| Laurel The Herbalist |
Bulgard's stealth allows Laurel to concentrate better on her duties.
"Okay, I think this is a good starting point. I believe I know what to do now. You have all been so helpful. Thank you. I could not have gotten this far on my own." Laurel tends to each of you, giving you an assortment of nasty tasting reagents and making notes in her book as she treats you.
Heal v DC22 Seldron: 1d20 + 11 ⇒ (3) + 11 = 14
Heal v DC22 Bulgard: 1d20 + 11 ⇒ (6) + 11 = 17
Heal v DC22 Grokar: 1d20 + 11 ⇒ (18) + 11 = 29
Heal v DC22 Mox: 1d20 + 11 ⇒ (19) + 11 = 30
Heal v DC22 Rhen: 1d20 + 11 ⇒ (1) + 11 = 12
Seldlron Fort v DC22: 1d20 - 1 - 2 ⇒ (5) - 1 - 2 = 2
Seldlron Fort v DC22: 1d20 - 1 - 2 ⇒ (20) - 1 - 2 = 17
Bulgard Fort v DC22: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Bulgard Fort v DC22: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Grokar Fort v DC22: 1d20 + 10 - 2 + 4 ⇒ (16) + 10 - 2 + 4 = 28
Grokar Fort v DC22: 1d20 + 10 - 2 + 4 ⇒ (3) + 10 - 2 + 4 = 15
Mox Fort v DC22: 1d20 + 3 - 2 + 4 ⇒ (18) + 3 - 2 + 4 = 23
Mox Fort v DC22: 1d20 + 3 - 2 + 4 ⇒ (18) + 3 - 2 + 4 = 23
Rhen Fort v DC22: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Rhen Fort v DC22: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
| Laurel The Herbalist |
Bulgard and Mox soon after begin to feel much better. You are no longer infected and do not have the sickened condition. You still have charisma damage. Laurel garnered enough information from the healing efforts to create a cure for the disease. After an hour or so, she finishes her brewing.
"You have been so helpful. If this disease does hit the town, I now have a way to combat it. Syntira, the nymph queen, is an ally of mine. We meet regularly to trade secrets and ingredients and what not. Should you see her, please give her my remedy. She will be able to replicate it easy enough. Here, take this as my thanks." She gives you two potions of cure moderate wounds and 24 vials of her anti-plague concoction.
| Laurel The Herbalist |
The cultists were infected.
"Well, Rhen. This is a true plague. It appears to be engineered in some way. It is very contagious, difficult to fight off, and deadly."
The anti-plague concoction will give you a +5 alchemical bonus on your next check (once per day). An act of heal can trigger a new save, but the healer must be able to observe that you are not getting better since your last save.
This scenario introduces a new disease that plays a prominent role in the adventure. Be sure to familiarize yourself with the affliction rules beginning on page 555-556 of the Pathfinder RPG Core Rulebook.
Type disease, injury, inhaled, or ingested; Save special (see below)
Onset 1d4 hours; Frequency 1/day
Effect 1 Cha damage on first day, 1d2 Con damage and 1d2 Cha damage each day thereafter; Cure 2 consecutive saves DC22 fort
Rhen, Grokar and Seldlron remain infected. Mox and Bulgard are cured but have -1 charisma.
| Mox Decker |
Mox should be able to ensure the other three get cured with a 10 on his Heal check. So we can handle that however you like. Also, his aura of purity neutralizes any inhaled diseases, inhaled poisons, and noxious gaseous effects within 10' of him so lets keep that in mind.
What does this fey creature have to do with this?
Mox takes the anti-plague and adds them to loops in his kit. He is not interested in the healing potions.
| Igar The Terrible |
I would say give it an hour or so and you will note that the others are not improving.
Thanks for the heads up on the aura of purity.
Cirthana mentioned her during your initial briefing. She said she was an ally and if we could help her, it would strengthen her relationship with nonfey. The disease is particularly bad for the fey and knowledge of their infection is what started this adventure. Fey take an additional -2 for checks against this particular disease.
| Laurel The Herbalist |
"well, Rhen. I don't recall makin you any promises. We ain't dealing with magic here. This potion you helped me concoct works with your natural defenses against the disease. If I could perform miracles, I would not be here." She puts her arm around him. "Now you are gonna get better, you just need to give it some time and take your rest." She moves across the room. "Now, if you will excuse me, I am going to make more of this for when it makes its way to town."
| Seldlron |
"Laurel, If you do not mind, I will stay here until I feel better. No need of spreading this around town, and I intend to die in battle, not in a bed. Gentlemen, it was an honor fighting with you today. May the gods be with you in your endeavors."
| Fiendblood Cultist |
Laurel gives you directions to Syntira's domain within Darkmoon Wood.
As you exit Roots and Remedies, there are three cultists with a cart full of flame bloom flowers nearby. They wear tattered clothes over ragged studded leather armor and smell as though they have not bathed in months. They appear to be unarmed. "Afternoon, gentlemen. Flowers will get you out of trouble with the women. They can also be a conversation starter for strangers. We are selling these at a discount today. Just 5 copper pieces will improve your standing with the women."
