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![]() The cultists were infected.
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.
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![]() 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.
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![]() Bulgard's stealth allows Laurel to concentrate better on her duties.
heal:
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 saves: 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
Grokar Fort v DC22: 1d20 + 10 - 2 + 4 ⇒ (16) + 10 - 2 + 4 = 28
Mox Fort v DC22: 1d20 + 3 - 2 + 4 ⇒ (18) + 3 - 2 + 4 = 23
Rhen Fort v DC22: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
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![]() The initial effects of the plague are beginning to wear you down. The damage to your charisma is making you irritable and less friendly. You fight it.
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![]() Laurel makes notes of your symptoms and consults her heirloom recipe book. She goes back and forth comparing them for what seems like an eternity.
Type disease, injury, inhaled, or ingested; Save Fort DC22, 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. ![]()
![]() 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. ![]()
![]() The herbalist carefully inspects your findings.
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![]() K Nature gets you nothing at this point. Diplomacy does get her moving in the right direction. "So these things ain't too hard to identify, it is just a matter of where to find them. Well, for the elderwood mold, there’s gotta be an oldest tree in the vale. Damned if I know where it is, though. “The rat’s tail and mushrooms are even longer shots. Way north, toward the mountains, people say there used to live a bunch of dwarves. They’re not there anymore, but I’d bet their forges are. If you can find ironbloom anywhere around here, that’d be your best bet. “As for the rat’s tail, who knows? Well. Actually. Ulizmila, the witch that lives deep in the woods might. She’s a crafty, mean thing that knows all sorts of strangeness. She might even have one. I don’t know what she might want for it, but I doubt it’d come cheap. My grandmother traded her sight to the old crone for a few pages of what she knew, and that was years and years back, and I don’t know a soul who got any nicer as they got older.” ![]()
![]() “The recipe calls for some rare roots and concentrations, most of which I have here, but there’s three I don’t. Elderwood moss, which I’ve never heard of, but granny says the stuff only grows on the oldest tree in a forest. A specially pickled root called rat’s tail, again, sounds like hoojoo to me. And seven ironbloom mushrooms, stunty little things that only grow in dark places thick with metal, a favorite among dwarves, or so I hear.” She glances at Rhen and smiles. ![]()
![]() The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s rear, a rail thin woman with severe looking spectacles and hair pulled back tightly busies herself between an over packed rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth. Over the din of her work and without looking up, the woman impatiently shouts, “And what’s your problem?” |