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DC 10 CL check: 1d20 + 8 ⇒ (12) + 8 = 20
Warpac casts the death ward on himself using the scroll and uses a fervor to cast Beacon of Luck (gives a +2 sacred bonus to ST, 30' range, centered on self or expend to roll ST twice)...
...then waits for the inevitable attacks.

GM Bret |

Warpac uses a scroll to protect himself from The Emmissary and then gives luck to most of the team — only Theodric and Mango are out of luck,
Mongo is 1, Warpac is 2: 1d2 ⇒ 2
Dalviss lets out a howl “Aaahroooo!” Then he looks around, evidently trying to figure out who is Alpha Wolf! You can almost see him trying to decide between Warpac and Mongo. Tough to say how he decided, but he rushes towards Warpac.
It seems he concentrated too much on power and not enough on accuracy. He misses the dwarf.
Halberd, Power Attack: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
Damage: 1d10 + 10 + 4 ⇒ (8) + 10 + 4 = 22
Bolded may act:
Round 1:
Inspire Courage +2
BoLuck = Beacon of Luck
Wolf Dalviss
Penny Deathward BoLuck
Timtenzekil BoLuck
Round 2:
Theodric Improved Invisibility
Mango
Melody BoLuck
Mongo Deathward BoLuck
Tycho 6 images BoLuck
Warpac BoLuck

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"Abtaroh" moves up, and a blast rainbows shoot out from her fingertips!
Color Spray DC 21 Will; his HD are treated as 7 fewer due to Tycho's Awesome Display.

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Abtaroh dances about, Tie him up nice and tight, before the Emissary gets here!

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"Good thinking! Maybe he'll go back to normal when we've finished with the Emissary."

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It just so happens that Warpac took a remove curse :)
Before the man can wake up, Warpac quickly casts a remove curse on the man.
CL Check: 1d20 + 8 ⇒ (19) + 8 = 27

GM Bret |

Warpac uses his spell on Dalvis and his body shrinks down a little bit. The tail recedes and the ears become a lot less fuzzy. Soon, he looks like his old self again. If he were awake, he would likely tell you how glad he was as his headache would also be gone.
In the distance, you see a few villagers of the other villagers running around in beastial form. There is a fellow with very long ears and a fluffy tail darting back and forth, running and trying to avoid being caught by someone looking feline. You see another villager that looks part tortoise.
About a minute later, Dalvis awakes. “What happened? Why can’t I see?”
It is going to take a while to get this town back in order assuming you are able to defeat The Emissary — who you figure is about three minutes away.

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Aftereffect of the Emissary's curse. I'm sure it will be gone in a few moments.
bluff: 1d20 + 21 ⇒ (6) + 21 = 27
Abtaroh uses their scroll of Death Ward (7 min), and casts Shield of Faith upon themselves.

GM Bret |

Leeara comes to the door with a lantern, looking out. “Is it safe?”
Seeing a few of the villagers in the distance, she gasps in horror. “The whole village is being afflicted like I was!”
Looking down at Dalviss, she adds “You should probably come in here for now.”
Dalviss blinks his eyes. “I can almost see again...”

GM Bret |

Mongo: 1d20 + 13 ⇒ (8) + 13 = 21
Tycho: 1d20 - 1 ⇒ (14) - 1 = 13
Theodric: 1d20 + 1 ⇒ (14) + 1 = 15
Mango: 1d20 + 11 ⇒ (11) + 11 = 22
Timtenzekil: 1d20 + 15 ⇒ (2) + 15 = 17
Penny: 1d20 + 1 ⇒ (17) + 1 = 18
Warpac: 1d20 + 7 ⇒ (8) + 7 = 15
Timtenzekil: 1d20 + 12 ⇒ (10) + 12 = 22
Warpac: 1d20 + 1 ⇒ (4) + 1 = 5
It just came into the square and sat off to the side, seemingly watching what happened. It must be a stray because you don’t see a collar or anything else an owner might put on their dog.
It just came into the square and sat off to the side. It must be trained for combat to have not reacted to everything going on, but it still seems strange that it would just sit there without a trainer having ordered it to do so. You know how difficult it is to train an animal to stay in place when there is so much activity.

