disease affects charisma and constitution. It is particularly difficult to fight off, both Initially and after infection. Seldlron has ability damage to both charisma and constitution and the resulting effects, not to mention sickness. It is doubtful he will be able to fend this off without aid of some sort.
Afflictions
Very good, Grokar. Role playing has been at a minimum lately.

Mox Decker |

Did my local get me any info on the cult?
Mox concludes his examination.
You are infected. When did you symptoms begin?
He does not wait for an answer before striding over to the wolf that emitted the dust. He exhales heavily through his mask, invoking his Aura of Purity. Once the area around him is cleansed, he examines the corpse and the logger.
Heal: 1d20 + 14 ⇒ (20) + 14 = 34
Aura of Purity: Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Igar The Terrible |

Rhen is the only party member with ranks in K-local. Seldlron apparently knows something of them.
The logger was infected exactly like Seldlron before being slain by the zombie wolf. The dust left by the wolves exploding upon death is a contagion. Anyone nearby would have been exposed to the disease.

Seldlron |

"We lost six lumberjacks to an unprovoked satyr attack on our camp. Mr. Fulch, the overseer, sent me and three others to hunt down and kill the satyrs. While I was tracking them we came upon a farm of flamebloom flowers being tended by Fiendblood Covenant followers. I know they are because they told me so. Are you familiar with them? They hide their identities as much as possible. These particular cultists are somehow emboldened, unlike those in town."
"Here, I made notes on it so that whoever treats me or finds my body will know how it progresses." He takes a parchment from under his chain shirt and reads it to you.
"Day 1 - about two hours after being in that cultist flamebloom farm we all felt the first symptoms. I felt sick and fatigued and irritable.
Day 2 - I feel better but still sick and fatigued. Not as irritable.
Day 3 - I feel my strength being drained by this disease. Getting as much rest as I can. Fulch gives me no more than 8. Work is difficult."

Mox Decker |

Mox examines the note and nods. He pulls a large leather pouch from his belt and unfolds it. The pouch opens to reveal several smaller pouches along with vials and medical instruments. He begins mixing ingredients together with quick, precise movements. He places a vial of newly created salve in a pocket and folds the kit back up. He then dispenses the salve to the two infected men.
This is not a cure, but may perhaps allow you to fight off the affliction until we can produce one. Rub it into your skin, paying close attention to areas where the pustules have ruptured.
Heal (treat disease): 1d20 + 14 ⇒ (4) + 14 = 18
Treat Disease:To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

Seldlron |

"Thank you, Mox." . He applies the salve everywhere. He notices that Bulgard is beginning to search the first tent to the east. "Zender Fulch, the camp overseer, is in the northeastern tent. He does not like to be disturbed. Apparently he does not like to fight dire zombie plague wolves either."

Rhen Vemsa |

K. Local: 1d20 + 7 ⇒ (18) + 7 = 25
Rhen puts his sword away, then look around the camp a bit.
"So this cult be puttin' daisies inta dead wolves and sendin' em ta attack the camp? Ye also be attacked be the Fey despite them calming their lands back? Yer consortium be a bit dum I think." Upon hearing the over seer doesn't like to be disturbed, Rhen's smile gets large and he walks over to the tent.
"Ye the Overseer?" Rhen bellows at the tent

Igar The Terrible |

Rhen has heard about the cult that plagues the streets of Falcon's Hollow. They hide in plain sight, usually posing as beggars on the streets. The cult is Urgathoan. Their teachings include exaltations of hedonism, gluttony, and over-indulgence which is enticing to many of the homeless.
There is no response from the tent or the overseer when Rhen calls him out.

Mox Decker |

Mox makes his way to the tent. He exhales, invoking his Aura of Purity (1 min) once again.
Mr. Fulch, I need to speak with you concerning the well being of your men.
He opens the tent and leans inside.

Mox Decker |

Mox looks to Rhen.
If you enter, stay next to me and you will be protected.
Then to the woodsman and his wolf.
Keep that beast out of here.
He enters the tent and examines the body on the cot.
Heal: 1d20 + 14 ⇒ (6) + 14 = 20