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[LPF] Borric, Nathan, Sylvain, & Zelena

"Nice job Waltor!" Zelena says with a beaming smile.

She is about to comment when a shimmering light approaches and within moments Nathan is dumped before them. "That was some entrance. We are not in any trouble. We thought it best to try and consult someone about what was up in the mountains. When we arrived, the place is locked up and it would appear some sort of sabotage of the door's lock. We are investigating further. And Waltor has gotten us a key to enter as well."

With a smile she comments, "Welcome back Nathan."
 

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"Nate, my man. So glad you are able to join us again. Your motes are quite clever little....creatures? Or energy bulbs, or whatever they are.

Perfect timing as we are preparing to visit our old sage friend again. Your people skills will do doubt help Zelena as we try to get information from him again."



Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock][/QUOTE]
 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric stows away the crowbar and collects the key. The little scorpion's scouting and report is certainly curious, making up for the impatient wait he had to put up with.

However, before he can comment on the results, he is interrupted by the unorthodox arrival of Nate.

"Oh, hello there. Heh, no lax trip back to the City of Glass for you. Glad to have you joining us instead of sitting around on your arse getting soft and pudgy." The brash fighter smirks and pats him on the back a little heavy handedly.

"We are about to pay a social call on some rats, they were kind enough to invite us inside. As they said, we were hoping to learn about the portals, gates, fancy runes, or whatever it is we are dealing with under the mountain. But, the ornery sage doesn't appear to be answering his door today."

Figuring that is explanation enough, Borric opens the door with the new key.

[sblock=Mini Stats]Borric Hawkins
Initiative:
+4 Perception: +9
AC: 28 (25 w/out shield, 26 flat-footed, 13 Touch)
HP: 83 Current: 83
CMB: +13 CMD: 26 (28 vs. Disarm/ 30 vs. Trip) Fort: +10 Reflex: +6 Will: +5 (+7 vs. Fear) Current CMB +13, CMD 26
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Step Up, Greater Trip

Current Weapon in Hand: Shield
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
OOC: It was amusing, jk. Welcome back. :)
 

It takes a moment to pry the broken key from the lock but hardly any time after that to get the door open. As the bright light of the afternoon sun lights up the dim interior of the entry the group finally sees what Sylvain has relayed to them from Waltor: rats sit on their haunches in a semi-circle around the door watching with beady and surprisingly alert eyes. Suddenly they scatter and dash for the doorway deeper in the temple. At the doorway they halt in eerie unison, look back at the group, and disappear into the next room.

 

"How interesting...Ive seen magic users with one associate, like Waltor and myself, but never one that has a connection with so many creatures. And these rats are clearly intelligent. They want us to follow them," Syl says forgetting all possible danger, and heading in the direction of the swarm of rats.


Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock]
 

When the rats see that they are being followed they follow the same course that they did with Waltor and head to a room that clearly served as a study or reading room and that everyone remembers from their last time at the temple when Aquos showed them maps of the Sul Gulden mountain region. A large desk is in the center of the room, books and strange artifacts line the walls and on the floor a set of clothes is strewn in a pile near a book that looks like it was dropped on the floor. The book lies open. The rats rush to the clothing and fill it with their mass of bodies pulsing and climbing over one another; it is somewhat disturbing how they seem to mimic the shape of a body. Abruptly they scatter and scurry from the clothes to form a large, loose circle around the clothes and the group of adventurers. The rats all sit on their haunches and wait with eager, beady eyes.

 

Zelena follows the rats and watches them with some interest and comments, "That's just..." as all the little heads turn to look at her she pauses to come up with an appropriate word, "Different."

She looks at the book.

((Is the speak with animals, 4 minute duration, done with with the time it has taken since she talked with Celebfedhiin and Waltor before he went into the place? ))
 
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Nathan suppresses a shudder at the multitude of rats, but at their behavior in the back room, raises an eyebrow.

"You don't suppose he ... no, I've never even heard of that, but..." even as he mutters to himself, two motes appear and orbit his head quickly, their trails forming a circle around his crown. Then one each settles over his eyes before fading from view.

[sblock=ooc]Casting Detect Magic. Arcana +7, Spellcraft +12. Feel free to assume he shares anything he gleans with the others so no one's waiting on me. [/sblock]
 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric had no idea what to make of the strange rat behavior and stands there fingers tapping the handle of mageslayer. He is itching to draw it and start swings to see how far he can make rats fly.


"Yeah, this is way beyond my expertise. It is all I can do to keep from wanting to... well never mind that."

"Do you think they understand our speech?"


[sblock=Mini Stats]Borric Hawkins
Initiative:
+4 Perception: +9
AC: 28 (25 w/out shield, 26 flat-footed, 13 Touch)
HP: 83 Current: 83
CMB: +13 CMD: 26 (28 vs. Disarm/ 30 vs. Trip) Fort: +10 Reflex: +6 Will: +5 (+7 vs. Fear) Current CMB +13, CMD 26
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Step Up, Greater Trip

Current Weapon in Hand: Shield
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

Zelena glances at the book: The Eve of Ashes; a history of the fall of Sumbru. It is open to a page near the middle detailing the political specifics leading to the war that resulted in the destruction of that city's ancient, magical gate but the gnome can sense her ability to speak with animals draining away. However, when she speaks to the rats in the beast-tongue that they should understand they don't respond. When Borric muses over whether the rats can understand normal speech they perk up, attention swiveling to the warrior. One would almost swear that the rodents bob their heads in the affirmative.

Nathan's motes give him a magical sight that shows the rats aswirl with a deep green aura shot through with crackling black. Definitely magical: the green is transmutation and the black is the aura of necromancy of a particularly virulent and hostile nature.

 

Into the Woods

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