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"It's na safe, no. Best ye stay inside while we deal wit' it." Timtenzekil answers, taking a moment to weave a ward on Theodric as asked now that he has a moment. Finished with the spell, he turns away and approaches the unusual sight. "'ere now, what're ye doing out 'n about then?" he calls to the stray dog.
Handle Animal: 1d20 + 12 ⇒ (18) + 12 = 30

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"Dog? You're worried about some dog when the whole town is going the abyss in a basket? Leave it and let's go!"

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"Tim, does something seem weird about that dog to you?"
Knowledge ?: 1d20 + 11 ⇒ (16) + 11 = 27

GM Bret |

Timtenzekil approaches a dog that was just sitting off to the side, watching the battle.
It gives a little growl as he and Penny approach it, then stands and backs away from him as he gets closer.
Using a Wolf figurine since I can’t find a dog right now. I know I have them, just not where.
Yeah, this really isn’t acting like a dog. Although you never saw Abtaroh use any spells to turn into animals, it is certainly something that can be done with spells. Seems likely it is her or some other magic user that has never worked much with animals and doesn’t know how they would tend to respond.

GM Bret |

Melody: 1d20 + 8 ⇒ (13) + 8 = 21
Mongo: 1d20 + 1 ⇒ (2) + 1 = 3
Tycho: 1d20 + 5 ⇒ (14) + 5 = 19 +4 if Heightened Awareness active
Theodric: 1d20 + 16 ⇒ (12) + 16 = 28 +4 if Heightened Awareness active, Always acts in surprise round
Mango goes with Theodric
Timtenzekil: 1d20 + 2 ⇒ (18) + 2 = 20
Penny: 1d20 + 3 ⇒ (2) + 3 = 5
Warpac: 1d20 + 1 ⇒ (7) + 1 = 8 +2 underground
Puppy dog: 1d20 + 7 ⇒ (10) + 7 = 17
Timtenzekil suddenly gives Penny the order to attack the dog!
Bolded may act:
Round 1:
BoLuck = Beacon of Luck
Theodric Deathward, Improved Invisibility
Mango
Melody BoLuck
Timtenzekil (only used action to command Penny) BoLuck
Tycho 6 images, BoLuck
Puppy dog
Warpac BoLuck
Penny Deathward, BoLuck, acid maw, other personal buffs
Mongo Deathward, BoLuck

GM Bret |

Timtenzekil decides that he wants to keep track of this dog, so he makes it glow with green fire.
Bolded may act:
Round 1:
BoLuck = Beacon of Luck
Theodric Deathward, Improved Invisibility
Mango
Melody BoLuck
Timtenzekil BoLuck
Tycho 6 images, BoLuck
Puppy dog
Warpac BoLuck
Penny Deathward, BoLuck, acid maw, other personal buffs
Mongo Deathward, BoLuck
Feel free to say you are getting out popcorn or whatever if you want to just delay.

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Abtaroh produces a doggy biscuit. Silent image from racial spell-like
She moves forward 30’ and crouches down. OOOOOOO what a cute little puppy! Come to auntie Abtaroh! I promise its not poisoned!
She whistles.

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"Hey, wait a second. Maybe it wants us to follow it."

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Melody starts up an interpretive dance, but does not otherwise act.