Bulgard: 1d20 + 8 ⇒ (16) + 8 = 24
Grokar: 1d20 + 7 ⇒ (2) + 7 = 9
Mox: 1d20 + 1 ⇒ (6) + 1 = 7
Rhen: 1d20 + 9 ⇒ (20) + 9 = 29
Rhen notices that the cultists show signs of infection and are rather gaunt. Bulgard notices that several townsfolk are walking up the street with flamebloom flowers.
| Rhen Vemsa |
"Aye Human women, Dwarven women love ta pull on a good solid beard and a mug o' Ale." Rhen says
Sleight of hand: 1d20 + 10 ⇒ (15) + 10 = 25 Rhen puts a dagger into a hand ready to attack.
| Bulgard Merkenkin |
Bulgard wastes no time. He looses two arrows at the cultist.
1d20 + 11 - 2 + 1 ⇒ (20) + 11 - 2 + 1 = 30
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
1d20 + 11 - 2 + 1 ⇒ (3) + 11 - 2 + 1 = 13
1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
| Igar The Terrible |
Bulgard fires at the southernmost cultist doing 15 hps of damage.
Bulgard is not sickened and is not withing 30 ft of his target.
Bulgard: 1d20 + 4 ⇒ (14) + 4 = 18
Grokar: 1d20 + 4 ⇒ (2) + 4 = 6
Mox: 1d20 + 3 ⇒ (9) + 3 = 12
Rhen: 1d20 + 4 ⇒ (13) + 4 = 17
Cultist: 1d20 + 6 ⇒ (5) + 6 = 11
Yellow: 1d20 + 6 ⇒ (14) + 6 = 20
Blue: 1d20 + 6 ⇒ (6) + 6 = 12
Round 1
Effects, Grokar, Rhen and Khador are sickened. Mox, Aura of Purity.
Sickened:The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Yellow
Bulgard, Rhen, Mox <===
Cultist, Blue
Grokar
Yellow moves 30 feet closer to you.
| Igar The Terrible |
Rhen plunges his dagger and the cultist drops.
Round 1
Effects, Grokar, Rhen and Khador are sickened. Mox, Aura of Purity.
Sickened:The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Yellow
Rhen
Bulgard,Mox <===
Cultist, Blue
Grokar
| Bulgard Merkenkin |
Bulgard yells to the townsfolk The flowers are poison. Drop them now!
Then he moves and fires two arrows at the closest cultist.
1d20 + 11 - 2 + 1 ⇒ (8) + 11 - 2 + 1 = 18
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
1d20 + 11 - 2 + 1 ⇒ (12) + 11 - 2 + 1 = 22
1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
| Grokar |
Sorry, I've been crazy with work, and next week I'll be doing 5:30-7:30 shifts Monday through Friday, so I'll do my best to post, but feel free to bot
Grokar pulls out what looks like a bloody chain from his pack and breaks it. As he does a barbed chain raises up from the ground and tries to wrap itself around the blue cultists ankles to trip him.
Barbed Chains Trip Attack: 1d20 + 4 ⇒ (12) + 4 = 16 I don't think I would take a penalty because its the chain attacking not me. If it hits make a DC 12 Will save or be shaken for 1d4: 1d4 ⇒ 1 Rounds
He then bellows "those flowers are bad" and draws his Becky
| Igar The Terrible |
A chain bursts forth from the ground near the cultist. It attempts to wrap around his legs and trip him. The cultist just barely manages to break free from the chain. Yellow attempts to stabilze. Yellow stabilize v DC 10: 1d20 + 2 - 0 ⇒ (4) + 2 - 0 = 6
Round 2
Effects, Grokar and Rhen are sickened. Mox, Aura of Purity.
Sickened:The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Yellow (dying)
Rhen, Bulgard, Mox <===
Cultist (dying), Blue
Grokar
| Mox Decker |
These cultists have infiltrated your town and are spreading these malignant blossoms as we speak. One of this group still clings to life. Perhaps he can provide your peacekeepers with information. I am not a law man, and have other matters to attend to.
| Seldlron |
"I ain't no lawman either, Mox. What is yer hurry? Looks like you left a job half done." Seldlron walks over to the cultist and kicks him. "Get up or the axe comes down." The cultist does not respond to the kick or the threat, "Looks dead enough to me." Seldlron moves to the cart. "Wonder if they got anything other than flowers in here."
perception: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
| Bulgard Merkenkin |
what about the folks that just took flowers with them? Is there any way to find them and stop them from spreading the malady?
Bulgard turns to the half dead cultist, draws an arrow and points it at him.
Was this the only wagon your kind brought? Tell me true and I’ll grant you a quick death
intimidates: 1d20 + 3 ⇒ (1) + 3 = 4
Apparently he stuttered so badly nobody could understand what he was saying. I assume The cultist just giggles at him