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[LPF] Borric, Nathan, Sylvain, & Zelena

"How interesting. The rats understand you, Borric...and that's no small task! Seriously, I've not seen a swarm of creatures behave like this, ever. They wanted us to come in here, and the way they are behaving, is it possible that our sage friend here somehow got himself turned into a bunch of rats? Interesting."

DM [sblock]Any Knowledges that might help Syl figure out what's going on?[/sblock]


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]
 

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Sylvain contemplates his vast knowledge of the arcane. The witch has heard of a spell, quite powerful, called Swarm Skin but from Nathan's description of the auras this is some sort of a curse and Sylvain has never heard of those magics being used in this fashion. The spellcaster who could pull something like this off would be quite powerful.

[sblock=OOC]Knowledge (arcana) check for Sylvain: 1d20+17=32[/sblock]

 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric is as surprised as Syl, and certainly glad he held his tongue for once about flailing at the rats.

"Syl, you are asking the wrong person. I have not a clue on this sort of thing."

"You rats, are you able to take the form of letters to tell us what's going on?
" he says bending over to talk to the rodents.

[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]
 

"Interesting..." Zelenna says to both the book and that of the rats. She points to the book, "This passage seems to be about the destruction of a magical gateway due to a war or some sort of conflict."

"Did Waltor tell the rats of our query for the Sage?" she asks Syl and Waltor.

Looking to the rats, "May I?" she points to the book and seems ready to pick it up.
 

"Be careful, Zelena. There is a strong possibility that something in that book cursed the sage, turning him into these rats. And trust me, that's a heavy duty curse, from a strong spell caster. of course if we don't examine the book, it's going to be terribly difficult to see exactly what passage he got to before the curse befell him."

Turning to his companion, he repeats Zelena's query. "Can you talk to the rats, Waltor? I guess I should have asked you that earlier..."


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]
 

The rats explode into an excited flurry of movement when Borric addresses them directly. They tumble over one another and scurry unheeding over the book and Zelena's feet until they form crude letters on the floor before bursting into another scramble of activity to form a series of words one after another:

[size=+1]I Aquos / Cursed / Witch / Iserd / Need bones / Help![/size]

Zelena manages to pick up the book. It's a thick political treatise and while it may have some information relevant to gates it would be a study of some time to pick it out of the text. Waltor informs Sylvain that he doesn't speak rat (nor does it seem that the rats speak rat).

 

"Can you tell us more about Iserd? First, is he located here in town? Are you saying he took your bones?"

Syl tried to ask only simple questions, hoping to make it easier on Aquos/rat.

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]
 

Communication in this fashion is extremely slow and tedious and after a short while appears to be tiring for the rats/Aquos as well. You do, however, determine that Iserd is some sort of rival to Aquos who lives in the swampy flood-plains of the Ouhm River just south of Gist where you currently are. Not only did Iserd somehow curse Aquos into this form of rats but also stole Aquos' bones and, if you understand Aquos correctly, kidnapped some sort of holy fish formerly housed in the now empty pool in the main chamber of the temple. Aquos seems to believe that retrieving his bones and bringing them back to the temple will break the curse but he is emphatic (as much as a swarm of rats spelling words on the floor can be) in his desire that the group retrieve the fish.

 

Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric is still stunned while the witch takes over the communications with the rats. Once Syl has figured out the story, the fighter comments, "Well, I guess I know more about rats than I thought. Who knew? Cuz I sure didn't."

"I think I read about a fish that granted wishes once. Something called a fishwich? Or am I thinking of a type of sandwich?"


Not really sure if his companions will be able to answer those types of questions, he directed them to the rats as well.

After some more thought, Borric continues to ask a more pertinent question, "Can we get some better directions to this rival's lair? Then we can go beard the bastard."

[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]
 

Aquos has a difficult time relaying directions in his current, scattered rodent form. Eventually you realize it might be easier to get directions or find a guide from someone who can actually speak. However, whenever the name Iserd is brought up in conversation the local people have the tendency to make a sign to protect themselves from evil and hurry away muttering or just clam up until they can make their escape.

Your luck changes on Gist's docks, still uncharacteristically overfull of boats tied up at port and even anchored farther out in the river, where you hear a vaguely familiar voice. Looking about you see a halfling laughing, waving a hammer about as he talks to a grizzled river rat as he affixes a copper plaque to the prow of a boat. After a brief moment of thought you recall the halfling as the pirate whose life you spared over a month ago as you traveled up the Ouhm.


Eneko, Ouhm River
 

Into the Woods

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