GM Bret |

Tycho watches with interest.
“Abtaroh” tries to trick the doggie with an illusionary treat.
Melody does a few dance steps.
The dog hesitates, then turns and tries to run.
Bolded may act:
Round 1:
BoLuck = Beacon of Luck
Inspire Courage +2
Theodric Deathward, Improved Invisibility
Mango
Melody BoLuck
Timtenzekil BoLuck
Tycho 6 images, BoLuck
Puppy dog Fairie Fire
Warpac BoLuck
Penny Deathward, BoLuck, acid maw, other personal buffs
Mongo Deathward, BoLuck
Round 2:
Theodric Deathward, Improved Invisibility
Mango
Melody BoLuck
Timtenzekil BoLuck
Tycho 6 images, BoLuck
Double move off the map, do you want to pursue? You still have two to three minutes before The Emmissary gets to town,
At this point I consider it obvious that the dog isn’t acting like a normal dog. Your characters know that from the way it reacted just now,

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Warpac takes chase, though his speed has something to be desired.

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"Where are you going? It's just a dog, let it go!"
Mongo waits, annoyed at his allies chasing a regular dog while the emissary comes.

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Abatroh takes off after the dog as well, double moving.

GM Bret |

Going to go into an abbreviated version of the combat.
Penny manages to catch up with the dog she was told to play with. Warpac runs towards where the dog left, but can no longer see it or Penny.
Tycho in their Abtaroh guise gets to the corner they turned in time to see Penny snap at the dog.
Penny may take and AoO as the dog continues to flee and then a Charge or move and attack at the dog. Tycho can use spells that will reach the approximately 100 feet to where they are or rush to try and catch up.
Anyone else want to participate in the chase?

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Mongo waits with Melody, Mango, and (he assumes) Theodric, ready to follow if they take off with the rest of the party.

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Bite AoO: 1d20 + 14 ⇒ (11) + 14 = 25
Bite Damage, Strong Jaw, Bludgeoner Nonlethal: 2d6 + 13 ⇒ (4, 3) + 13 = 20
Acid Maw Damage: 1d4 ⇒ 2
Acidic spittle spatters everywhere as Penny clacks her beak together.

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Abtaroh raises the very stone from the street, blocking off the dog's route of escape! Since we're in theater of the mind, not sure I can do this. I want to try to box in the dog so we can catch up.
Major Image of a 15' high wall of stone blocking off the whole street ahead of the dog; DC 23 will if interacted with..

GM Bret |

Will: 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24
Tycho in their guise comes up and casts a spell. Suddenly a wall of stone raises from the ground, blocking off the path ahead!
Stone wall
Dog 22 damage
Penny 60’ behind
Tycho 100’ behind
Timtenzekil 40' behind
Warpac 160 feet behind, doesn’t have line of sight
I think Penny gets to do a move and attack or Charge, then it moves forward again.

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Charging Bite: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Bite Damage, Strong Jaw, Bludgeoner Nonlethal: 2d6 + 13 ⇒ (1, 1) + 13 = 15
Acid Maw Damage: 1d4 ⇒ 2
Penny leaps after the dog, nipping hard with an acrid maw.

GM Bret |

The dog cries out in pain as it gets bit again.
Then the dog leaps through the wall and runs away.
Withdraw action, avoid the AoO
Dog 22 damage
Stone wall DC 23 disbelieve 60' behind
Penny 60’ behind
Tycho 130’ behind
Timtenzekil 100' behind
Warpac 120 feet behind
The illusionary wall blocks line of sight for most of the people.

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DRAT! Abtaroh dismisses the wall so penny can go after her prey, and moves 30 feet forward.

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"Time ta be done wit' this." As the dog streaks away, Tim speaks airy words of power. Greenish brown miasma burst over the animal, filling the air with a foul rotting vegetation smell.
Burst of Rot: 10d6 ⇒ (5, 5, 3, 2, 6, 5, 5, 3, 2, 4) = 40 DC19 Reflex to halve and negate stagger.
Stagger Duration: 1d4 ⇒ 4

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Charging Bite: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Bite Damage, Strong Jaw, Bludgeoner Nonlethal: 2d6 + 13 ⇒ (5, 6) + 13 = 24
Acid Maw Damage: 1d4 ⇒ 3
Momentarily stymied by the false wall, Penny surges forward again as the dog comes into sight once more.