Grokar moves up again, drawing the ax and getting right up to the two cultists.
Are the red rows difficult terrain? Because if not he would charge. If not he will charge if it is just draw weapon and double move directly south of blue
"Surrender or be cut down" his ax glistens as if hungry to bite into human flesh.
okay, understand you now.
Grokar moves right to the two remaining cultists, but fails to intimidate them.
yellow is dying
DC10:1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12
"NOT SURRENDER, YOU DIE!!! the burly half orc charges wildly across the field, his rage finally boiling over and exploding as he carries his heavily armored self towards the fleeing cultist. Ax held high, he screams as his feet carry him ever closer to the man. There is a madness in his eyes, but also a clarity, as though this is the state he was meant to be in.
My recollection is that he was 2 diagonals to your nw. Matters not, he has not a prayer. You may take your AoO if you are certain, otherwise I see Bulgard or Rhen getting him this round.
M Tiefling Scarred Witch Doctor 4 | hp 36/36 | AC 16, T 13, FF 13 | F +3, R +4, W +5 | Init +3 | Per +1 Darkvision 60'
Mox pulls a vial of smelling salts from his belt and waves it under the unconscious man's nose.
He cocks his beaked face towards Seldlron. Subjecting him to treatment similar to what resulted in his current state is not likely to have the results you desire. I assure you there are other forms of treatment which are not only effective but far more reasonable.
The cultist is covered in white pustules. "Huh?...Wha?" He looks about and gives a slight tug on his bindings. He notices that Seldlron is infected. "Hahaha, you will die. You will die like everyone in Falcon's Hollow. Hahahaha."
M Tiefling Scarred Witch Doctor 4 | hp 36/36 | AC 16, T 13, FF 13 | F +3, R +4, W +5 | Init +3 | Per +1 Darkvision 60'
I can assure you that I will not become infected and my associate here will not die under my care. Your abject defiance here is futile. I need to know how this afflictionwas designed, specifically what it has to do with these plants. Assuming you are going to mock our efforts, would you rather him just break a bone to get started?
"Okay!, Okay! The plague is transmitted through the pollen in these flowers." He points at Bulgard, Khador, and Grokar who are covered in pollen from moving through the flowers. "Hahahaha"
HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)
Rhen looks at his friends covered in the pollen.
"Mox can ye do somethin'? They must be havin' notes somewhere round here." Rhen leaves the man to Seldlron and goes to see if he can find a book on the other bodies.
Rhen searches the three dead gardeners. He finds that each carries a potion of cure moderate wounds, a tanglefoot bag (2), a +1 hide shirt, a club, a masterwork sickle, a masterwork sling with 7 bullets, masterwork gardening tools, a shovel, a silken rope, and 540 gold pieces. The bound gardener is equipped exactly as the others.
Grokar carries the dead body over and plops it down next to the bound cultists. He grabs a tangle foot bag and tosses it from hand to hand, half listening to the conversation and pondering what he will have for lunch.
Seldron leans into the cultist's face almost touching noses. He presses a dagger against his jugular. "How are flowers way out here going to affect those in town?"
M Tiefling Scarred Witch Doctor 4 | hp 36/36 | AC 16, T 13, FF 13 | F +3, R +4, W +5 | Init +3 | Per +1 Darkvision 60'
Not unless he is intimately familiar with the disease creation, ie the pollen alteration. If not, I say dispatch him and make haste back to the town before this malady can spread.
Mox will work on Treat Disease checks for the party en route if that is possible
"Thank ye fer yer cooperation, ye worthless scumbag cultist." coupe de grace:3d12 + 3d6 + 3 - 2 ⇒ (6, 5, 12) + (5, 1, 5) + 3 - 2 = 35
Seldlron smiles as he admires the mess he just made. He retrieves his rope and puts it in his backpack.
"We must make way to Laurel without haste." He heads into the woods in the direction of town.
Exposures as of leaving the field
Rhen 1 (1 hr around Seldlron)
fort v DC22:1d20 + 3 ⇒ (16) + 3 = 19 onset:1d4 ⇒ 2
Mox 2 (1 hr around Seldlron and inspection of flowers)
fort v DC22:1d20 + 3 ⇒ (15) + 3 = 18 onset:1d4 ⇒ 2 cover:1d100 ⇒ 22 giving you cover for the mask
fort v DC22:1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26 [aura of purity]
onset:1d4 ⇒ 1 cover:1d100 ⇒ 35 giving you cover for the mask
Bulgard 13 LOL (Seldlron and moving through flowers)
1d20 + 6 ⇒ (11) + 6 = 17 onset:1d4 ⇒ 2
Khador 10 (Seldlron and moving through flowers)
1d20 + 6 ⇒ (3) + 6 = 9 onset:1d4 ⇒ 3
Grokar 14 (Seldlron and moving through flowers)
1d20 + 10 ⇒ (1) + 10 = 11 onset:1d4 ⇒ 3
After two hours heading into town, Mox, Rhen, and Bulgard rapidly begin to feel ill. They break out in a sweat as white pustules begin to appear on their skin.
Your charisma has been damaged by one. You have the sickened state and must take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
After another hour, the same happens to Khador and Grokar.
When you enter Roots and Remedies, Laurel greets you. She notices the pustules on Seldlron, Bulgard, Rhen, and Grokar. "Oh, my. Tell me your symptoms." She looks at Mox. "My grannie told me about folks like you. I ain't never met one till now. You ain't from around here. I'm guessing the otherworldly power you made a pact with led you here because of this. You can't cure them?"
Laurel comes from a long line of wise women, each passing her secrets on to the next. While she is an accomplished herbalist in her own right, Laurel owes the most miraculous of her successes to several pages in the back of her heirloom recipe book. These few leaves of parchment overflow with notes and cryptic formulas in ancient, scrawled handwriting and are rumored to contain original recipes of the witches of Irrisen.